Ok so pummeling Chargeis currently worded as the following;
Pummling charge wrote:
You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using Pummeling Style against a single target.
Jani Rush says;
Janni Rush wrote:
While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike’s damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical hit.
Would these two feats together cause all the dice from pummeling charge to stack or just the first damage roll from pummeling charge?
Unfortunately the only other post about this was made by me 4 years ago which yielded no clear answer, and pummeling charge has since been errataed further than at the time of the original post.
For several weeks, excitement has been building in Kenabres—Armasse is coming! Traditionally an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden’s death, this holy day has become more about training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armasse has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival (which takes place on 16 Arodus) is eagerly anticipated, for it provides distractions from the horrors of being on the front line of the war. Smiles on faces normally marred by downcast eyes and furrowed brows do wonders for city morale in the weeks leading up to the event.
Armasse is a citywide celebration, but the majority of the event, including its jousting matches and other entertainments, takes place at Clydwell Plaza, just west of the cathedral. You've been lucky enough to get good spots to observe the opening ceremonies at noon.
Take this time to introduce yourself and say what you're doing in at the festival.
Hello all I've been trying to be in an online game for a while now but because of my schedule ROll20 hasn't worked out and of the 3-5 play by posts I've been in they have all dropped of quickly because of the DM or some other reason so I'm creating my own Play by Post and it's going to be very high power.
expectations:
I'm expecting people to post at least every other day daily is better but life does happen. If you miss 3 days I'll send you a message to see what's up if you don't respond within 2 days of that you will be dropped. If you respond and you have a legitimate reason I can work with you if it happens often though you will be dropped. If something is going to come up in your life and you send out a mass message to us I can work around you.
I will let you all know now when exams start up I will let you all know a week beforehand that my posting rate will drop off a little, but I will come back as soon as they end. My goal is to never go more than 3 days during exams without posting otherwise I will probably be posting every day
characer creation:
3PP- No 3PP of any kind are going to be allowed
Technology- No tech of any kind is allowed no guns either I'm not a fan of them at all.
Gestalt- If you don't know how gestalt works the skinny of it is you level up in two different classes at the same time. You will be leveling up on two bilateral lines that don't intersect. if you ave any questions look here http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm or contact me
Classes- All classes except for the gunslinger and the summoner are legal in this game.
Race- All Pathfinder races from the core and featured races are allowed I may allow other races just ask the worst I can do is say no. No races with more than 15RP will be allowed unless there is a significant drawback to them and/or they are in the core or featured races section.
Stats-30 point buy no score can go below an 8. If you dump all of your stats that's fine but please play him correctly don't have someone with a cha of 8 and no ranks in diplomacy be an eloquent speaker he won't be one he'll be very blunt.
Gold-300 starting gold for everyone
Traits-2 traits one has to be a campaign trait while you won't be required to pick one that goes with your mythic path it is recommended.
HD-Max at first level and then you will roll each level after that 1s are re-rolls and once in your career you may re-roll any 1 roll for HP. you must take the second result even if it's worse. If you change your PC and have already used your re-roll for HP tough luck it's been used.
Hero Points- I may give you hero points later in the game I"m not sure yet if I will, though. If you want to use them on any of the standard uses you may. If I give them to you though I will be pretty liberal in what they let you do since you'll be both gestalt and Mythic you should be able to break the rules a little with them no hero point feats will be allowed and if they are given out they will be very rare at most you would get 6 in your career if not less.
Fluff- The better your fluff is the better your chances are don't expect to be chosen with I hit stuff with a sword because it's fun.
Mythic- You don't start out mythic you will become mythic when you do
Leveling- I won't be handing out EXP I'll be letting you know when you level up it will be based on when you normally would level up in the book. When you level up mythic or otherwise you will be given 2 additional days to make your next post and have your PC updated because it can take a while to do that while gestalt that is you will have 4 days after you level to make a post any later and refer to the above.
