C. Stryker's page

No posts. Organized Play character for quiet riot.



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I'm looking at playing a gunslinger in a setting with advanced firearms.

Looking at the price of ammunition, though, it seems impossible. Correct me if I'm wrong, but it looks like the cost for a single shot is 10gp for the powder, 15gp for the metal casing, and 1gp for a single bullet. that's 26gp for a single shot at level 1. that can't be right, can it?

The Exchange

I have a bloodrager using an amulet of mighty fists to supplement her claw attacks. the Amulet has the Allying weapon quality, allowing her to transfer some of the enhancement bonus from her claws to an ally's weapon. the amulet specifically states that it doesn't have the ability, it grants it to the creature's melee attacks as long as it can be applied to an unarmed strike.

I see each claw as a different weapon, like dual wielding a manufactured weapon in each hand. Another player thinks they both count as a single weapon that attacks twice, since feats like "improved natural attack" would improve both claws, not just one.

I need to know which of us is correct.

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I have a Draconic Bloodrager in a high tier game who uses Form of the Dragon to fight, utilizing death from above and using Greater Beast Totem (gaining Rage Powers with the Primalist Archetype) in order to gain the pounce ability while raging.

The party just hit a new Mythic Tier, and as a result I'm taking Mythic Death From Above.

The Feat says if my charge hits, I get a trip attempt as a free action. If I'm making multiple attacks with Pounce from Greater Beast totem, Do I get a trip attempt for each successful hit, or just one for the entire charge?

Also, Mythic DFA increases the critical hit multiplier by 2. Does this stack with the x3 Crit on the claws from the Beast Totem Tree?

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I'm in a homegame and there's a bit of confusion with a player who wants to run a kasatha monk.

Kasatha are four-armed creatures, so he's looking to have at least four attacks in a round.

However, no one is quite sure what the attack modifier would be for each strike. The multiweapon fighting feat says the penalty is normally -6 in the main hand, and -10 in all other hands. The monk unarmed strike says a monk doesn't have off-hand attacks when unarmed, so all attacks be -6.

It would be further reduced to -4 each because he's unarmed, per the rules with two-weapon fighting.

So with the feat, he should have -2 on a full attack with all four arms, plus one from his iterative attack from a high BAB, right?

There's also been some argument over how flurry of blows would work, since it states that it give ONE additional attack, taking -2 on all attacks as if using two weapon fighting.

I interpret this to mean he only gets 2 attacks with flurry of blows, albeit at a higher BAB than a regular full-attack.

So, to settle the argument, I wanted someone impartial to weigh in on the matter.

If a four-armed monk with a 15 strength and a +8/+3 BAB made an attack, what would his penalties be, and would be be better off using Flurry of blows or a full-attack?

One thing to keep in mind is that while multiweapon fighting states that it replaces two-weapon fighting, there is no improved multiweapon fighting to replace two-weapon fighting.

The Exchange

**Was told I was in the wrong forum, so moved it here, as suggested**

Ok, so I have a Kobold draconic diciple sorcerer in a home game, and it's fun as hell. I gave him boots of the mastadon so he can trample large creatures, and it's awesome.

However, he's a white/silver kobold (white kobold, silver draconic bloodline) so most of his spells are cold spells. and there aren't a lot that deal straight damage.

So, looking down the line, I need a good damage spell for my higher levels. And keeping in line with his martial effectiveness, I thought it would be fun as all hell to have him grapple creatures, teleport them 200 feet in the air, and suplex them into the ground while he glides down safely using the Draconic glide feat. He's a mythic archmage with enduring armor, so I'm not worried about him being too squishy to do this confidently.

Bear with me.

The hitch in this plan is that teleport specifies that it has to be a willing creature, so I need a way to remove that restriction. So I looked to Ultimate Magic to read through the rules for creating a new (variant) spell.

Teleport is a level 5 spell, and for the intent of this spell, the maximum damage would be 20d6, because that's all the damage you can take from falling. According to table 2-5 on page 130 of Ultimate magic, this damage cap on a spell for a single target is on par with a sixth or seventh level spell. Reverse gravity is a seventh level spell, so I'd like to keep it around 6th, but still be fairly balanced.

