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Dear JJ,

Just to clarify, one simple question:

The rogue talent "Offensive Defense" grant a dodge bonus to ac for each sneak attack die rolled for one round. This bonus stack with itself if the rogue hit two different attacks?

Offensive Defense:

Offensive Defense

When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

DODGE BONUS:

Bonus (Dodge)

A dodge bonus improves Armor Class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character's Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks.


Guys, a simple question:

- given the characteristics of dhampirs, they suffer the effects of the spell "destruction"?

prd:

Destruction
School necromancy [death]; Level cleric 7
Casting Time 1 standard action
Components V, S, F (holy or unholy symbol costing 500 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
This spell instantly delivers 10 points of damage per caster level. If the spell slays the target, it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell (and was slain) is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.


Ok, Thanks for the answers...


Friends, I would know the answer to the question:

A member of my group is playing a cleric with the archetype Theologian, and when reached the 10th level, he chose disintegrate to apply a metamagic feat, but would only be available at level 13. He did something illegal?


Cheapy wrote:
AlcatrazZ, the freelancer who originally wrote the section said this. However, that is not an official stance, and the Paizo team may disagree with his interpretation. If nothing else, you can peruse the thread to see other thoughts on the matter.

Unfortunately, I had seen this post and really do not come to any official response on the subject ...

Personally, I came to the conclusion that it would be possible to use such feats in conjunction.


Vital Strike:

Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Improved Called Shot:

Improved Called Shot: You are skilled at landing blows right where you want to.

Prerequisites: Int 13, Combat Expertise.

Benefit: You receive a +2 bonus on attack rolls when making a called shot. When taking a full-round or standard action that gives you multiple attacks, you can replace a single attack with a called shot. You may only attempt one called shot per round.

Normal: You can make one called shot per round as a standard action.


Greater Called Shot:

Greater Called Shot: You can make multiple called shots where others could land but one.

Prerequisites: Int 13, Combat Expertise, Improved Called Shot, base attack bonus +6.

Benefit: Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional called shot after the first made in the same round takes a –5 penalty. In addition, a called shot that deals half the creature's hit points of damage (minimum 40) is a debilitating blow.

Normal: You can make only one called shot in a round as a standard action. A called shot that deals 50 points of damage is a debilitating blow.

It's possible apply some of the 'called shot feats' in conjunction with 'vital strike feat'?


Great JJ,

One simple WildShape question:

using Beast Shape II, I could shapeshift into Large Deinonychus?


PRD wrote:


Frostbite
School transmutation [cold]; Level druid 1, magus 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Targets creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes

Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

Doubt: How frostbite works?

Do you use magic in yourself, when you do touch attacks, the spell causes damage described?

My doubt is because of the following factors:

1) Range: touch
2) Targets: creature touched
3) Saving Throw: none;
4) Spell Resistence: yes

---

If my hypothesis is correct, it should not be like True Strike spell?
1) Range: Personal
2) Targets: You
3) Saving Throw none(harmless)
4) Spell Resistance NO


Great JJ,

1 simple question:

1. Shatter Defenses counter Uncanny Dodge?


1 person marked this as FAQ candidate.
PRD wrote:

Enforcer (Combat)

You are skilled at causing fear in those you brutalize.
Prerequisite: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
PRD wrote:
Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

Friends, if I am doing a full-round action and hit two non-lethal attacks with melee weapons, I could leave the target frightened if successful in the two tests to intimidate?


Shadowlord wrote:
You're welcome. Hewever, keep in mind that per RAW my opinion would be incorrect. However, based on what I see in similar feats and effects and my opinion/interpretation of RAI, that is my take.

someone has a definition by the GMs on this issue?


Scout's Archetype:

PRD wrote:
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge..

Minotaur Special Abilities:

PRD wrote:
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

My question is:

A rogue with this ability (Scout's Charge) can apply a sneak attack after a charge on a minotaur?