Changes:
The game will be run with the same story as usual but because you all will be very powerful and this game is known for being underpowered once you hit mythic rank 3 I will be changing almost every stat block in the game and expect encounters to be slightly different that what is normally in the game. The first couple of fights will be the same and they will gradually change as I get a better grip on your parties strengths and weaknesses. If I overestimate your party's power level I will on the fly reduce my monster's stats so if you're playing and all of the sudden you start hitting when you roll an 11 but before you needed to have a 15 that's because I overestimated you all. That being said if I underestimate you all I am liable to increase the enemies starts as well assuming it's an important fight.
I don't think this will happen often though because I"m usually pretty good at keeping things balanced
I will, however, do open rolls for the entire game so if mods start to get lower or higher this is why if you have a question as to why let me know, but this will be the answer
about my play style:
The game will be played with enemies that act according to their mods so someone with an int of 6-10 probably won't be going after your caster someone with more than that might know to hit the squishy guy first it will be challenging fights, but they won't be made to kill you just to make you work and think about your actions before you do them I think this is more entertaining than having the same fight over and over again.
Fights will be done using a free-form style of gameplay where I will provide a map and we will just move in to attack I will give you distances and the like and you'll act accordingly. I will provide a map of where you are, but it will not be used as a grid.
I like fluff I think it's very important and I will do my best to provide as much for you all as I can if you ask I will try to answer you unless it will mess up the plot.
I think that covers everything that I need to if you have any questions let me know and I will answer them applications will close Nov. 3rd 11:59 PST
You may submit your character on here or through a myth-weaver sheet.
I'm looking at the cruel weapon special ability on a whip with the use of performance feats to cause people to be shaken and sickened. Does tripping someone count as striking them for the requirements to count for this ability?
PRD wrote:
When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.
I'm gaming and the question of if I can see an incorporeal creature without the aid of any magical help came up. We ruled it as you can because the creature can turn incorporeal and it's only a CR 1/2.
I'm looking for an additional 3-5 players to do a Roll20 game on Wednesday Nights. We will be gaming at 6 PTZ and go until at least midnight maybe a little later depending on work schedules.
I already have one person Meeko who will be gaming with us. He's a long time friend of mine.
I will be DMing the game and my rules are as follows:
Character Creation:
Any Paizo Material is fair game except for play test stuff, guns, and the technology guide stuff. I don't like science in my fantasy.
You will be gestalted Go to Here for rules. I will go into more details about gestalt once we all get together to game if it's needed. For now just make your PC based off of those rules and I will let you know of any problems that need to be fixed.
PCs will be made using a 30 point buy no score can be less than 8 after racial modifiers.
You can choose any Race from the ARG in the From the Featured section.
For Favored class you still only get one bonus for each level so if you were to be a half-elf with fighter/barbarian as your favored classes and your first level you were a fighter/barbarian you would still only get a single hit point, skill point, or favored class option however you could choose the fighter class option one level and Barbarian the next.
Any alignment is fine however the #1 rue is don't f@+! over the party if you want to play an evil PC I will go into more specifics at that point.
You'll start out with 300gp each.
Item creation and crafting is allowed weather or not the time is there for you to use it is a risk you are taking by investing in the feat. I feel this is a fair way to do it because of how powerful Item Creation feats are since you basically double your wealth.
Each person gets 2 traits to choose from I will suggest taking one of the campaign traits in the players guide but it isn't mandatory. You can take 1 drawback to get an extra trait for a maximum of 3 traits at character creation.
You will get Max HP every level.
Fluff:
I would like to have each person have at least a paragraph of back story. RPing is important to the development of the game so it is encouraged.
Rules:
I'm a RAW guy for the most part so if you want to do something know the rules for how to do it chances are I already know how to do it and if not I will be learning how to do so.
I will allow some changes to things if you ask the worst I can do is to say no. If you want to home brew an item we can talk about doing that we will use a combination of the rules, us talking about it, and the boards to determine what the price of a given item will be.
