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Hey, So I've got this idea in mind for a new character and was wondering if any of you might have other ways to build this character than me (I am currently looking into Fighter but it doesn't fully satisfy me.) The image is:
Yes the character would be a blacksmith wearing heavy armour and using a Blacksmith's Hammer to fight. He'd keep his other hand free, so he wouldn't be using a shield. I'd love for him to use his free hand for some combat maneuvers perhaps. In non-combat situations he's your standard Dwarf. Cheers,
Hello reader, So I've found this combination but not sure if it works... Please give me your opinion. A character with either Cleave or Great Cleave, a Heavy Shield, the Shield Slam feat and the Siegebreaker Fighter Archetype would potentially be able to Cleave Shield Bash, then get a free Bull Rush, to then get a free Overrun... After which he cleaves to the next target to do the exact same thing. Essentially dealing 1d6 + Str + Str + Str damage to each target in the Cleave, not to mention enhancement bonusses... Do these thing actually work this way or is the Cleave given up by the free actions? Cheers,
Dear reader, A Magic Item (for the sake of the argument we'll use Armour in our examples) can have up to a +5 bonus, and then have additional special abilities totaling to up to a +10. If I were to get a special ability that is not noted within it's cost as for instance a +1 bonus but instead +2000 such as Benevolent, would this count to the +10? And if so, how is the price calculated for upgrading your magic item? All of the following prices are considered to exclude the masterwork weapon cost.
Furthermore, when selling this +2 Benevolent Armour when calculating the price you'd say +2, thus 4000g, plus another 2000g for Benevolent results in 6000g for calculating the selling price. But you actually paid 8000g. Plus, if you wish to determine the price of a Magic Weapon would you then need to take into account when this flat price weapon special ability was added? ---
Also when calculating the price for upgrading the Armour I've ruled that first the +X bonus is taken and the price for Benevolent would be added afterwards. Thus going from a +1 Benevolent to a +2 Benevolent would cost 3000g as if you're going from a +1 to a +2. The overall price of the Armour would then be 5000g which coincides with the price used to calculate it's selling price. So concluding, in my campaign I've ruled the flat price bonusses as not counting when considering the cost of upgrading your Armour but they do count when considering the maximum amount of enchantability of the Armour (namely +10 total.) But what exactly are the rules surrounding this in RAW or RAI? I have not been able to find any answer to this myself nor with my players. Cheers,
One of my players has raised the following question, From my understanding RAW does not give a concluding answer to this question and although I can understand the question and do wonder myself, I also fear for balance. The question is: Can you make a touch attack with for instance a Flaming weapon to solely deal the 1d6 Fire damage? Arguments for:
Arguments against:
(Since I'm sure a question like this will raise quite a bit of discussion, I'd like to nominate this post for the FAQ. In case you plan on nominating it with me, please keep that to this post to bundle the numbers.) Cheers,
From a discussion a long time ago a certain question was raised. I'd like to raise this question again and I'd love if people would put this up as a FAQ candidate along with me. The question is the following: Do combat maneuvers that use the weapon, such as sunder and trip, count as a melee attack for the purposes of additional effects that normally take place on a melee attack? Cheers,
Hello, I'm looking for someone familiar with this book. In this book there is an herb called Agrimony which, when combined with Atrope Belladona makes a very dangerous poison called Sleeping Beauty.
Does anyone know the effects of this poison? Cheers,
Hello, I've only recently started GMing and my group of players is now for the first time going to encounter a boss...
My problem is that I'm unsure whether or not he may or may not be too strong for an APL 2 group with a tanky Fighter/Packmaster Hunter (with a Hunting Wolf as pet that doesn't engage in combat), a bruiser Brawler, an Earth Kineticist (Physical/Magical DPS (Still not sure if Earth Blast is physical or magical, anyone can help me with that too?)) and a cowardly Cleric who pretty much just cowers in fear and sometimes throws out a heal... (Honestly that's all he does.) With regards to Magical Items, they have only 1, the Cleric has some sort of Talisman that randomly empowers his spells (this is a homebrew item, he has to roll a 1d100 if he casts a spell, things that could happen are all positive but rare, into the realm of cast at +1 CL, or + 1d6 to damage or healing... Can be really strong, but more likely to do nothing whatsoever. Now the wolf is CR 4, which means it's APL + 2 which should be possible... I'm just scared of losing people's characters this early in the game on the very first boss, or even of a TPK... Especially since they all love their characters and I'd hate it if I lost their enthusiasm this way. The wolf has the following stats: Large Magical Beast
AC 16, touch 13, flat-footed 12 (+2 Dex, +5 natural)
Speed 50 ft.
