After reading through the rules changes that Vance & Kerenshara put together, I combined them with what I liked from n8_Fi's re-hash with a splash of DerivenFirelion's thread's suggestions. Rewrote it all to suit my table, and put it through inDesign for beautification.
Still have the Warfare section to update and some art to add before I print and bind it for my table, but we're using it as is, and I figure someone else might like it too.
I did cut down and redistribute the number of homebrewed feats slightly so that there were four per kingdom skill (1st, 7th, 11th, and 15th levels). I also removed the limit on claiming hexes since I found my group self-regulated against the increased control DC.
If you spot mistakes, have suggestions (layout, content, whatever), or criticisms, I'm still working on this doc, so changes can and will be made.
From the 4th level Spellstriker feat of the Magus multiclass dedication:
"You gain the magus's Spellstrike activity. You can recharge it only as an activity that takes 1 minute. This restriction applies even if you gain another ability that recharges Spellstrike."
Does the restriction on recharging your spellstrike contravene both the normal recharge action and the conflux spell recharge?
Spellstrike:
After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.
Success The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first.
Scenario: A single-gate fire kineticist, newly third level, runs into a fire elemental and uses Extract Element on it.
Assuming the elemental was successful on it's save, for 5 minutes:
1. The kineticist's "impulses bypass any immunity the creature has to their elemental trait or traits" (fire in this case).
2. The elemental takes a –1 circumstance penalty to its saves and AC against your impulses (perfectly clear, we can ignore this).
3. The Fire elemental "normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse.
So, does the kineticist "bypass any immunity", does the elemental's immunity now give it resistance, or is there some other case where a creature has immunity to a trait but a different immunity/resistance to the damage?
New group of players, age 9 to 40+. For some this is thier first TTRPG experience. Some are converting from 5e. I've run this AP in PF1e, so we'll all be learning the system together.
First off, I'm guessing these are all batteries based on descriptions and capacities, but they're not listed in the weapon stats.
Since these aren't from a hardcover, I don't expect we'll see a faq or errata on them, but here's a simple question anyways:
What kind of ammunition do the following weapons use, if any?
The weapons from 'Flight of the Sleepers':
Binding Blaster (Orb & Globe)
Recombinator Ray
Reality Rifle
The living weapons from 'The Cradle Infestation':
Frost Maw (Roar, Growl, & Snarl-class)
Moon Splinter (Gibbous, Crescent, Full, & New)
The moon splinter weapons look like a hot mess. While the description mentions using a battery, it also says they shoot ice - which is only reflected in two of the weapons. The other two do electric damage and have suspiciously identical stats.
Anyone seen a different answer or have another opinion?
A bit of googling and ctrl+F in the armory and core rule book have failed me.
Can you fire a weapon that has less ammo left than its usage?
Does the answer depend on the type of ammunition used (rounds/charges/etc)?
For instance, you just fired every round from your heavy machine gun (usage 4), and popped in a partially used magazine from your x-gen gun (usage 2). Does the heavy machine gun still fire when there are only 2 rounds left in its 100 round magazine? Does it fire the last two rounds and have a penalty or no effect? Does it simply not fire the last two rounds?
This should maybe be in the homebrew forum, but I made this for my Strange Aeons campaign, so I posted it here.
I made a bunch (70+) of cards for my altered sanity system in conjunction with the expanded fear system.
Alterations:
I have a more formatted document for this but here's the gist:
Sanity is equal to the sum of your mental ability scores.
Sanity Threshold is your best mental ability modifier + one-third your level.
Sanity Edge is half your sanity.
You gain a madness when you take sanity damage greater than your threshold.
Taking out the "or equal to" cuts the number of madnesses handed out dramatically.
Rather than lesser and greater madnesses, I just made each madness (usually) have a lesser and greater effect.
-When your sanity is undamaged, your madnesses have no effect.
-When you're sanity is damaged but still above your edge, you suffer the lesser effects of your madnesses.
-When you go over the edge, you suffer the greater effects.
The DC of each madness is 10 + (1/2 your level) + an ability modifier (specified on the madness card).
The DC is lowered in the normal manner (magic and therapy apply a negative modifier). When the DC is reduced to zero, the madness is cured.
Most of the madnesses I designed also have ways of increasing their DC.
I still have some editing to do, maybe some different font choices for readability at card size (maybe tarot size instead...).
If anyone wants a copy of these cards or the one page document with the Sanity System detailed on it, just let me know here or in a PM.
Almost all the art was bastardized from Scott Purdy's amazing art, and some of the madnesses and flavor text were adopted from Kingdom Death: Monster (not linked; NSFW) and the DSM-5
As part of a project I was working on, I need to better master some excel functions. To practice, I turned to an old conversion of slivers I had made as part of a mythic second darkness mashup since they were already in a spreadsheet.
