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Sunlord Thalachos

Quintain's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. 194 posts. No reviews. No lists. No wishlists.


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Heine Stick wrote:
Necroblivion wrote:
If you want to auto confirm crits, just have them automatically deal a light critical hit. Or add +10 to the severity check, which along with the d20 roll should net at least a light critical.
+10 it is. :)

On the opposite note, does anyone modify the DC required for severity if the initial attack roll is a crit, but would have otherwise missed?

Like a Nat 20 that auto hits but when modified could have missed mathematically speaking?


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It depends on how many and what type of natural attacks you can get.

The standard is claw/claw/bite through claws of the beast and bite of the wolf. So that will net you 3 full BAB attacks per round, which is the maximum number of attacks that the cryptic BAB will net you. However, a weapon wielding cryptic allows for two weapon fighting to eventually get 5 attacks per round (with improved two weapon fighting).

Natural attacks have two advantages. They increase your power at lower levels due to having more attacks per round than normal, and they don't lose out to iterative BAB progression.

At higher levels, your power level will level out in comparison, as you can't get more attacks per round above and beyond your ccb attack routine (unless you use further magical augmentations).

Natural attacks do have the issue of not being enchantable outside of amulet of mighty fists and those types of magical items. They also have issues when attacking things that do damage when attacked within melee range.

One pattern is a good feat to have. Improved Disruption is another (they stack).

If you want some ridiculous reach with your brutal disruption attacks, use dual wielded whips. They are melee weapons that use ranged touch attack mechanics to deliver their damage at 15'. With the attendant precautions regarding provoking attacks of opportunity, etc.


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From Ultimate Psionics:

A soulbolt adds his Strength modifier to damage rolls when using the mind bolt in the short range form.

In the medium and long range forms, he uses his dex as the ability modifier to attack.

Short range form are essentially thrown weapons, medium and long range are "shot" projectiles.

All ranged attack feats (like far shot) work with the mind bolt.

Soulbolts are good for the ranged attack role in the party. They also work well with the various snapshot feat chain for second line damage dealers with attacks of opportunity as enemies close for melee.


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I think that magic outweighs technology on a small scale/personal basis (it makes individuals very powerful against other individuals), but it doesn't have the capacity that technology does on a large scale such as with trade. The only question is where is the fulcrum of the balance between magic and technology.

What do you guys think about "magic" being the fuel of technological devices -- such as interstellar engines, and in turn, these engines power the ship scale weaponry. Or perhaps being able to charge personal technological gear -- or should there be a hard line separating the two?


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Quote:


That's up to you really. Worlds have a large variety of flavor, some will be more tech, and others less. It all depends on what kind of story you want to run.

Assuredly. What I'd like to have is sort of a space opera akin to Star Wars -- with less technology and more magic.

One thing I don't like about modern based campaigns is the lessening of importance of melee in combat -- if you watch anything 20th century or later, everyone stands in one spot trading ammunition. I'd like to retain the importance of melee in combat if at all possible (it may not be possible).

What do you think should be the interplay between magic and technology (ala psionics/magic transparency) of any, or should it depend on mechanics?

Can magical-ish items (say spellbooks) be digitized or is it strictly analog?

Can technology always duplicate magical effects all by themselves (even wishes?). What limitations do you think should be there?

Great suggestions overall.


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I'm not looking for anything Golarion specific, although Golarion based technology could easily be used.

I'm searching for ideas on the level of science/tech that would ultimately overshadow magic in fantasy space?

Should all "scientific/technology required items -- like say ships that are air tight, or ranged ship to ship weapons have a "magical explanation" or should that be relegated to science/technology?


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For a spacefaring campaign with the scope the size of spelljammer, I'm polling for ideas on a the balance between magic and technology -- just how much technology should exist, and at what point does it overshadow magic insofar as the spacefaring setting is concerned.

This assumes that the information given in Distant Worlds insofar as the environment is concerned is considered cannon.

What do you think would ideally be included in such a setting and what definately should be excluded?


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Rikkan,

That's almost what I needed. Thanks. However, I'm more interested in other-than-enhancement bonuses to natural armor (and shield), not just simply increasing the shield bonus to ac.

So, in the case of a amulet of natural armor, you have a +X enhancement bonus to to natural armor -- which increases your natural armor bonus to AC via the enhancement.