Str 21, Dex 13, Con 17, Int 6, Wis 14, Cha 10
SPECIAL:[b] [b]Fear Aura (DC 14)
Frightful Presence (DC 14)
Damage Reduction
Feign Death (DC 12)
Regenaration 5, countered by Good, silver, spells with good Resistance to Illusion Obscuring Energy
Cheers,
Hello, I'm trying to create my own magic items... After trying to make some items I got confused... The table for item costs is says: 2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half. When does this come into play? Because when I look at all their premade magic items they never calculate that... Sometimes their premades dont match up any of the magic item creation rules whatsoever... Cheers,
Hello, I'd like to have an Craft: Alchemy system within my campaign that is more of a find ingredients and craft something with them idea. I remember someone telling me about a 3rd party Pathfinder book that had lists of ingredients for every Alchemical creation in Pathfinder. I sadly am unable to remember the name of the book or the creator of the book, so if someone knows what I'm talking about please do tell me. Cheers,
Dear reader, Let's say someone on average deals 30 damage on an attack. Then you're pitted versus enemies with 10 hp and 10 con.
Now if you were to chose to deal nonlethal damage, and you were to do 30 damage they'd outright die (10 nonlethal damage and they go unconscious, all extra damage is counted as lethal, resulting in -10 hp thus their death) Is there any way you could potentially reduce your own damage (before or after rolling the damage roll) Cheers,
Hey, So I'd like to create a character to defend our backline from the backline... In the way of crowd control and attack prevention (Preventing melee attackers from reaching the backline or spellcaster from casting their spells.) It is not supposed to deal damage, or to be the frontline unless the frontline has fallen. Any ideas how to create this or does anyone know if this is even possible? Cheers,
Hello, If I were wielding 2 weapons, each in either hand... Do I get the off-hand penalty (1/2 Strength bonus to dmg instead of full Strength bonus to dmg) when I only attack with the one in my off-hand but not the one in my main hand during a single round? Or does the Off-Hand rule only count when Two-Weapon Fighting? Cheers,
Hello, In Ultimate Combat the Scorpion Whip says: Scorpion Whip: This whip has a series of razor-sharp
A Scorpion Whip deals 1d4 dmg and a Whip 1d3, also a Whip is a normal Exotic Weapon and a Scorpion Whip a Light Exotic Weapon... If I use a Scorpion Whip as a Whip, is it a Light or normal weapon? Also do I need both 'Weapon Proficiency: Scorpion Whip' and 'Weapon Proficiency: Whip' to use the Scorpion Whip as a Whip or just the 'Weapon Proficiency: Whip'? Cheers,
Hello, here I am again with another Sacred Fist question :P Bonus Style Feat At 6th level, the sacred fist gains a style feat as a bonus feat. The sacred fist must meet the style feat's prerequisites. He uses his warpriest levels as monk levels for the purposes of meeting the feat's prerequisites. At 12th and 18th levels, a sacred fist gains either another style feat or a feat that requires a style feat as a prerequisite. This ability replaces the bonus feats gained at 6th, 12th, and 18th levels. Kraken Style feat Prerequisite(s): Wis 13, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd. Can I pick the Kraken Style feat at lvl 3 Sacred Fist Warpriest even though my BAB is lvl 2? Or does the Bonus Style Feat: he uses his warpriest levels as monk levels for the purposes of meeting the feat's prerequisites. only count for the feats picked with the Bonus Style feat? Cheers,
Hello, I do not fully understand the Flurry of Blows description of the Warpriest Archetype Sacred Fist. At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name, except the sacred fist's attack bonus from warpriest levels does not count as his warpriest level. Does this mean I use my normal BAB + modifiers instead? Cheers,
Hello, I've got 2 questions regarding Prone and multiple regarding Trip. Prone:
Is a creature that is Prone able to use AoO? Trip:
If I succeed in my AoO, does he still get up?