Fast forward a couple weeks, and I have a draft ready to go.
Each cell in the table on the right side has two functions:
The right side of the cell is a drop down to select how many slivers of each kind are present.
The left side of the cell selects which sliver's stats are displayed.
The stat block changes depending on the number and types of slivers present and includes a section detailing what abilities the active sliver has and what abilities it can access from the others around it.
No macros or VBA commands were used in the creation of this spreadsheet, though I know that would have made it much, much, much easier. This whole thing is just a happy side effect of needing to learn excel functions.
And since it is an excel sheet, you'll want to use excel to open it since google docs/sheets doesn't have the same capabilities.
Working on creating some new condition cards for the expanded fear rules presented in Horror Adventures. My photoshop skills are strong enough, but...
I haven't been able to find enough full body images of scared looking pathfinder style goblins (need 6 plus the "frightened" card since I'm planning to replace the "shaken" card). So, if anyone has a suggestion on where to look for those, that'd be appreciated. I have a couple possibilities from the Pathfinder Goblins! comic, but those will require me to draw and color the missing bits of their bodies.
Additionally, I was considering tinting the cards along a spectrum so the more severe levels of fear would be readily apparent. How would it be going from pale yellow for "spooked" all the way to a dark orpiment (this is for Strange Aeons) for "Horrified"?
Just throwing this out there as I dreamed it up last night and don't have time to do it well before the game today:
What about making a short comic strip for the dreams in Briarstone? You could hand them to the players for a bit and then collect them back up.
I think you'd only need work out two different ones since most of the dreams would be largely the same with just a speech bubble changed at the end for what the old lady says. The other would be fog in each panel until Zandalus runs up and says his speech then goes off again muttering "what have I done."
I'm running six players and the thought of six one-on-one's with questions about my descriptions seems not so fun to me. But being able to hand out a nine panel comic and calling it done is appealing.
Working on a Kinetic Knight, but I can't find any good miniatures for a male gathlain in my extensive collection. Anyone come across a good one for a male, small-sized, winged, plantish fey?
About 250 bikes, cars, helos, ships, and drones of all sizes (not the mechanic kind) plus the rules to run, repair, and mod them. You might find this useful even if you don't care for shadowrun's setting
Finished the first draft (conversion/inspired by Shadowrun). Rules by me, flavor by others. This is (almost entirely) not my fluff, just my crunch.
As part of a this conversion effort, I find myself in need of a LOT of names for corporations.
A few of the Shadowrun specific corp names are fine (Renraku), and some of the real world company names are generic enough (Entertainment Systems), but most come from good ol' earth, and could use some starfinder-ization.
Company Names to Replace:
Airbus
AirRanger
Airstream
Artemis Industries
Avibras
Bentley
BMW
Boeing
Buell
Caterpillar
Cessna
Chevrolet
Chrysler
Citron
Daihatsu
Dassault
Doble
Dodge
Echo Motors
Entertainment Systems
Esprit Industries
Eurocar
Festo
Fiat
Fokker
Ford
GAZ
GMC
Harley-Davidson
Honda
Horizon
Hughes
Hyundai
Jeep
Kawasaki
(Land)Rover
Lockheed
Luftshiffbau
Lurssen
Mack
Mercury
Mitsubishi
Morgan
Mostrans
Nissan
Northrup
Pratt & Whitney
Proteus
Renault
Saab
ThyssenKrupp
Sea Ray
Segway
Sony
Sun Tracker
Suzuki
Tata
Toyota
Ultramarine
Vodyanoy
Vulkan
Yamaha
Zodiac
So, what companies, corporations (mega or otherwise), subsidiaries, LLCs, etc. have you got in your pocket?
Looking at a few changes to the spiritualist archetype ectoplasmatist, but I need a second opinion on the balance, please.
Basically:
1. ditching bonded senses as an ability since it has nothing to bond with
2. changing ectoplasmic armor from an armor bonus to a shield bonus so it becomes useful
3. changing the lashes to natural attacks
4. increasing the number of lashes
5. lashes target touch AC
6. combine lashes to increase damage dice
7. no longer losing a touch spell charge when missing with their version of spellstrike
Draft #1:
Instead of calling upon a phantom from the Ethereal Plane, an ectoplasmacist infuses herself with the mysterious substance called ectoplasm.
Ectoplasmic Lash (Su): At 1st level, as a full-round action an ectoplasmacist can manifest two lashes of ectoplasm tethered to her by wispy, ectoplasmic tendrils. These lashes target touch AC and are treated as primary natural attacks that deal 1d6 points of slashing damage (1d4 if the ectoplasmacist is Small) with a critical threat range and multiplier of 19–20/×2. She gains an additional ectoplasmic lash at 5th level and every 4 levels thereafter. As a swift action, the ectoplasmacist can combine multiple lashes into a single stronger, more dangerous lash. Each lash joined this way increases the damage dice by one step (two lashes deals 1d8, three deals 2d6, etc.). Separating combined lashes is also a swift action, and the ectoplasmacist may suppress this ability as a free action.