About me:
As you may have guessed my name is Will. I've been gaming for about 7 years now. I've run a handful of APs in the past and they have been successful. I'm pretty good at letting the PCs do what they want to do in the game (I toyed with having the PCs side with the bad guys in CotCT when they asked if they could).
My fights are always well thought out and tough (when they should be) expect the enemies to use tactics that are smart. I will be making the enemies stronger than they are in the normal AP because you all will be stronger than normal. I enjoy high power games.
Who I choose will be based off of a combination of things but your back story will play a big role. A longer back story doesn't make you more likely to be picked if you can make something interesting and different in a paragraph that's all I need if you want to write a page that's fine too.
The Deadline for submissions is 11:59 PTZ Saturday May 2nd. Our First game will be on Wensday May 6. That gives everyone a week to make a PC and the it gives me 2 days to pick and another day to let everyone know who it is before we game.
If you're chosen I expect you to be able to show up and be on time (within 10min of the start time).
If you have any questions present them here not as a PM. character submissions should be posted here and have "Character Submission" in the post so that I can find them easily.
Can a Brawler using Pummeling Style use a Trip, Sunder, or Disarm Combat Maneuver while using Pummeling Style?
PRD wrote:
Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, 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 modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.
At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.
PRD wrote:
As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit.
Assuming that I can use a Combat Maneuver as part of my Pummeling Style attack. If I were to roll a Natural 20 would I be allowed to confirm that roll to make my entire attack a critical even though I can't technically crit on a Trip or Disarm attempt?
As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. You can only use Pummeling Style with unarmed strikes (see errata at right)
pummeling Charge wrote:
When using Pummeling Style, you can charge and make a Pummeling Style attack at the end of your charge as part of the charge action
Janni Rush wrote:
While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike’s damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical hit.
If a second level Brawler second level MoMS Monk were to have both of these style active and were to attack with a Pummeling charge would they stack to do 4d6 damage between the two attacks?
Your blood boils with latent energy, filling you with an intense fury.
Prerequisite: Eldritch Heritage or sorcerer bloodline class feature.
Benefit: You gain the 1st-level bloodrager bloodline power for your bloodline. In addition, you gain the ability to enter a state similar to (but less powerful than) a bloodrager's bloodrage. You can enter this lesser bloodrage twice per day, for up to 4 rounds. During this lesser bloodrage, you gain a +2 morale bonus to Strength and Constitution, and no morale bonus on Will saving throws. Otherwise, this benefit is the same as the bloodrage class feature.
If I were to take Raging Blood with the Undead Bloodline what would happen? The Undead bloodline says:
PRD wrote:
Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.
How many levels of Bloodrager would I be considered to have? Would it be based off of my sorcerer level or would I just be considered to have 1 level of BloorRager?
Also am I able to rage for 4 rounds per day total or am I able to rage twice per day 4 rounds each for a total of 8 rounds per day?
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It's the same ability with the same progression so I was wondering if the Brawler's unarmed strike damage would stack with a Monk's unarmed strike damage so that a lv2 Monk/lv2 Brawler would have 1d8 Unarmed strike damage rather than 1d6 which is what a lv2 Monk or a lv2 Brawler would have as their damage.
Unspeakable Presence (Su) Failing a DC 40 Will save against Cthulhu's unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu's unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.
The way i read this you have to make a save every round you're within Cthulhu's unspeakable presence or you're going to die. Is that correct? Because if so that seems like it's completely geared to kill front line PC's who already have bad will saves.
I was looking at the Winter Witch Prestige class in the "Paths of Prestige" book and the wording on the D20 PFSRD is very different than "Paths of Prestige" and I was hoping if someone had the book the Winter Witch originally came out in they could help me out.
The winter Witch in my PDF says
Winter Witchcraft:
Levels of the winter witch prestige class stack with witch levels for determining a winter witch’s spells per day, spells gained at each level, the effect of her hexes and other witch class abilities (including archetype abilities), the abilities of her witch’s familiar, and the level at which she can select major hexes or grand hexes.
