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No you can't double down, at first level you pick skills you are "trained" in. What your saying about expert skills doesn't seem that broken to me either.

No, you could since you chose them as your spontaneous heightening spells and as such it lets you cast them as 2nd level spells.

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I personally am more concerned with the fact they seem to want most spells to last a flat minute without any up grades in heightening or anything else.

No long lasting travel spells like overland flight, unseen servant is concentration, which you can only do for a minute and then are fatigued, when it was mostly used in my group by people wanting to concentrate on something else, and preemptive protection spells like air bubble only last a minute as well? I hope they add something to make it worth preparing or using up a known spell slot for a spell that only grants you breathable air for one minute.

Though the lack of ability buffing spells, fabricate actually doing what its name means, and caster level having almost nothing to do with spell effects, outside of cantrips, has me worried that they want spells to be closer to special abilities so that spellcasters will scale closer to martial classes in terms of power.

I have been looking for an answer to where the rhoka sword, name and historically the type of sword it is, came from. I mean I've seen this kind of sword before but this is the closest I've ever been to having it named. I kinda like to know what culture made it and if its really called a rhoka sword or something else. I love this sword design and like making characters that wield it mainly for look but would love to know if there is more to it then what's in its brief description. Does anyone have more insight on this? Thank you

This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks. Charisma-based checks are any checks where
Charisma is the base modifier. Since Scion of War changes Initiative checks to a Charisma based check it should make the circlet effect it.

No you do not take damage dealt to a creature grappling you. I'm not quite sure where you got this idea.

Thanks for all the suggestions everyone. This has helped out a lot.

Forgot to mention the rest of the party is as follows. Gnome Druid, Tengu Magus, Human Rouge, and a Human Fighter. I am playing a Human.

I am playing a campaign in which the GM is very good at pushing us to our limits (We're all pretty experienced, so we like the challenge). I'm a cleric and I'd like to know what is the best way to up my healing ability to keep everyone alive. Also I'd like to know if you guys think that oracle is a better healer choice. Thoughts?

wrath already gives improved critical at 12th anyways so he should drop improved critical since he was going to have to get it at level 13. Keen edge is a great spell with it's longer duration and effects more than one opponent so once it can be cast it gets rid of the need for wrath. At that point maybe stop using wrath and start using true strike instead.

it means as a 6th level cleric, as you do not gain domain powers if you take levels in another class. All the domains reference your cleric level when talking about what level you gain a domain power.

it looks to me like if sneak attack applies it would only work on the first round. And as far as i known there isn't a limitation on using a melee touch that does damage to do sneak attack. Over all I would say it works on the first round but not after that unless you use another bleeding touch.

unless the swarm is evil there is no protection against them from that spell. it mentions evil summons being effected not neutral summons in the third line.

Who was the artist for he Divine Herald Thais in Pathfinder 14: children of the void? I've tried looking everywhere but can't seem to find out who it was.

I have found that the HP increases mythic offers and save issues with high level (20th+10th tier) need some major fixes. i think that for the HP increase in particular more is the answer. I'm suggesting 10 X tier in Hp for each tier (for a total at 10th of 550). This means at low tier get a nice increase to lasting power even versus mythic foes and at high tier mythics are simply hard to one shot (even among their peers). For saves I think an addition to the mythic save ability would help, my idea is an increase to all saves based on 1/4 the mythic characters level (+1 being minimum). I feel this increase isnt big enough to negate spellcasters bonuses from level progression but does add enough to make enough difference that rolls are still required. Finally i feel Mythic versions of Great Fortitude, Iron Will, and Lightning Reflexes should allow rerolls against mythic sources as well. If anyone has anything to add or wants to point out anything I missed please let me know.

as I understand it you must normally spend feats as you get them. There are no rules that say you can hold on to them for a later date, but I personally like that idea. I personally allow people to switch out feats if they haven't used them. As it seems like a waste if they were planning to play one way but found another more enjoyable. But as far as the rules specifically saying you have to spend them I can't find it in the Core Rulebook but I'd think the society group would be opposed

BigNorseWolf wrote:
cartmanbeck wrote:

Except that a monk can absolutely fist elbow fist elbow knee foot knee foot head if he somehow got enough unarmed attacks in a round.

He gets his BAB worth of fists. Or his BAB worth of left and right fists if he flurries. Knees, head, elbow etc REPLACE those attacks. They do not supplement them. He can define it as a headbut, he can kick if his arms are full of damsel (or dame) in distress, but he cannot merely redefine his unarmed attacks to get more of them.

Slams, IMHO, are exactly like unarmed strikes except are considered natural attacks for all purposes.
You are still limited by your number of usable limbs.

but under the monk is says

"A monk's attacks may be with fist, elbows, knees, and feet." meaning an unarmed strike can be any of these things, where in the rules does it specifically says what a slam attack is? or better yet what part of the body it uses. None of the rules I've read say anything about what part of the body is being used and so like the monk it would seem slam is hitting someone with part of your body, not just your fists, otherwise I'd think it would say something to that effect.