At 2nd level, the ectoplasmacist’s lashes gain a +1 enhancement bonus on attack and damage rolls, and are treated as magic weapons.
At 4th level, the ectoplasmacist can use her lashes as reach weapons or use them to manipulate objects from a distance. When used as weapons, the lashes gain an additional 5 feet of reach. Unlike most other weapons with reach, the lashes can be used to attack foes anywhere within the ectoplasmacist’s reach (including adjacent foes). Attacks with the lashes’ extended reach provoke attacks of opportunity just as if the ectoplasmacist were attacking with a ranged weapon. When the lashes are used to manipulate items, they have the same manual dexterity as the ectoplasmacist’s hands, and an effective strength score of 10 (plus 2 for each additional lash, either separate or combined). Using the lashes to manipulate items always provokes attacks of opportunity, even if the action the ectoplasmacist is taking normally wouldn’t.
At 6th level, the lashes’ enhancement bonus increases to +2, and they are treated as having the ectoplasmacist’s alignment for the purpose of overcoming damage reduction.
At 8th level, the ectoplasmacist’s lashes become ghost touch weapons and their reach increases by another 5 feet (for a total increase of 10 feet). Additionally, attacks with the lashes against nonadjacent foes no longer provoke attacks of opportunity. Using the lashes to manipulate objects from a distance still provokes attacks of opportunity, but only if the action the ectoplasmacist is taking would normally provoke such attacks (instead of always provoking).
At 10th level, the lashes’ enhancement bonus increases to +3.
At 12th level, the ectoplasmacist chooses a single emotional focus (anger, dedication, despair, fear, greed, hatred, jealousy, Lust, pride, or zeal). The ectoplasmacist’s lashes gain a special weapon ability matching the emotional energy of the focus the ectoplasmacist has chosen.
Anger: the vicious special ability.
Dedication: the courageous special ability.
Despair: the ominous special ability.
Fear: the menacing special ability.
Greed: the sticky special ability.
Hatred: the cruel special ability.
Jealousy: the mimetic special ability.
Lust: the heartseeker special ability.
Pride: the distracting special ability.
Zeal: the keen special ability.
At 14th level, the lashes’ enhancement bonus increases to +4.
At 16th level, the ectoplasmacist chooses a second emotional focus, and her lashes gain the special weapon abilities as if affected by a spirit-bound blade spell with the special weapon ability of both of the ectoplasmacist’s chosen emotional foci.
At 18th level, the lashes’ enhancement bonus increases to +5.
This ability replaces etheric tether, phantom, shared consciousness, bonded senses, fused consciousness, spiritual bond, and empowered consciousness.
Spiritual Combat (Su): At 3rd level, as a full-round action, an ectoplasmacist can make all of her attacks and also cast a single spiritualist spell with a casting time of up to one standard action as a free action either before or after making her attacks. The ectoplasmacist takes a –2 penalty on her attack rolls when using spiritual combat. If she decides to cast the spell defensively, she can choose to take an additional penalty on her attack rolls up to her Wisdom bonus, and add the same amount as a circumstance bonus on her concentration check. If the concentration check fails, the spell is wasted, but the attacks still take the penalty.
Also, when the ectoplasmacist casts a spiritualist spell with a range of touch, she can deliver the spell through one of her ectoplasmic lashes. Instead of making the free melee touch attack she would normally use to deliver the spell, the ectoplasmacist can choose to make a free ectoplasmic lash attack at her highest base attack bonus. A successful lash attack deals damage normally and imparts the spell’s effects. The ectoplasmacist can hold the charge if her lash attack misses.
This ability replaces bonded manifestation, phantom recall, and dual bond.
Ectoplasmic Armor (Su): At 4th level when an ectoplasmacist manifests her spiritual lash ability, tendrils of ectoplasmic material envelop her body, granting a +4 shield bonus to AC.
At 12th level, the ectoplasmacist’s shield bonus to AC increases to +6 and is treated as ghost touch.
This ability replaces spiritual interference and greater spiritual interference.
I like the ectoplasmatist, but it has some issues:
1. keeping bonded senses as an ability with nothing to bond to
2. ectoplasmic armor being nigh useless as an armor bonus
3. not actually proficient with ectoplasmic lashes
4. losing touch spell charge when missing with their version of spellstrike
For someone else's character in an upcoming campaign I'll be DM'ing I altered this archetype a bit - the lashes are natural attacks, target touch AC, and increase in number as you level. the ectoplasmic armor provides a shield bonus (deflection seemed too strong), and they don't lose the charge when missing with spell strike.