While the D20 PFSRD says the following
Winter Witchcraft:
Levels of the winter witch prestige class stack with witch levels for determining when she learns new hexes, the effect of her hexes and other witch class abilities (including archetype abilities), the abilities of her witch's familiar, and the level at which she can select major hexes or grand hexes.
I've bolded the important part which of the two wording is correct?
The D20 PFSRD has "Paths of Prestige" listed as their source.
This multi-armed creature is skilled at making attacks with multiple weapons.
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.
Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting in the Pathfinder RPG Core Rulebook.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.
Can I take Improved two-wep Fighting and get an extra attack with my off hand weapons since it counts as two-weapon fighting.
I was recently thumbing through the "Blood of the Moon" book and found a way to get 5 natural attacks by 2nd level.
If you are a Wereboar-kin when you transform you have one of a handful of abilities you can choose to have affect you. The two we are going to focus on are:
1) Gore attack that deals 1d6 points of damage
2) 2 hoof attacks that each deal 1d4 points of damage.
When you transform you can only choose one of your abilities to affect you unless you spend a feat then you can get a 2nd ability.
So I spend my first feat so that when I transform I can have 3 natural attacks.
Then my first two levels are as a ranger. I choose to take the Natural Weapon combat style so that I can get the Aspect of the Beast feat. I choose to get 2 primary claw attacks from the feat. At 2nd level I can get 5 attacks a round.
If I have 2 primary claw attacks and a primary bite attack can I make an attack with all 3 in one round? I looked at Natural Attacks on the PRD and saw nothing saying one way or the other.
I'm making a campaign where the endgame is the PCs fight and then become the "Horsemen of the Apocalypse". I'm having some trouble deciding on the classes for them though. I'm going to make them gestalt and have at least one class for each of them but am having trouble with the 2nd class.
Note:I think that they all create and form a link with a mount that does so with each of the four housemen not a requirement to become one. They will all have a mount and ranks in ride and such but I don't view the Cavalier and/or Samurai class as a necessity for them and would rather steer clear of them if possible because I am not a big fan of them. The only horsemen I would consider it would be for Szuriel Horseman of War.
The four Hoursemen and their classes I've been thinking of are as follows:
Szuriel Horseman of War: Favored Weapon Greatsword. I was thinking that I would do Barbarian and fighter. Barbarian is a requirement because he is stated to be full of rage in the "Book of the Dammed Vol. 3: Horsemen of the Apocalypse".
Apollyon Horseman of Pestilence: Favored weapon Scythe. I was thinking a sort of battle cleric for him and alchemist. I'm not sure why I want the battle cleric in there it just seems to fit and the alchemist bit is because he creates new diseases and such.
Charon Horseman of Death: Favored Weapon QuarterStaff. For Charon he is going to be a wizard first and foremost as he is said to be incredibly patient, and smart.He's also the oldest of the four housemen possibly even the original one of death. For his other I was thinking maybe a quarterstaff magus or an Alchemist as both of those require time and effort to master and rely on Int.
Trelmarixian houseman of Famine: Favored Weapon Spiked Gauntlets. For him one has to be sorcerer of the Daemon Bloodline because it specifically states he uses sorcery and was a daemonic tiefling in life. As for his other class I was thinking some sort of divine caster maybe Oracle because it talks about how soul consumption is a religious practice in his domain.I'm leaning toward Oracle.
Any suggestions, comments, and feed back are welcome. Thank-you
My first question is if I use the "Amazing Initiative" ability to give myself one extra standard action can I combine that with a quick runner's shirt to get two full round actions in one turn? what about the mythic haste that lets you take an extra move action every round?
amazing initiative wrote:
At 2nd tier, you gain a bonus
on initiative checks equal to your mythic tier. In addition,
as a free action on your turn, you can expend one use
of mythic power to take an additional standard action
during that turn. This additional standard action can't
be used to cast a spell. You can't gain an extra action in
this way more than once per round.
Second with the legendary item Path ability can you add a mythic spell to an intelligent item? The info about mythic spells in item's is below as well as the wording of the ability to get spell casting.
