Andy Brown 97's page

No posts. Organized Play character for Andy Brown.




Have I missed something, or do characters not get a free set of clothing?

OK, so most people are going to want armour, and everyday clothing is cheap, but I'd have thought most people would have had years buying clothes before they started adventuring :)


This is for a PFS character, so a RAW answer would be appreciated, but failing that I'll settle for convincing arguments...

Is it possible for the Stinging Whip channel focus to be masterwork and enchanted?

It's described as a whip made of metal braids, so would presumably follow normal whip rules, which ought to allow for masterwork and enchanting.


After looking at the Weapon Master's Handbook, I'm considering a fighter based round the Spear Dancing Style feats. Now, as discussed in this thrad, weapon enhancements only apply to the spearhead, so you end up with a non-magical secondary weapon.

Are there any ways to make a non-magical weapon fully useful at high level where DR is more likely to come up. I've got an idea for a magic item that I would run past the GM for a home game, but I'm also wondering if the idea would work in PFS.

I'd had another idea for a character focused on improvised weapons, but that runs into the same problems.


I've been looking for a clear answer on this, but not found anything even vaguely solid...

The Mad Dog Barbarian Archetype (from Animal Archive, and here) doesn't get Rage until 4th level and

Mad Dog Barbarian wrote:
Rage (Ex): A mad dog gains this ability at 4th level, except that her effective barbarian level for the ability is equal to her barbarian level – 3.

Various Rage Powers have a prereq of a specific Barbarian level, which is phrased as follows

Renewed Vigor wrote:
A barbarian must be at least 4th level before selecting this power

Two questions:

1) Does a Mad Dog get Greater Rage, Tireless Rage and Mighty Rage at the normal level, as they are class features gained at a specific level?

2) Does a Mad Dog use Class Level or (Class Level - 3) to determine when they may take Rage Powers.

Or possibly both could be asked as:
What parts of the Rage class feature is affected by the Mad Dog having an effective level of (Class Level - 3)?


Disable Dweomer (ACG):
Prerequisites: Disable Device 5 ranks, Use Magic Device 5 ranks, trapfinding.

Benefit: You can use Disable Device to suppress the magic of a non-artifact magic item for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the suppression. Using Disable Device in this way takes 2d4 rounds, with a DC of 15 + the item's caster level.

Arcane Lock:
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.

Does casting Arcane Lock make the affected item a magic item such that Disable Dweomer can be used to suppress the Arcane Lock, and in the case of an item with its own lock, bring the DC of the lock back down to normal?