What am I overlooking? Is it underpowered (or overpowered... touch attacks)?
Draft #1:
Instead of calling upon a phantom from the Ethereal Plane, an ectoplasmacist infuses herself with the mysterious substance called ectoplasm.
Ectoplasmic Lash (Su): At 1st level, as a full-round action an ectoplasmacist can manifest two lashes of ectoplasm tethered to her by wispy, ectoplasmic tendrils. These lashes target touch AC and are treated as primary natural attacks that deal 1d6 points of slashing damage (1d4 if the ectoplasmacist is Small) with a critical threat range and multiplier of 19–20/×2. She gains an additional ectoplasmic lash at 5th level and every 4 levels thereafter. As a swift action, the ectoplasmacist can combine multiple lashes into a single stronger, more dangerous lash. Each lash joined this way increases the damage dice by one step (two lashes deals 1d8, three deals 2d6, etc.). Separating combined lashes is also a swift action, and the ectoplasmacist may suppress this ability as a free action.
At 2nd level, the ectoplasmacist’s lashes gain a +1 enhancement bonus on attack and damage rolls, and are treated as magic weapons.
At 4th level, the ectoplasmacist can use her lashes as reach weapons or use them to manipulate objects from a distance. When used as weapons, the lashes gain an additional 5 feet of reach. Unlike most other weapons with reach, the lashes can be used to attack foes anywhere within the ectoplasmacist’s reach (including adjacent foes). Attacks with the lashes’ extended reach provoke attacks of opportunity just as if the ectoplasmacist were attacking with a ranged weapon. When the lashes are used to manipulate items, they have the same manual dexterity as the ectoplasmacist’s hands, and an effective strength score of 10 (plus 2 for each additional lash, either separate or combined). Using the lashes to manipulate items always provokes attacks of opportunity, even if the action the ectoplasmacist is taking normally wouldn’t.
At 6th level, the lashes’ enhancement bonus increases to +2, and they are treated as having the ectoplasmacist’s alignment for the purpose of overcoming damage reduction.
At 8th level, the ectoplasmacist’s lashes become ghost touch weapons and their reach increases by another 5 feet (for a total increase of 10 feet). Additionally, attacks with the lashes against nonadjacent foes no longer provoke attacks of opportunity. Using the lashes to manipulate objects from a distance still provokes attacks of opportunity, but only if the action the ectoplasmacist is taking would normally provoke such attacks (instead of always provoking).
At 10th level, the lashes’ enhancement bonus increases to +3.
At 12th level, the ectoplasmacist chooses a single emotional focus (anger, dedication, despair, fear, greed, hatred, jealousy, Lust, pride, or zeal). The ectoplasmacist’s lashes gain a special weapon ability matching the emotional energy of the focus the ectoplasmacist has chosen.
Anger: the vicious special ability.
Dedication: the courageous special ability.
Despair: the ominous special ability.
Fear: the menacing special ability.
Greed: the sticky special ability.
Hatred: the cruel special ability.
Jealousy: the mimetic special ability.
Lust: the heartseeker special ability.
Pride: the distracting special ability.
Zeal: the keen special ability.
At 14th level, the lashes’ enhancement bonus increases to +4.
At 16th level, the ectoplasmacist chooses a second emotional focus, and her lashes gain the special weapon abilities as if affected by a spirit-bound blade spell with the special weapon ability of both of the ectoplasmacist’s chosen emotional foci.
At 18th level, the lashes’ enhancement bonus increases to +5.
This ability replaces etheric tether, phantom, shared consciousness, bonded senses, fused consciousness, spiritual bond, and empowered consciousness.
Spiritual Combat (Su): At 3rd level, as a full-round action, an ectoplasmacist can make all of her attacks and also cast a single spiritualist spell with a casting time of up to one standard action as a free action either before or after making her attacks. The ectoplasmacist takes a –2 penalty on her attack rolls when using spiritual combat. If she decides to cast the spell defensively, she can choose to take an additional penalty on her attack rolls up to her Wisdom bonus, and add the same amount as a circumstance bonus on her concentration check. If the concentration check fails, the spell is wasted, but the attacks still take the penalty.
Also, when the ectoplasmacist casts a spiritualist spell with a range of touch, she can deliver the spell through one of her ectoplasmic lashes. Instead of making the free melee touch attack she would normally use to deliver the spell, the ectoplasmacist can choose to make a free ectoplasmic lash attack at her highest base attack bonus. A successful lash attack deals damage normally and imparts the spell’s effects. The ectoplasmacist can hold the charge if her lash attack misses.
This ability replaces bonded manifestation, phantom recall, and dual bond.
