Orc Ranger

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So trying a 7 BloodRager/1 Brawler/Mythic 1
My focus is on Grappling so I saw this:

Uncanny Grapple:
Uncanny Grapple (Ex): Upon making a successful grapple combat maneuver check against a creature you are grappling, you can perform one of the following actions: throw, crush, or swing. For a throw, you can throw the target of your grapple up to 10 feet per tier; if the creature strikes a solid object before reaching this distance, it takes 1d6 points of damage per 10 feet of the remaining throwing distance and lands prone. For a crush, you deal 1d6 points of nonlethal damage per tier. For a swing, you can use the target as a weapon against another creature, treating the grappled creature as a two-handed weapon. If you succeed at a melee attack against an opponent adjacent to the target, both that opponent and the grappled creature take 1d8 points of bludgeoning damage from this attack + 1-1/2 × your Strength modifier.

I then read this thread.

So does that mean that Uncanny Grapple can be use per Grapple check?
so with Rapid Grappler Feat does that mean 3 per full action?

And with Snapping Turtle Clutch Feat


So my dream is to play a giant barbarian and look down on those puny creatures that appose me. When I saw Demonic Bulk I was like yeah this is the stuff but now our dm added a Mythic level to us. So this made me wonder can I be a bigger giant? Would Augmented Spell Enlarge Person work on Demonic Bulk(Su)?

Demonic Bulk (Su):
Demonic Bulk (Su): At 4th level, when you enter a
bloodrage, you can choose to grow one size category
larger than your base size (as enlarge person, even if you
aren’t humanoid).

Enlarge Person(mythic):
Enlarge Person(mythic):
You can increase the target's size by up to two size categories, to a maximum of Huge. If the target grows two sizes, its weight increases by a factor of 25, it gains a +4 size bonus to Strength, and takes a –4 size penalty to Dexterity and a –2 penalty on attack rolls and to AC because of its increased size. A Medium humanoid creature whose size increases to Huge has a space of 15 feet and a natural reach of 10 feet. Mythic enlarge person counters and dispels mythic reduce person.


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

So I'm testing out a bloodrager(sorcerer/barbarian) but you get most of your best stuff by level 12 so i was looking into multiclassing a Brawler(Monk/Fighter) focusing on the claws I get while in bloodrage however I cant go take advantage of my claws with Flurry "A brawler with natural
weapons cannot use such weapons as part of brawler’s
flurry, nor can she make natural attacks in addition to
her brawler’s flurry attacks."

Brawler’s Flurry:

Brawler’s Flurry (Ex): Starting at 2nd level, a brawler
can make a brawler’s f lurry as a full-attack action. When
doing so, a brawler is treated as having the Two-Weapon
Fighting feat when attacking with unarmed strikes or
weapons with the “monk” special feature. She does not
need to use two different weapons to use this ability.
A brawler applies her full Strength bonus to her damage
rolls for all successful attacks made with brawler’s f lurry,
whether the attacks are made with an off-hand or with a
weapon wielded in both hands. A brawler may substitute
disarm, sunder, and trip combat maneuvers for unarmed
attacks as part of brawler’s flurry. A brawler with natural
weapons cannot use such weapons as part of brawler’s
flurry, nor can she make natural attacks in addition to
her brawler’s flurry attacks.
At 8th level, the brawler is treated as having the
Improved Two-Weapon Fighting feat when using
brawler’s flurry. At 15th level, the brawler is treated as
having the Greater Two-Weapon Fighting feat when
using brawler’s flurry.

However this is based of the Monk's Flurry so I was wondering if Feral Combat Training would apply to brawler's as well?

Feral Combat Training:
Feral Combat Training (Combat)

You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.

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.


So after reading over the magic item construction I've managed to extrapolate some information:

Spell level × caster level × 1,800 gp(/5 for per day uses)
lvl 0 = 900(per-day:180)
lvl 1 = 1,800(per-day:360)
lvl 2 = 14,400(per-day:2880)
lvl 4 = 54,000(per-day:10800)

example item:
Hand of the Mage
This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.

Faint transmutation; CL 2nd; Craft Wondrous Item, mage hand; Price 900 gp; Weight 2 lb.

So if you wanted to make an Necklace of "mage-armor" it would be 1,800 but the command word doesn't take a UMD check to activate.

Command Word:
Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.

The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue. The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified.

My question is can you make an unlimited use item or per-day use item using the spell trigger price "spell trigger: Spell level × caster level × 750 gp" and take the risk of a umd check or having to meet the caster requirements. Instead of using the Command word price?

http://paizo.com/prd/magicItems/magicItemCreation.html


So was looking into magic tattoos but the don't give a number of uses per day and it says "It vanishes when activated." does that mean its only good for one spell? What would be the point of tattooing a one time use spell on your body if you weren't trying to make it at least a once per day?
Why would anyone want to pay four times the price?

Rule:

Tattoo, Spell
Aura varies; CL varies

Slot none; Price varies

DESCRIPTION
A spell tattoo is essentially a wearable scroll inscribed on flesh instead of on parchment or vellum. These tattoos appear as colorful and intricate patterns rather than magical writing. The tattoo is a silent, spell completion item that only the bearer can activate. It vanishes when activated. A spell tattoo must be visible to the bearer and must be touched as part of its activation. These magical tattoos are not normally placed on the head, neck, or back as a result, since most creatures would require mirrors to activate them. A spell tattoo’s aura and caster level varies as per the scroll it emulates. A spell tattoo has a market price four times as much as an equivalent scroll.