I'm looking for something along the lines of +X insight bonus to natural armor -- which would then stack with any enhancement bonus to natural armor

Not just feats, but enchantments as well.


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Interesting extension of the thread:

There are enhancement bonuses to Natural Armor, and Shield, that increase the Natural Armor or Shield bonus to AC -- A bonus to the bonus to AC.

The hypothetical is are there other types of bonuses to natural or shield ac that can apply alongside enhancement bonuses?


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You would use charisma + intelligence.

The charisma replaces the first intelligence bonus for Lore Keeper, and Perfect recall adds an additional intelligence bonus.

People are treating this like criminal law instead of using common sense.


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Looks perfectly legitimate to me.

Surprise round allows a standard action, charge is executed as a standard action with limited distance, pounce allows a full attack on a charge (doesn't specify required distance except that which is required in order to charge -- 10').


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I only worry about RAW when it comes to PFS.


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A plain bomb has splash, and that is what is being modified by the admixture -- eliminating the splash. The discovery only modifies how the damage is dealt. It takes the damage to the direct target to become a DoT vs DD.

While not strictly RAW, I think a reasonable reading of the two effects would indeed apply double int mod for each round of effect given that the splash damage is completely eliminated.

It doesn't seem to be overpowered to me.

However, a RAW reading would also say that the admixture would lose out to the discovery. Which would eliminate the double int mod damage per round effect.


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From what I read of the two effects, yes, there would be no splash from the bomb thrown.


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Albatoonoe wrote:
So, an interesting idea. Why doesn't a group take up the task of making an alternate powerpoint system for all casters? That way, these new psychics and anyone else can be powerpoint casters, but those that like Vancian casting (counting myself and I know many others) can have our cake too.

Dungeons and Dragons 2nd Edition Player's Option Spells and Magic is the reference you are looking for.

Spellpoint system with fatigue.


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The following quote from the flurry of blows class ability prevents the use of additional natural weapon attacks along with the use of a natural weapon (using FCT) while using flurry of blows:

A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Feral Combat Training only modifies the first half of that sentence, it does not modify the second half -- that restriction still applies.

So, what basically happens is that if you pick Bite as your FCT choice, you get iterative attacks using the FOB progression applying the modifiers you have that occur with your bite attack (to each of your FOB iterative attacks), you then cannot use your bite attack as a natural weapon -- nor can you use claws, or tentacles or hooves, or any other natural weapon.

If you want iteratives and natural attacks, you get those without having to take feats or anything else. However, all natural attacks become secondary (-5 to attack and 1/2 STR damage bonus). And a monk uses is regular BAB on the iterative attacks, not the FOB progression and cannot use his natural weapons in the iterative attacks...those are unarmed strikes.

This isn't complicated.


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Since a freedom of movement ring prevents being grappled, and grappled state is reciprocal, does it prevent grappling (offensively as well)?


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Modified or no, the archetype applies. So the ability would be removed in it's entirety.


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Birthright
Spelljammer
Red Steel
Mystara


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I don't see why "concealed weapons" couldn't apply to natural weapons. Hiding your hands behind your back that have claws and hiding your dagger behind your back is largely the same thing.

You might want to apply a penalty due to the nature of the natural weapons that are being hidden, however.


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I'd say that they stack insofar as you can add levels of Monk to levels of Sacred Fist to determine what your AC bonus is, not adding the base amount twice.


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Elton,

Do you have a google drive share with your stuff? I've downloaded some of the 3.5 stuff that was built on Birthright.net.

But I was never really on board with how they did the conversion.


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Disrupt Pattern and Branding stack

The damage on Disrupt pattern is simply the math used for it's base damage. It is not a "int bonus to damage"

The Branding insight is a int bonus to damage, regardless of the source of the damage.


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You just might be a bit paranoid.


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additional note on the psychic warrior: get the feat that allows you to pick a power that isn't on your class power list and choose astral construct, and you get an immediate flanking partner.

Note that this stacks with what I posted above.


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Psychic Warrior:

Can manifest psionic equivalent of DD natively, and has the ability to use sneak attacks with the Assassin Path, couple this with Claws of the Beast and Bite of the Wolf and you have a blinking claw/claw/bite sneak attacking monstrosity.


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Aratok: Yeah, I saw my mistake after I remembered the rule.