Ectoplasmic Armor (Su): At 4th level when an ectoplasmacist manifests her spiritual lash ability, tendrils of ectoplasmic material envelop her body, granting a +4 shield bonus to AC.
At 12th level, the ectoplasmacist’s shield bonus to AC increases to +6 and is treated as ghost touch.
This ability replaces spiritual interference and greater spiritual interference.
Precise Minstrel (Ex): At 2nd level, an Arrowsong minstrel gains Precise Shot as a bonus feat. In addition, any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow. This ability replaces the versatile performance gained at 2nd level and well-versed.
Since the ability lacks any wording about not requiring prerequisites for Precise Shot, would a character without Point-Blank Shot (the prerequisite) not be able to benefit from the bonus feat?
I understand they would still benefit from the rest of the ability vis-a-vis soft cover.
An object isn’t deceived by illusions (treat as if it had succeeded at its Will saving throw).
2.
Holographic Terrain (SFCRB, 360) wrote:
The illusion includes
audible, olfactory, tactile, and visual elements and is effective
against cameras, living creatures, robots, and scrying spells.
3.
Implant Data (SFCRB, 361) is a 2nd level illusion spell that targets a computer and has no save.
=The Question=
If a security guard watches a live feed from his office (out of range/line of effect of a spellcaster), while a Holographic Terrain spell explicitly changes what he sees, does a disguise self spell still work? How about invisibility?
What if you are within range and line of effect to a spellcaster, but you're watching the world through a digital feed, like the camera on your comm unit, does an illusion that does not specifically affect an object work?
First off, I really don't want this thread to cross the line by posting too many rules so please limit quotes from the CRB and keep things general.
If you haven't read it, check out this blog post about some rules differences.
Also, this post might have specific answers to your questions already.
I've been making a cheat sheet to help me convince some long-time Pathfinders to switch over to Starfinder, and I figure my observations (or at least codifying them) might be of interest to others.
My wife and I are both PFS GMs and players. I love playing modules that are full of tricky puzzles (love Library of the Lion) while the wife is less thrilled. However, I'm a more experienced GM (by decades) and it is a high level module; higher than she's ever played.
Before one of us starts prepping it, is it easy enough for a relative novice to run? Is it not really full of puzzles and should have a more experienced hand behind the GM screen?
Does a druid with a patron deity and weapon focus with that deitiy's favored weapon qualify for the Weapon of the Chosen feat? Or are his spells still derived from a non-deity source?
Planning a Samsaran Goliath Druid for an upcoming campaign. The group needs some healing and some melee.
I went through the various divine casting lists and these are the 6 spells I got from each. Now I just need to figure out which one to pick, or what spells I overlooked.
The Shaman spells offer a nice mix of healing and buffing
Shaman:
Blood Tentacles
Breath Of Life
Divine Power
Magic Vestment
Magic Weapon, Greater
Restoration
The Ranger list could work for a vital striker or gunslinging druid.
Ranger:
Abundant Ammunition
Bow Spirit
Lead Blades
Named Bullet
Reloading Hands
Zephyr's Fleetness
The Paladin spells are made for kicking butt and taking names... for the greater good.
I've repeatedly seen forum members posting that if you take the former, you qualify for the later. I can't find where it states that Eldritch Heritage allows a character to be considered as having a bloodline and not just a bloodline power. Is anyone able to clarify this for me?
1. The Yitihian Elder from the Occult Bestiary has the following SLAs, a Charisma of 22, and Spell Focus applied to Abjuration, Divination, and Enchantment:
The only one that doesn't seem right is Modify Memory, unless the Yithian's Spell Focus Feat applies, in which case, the DCs for Detect Thoughts and Hold Monster are wrong.
2. The Orvian Necromancer from Inner Sea Monster Codex (+3 Charisma Modifier, Greater Spell Focus & Spell Focus in Necromancy)
Death Knell (DC16)
Ray of Enfeeblement (DC16)
Neither of these is correct without applying the feats' effects to the spell-like abilities, but since the spells are different levels, they still wouldn't be correct.
3. The Serpentfolk Illusionist from the Monster Codex has various spell-like abilities; none of which apply his Spell Focus feats.
4. The brass dragons (young, adult, and ancient) have various spell-like abilities; all of which benefit from their Spell Focus feat.
So, how does the feat Spell Focus affect spell-like abilities?
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Boulderhead Bock:
This malty ale has a legendarily thick, creamy head. It creates a pleasant buzz and sense of euphoria that dull the effects of pain and concussions, granting the drinker a +1 alchemical bonus on saving throws to avoid becoming dazed, staggered, or stunned, or against any effect with the pain descriptor (Pathfinder RPG Ultimate Magic 138) for 1 hour. In addition, a dose of boulderhead bock grants the drinker 1d6 temporary hit points that apply exclusively against nonlethal damage. Multiple doses of boulderhead bock stack, to a maximum alchemical bonus of +5 and a maximum of 20 temporary hit points.
