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A rogue makes a standard action Bluff check to feint. Does the target know that the feint has worked? This would allow the target to use some sort of contingency like Blur or Invisibility, or even withdraw from combat to avoid taking the sneak attack in the rogue's next turn.


For an unarmed combatant, does an enhancement bonus to unarmed strike (such as Magic Fang, Magic Weapon on a monk, or Amulet of Mighty Fists) affect the CMB/CMD?

The descriptions indicate that attack rolls are affected. Is the CMB roll a type of attack roll for this purpose?


6 people marked this as FAQ candidate. Staff response: no reply required. 1 person marked this as a favorite.

Following on from the recent "Worst feat" thread, can I request fixes for the following please:-

1. Monkey Lunge
2. Elephant Stomp
3. Prone Shooter

Honorable mentions go the rogue talents Powerful Sneak and Deadly Sneak.


Which is better: the Razortusk feat or the Toothy racial trait?

Are they (more-or-less) the same?

If so, is Orc Ferocity worth a feat?


Does the Shield spell work with two-weapon fighting and two-handed fighting?

The reason I ask is because I am about to create a vivisectionist.


21 people marked this as FAQ candidate. Answered in the FAQ.

There are several types of bleed effects with different ways to heal them.

1. General bleed condition: only spells fix it, not Channel Positive Energy or Fast Healing.

2. Rogue's bleeding attack & oracle of bones' bleeding wounds: spells, Channel Positive Energy and Fast Healing will fix these.

3. Bleeding critical: "magical healing" fixes it. Channel Positive Energy works. So will an eidolon's Fast Healing [Su]. But general Fast Healing [Ex] doesn't.

4. Barbazu devil's Infernal Wound is different again, although it is explicitly described as being more difficult to heal than regular bleeding.

Is this the right interpretation?

[If you think that these rules seem unusually complex, please click for FAQ request.]


15 people marked this as FAQ candidate. Answered in the errata. 1 person marked this as a favorite.

The Headband of Mental Superiority +6 has a construction cost of 77,000 gp. However extrapolation from the +2 & +4 headbands should price it as 72,000 gp.

The same is true of the Belt of Physical Perfection +6.

If you believe that this is an error, please tag this post for FAQ.


I am in the process of creating my first paladin character. I see that the paladin's mount is analogous to the druid's animal companion. The druid's animal companion entry makes no mention of alignment, so I suppose that it defaults to that of a normal animal, i.e. neutral.

Is this also supposed to be the case for a paladin's mount?


My GM is allowing the players to design a special "signature item" for each PC. We are 11th level. The item's value should be up to 60,000 gp, but could be worth more at the character's risk.

I play a halfling rogue. I already have Celestial Armour and Slippers of Spider Climbing.

I would like to have an intelligent item that can buff my character in combat. I wonder if this intelligent item would be viable? Or cheesy?

Base item: Belt of Mighty Constitution +4 (16,000 gp)
Intelligent item (500 gp)
Alignment: neutral-good
Intelligence 14 (1,000 gp)
Wisdom 12 (500 gp)
Charisma 10
Telepathy (1,000 gp)
Senses: 120 feet (1,000 gp)
Blindsense (5,000 gp)

Feather Fall 1/day (400 gp)
Vanish 3/day (1,200 gp)
Expeditious Retreat 3/day (1,200 gp)
Darkvision 1/day (2,400 gp)
Cat's Grace 3/day (1,200 gp)
Greater Invisibility 1/day (11,200 gp)
Faerie Fire 1/day (400 gp)
Cure Light Wounds 3/day (1,200 gp)
Silence 1/day (2,400 gp)

Total value: 52,600 gp


I am trying to get my head around the creation costs for "charges per day" wondrous items.

The example given is Boots of Teleportation, which costs 49,000 gp. The spell Teleportation is level 5, and the caster level is 9. I tried dividing 49,000 by 45 and I got 1088.9 gp. The number of charges per day (3) doesn't help to bring this to a sensible figure.

How is the cost of Boots of Teleportation calculated using the item creation guidelines?


The halfling opportunist prestige class has a class ability called "Exploitive maneuver" that allows the halfling to use an immediate action whenever an enemy attacks her.

There doesn't appear to be any limit to the number of times per day that this can be activated; the only limit is the immediate action, which is once per round. To me, this feature looks powerful, perhaps even overpowered.

Does anyone have any experience with this prestige class in play? The reason I ask is that I am playing a halfling in a campaign at the moment, and I'm considering this prestige class.


Is there a dice roller that can be used with Skype? I tried this one but it doesn't work.


I am missing my RPG fix. I hope that a GM can fit me into a game.

I am a long-time tabletop RPG player, many different systems.

I live in the UK and my times available online are generally evenings GMT & Sundays.


We are looking for one or two players to join our small, friendly group in Whiteley, Hampshire, UK. Experienced or newbie players welcome.


I'm applying the half-fiend template to a PC.

What are the attack bonuses for the claw and bite attacks?
What happens if the character wields a longsword?
What if the character dual wields a short sword and a longsword (with the two-weapon fighting feat)? Is the bite attack still viable? If so, what is the attack bonus?


I think that familiars gain feats like PCs (i.e. hit dice 1, 3, 5, etc.), right?

If so, what are good feats for a familiar.


Is the klar supposed to be a light weapon? Can it be used with weapon finesse?