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I believe that by RAW, any steps above Colossal is a doubling of the damage.

Now, I don't have that as a hard reference, but I remember seeing it somewhere.

Edit: It's in the strong jaw text.

I see an error in my chart... corrected below:

1d8 Base @ Large
2d6 Improved Natural Attack (@ Huge)
2d8 (Increased Size (1)) (@ Garg)
4d6 (Increased Size (2)) (@ Col)
8d6 (Strong jaw (2)) * since you are at colossal when applying strong jaw, you double the damage dice. -- This is your base damage prior to applying vital strike.

Vital Strike would put the damage at 16d6 (x2 base damage), Improved would be 24d6 (x3 base damage), Greater Vital Strike would put it at 32d6 (x4 base damage).


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The slam progression is: 1d8, 2d6, 2d8, etc.

Following this pattern and starting at large (powerful build is a prereq), you have large, huge, gargantuan, collosal; which is 4 steps. The 5th step is a doubling of the damage according to RAW.

Thus,

1d8 Base @ Large
2d6 Improved Natural Attack (@ Huge)
2d8 (Increased Size (1)) (@ Garg)
4d6 (Increased Size (2)) (@ Col)
8d6 (Strong jaw (1)) (@ + 1 Size above Col)
16d6 (Strong jaw (2)) (@ + 2 Sizes above Col) -- This is your base damage prior to applying vital strike.

Vital Strike would put the damage at 32d6 (x2 base damage), Improved would be 48d6 (x3 base damage), Greater Vital Strike would put it at 64d6 (x4 base damage).


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Nope, everything looks fine.

However, I would say that your boon does not stack with strong jaw, as they are both effective size increases that originate from magical sources and thus would not stack.

You can get an effective 5 size increase prior to vital strike by RAW: Improved Natural Attack(1), Strong Jaw(2), and Improved Increased Size (6 customizatiton points, 15th level required).

No, neither vampiric blade, nor claws of the vampire will apply to slam attacks. The first because it applies to manufactured weapons only, and the second because it applies to claws only (by RAW).


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Actually, the rules expressly allow diagonal movement past an enemy:

Quote:


Diagonals: When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.
You can’t move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent.
You can also move diagonally past other impassable obstacles, such as pits.

Dragonriderje: you are correct. Can't move diagonally around a corner.


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Question on characters with MCA's and multiclassing:

1) Can a character with a MCA multiclass?
2) IF the answer to the above is “yes”, what is their base class considered to be for the purposes of multiclassing – I’m presuming the primary class, but I’m not sure if you have developed any specific rules regarding multiclassing.
3) Can a character with a MCA multiclass into another class with a MCA?


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dotting for future interest.


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Yes, if normal movement is being performed, and the enemy enters leaves the 1st threatened square and enters into a 2nd threatened square, he provokes unless he takes special action to avoid the AoO.


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Smite Makes Right wrote:


Actually, reread the description. It is not an if/else clause.

If armor > bracers, bracers shut down. If bracers > armor, armor shuts down. The scenario where the bonuses are equal is explicitly not covered. Binary logic doesn't help.

My apologies for not including the full quote for Bracers of Armor. I apparently only included the first paragraph.

If the bracers are greater than the armor, the bracers apply. Everything else follows that. Or, simply have the player pick which one he wants to use and the other does not apply, since they do not stack.

Also, you can't have any effects on bracers that are a strict gp value. So "shadow" bracers are verboten as well.


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Their special wording does cover when the bonuses are equal.

Use binary logic.

Is Bracers of armor > suit of armor (Yes/No)

No = Suit of armor provides armor bonus, not bracers.

Yes = Bracers of Armor provide armor bonus, suit of armor does not.

Quote:


Okay... So, the Bracers of Armor shuts down the Armored Coat, but the Breastplate shuts down the Bracers of Armor, but the Armored Coat shuts down the Breastplate, but the Bracers of Armor shut down the Armored Coat, but ... And I just spin like a wheel while the bad guys throw knives to entertain the table. What is supposed to take precedence in this unlikely scenario.

No, the Armored Coat does not "shut down the breastplae". In this case, you use the Breastplate's armor value (because +7 > +5), and "worse value in all other categories";

So, ultimately, you will have a +7 AC, and the bracers will be useless to you.