How does a Kineticist use a shield if they take the aforementioned trait?
Kineticist Proficiencies:
Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.
Shield-trained:
You were trained to use shields as weapons. Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.
I'm getting hung up on the "simple weapons" in both entries.
My gut says they can use heavy and light shields as weapons, but not to get a shield bonus to AC.
Since they want to keep both hands free anyways, this isn't an issue for a character so much as a curiosity for me.
At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action. This ability replaces the feat gained at 2nd level.
Assuming you successfully performed a bullrush and now meet the criteria to overrun your foe as a free action, what movement, if any, is there?
If your bullrush was at the end of a charge, the very end, you have zero movement left?
If your bullrush was part of a flurry of maneuvers or another full attack/full round action after you took a five-foot step?
Basically, does the free action overrun grant you free movement (which it says nothing about) or can you not use the ability if you have no movement left (either a 5' step or a move action)?
At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. This ability replaces flurry of blows.
Wild Fighting:
At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC. This ability replaces uncanny dodge.
Breaker Rush:
At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic). This ability replaces the feat gained at 1st level.
Breaker Momentum:
At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action. This ability replaces the feat gained at 2nd level.
Sentinel Boon #2:
Two-Handed Smash (Ex) If you make a full attack while wielding a two-handed melee weapon, you may make a single unarmed strike in addition to your normal attacks. In essence, after you complete your two-handed weapon attacks, you smash with your elbow, kick out with a foot, or make some other unarmed strike against an opponent. This bonus attack is made at your highest base attack bonus, and provokes an attack of opportunity if you lack the Improved Unarmed Strike feat or a similar ability. If you’re Medium, you deal 1d6 points of damage with this unarmed strike; if you’re Small, you deal 1d4 points of damage. Add half your Strength bonus to the damage dealt. The attack roll for the unarmed strike is subject to the normal penalties for two-weapon fighting unless you have the feats to reduce these penalties.
I think each full attack action should yield:
1) the normal number of attacks with a two-handed weapon (by Base Attack Bonus)
2) an additional attack for Wild Fighting,
3) an additional unarmed strike for Two-Handed Smash (which will be at -8 for being an off-hand light weapon without two-weapon fighting),
4) an extra combat maneuver for Flurry of Maneuvers which will be a Bull Rush
4b) which will trigger Breaker Rush (Strength modifier as bludgeoning damage)
4b2) which will trigger Spiked Destroyer as a swift action (attack with Armor Spikes)
4c) which will trigger Breaker Momentum (free action Overrun)
4c2) which will trigger Breaker Rush (Strength modifier as bludgeoning damage plus 2 for Improved Overrun plus any armor enhancement bonus)
4d) which will trigger Elephant Stomp as an immediate action for another unarmed strike
5) assuming any of the attacks was using Power Attack, Cornugon Smash allows a free intimidate check which, via Shatter Defenses, triggers Medusa's Wrath and a final pair of unarmed strikes.
Does this all work together?
Things I'd like to squeeze in:
The Snowstride Regional trait for the ability to bull rush better.
Two-Weapon Fighting to decrease the penalty on the Two-Handed Smash unarmed strike.
Improved Bull Rush to increase the damage from Breaker Rush
If there's a way to get a free Bull Rush attempt every full attack action (there's not enough rounds of Rage to rely on the knockback rage power) I might use the Sohei archetype rather than Maneuver Master and Weapon Adept to net one additional attack with a double chained kama
Advice that would be helpful:
A) Do these feats and abilities work how I think they do?
B) Is there a more efficient class combination?
C) Which class(es) to advance from 13-20?
D) Is the feat arrangement optimal?
E) (less importantly) Any key pieces of gear?
There's a few posts that indicate a belief that the use of the 'patron familiar' option from the familiar folio in conjunction with the 'improved familiar' feat would circumvent the loss of the ability to "Speak with animals of its kind" that is necessary for most familiar archetypes.
Relevant Rules:
Improved Familiar:
Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
Patron Familiar, General:
Just as a sorcerer can gain a bloodline familiar, a witch can gain a patron familiar by choosing one at 1st level in place of her standard familiar. A patron familiar acts in all ways like a standard witch’s familiar, with the addition of the special ability indicated below according to the witch’s patron. In addition, the witch gains her patron spells 1 level later than she normally would—gaining the patron spell she’d normally receive at 2nd level at 3rd level instead, and so on.