Mythic spells wrote:
Mythic Spells in Magic Items: Mythic spells can't be crafted into magic items unless the item is an artifact (for
example, you can't brew a potion of mythic cure light wounds).
So assuming I take the Legendary item ability two (making it a minor artifact) or three times (Making it a major artifact) could I add on a mythic spell?
legendary items wrote:
Spellcasting: This item allows it's bearer to cast a limited number of spells as spell like abilities. This ability can be taken moree than once. Each time it's taken, the bonded creature gains 5 points ot spend on selecting what spells it can cast. A spell costs a number of points equal to it's level (minimum one). The bearer can then activate the item to use each spell like ability once per day. By spending double the cost, the bearer can use each spell like ability three times per day. All spells must come from the same class's spell list. No spell can have a level higher than the bonded creature's tier. The caster level for these spells is equal to double the bonded creature's tier.The save DC for these spells is equal to 10+the spell level+the bonded creature's tier.
I have 2 questions about shields. My first is if I have a mithral heavy shield is it considered to be a heavy shield for the purpose of being able to use that hand to hold an item?
heavy shield wrote:
You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else.
mithral wrote:
Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light
Mithral has no statement about what happens if a shield is made of mithral.
Second a light shield says that you can hold an item in that hand but you can't use a weapon.
light shield wrote:
You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.
While wielding a light shield could I use a metamagic rod in that hand since it isn't considered a weapon?
I know that if I have a weapon I can enchant it from a +1 to a +2. I also know that I can enhance a "Ring of Protection" from +1 to a +2.
My question though is if I have a "Ring of Protection" can I add the affects of a "Ring of Sustenance" to it or do I have to create it that way all at once? I know that I will have to pay 1.5 on the cheaper item.
Furthermore if I combine a "Ring of Protection (+1)" and a 'Ring of Sustenance" I have to pay 5.5K( 2500 for the "Ring of Sustenance" and 3000 for the "Ring of Protection (+1)" (2000*1.5 to combine the items). When I decide to increase my "Ring of Protection (+1)" into a +2 I have to pay 6K to increase it. Since the cheaper item is now a "Ring of Sustenance" would I have to pay an extra 250 gp to make up the difference between the extra cost of a ring of protection and a "Ring of Sustenance"?
When you're affected by a poison you make your save against the affect every round on the turn you were afflicted.
If you were afflicted by an AoO on your turn that is when the recurrence affect would happen. When on your turn though would it happen? If I'm a pally with the remove poison lay on hands can I activate that to not be affected by the poison on the recurrence next round? Or would i take the poison damage and then have to do the lay on hands? This is assuming I forgot that I could cure the poison on the initial round of attack.
I have a PC who is considering taking the weapon +4 enhancement Designating Great which states
Designating Greater wrote:
This special ability can only be placed on ranged weapons or ammunition. Each time a ranged weapon or ammunition with this ability hits a creature, its magic designates the target. Allies gain a +4 morale bonus on melee attack rolls and a +6 morale bonus on melee damage rolls against the designated target for 1 round. Multiple successful shots fired at the same target do not increase the bonuses or their duration.
He wants to know if the archer making the Designating shot would be considered his own "Ally". The way I read it it's meant to be a helping enhancement and he would gain no benefit from it. Do you all agree?
I was reading 1st level spells in the PFSRD and I came across one called burning disarm.
That's one spell that except for under very specific circumstances I would want to fail my Ref save so can I forgo my save or do I have to take it like how with SR even if it's a friendly spell it's active and you have to have your SR punched.
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
I was looking at spells for my first level wizard and I saw ear-Piercing Scream. I think that it's far too good as a first level spell because it deals not only sonic damage but it also does 1d6 damage. Does anyone else think this way? If I were to be DMing I would say it does 1d4 instead of 1d6. thoughts?