Ascalaphus wrote:
If only you could actually start enchanting your Bonded Item staff sooner than level 11, it would be a real competitor. The image is powerful, the rules lackluster.

you can enchant it as a weapon before that. useful if you need to smack some goblins or keep a fighter out of sword reach.

from what i experienced as a GM running that campaign, was my PCs didn't go straight to that fight, they explored other areas did some of the quests at the outpost. They ended up with some allies that scouted the camp for them and then they attacked at night. Swept up the bandits pretty easily but the PCs they weren't level 1 by this point, more like 2, but there was only three. a Bard Aasimar, a Rogue Half-Elf, and an Inquisitor Human. I think tactics, not just running in, made the major difference in this fight. attacking at night, dropping a sleep spell before combat, casting pyrotechnics on the camp fire, all of these helped in the long run.

Dragonchess Player wrote:
Delericho wrote:
Having checked the PHB, there's nothing in the "flurry of blows" description to prevent it from being used alongside two-weapon fighting. Therefore, I would allow it.

After checking the PHB again, the key words are in the description of the monk's Unarmed Strike: "A monk attacks may be with either fist interchangeably or even from elbows, knees, and feet... There is no such thing as an off-hand attack for a monk when striking unarmed." Taken with the restrictions on weapons when using a flurry and the way the examples read, the flurry is using the monk's unarmed technique (which has no "off-hand" for the Two-Weapon Fighting feat to affect) even if wielding one of the named weapons.

One or the other, not both.

Flurry of Blows (Ex)

Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

While you are right that there are no "off hand" unarmed strikes, I see no where in there that says that unarmed strikes and monk special weapons are the same thing. Therefore monk weapons could be used "off hand" as any other weapon.

thank you for posting all this Bobson its helped alot but I had two questions, your PDF mentions expanding your castle and creating open space but I can't seem to find anything about what that means in them. Could you
please elaborate?

Thank you I will differently do that since it seems the best way to get feedback. i was also kinda wondering if there was any rhyme or reason to the spells and caster levels they place on magic weapon abilities. Like the guidelines they put down for crating magic items.

ok so how would i go about figuring out what to compare it to. for instance flaming and frost properties cost the same but require different caster levels (10th for flaming and 8th for frost).

I have been searching for a formula to help me figure out how to create a new ability for my campaign and have so far came up empty. I was wondering if anyone could tell me what I could use as a base for these rules.

Nightfall wrote:

So to be clear:

You can take only ONE subdomain. You can't take BOTH.

Yep only one subdomain. In your case she could only get heroism or honor not both.

What does the fallowing mean exactly?
"If chaotic blast instead has a spell effect, use the
saving throw and duration of that spell."
It doesn't mimic any spells in particular just non-damaging effects.
thanks if anyone can help me with this or point me somewhere to find out more.

James Jacobs wrote:

Until we actually start significantly expanding the kyton race (the kyton from Council of Thieves being our first experimental step in that direction), the kyton subtype isn't really something we've nailed down. Demiurge 1138's analysis is pretty spot on, though.

Whatever we end up doing, in any event—all of the traits granted by the kyton subtype are already present in the kyton's current writeup. Since she's all alone at this time in the hardcover books, there's no real need for a separate subtype entry, especially since all of the relevant rules are built right into her stat block.

Listing "Kyton" as one of the monster's subtypes is more of a sneak preview than anything else, in other words.

Thank you so much for replying to my question. I thought I might have just been going crazy and couldn't find it. I'm looking forward to seeing more of this creature in the future. Once again Thank you!

To clarify my problem is that there is a Kyton Subtype after the Outsider Type and that the subtype is not included in the Bestiary under subtypes.

Sorry I was meaning that if the creature its self got reach at large size then I would go with it gaining reach upon attaining large size it's self being that large size isn't a racial benefit. Not that all large creatures gain the same kind of reach.

As far as I can tell all large creature have the same reach, and that not really a racial benefit since all large creatures get it. Enlarge person spell grants reach I don't see why the companion wouldn't gain reach as well.

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I've been looking on the web and through the books but I can't find what the subtype gives kytons and since there's only the one example I can find it's been really hard to figure out what the subtype does for it. Thanks for any help you can provide.

I was having the same issue. I wish I could find an answer to it.

seekerofshadowlight wrote:

It is an archetype mechanically and a pretty good one. I am not sure why it is called anything else or what is so wrong with it being an archetype. As it oozes samurai flavor and is pretty much the type of historical samurai I was hoping they would use as a base.

I like it how it is myself.No need for massive changes, to add new things or an overhaul,It works and does just what it is meant to do,

It's absolutely an archetype, and the flavor is definitely that of historic feudal Japan. I just reread the Samurai class. I missed that it is presented as a variant of Cavalier. It appeared to be presented as a new class. My bad.

1 person marked this as FAQ candidate.

The Samurai base class has nearly identical features to the Cavalier base class. As it stands, many variant classes were taken care of with alternate class features. The Samurai doesn't have a different enough flavor from the Cavalier (on which it is based) to be considered its own base class. In it's current state, the Samurai should be grouped into an alternate class feature category. Either that, or it needs a complete overhaul.