Animal Patron Ability:
Animal Speaker (Su): The familiar gains the ability to speak with animals of its kind at 1st level. If it would normally gain this ability at 7th level, the familiar gains the ability to speak with all animals (as though constantly under the effects of speak with animals) at 7th level.
Simply stated, which rule trumps which?
A) Does the Improved Familiar's loss of the ability prevent it from gaining it from a different route (or is this really the same route at a different level?)
B) or does the witch's patron imbue it with said ability despite it's previous loss.
C) Does this change if taking a level of witch after already having an improved familiar?
I'm starting the adventure path this week and I plan to throw in some mythic with the minor runewell once the players get there, but I hope to re-flavor the mythic rules somewhat.
Things I'm considering:
1) Doing away with the paths and aligning the abilities in seven categories, one for each sin.
2) Mythic power use is accompanied by glowing Thassilonian runes displaying on the skin or in the air around the PCs
3) Tracking mythic point expenditure totals as a corruption score for each PC. Higher scores leading to mental anomalies, physical mutations, or susceptibility to sin-based magic or items.
Does this sound doable? Do you have ideas on expanding this?
The Flood Festival is almost over with the Demonscar Ball, the last event, happening tomorrow.
The heroic 'Consumate V's' are searching for the stolen Wands of Control Water in the Kopru ruins and come across Skaven's spellbook. The face of the party, renowned bard Darts Gnarley attempts to read said book and sets off the Sepia Snake Sigil trap inside. One failed reflex save later and she is frozen in amber for eight days.
The party despairs. Their main force multiplier is lost to them and unable to help clear the second half, the more difficult half of the dungeon complex. Every avenue to free her is seemingly exhausted.
If you make a full attack while wielding a two-handed melee weapon, you may make a single unarmed strike in addition to your normal attacks. In essence, after you complete your two-handed weapon attacks, you smash with your elbow, kick out with a foot, or make some other unarmed strike against an opponent. This bonus attack is made at your highest base attack bonus, and provokes an attack of opportunity if you lack the Improved Unarmed Strike feat or a similar ability. If you’re Medium, you deal 1d6 points of damage with this unarmed strike; if you’re Small, you deal 1d4 points of damage. Add half your Strength bonus to the damage dealt. The attack roll for the unarmed strike is subject to the normal penalties for two-weapon fighting unless you have the feats to reduce these penalties.
How many ways are there to satisfy the requirement to use a "two-handed melee weapon?"
Obviously, a normal full attack with any two-handed weapon passes the test, but what about weapons that are normally two-handed by can be used in one hand? Lances While Mounted, Earth Breaker with the right feat, etc.
On a related note: Does the FAQ overrule the written rules for the Barbazu Beard weapon?
What I'm looking for is a way to fulfill the requirement while still using two-weapon fighting.
Do the number of rounds a Busker Bard can use his stunts really never increase after first level?
The text for Busker Stuns:
Busker Stunts (Su): A busker knows how to magically enhance the effectiveness of his physical stunts. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining a stunt is a free action, but it ends immediately if the busker is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. This ability is treated as bardic performance for the purposes of feats, abilities, and other effects that affect bardic performance. Like a bardic performance, a busker stunt cannot be maintained at the same time as other performance abilities.
The template states: “Guardian spirit” is an acquired template that can be added to any fey or outsider that qualifies to become a familiar through the Improved Familiar feat (this template does not make it a familiar, however).
The feat states: Select one creature that qualifies to be an improved familiar, and apply the guardian spirit template (see below) to it.
Question: Does the creature selected for the feat then have to be a fey or outsider (and thus not a dragon/magical beast/etc) to qualify for the template, or does the feat allow you to apply the template to a creature to which it otherwise could not be applied?
I'm working with a player to create a custom list of summon-able monsters for a cleric of Sarenrae, but I'd like to get some other sets of eyes on it in case I missed something obviously exploitable or inappropriate. I did switch out almost all aquatic/water-based creatures.
While working on the updated version of book 4 of this AP, I find myself trying to spice up a visit to the heretical libraries of the Eoxian
Church of Silence:
"The art that allowed the population's widespread lichdom - sometimes called 'the Great Change' or 'the Undying' - is referred to as the Song of Silence, and is given the closest thing the bone sages have to religious reverence. The Church of Silence, standing just outside the great necropolis city of Orphys, is a towering testament to the Eoxians' respect for undeath as the savior of their race. Twenty stories tall, this black spire is a mass of spines and ral less balconies, its windows winking open and closed with horrible, organic smoothness. By long standing agreements, the heretical libraries of this cathedral are neutral ground, open to all."-Distant Worlds, James L. Sutter
The point of the trip is to find information on the Sentinel, a three mile wide orbital defense platform that possibly destroyed the two nearest planets and blasted the surface of Eox sometime in the past. Information to be gained includes likely defenses, occupants, weapon operations, location of valuables, power sources, etc.