Cheers,
Hello The Spellstrike Magus Class Feature states you can make a free Melee Attack instead of a free Melee Touch Attack when you cast a spell with a range of Touch to deliver the spell... Trip is a Melee Attack... Am I allowed to Trip instead of a damaging attack when I use Spellstrike? If yes, does this deliver the Touch Spell if it hits? Cheers,
Hello, If I cast a Melee Touch spell and I miss it (thus if I charge one and attempt to touch someone to discharge it) do I discharge the touch spell anyways (thus not being able to retry the round after.)? Also, my GM does not like believing what people say on the forums unless they link to a specific page and topic where the information and rule was found... Would you be so kind to link this as well? Cheers,
Hello, I've got 2 questions with regards to the Spell Combat and Spellstrike class feats of the Magus... 1: If I use Spellstrike and I miss the AC but hit the Touch AC, does my spell still take effect but the melee attack itself not? 2: If I use Spell Combat together with Spellstrike am I capable of making a Melee Attack, cast a touch spell and thus make another Melee Attack to deliver the spell? Cheers,
Hello, I wish to create a character that is about meditation, Zen, and not wasting energy (think like a Monk) but that is focussed on spellcasting... The idea is that by not being influenced by emotions, always considering pros VS cons and by not wasting energy thr character has left over energy that he translates into attacks of the air element (Sonic and electricity attacks)... Now this can easily be RPed and then just role as an Sorcerer/Arcanist (the idea of preparing spells like a Wizard doesn't fit.) What I'm wondering (and asking here) is if there is a class/archetype that fits this description... Cheers,
Hello, We've just had a TPK and we're making new characters... We're all making multiple character concepts we'd enjoy playing... Now I had the following vision: A character which glides across the battlefield with finesse, sometimes even teleporting from one enemy to the other, slamming them with his masssive hammer. He's like a shadow on the battlefield, only visible for a split second when he slams someone's head in. Anyone know how I can achieve this idea? (We're just lvl 3 now but this idea is focussed upon lvl 20, with all the other levels just building towards the fantasy :) ) Cheers,
Hello, I've created a Fighter purely focussed on Combat Maneuvers... If we are against enemies that have high CMD I'd be useless... I was hoping someone could give me some advice how to avoid this problem... I am wielding a weapon in both my hands, so I got no hands free, nor can I let go of these weapons for a split second to cast spells... So I'm going to have to focus on Spell-like abilities/supernatural abilities or spells with just a vocal component and no somatic component if I wish to try to improve my character in that way... I hardly have any damage, because I hardly have any Strength. My Charisma is at 7 and my Wisdom is at 8. Resulting in a -2 on Charisma and a -1 on Wisdom (which makes a Cleric not viable...) I hope this isn't an impossible feat to do but I do not know how... Any thoughts? Cheers,
Hello, I've got 3 character concepts somewhat around the same idea but all with different focus... The first is a frost magician... I envision him as a spellcaster standing in the battle shooting out ice shards to every enemy... Outside of combat he's cold... Emotionless and if you were to look into his eyes a chill would run down your spine... But he isn't evil... The second is an electricity magician... I envision him as a heap of energy and electricity... Always overly enthousiastic and acting before thinking... If he feels like jumping off a bridge he does it without thinkng if he should... Within combat he skits along, shooting electricity everywhere and sometimes even turning into a ball of electricity... The last one is a fire magician... He deems himself of high stature and will be ruthless to anyone insulting him... He strongly believes in justice and law... My idea for him is not to shoot out fireballs, but to mercilessly stand still and with a snap of his finger a certain area bursts into flames, or a person... Cheers,
Hello, Is it possible to take a feat or get some kind of class feature or even a magical item that allows you to use your Strength modifier on a ranged weapon attack instead of your Dexterity modifier? (such as Weapon Finesse but then the other way around.) If not, is there then a feat, class feature or magic item that allows you to use your Dexterity modifier on a ranged weapon damage roll instead of your Strength modifier? (as Weapon Finesse but then ranged.) If neither of these are possible, which one would you make highest? Cheers,
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