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I believe the rule is meant to be the default position to start from, and then apply flat-footed rules from there, not as a all-encompassing rule that has no exceptions.

Just like simply standing there doesn't default you to being flat footed.


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Quote:


You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.

While SLAs are not specifically listed in the "can't do this" list of Transformation, given their level of similarity (requiring concentration being the biggest one), I can't see allowing SLAs while disallowing spellcasting.


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I was formerly known as Memnoch back during the PBEM days and the Birthright computer game.

When ultimate campaign came out, I was seriously interested in taking another look at the domain rules and see if the flavor and feel of Cerilia/Birthright could be written with those rulesets in mind.


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IMO, Transformation is similar to a Barbarian's rage -- can't use abilities that require concentration...and as SLAs require concentration and can be disrupted, the answer (again, IMO) would be no.


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Dotting. Elton, were you involved in the 2nd Ed PBEMs back in the early 90s? I happened to see Silveras on the Hero Lab forums a few months ago.


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I don't see the problem. Even if you qualify for the class doesn't automatically make all the class abilities usable for you based on your qualifications.

Quote:


And the current FAQ says, yup, when we read this, we say that SLAs are spells.

You are over-generalizing (ergo hoc propter hoc). It allows you to qualify for the prestige class, no more, no less.

It does not say that you can use SLAs to fuel the class abilities that require spells in order to function.

SLAs do not wholly replace spells in all instances. Only in the specific instance where qualifications for feats/prestige classes are concerned.


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Nefreet wrote:
Quintain wrote:
If you have a feat that requires you to be able to cast the fireball spell, then, unless otherwise contradicted, the Fireball SLA does not qualify you for that feat.
Also, this is incorrect, as the FAQ on Dimension Door shows.

Ah, I wasn't aware of that FAQ. It seems that the spell-like ability and spells for the purposes of prereqs are synonymous.

However, there are still differences between casting a spell and using a spell-like ability. Counterspelling being one.

They really need to index the FAQ for searching purposes.

What is this "Mystic Theurge implication"?

Unless you are talking about using a SLA to power the combined spells -- and the FAQ for Mystic Theurge spells out what is needed when combining spells using a spontaneous spellcaster.


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Nefreet wrote:
Quintain wrote:
Spell like abilities do not have the spell component requirement, do not require concentration (and thus cannot be disrupted), cannot be counterspelled and the effect is based on the character level, not class level.
One correction: SLAs DO require concentration, and CAN be disrupted.

Reference?


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That's only because people are trying to extend the FAQ ruling to get them what they want. If they would stop that there would not really be any confusion.

Quote:


Usually, a spell-like ability works just like the spell of that name.

A fireball spell cast and a spell like ability that is the same as the fireball spell will generate the same effect (big ball of fire), but that does not make the SLA = the spell. If you have a feat that requires you to be able to cast the fireball spell, then, unless otherwise contradicted, the Fireball SLA does not qualify you for that feat.


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Spells differ from spell like abilities in that spells require at least one of 3 components to bring the spell effect into existance, requires concentration (and thus can be disrupted), can be counterspelled, and the effect is calculate by the class level of the character.

Spell like abilities do not have the spell component requirement, do not require concentration (and thus cannot be disrupted), cannot be counterspelled and the effect is based on the character level, not class level.


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Nefreet wrote:
Zhayne wrote:
Spell Focus, for example, has been expressly stated to work with SLAs

Wait, what? Where?

I know the Augment Summoning feat now applies to SLAs like Summon Nature's Ally and Summon Monster, but that took an FAQ.

Do all feats that modify spells now modify SLAs?

No. This is a ridiculous ipso hoc ergo propter hoc thinking.

It's attempting to retcon definitions.


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Casting a spell is casting a spell. Using a spell like ability is not casting a spell even if it is the same conclusion. It is using a spell like ability.

From the PRD:

Quote:


Spell-Like Abilities (Sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components).


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Mind blade having no listed weight is likely a oversight. I'd say that RAI is that the mind blade is the same weight as a typical weapon of that weapon size category.


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You could combine the debilitating disease angle (making them feral dragons) combined with an zombie apocalypse angle that focuses the feral rage upon their own species. So, in essence, they are running from themselves.

Eventually, the disease mutates into a inter-species plague...

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