This is easily accomplished with some complex knowledge checks or librarian initiated mini quests ("fetch me X and I will tell you where that information is"), but that seems a bit... traditional to me.
Any ideas on how to make this excursion a bit more memorable?
After posting some old conversions of Magic the gathering Slivers (originally statted to replace the Akata) for someone else in the Conversion sub-forum, I was inspired to start mashing up the Night Below super-adventure with Second Darkness. Drow given mythic power by ancient aboleth magic plotting to destroy the surface races with meteors while the aboleths use the drow to summon their unspeakable elder god from the dark tapestry!
Looking for 2-4 more players for weekly or biweekly weekday, day time game. Will be playing on Thursday or Friday. Planning on running Adventure Paths.
A weapon made of Cold Iron costs twice as much as normal.
Step 1, buy a weapon, say, a Cold Iron Horsechooper (20 gp, good price to weight ratio and mostly made of metal)
Step 2, melt it down, cast the 12 lbs of metled weapon into a bar shape
Step 3, sell it as a trade good for 50 gp per pound (50*12-20=580 gp profit per horsechopper)
Step 4, repeat
Step 5, buy everything you want
Approaching the end of RRR, and I've planned out a colossus style Talonquake (thanks to pretty much everyone on this board for ideas, especially Orthos, RedCelt, and Dudemeister), but after doing a lot of math to make this
creature's:
Talonquake
CN Colossal magical beast (kaiju)
Init +9
Senses DV 600, LLV, see invisibility, +54
AC 57, t 27, ff 42
(+20 def, +5 dex, +30 nat, -8 size)
hp 765 (34d10+510)
Fort +36
Ref +26
Will +23
Defenses DR 20/epic, fast healing 30, ferocity
Wards of Grace (+20 Def, SR 40, Freedom)
Kaiju traits, Recovery, Massive
Resist acid/cold/fire/electricity/negative/sonic 30
Speed 230
Melee +46 bite (8d6+20/19-20 plus Grab
2x +46 slam (4d8+20/19-20)
60' reach
Ranged +31 touch Hurled Earth (varies)
Space 600'L (80' Head), 320'H, 100'-Diameter Foot
230,000 Tons
Special Swallow Whole (4d10+17 bludg + 4d10 acid, AC 20, 82 hp), fast swallow
Trample (4d10+30, DC47),
hurl foe (on dmg, CMB: 10'+10'/5>CMD [1d6 nonlethal/10' moved+1d6 lethal/10' unable to move)
Weather Sphere (5 mile rad, control weather any season, stormy weather acts as Lightning Storm)
Ruinous Beak (ignore DR/Hardness)
Ground Pound (DC 26 Widened Earthquake, 1 round action)
Swipe
SLA Constant: Freedom, see invisibility
At Will: Greater Shout (DC 26, 60' cone, 10d6 + stun 1 rnd + deaf 4d6. Fort 1/2 dmg, 1/2 deaf, no stun. Ref to save crystal/brittle objects)
3/d: Empowered Greater Shout (+50% damage and deafness)
stats realistic to something of her size (while ignoring the impossibilities of such a thing), I find myself with a party ill equipped to catch up with it.
Party will be level 7, mythic rank 2 by the time they encounter this.
Beast's speed is 230 (Move action - a little over 50 mph).
TQ is enraged, so a slow saunter is out of the question.
Horses with the Run feat are at 250 for a full round action.
I'm fully confident they can defeat the encounter if they can get there. It's based around a ring/collar and runes set up such as Orthos described once, not based on a straight up fight.
Solutions thus far:
1) Poor solution - I can make sure they're in TQ's path. That gives them one chance to hitch a ride. Any that fail the initial grab or fall off at any point are, for all purposes, out of the encounter
2) Trite solution - I can give them a means to beat the creatures speed; a highly contrived and convenient limited use item.
3) Scary solution - as the trite solution, but not a limited use item. I don't fully know how a party with speed 240+ will change the next 4 books... (maybe some clockwork vehicle from DM's Clockwork Pitax)
4) Dissapointing solution - I can arbitrairily slow down my TQ's speed to something more manageable (at least down to 120, probably as low as 60).
5) I can hope my players figure out ways to slow it down so that they can catch up (hastily patched-together milia, attack!).... I don't expect this, which actually makes it possible.
I'm looking for ideas, I have 2-3 sessions before this goes down.
I'm fleshing out the first of eight episodes for this AP work-in-progress, and find myself cobbling together an abstract (non-gridded) aerial combat mini-game when the though crossed my mind that maybe someone has already done this!
I need to cover combats between all combinations of small ships, large ships, and ground based units.
If you have any ideas, let me know. Otherwise, I'll post what I've come up with for critique and feedback.