I know that MuleBack cords and ant haul stack my question is how well do they stack. If I have a PC that has 8 Str with Muleback cords and a belt of ant haul what would my carrying capacity be?
would my light load be 26 (base 8)*3=78 from the belt of ant haul +50 from the Muleback cords making it 128 for my light load?
or would it be 76 base from my strength and the Muleback cords and then multiplied by 3 from ant haul to equal 228 for my light load?
My first question is about the "Headband of Vast Int". If I were to create a "Headband of Vast Int" would I be allowed to have the knowledge skills associated with the increase to Int be ones I don't have any ranks in? I thought I saw somewhere a while ago something that said I have to have at least 1 rank in the chosen skill but after going through everything I can think of I don't see anything stating that.
Next I know that I can make items with MetaMagic feats in them but if I lack the feat can I increase the DC of the spell so that I can add the feat? I know that it says you can except for a lack of the spell but it doesn't specify about metamagic feats so I thought I would check.
I was in a one shot the other day and my buddy and I was making a tiefling. While using the ARG there was a tiefling only feat called "Armor of the pit".
Armor of the pit wrote:
Your fiendish traits take the form of a protective scaly skin.
Prerequisite: Tiefling.
Benefit: You gain a +2 natural armor bonus.
Special: If you have the scaled skin racial trait, you instead gain resistance 5 to two of the following energy types that you don't have resistance to already: cold, electricity, and fire.
My friend thought that this was OP because Dodge gives you a +1 bonus to AC granted it's a dodge bonus which is cooler than a natural armor bonus but is a feat really worth a +2 to AC? If not for the fact is was a one shot my DM said that he wouldn't have allowed it.
So my PC's are currently in Scarwall and are about to find the sword Serithtial. However after a near TPK they decided to go back to Korvosa to start a church in the name of "No particular deity" (A running joke between us) and meet up with the rebels. They know the information from the first handful of pages of AP 12 "Crown of Fangs" including the list of their duties. The PC's however have decided that they might want to join Ileosa in her conquest. If they deiced to do this in a session or two then I have stated I"m going to need at least a week off to write up stat blocks for their new "enemies".
I was thinking that if they do decide to side with the queen I would just change a few things. First I would have Field Marshall Kresida deal with Sabina and have her take Sabina to the side of good and then just make state blocks for the members of the rebellion equal to the current enemies in the campaign and have them fight them as well as Creating a dungeon for the rebel alliance.
There is also a possibility however that the Queen won't accept them on her team. One of the PC's really wants to kill the black dragon and they also kind of want to take out the new vigilante as well. IF they do either or both of those things then I'm going to say that sorry I won't take you in now die because they were killing her forces...Her important ones that is.
I'm thinking that after they learn of what she's trying to do they will decide to kill the queen as well because of their reasoning behind wanting to side with the queen (liking her laws and such but they wouldn't like the end game plan.). I would then make the queen a little cooler than she currently is so that they have a challenging BBEG and will still get to finish out the campaign the way it was written.
Has anyone had any experience with PC's wanting to do this sort of thing in their CotCT game? does anyone have any suggestions as to anything else I should do? This was mentioned yesterday and they have a good session or two before they have to make a decision and then I would get my week off so I've got about 3 weeks to determine how to do this.
If a creature were to be dead and is affected by two separate Breaths of life and their combined total were to bring the creature back to life but neither of the individual spells were to bring back the dead creature would the creature be resurrected?
Ex.If a PC were to have a Con of 20 and be at negative 50 HP and affected by a breath of life but only healed for 15 points of damage he would then be at 35HP which isn't enough to succeed in resurrecting him. However this party's cleric has a quickened breath of life that he decides to expend as well to heal the dead PC and hopefully bring him back to life. This quickened breath of life heals for 16 points of damage causing the PC to be at negative 19HP.
Neither of these single breaths of life are enough to resurrect the dead PC but the two of them together are just enough to bring the PC back from the dead. Would it work? The wording that states the creature is healed even if it doesn't work leads me to believe that it would in fact stack.
From PRD wrote:
This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
Creatures slain by death effects cannot be saved by breath of life.
Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
If I were to take the Cross Blooded Archetype from the Ultimate Magic and choose the sage and draconic bloodline would I still be able to take the Dragon Disciple Prestige class?
So I'm currently running CotCT for my group and I'm on book number 6 for making my conversions for them to fight as we're almost done with the 5th book. I'm working on Converting Mistress Kayltanya to pathfinder from 3.5 and I've hit a rather big problem I don't know how to fix.
Apparently in 3.5 the red mantis assassin prestige class got up to 5th level spells at 10th level (I don't have my book with he prestige on me as I live at 2 houses and won't be able to get if for about a week.) however in the pathfinder inner sea guide the prestige class only gets up to 4th level spells.
Should I just drop the 5th level of spells and not worry about it or do something else? I'm normally a raw kind of guy but if this would change the dynamic of the fight as much as I think it might should i just add the spells into the list and say that Mistress Kayltanya is just cool like that and gets extra spells if my player's say anything?
I'm going to be starting a game in the next few months where our PC's are going to be gestalted so my buddy and I are starting work on our PC's now. However my friend and I have a difference of opinion as to how gestalting works and while I understand ultimately it's going to be our DM who makes the final call I'm curious as to what you all think is the correct way to do things.
My friend and I agree up to this point: When gestalting your PC gets the better of the two things you get from the class you are taking so you can get a full BAB as a fighter and all the spells as a caster.
Our disagreement is on this: I believe that if there is a staggering between a bonus you get from one class yet you get it from another you gain the bonus from the secondary class on top of what you already have Ex. If I take the wizard/fighter from before at 1st level I get a +2 to my Fort from my Fighter level, than at 2nd level I gt another +1 from my fighter level, At 3rd level I don't get a bonus form my fighter level but I do get a +1 from my wizard class at 3rd level so I would have a +4 to my Fort save at 3rd level +3 from fighter levels and then another +1 from my wizard levels.
My friend believes that: if you go fighter/wizard you just take the better chain route so that your Fort save would be equal to the fighter's Fort save progression because it's better than the Wizard's Fort save progression so that's what I get a +3 at 3rd level a +12 at 20th level whatever the fighter class says I get is what I get.
I'm curious as to what the rest of you have to say. My friend thinks that it's broken to do things that way but I view it as one of the perks of being gestalted in the first place you not only get a lot of really cool abilities but your saves can be monstrous too.
According to the spell Invisibility when you make an attack (spell or otherwise) that has the potential to deal damage to a creature the spell breaks making you visible.
The dancing weapon property states "As a standard action, a dancing weapon can be loosed to attack on its own"
I interpret that to mean that since the weapon is no longer in my position (though it is still in my square) and it is making attacks on it's own the my Invisibility will not be broken as I'm not the one who is making the attack. But I'm not sure about my reading of it. How would you rule it?
My buddy is going to be starting a new campaign when our current one ends and he plans on making us Gestalt.
For the past while I've been very interested in the Daemons and the horsemen of the apocalypse so I'm planning on making a PC that takes the Soul Drinker prestige from "The Book of the Damned vol.3 Horsemen of the apocalypse".
This prestige is based around a familiar and casting so I plan on being a Wizard for the multitude of spells and the familiar. I'm having trouble however choosing a second class that will complement the first. I'm looking for any suggestions and why. One of the main points of the prestige class is making a touch attack to do negative levels.
My friend suggested going Mythic Theurge but after looking at the class I decided not to because I don't want to have to worry about too many Ability Scores as I don't know what the point buy is going to be.
The feat snapshot allows me to make an aoo with my bow and the feat combat patrol lets me increase the range I threaten with my aoos by 5ft per +5 to my BAB I have would these two stack? For example if I had snapshot and a +6BAB would my threated range be 10ft while using combat patrol? What if I had greater snapshot which makes my base for AOOs 15ft and a +11 BAB? would that let me make AOOs with my bow up to 25ft out without ever having to move since I'm using a ranged weapon?
