I saw a DM coup de grace a character that had failed it's save against Icy Prison while I was at a con last weekend. The spell says you are helpless, but it also says that the layers of Ice block line of effect. You are covered in an inch of ice per caster lvl, so a minimum of 9 inches. If you can't draw a line to the target to cast, say, magic missle, I would say you couldn't even attack the helpless character without breaking the ice first. Certainly not coup de grace. Thoughts?
Hey guys, I am going to be playing my lvl 12 Barbarian at Kublacon PFS this weekend and I need to spend some cash. I SWEAR I remember there being an item in the Ultimate Equipment guide that lets Barbarians rage as an immediate action, but now I can't find it. As a superstitious invulnerable rager this would be huge. He gets +9 to saves and 3 points of DR/ - when he rages. Did I dream this? Please help!
Okay, I am kind of sleepy and lost track of the math here, but I am thinking a lvl 9 druid, lvl 1 Mamoth Lord with a triceratops animal companion could be madness. Large size (normal animal companion, at level 10) does
Mamoth lord means: (+2 str and one size level) Huge Triceratops for 2d8 + 1.5 str (26) for 2d8 + 12
Animal Growth ( a 5th lvl druid spell) adds +8 str and one size level, so Str 34 and base damage of 4d6. That means: 4d6 + 1.5 str (34) for 4d6 + 18
Now throw in Strong Jaw, a lvl 4 druid spell. Adds two size levels for natural attacks, double the damage if the chart can't go any higher. In this case, 4d6 is the highest on the list, so it would be doubled twice. With pathfinder rules, however, that would just be triple damage. Only Triple, lol. Oh, Throw in improved natural attack on the gore to make things even crazier. Turn that 4d6 into 6d6. Net result at lvl 10 is a Triceratops that does this: 6d6 + 1.5 str (34) for (6d6 + 18) x 3 aka 18d6 + 54 Powerful Charge is 12d6 + 2x str (34) for (12d6 + 24) x 3 So... 36d6 + 72 damage on a charge. Am I crazy?
Wow, it has been 2 years and still no answer to this question? I have a player in a game who took 1 level of druid to get a Roc animal companion. Because he is small sized he can ride it, and is going cavalier. Also some gunslinger, for some reason, but I digress. Having a flying mount is kind of ridiculous, especially in PFS play.
Okay, so I looked up a few threads on how magic weapon properties work. There seems to be some ambiguity about the Bane property. So, imagine a weapon that is +1 human bane. An inquisitor wants to use his ability to add Orc bane to it as well. The players hand book seems to say that you can't put the same property on a weapon twice, but is bane(orc) the same as bane(human)? The advantage would be against half orcs for double bane. I can see arguments either way, I would personally allow it. (Of course I am playing an inquisitor atm, so I may be biased) My real question would be, is there any official ruling? Anyone know? Thanks in advance!
Okay guys, here is my thesis: Words of Power might not totally suck for blasting and summoning, especially if I get a bunch of 'normal' spells from patron and favored class as a witch. I am considering using the very under powered Words of Power system from Ultimate Magic to make a character for the King Maker AP. I know that the WoP are pretty crappy in general but I was hoping to play something interesting in the new AP.
That being said, My goal this time was to do something I never do, which for me is damage spells and summoning, two things that WoP can actually do decently. So, I was thinking a Half-Orc witch to get patron spells and I had a cool story worked out, when an old friend pointed out the Orc Scared Witch Doctor! So at the end of this exhaustive dialog, I am planning to play a good Orc who failed at summoning his first familar and found a spooky mask instead. The mask teaches how do do 'modern' magic that isn't all blasty word stuff, and he goes on to help build a kingdom. Okay, is WoP totally crazy?
Okay guys, here is my thesis: Words of Power might not totally suck for blasting and summoning, especially if I get a bunch of 'normal' spells from patron and favored class as a witch. I am considering using the very under powered Words of Power system from Ultimate Magic to make a character for the King Maker AP. I know that the WoP are pretty crappy in general but I was hoping to play something interesting in the new AP.
That being said, My goal this time was to do something I never do, which for me is damage spells and summoning, two things that WoP can actually do decently. So, I was thinking a Half-Orc witch to get patron spells and I had a cool story worked out, when an old friend pointed out the Orc Scared Witch Doctor! So at the end of this exhaustive dialog, I am planning to play a good Orc who failed at summoning his first familar and found a spooky mask instead. The mask teaches how do do 'modern' magic that isn't all blasty word stuff, and he goes on to help build a kingdom. Okay, is WoP totally crazy?
I agree that you should be unable to add spells to your spell list that are already there. No 2nd level haste, Mr Wizard! However, I am actually going to (probably) be making a wizard using the Words of Power option in the near future. I wanna try blasty and summons for once, tired of watching the fighters high five and talk about how I suck because I didn't do any damage :( Yes, despite hasting, blinding enemies, casting walls, etc. Don't ask :p Occurs to me that a Words of Power Wizard will have none of the spells from any other class in his spell list because he will just have words. Enter the justifiable abuse of the Samsaran class! But can I make myself do it... sigh
Okay, so I have a character with a +1 Furious Undead Bane Human Bane Falcion. When Raging, the Furious bonus counts as a +2 Enhancement bonus. Does this weapon count as a +4? (It costs as much as a + 4) Or a +3 when raging? Or +3 against human
or +5 against human (while raging)
Curious because I am going to be in Eyes of The Ten pathfinder society mod in a month. Oh, and it is Adamantine, too, but I didn't think that mattered for the purposes of debate.
It is my understanding that the plus 2d6 would only apply to the first attack. It seems counter intuitive RAW, but they already nerfed Rage/Lance/Pounce so spirited charge only applies to the first attack. Seems RAI it would only work on the first attack. Also note that in society play animal companions can only use 2 items, armor and a neck slot item. Most do masterwork studded leather armor, no armor check penalty means it doesn't need light armor prof. Then you should probably go with an Amulet of Mighty Fists. I just hit lvl 5 with my Inquisitor with animal domain, I had to look all this stuff up a couple weeks ago :)
Dragon style only gives the 1 and 1/2 bonus on the first unarmed strike, that is the only one that would gain the -1 to +3 for power attack. Also, the claws and bite are secondary if you use other attacks, so would not benefit as power attack specifies a primary natural attack gets the better ratio. The second dragon feat gives a bonus on damage equal to half your str bonus, which is not the same thing. I don't plan on power attack anyway, not without a full BaB. That is why I was thinking sneak attack. Still, the unarmed fighter with dragon style isn't a bad option. Also, I am making a kitsune character for society, so I might do this as a finesse build. Haven't decided
blackbloodtroll wrote:
I don't know if taking weapon focus and Feral Combat training are worth it just to improve 2 of the 7 attacks in this build.
blackbloodtroll wrote:
Arg! You always recommend Feral Combat Training! Prerequisite: Improved Unarmed Strike, Weapon Focus with selected natural weapon. Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike. Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature. Am I missing something here? This is not a monk, there is no stunning fist.
Mergy wrote:
Yeah, on further reflection that makes sense. I was actually thinking of going Ninja for the rest of the character career. Sneak attack plus many attacks could be awesome. So, Ranger 2/ Ninja 6 would have a BaB of +6. With two weapon fighting and improved two weapon fighting, you would have.... 2 kicks at +4, 2 kicks at -1, and 2 claws and a bite at +1? plus str mod, possibly favored enemy, and 3d6 sneak attack I was thinking that 7 attacks would make Amulet of Mighty Fists worth it
Notice: I am NOT talking about flurry, so no need to point out you can't flurry with natural attacks. Thanks! So, say you are an Orc Ranger with the natural weapon style. You have 2 claws and a bite as natural attacks. You then take improved unarmed strike and two weapon fighting. So you could, say, kick someone at full BaB -2 and make 2 claws and a bite as secondary attacks, (-5 to attack and 1/2 str to damage) The book says that you treat your secondary natural attacks as 2 weapon fighting, so you need the Two Weapon Fighting feat to avoid massive penalties. Or would it be 2 kicks at full BaB -2, and 2 claws and a bite as secondary attacks? What do you think?