If I'm a 10th level arcane archer with a +5 speed dragon bane bow would it stack with my enchance arrow ability to be a +5, speed, dragon bane, holy, distance, icy burst cheese bow? That would give me a +14 weapon. The arcane archer class states that it's ability doesn't affect magic arrows but when I nock my bow it turns magic from the bow's magic but would that be applied at the same time as my arcane strike would so that they stack?
So I'm running CotCt for some buddies and a problem has reared it's head. We're at the beginning of the second book and at the part where Vencarlo wants them to smuggle out Trina. Well my PCs are a tad paranoid which is fine and have decided to go through some rigamaroll to smuggle her out and send out a mail to the Field Marshal that they'll be doing a job for someone and we'll be back in X days (that's what we think at least they are still debating it) the problem I'm faced with is if they are gone for X amount of days what should I do with the plague?if they are gone for one day that's no big deal but if they are gone for 3,4,5 days long what should I do as far as body count?
"Bracers of Extra Combat Maneuvers" cost 11,500-
You can can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. You use your full level in place of your base attack bonus to determine your CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when making one extra Combat maneuver. You may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. Finally you may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks.
Ability comes form the Maneuver Master Monk Arch-Type price comes from the item "BRACERS OF THE AVENGING KNIGHT" in the UE. Critiques?
So I'm doing my prep work for the shingle chase and I'm realizing that this is a rather difficult thing to do since most of the skill checks are now just "acrobatics" checks what did you do to remedy this? or did you just have it very perception and and climb check based?
I'm running CotCT for my buddies and I have a question I've been looking at the book and one of the NPCs they have ot fight is a necromancer and I was wondering if there was a third party somewhere that made a good necromancer class or if the best thing for me to do would be ot find a necromancer class in 3.5 and use just update that and assuming that's what I should do what book would I find the necromancer in?
I'm designing an Arcane Archer and I was wondering what everyone thought should I make him a sorcerer for 1lv or a wizard for 1lv I'm not doing this for spells I'm doing this for the perks of being in that class he is going to be a fighter who doesn't have to pay for some of his enchantments essentially however each has a pro and each has a con this is what they are as I see them
Wizard Pro: more spells, higher lv spells at earlier levels so my Imbue arrow ability will become better faster since I"ll be able to use it wiht higher level spells con: I need INT for my spells while my "Arrow of Death's" DC increases with CHA
Sorcerer Pro: I need CHA for my spells as well as my "Arrow of Death's" DC . Con: less spells, higher lv spells at later levels levels so my Imbue arrow ability will take longer to get better since I won't be able to use it with higher level spells until later
if you know any I'm missing please add them and let me know what you think I should do and why?
So I recently got the UE and was looking at the weapons and I saw the Sawtooth Sabre and I was wondering if I take the exotic weapon feat for Sawtooth Saber and I'm a fighter with the two-weapon fighting Arch-Type would I get the bonuses for wielding a light weapon in my off-hand from the class special improved balance and perfect balance?
Sawtooth Saber: The signature weapon of certain assassin cults, the sawtooth saber is a cruelly efficient weapon. You may use a sawtooth sabre as a Martial Weapon (in which case it functions identically to a longsword). If you have the Exotic Weapon Proficiency(sawtooth sabre) feat, for the purpose of two-weapon fighting you can treat it as a light melee weapon; for all other purposes it is one-handed melee weapon.
Improved Balance (Ex): At 11th level, the attack penalties for fighting with two weapons are reduced by –1 for a two-weapon warrior. Alternatively, he may use a one-handed weapon in his off-hand, treating it as if it were a light weapon with the normal light weapon penalties. This ability replaces armor training 3.
Perfect Balance (Ex): At 15th level, the penalties for fighting with two weapons are reduced by an additional –1 for a two-weapon warrior. This benefit stacks with improved balance. If he is using a one-handed weapon in his off hand, treating it as a light weapon, he uses the normal light weapon penalties. This ability replaces armor training 4.