The Double-Chained Kama is an exotic two handed melee weapon. Do you need to take the exotic weapon proficiency with this weapon to use it without the minus 4, or is prof with Kama enough? Similar question about the Double walking stick Katana, which basically has two wakizashis inside. I think you have to have the exotic feat to use the Double Chain Kama, but I would argue you can draw the Wakizashis and use them without Exotic Prof in the double walking stick Katana, so long as you are proficient with Wakizashis. Do you agree?
So my inquisitor has an Ape companion with the precise strike feat, so we can both have a d6 of sneak attack, and Combat Reflexes to go with it's reach. After tonight I hit lvl 5 and he gets another feat. I am planning to take the team work feat that gives +4 when flanking, but I won't have the BaB until lvl 8. With only 2 more feats to play with for the entire society run, what should I look for?
So, I got a Kitsune Boon sheet at KublaCon recently. I am also going to need to make a new level 1 character in about 3 weeks. I am trying to decide what class to play. I know that Ninja seems pretty obvious, +2 dex +2 cha -2 str, so I guess a finesse build would work. Especially with the extra bite attack. However, one of the cool things kitsune get is a handful of feats that let you 1: turn into a fox, 2: do it as a swift, 3: charge as a fox and shift into a person and full attack. Unfortunatlely, these feats need a BaB of +3, +6, and +10, respectively. Basically, you couldn't get many of these cool feats as a 3/4 base attack character like the Ninja. I would feel like I am wasting some cool feats if I didn't get them. So, what should I do? Maybe some kind of ranged character? Are there any cool Paladin ranged builds? Let me know your ideas! -Ace
That is pretty much the whole question, playing my first character with an animal companion.
I am aware of the normal animal companion skill restrictions, I am getting the companion at level 4. Thanks!
Lol! Good Point. Now for a serious question, how important is Handle Animal for a Druid animal companion? In most home games no one has made a big deal about it, but I want to be ready for Society Play. Inquisitors, however, don't get handle animal as a class skill. I don't have any problem being 'adopted by gnomes' (trait) to gain handle animal, though. That actually sounds funny. - Ace
So I am starting up a new PFS character for the up coming KublaCon in San Fran. I chose this character, like all my new characters, by finding a cool mini and making up a back story.
Let me know what you think! -Ace
I started a Wizard character that joined the party at level 5. He was found naked in a cave in the underdark. I managed to find a spell book after a couple of sessions so I wasn't completely useless, but I spent Months (real time) unable to buy new spells. Also, for some reason, all enemy casters spell books were destroyed when they died. I gradually realized that the DM didn't really know how magic worked in 3.5, and with the spell compendium out there I don't really blame him for not knowing how every spell worked. However, it did get annoying when he would just stop the spells from working when he had approved them in advance. In the epic boss fight to end the campaign, he waved away 3 different spells (again, that he had preapproved) so I didn't really get to participate. Kind of spoiled the ending for me, but the rest of the campaign was pretty fun.
So I was thinking of doing an unarmed fighter with 2 levels of a Master of Many Styles Monk to get the bonus combat styles without meeting prereqs. Also getting Evasion, which is awesome... I just realized 2 levels of Ranger would be amazing, too, for favored enemy and a bonus feat like 2 weapon fighting. Especially useful considering Master of Many Styles gives up flury. Sound good?
Robb Smith wrote: Go 3 levels for still mind, then you can also take monastic legacy as well. You also pick up fast movement, +1 to all saves, and you don't lose on BAB. Well, for the build I am considering I will use low wisdom and use light armor. The land speed bonus wouldn't work in this case. I plan on using Style Master varient of monk, so no flurry. Without flurry, I may as well be taking fighter levels for full BaB and extra feats.
Mike Schneider wrote:
I just bought Mithril breast plate. It goes from medium to light, I keep move speed bonus and it is only an extra 4k.
|