The best way I can see to utilize this is to limit how high I can use this teleport to drop an opponent, say 50feet per 5 caster levels? or just 10ft per CL? What I have in mind reminds me of a move from Pokemon; Seismic toss, which is described as "A gravity-fed throw that causes damage matching the user’s level."

Tell me what you guys thing about balancing this. The outline I have right now is:

Name:Seismic toss
School: Conjuration (Teleportation); Sorcerer/Wizard 6
Components: ?
Casting time: Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving throw: ? (teleport offers will save to objects, reverse gravity has no save, but you can make a reflex save to grab the floor before you fall up...)
Spell resistance:yes (would make it weaker than reverse gravity, lending to the lower spell level)

Effect: Target and caster are teleported 10 feet per caster level directly upward.

Let me know if anyone has Ideas on how to balance this, since it's my first attempt at crafting a spell.

The Exchange

Ok, so I have a Kobold draconic diciple sorcerer in a home game, and it's fun as hell. I gave him boots of the mastadon so he can trample large creatures, and it's awesome.

However, he's a white/silver kobold (white kobold, silver draconic bloodline) so most of his spells are cold spells. and there aren't a lot that deal straight damage.

So, looking down the line, I need a good damage spell for my higher levels. And keeping in line with his martial effectiveness, I thought it would be fun as all hell to have him grapple creatures, teleport them 200 feet in the air, and suplex them into the ground while he glides down safely using the Draconic glide feat. He's a mythic archmage with enduring armor, so I'm not worried about him being too squishy to do this confidently.

Bear with me.

The hitch in this plan is that teleport specifies that it has to be a willing creature, so I need a way to remove that restriction. So I looked to Ultimate Magic to read through the rules for creating a new (variant) spell.

Teleport is a level 5 spell, and for the intent of this spell, the maximum damage would be 20d6, because that's all the damage you can take from falling. According to table 2-5 on page 130 of Ultimate magic, this damage cap on a spell for a single target is on par with a sixth or seventh level spell. Reverse gravity is a seventh level spell, so I'd like to keep it around 6th, but still be fairly balanced.

The best way I can see to utilize this is to limit how high I can use this teleport to drop an opponent, say 50feet per 5 caster levels? or just 10ft per CL? What I have in mind reminds me of a move from Pokemon; Seismic toss, which is described as "A gravity-fed throw that causes damage matching the user’s level."

Tell me what you guys thing about balancing this. The outline I have right now is:

Name:Seismic toss
School: Conjuration (Teleportation); Sorcerer/Wizard 6
Components: ?
Casting time: Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving throw: ? (teleport offers will save to objects, reverse gravity has no save, but you can make a reflex save to grab the floor before you fall up...)
Spell resistance:yes (would make it weaker than reverse gravity, lending to the lower spell level)

Effect: Target and caster are teleported 10 feet per caster level directly upward.

Let me know if anyone has Ideas on how to balance this, since it's my first attempt at crafting a spell.

The Exchange

For this question, I will use Burning hands as an example.

The spell's range is "a 15 foot cone". and is illustrated in the back as a triangle shape when aimed diagonally and one squares followed by two sets of three squares when shot diagonally; presumably because the spell's effect hits more than half of the squares in the middle section. This gives us a triangle on a 2-dimensional template, but a cone is a 3-dimensional figure.

However, I never see mention of this spell in regards to someone who is higher or lower than you on the Z-axis.

So, My question is: Can a spell caster using Fly use a cone weapon pointing straight down to create a circular shaped target area, larger or smaller depending on what point in the cone the target is located?

If so, what are the dimensions of this circular section of the cone?

The simple answer would be one five foot diameter at five foot range, 10 ft diameter at 10 foot range, 15ft diameter at 15ft range.

The Exchange

I'm building a kobold around the Draconic Paragon feats.

Draconic Glide and Draconic Breath both give a +2 bonus to saves against sleep and paralysis. It doesn't say if this is a untyped bonus or (what I'm interested in) if the bonuses stack.

Draconic Paragon reads "you gain an additional +2 bonus to saves against sleep and paralysis", so I know that stacks.

The Exchange

So, I've read through the rules on making magical traps, and I think I understand it well enough; however, I'm still iffy on how one would go about explaining the materials used to create such a trap.

If I understand it right, I can create a fireball trap, the requirements of which are the fireball spell and the alarm spell. The Alarm spell acts as a proximity trigger, if anyone comes within range of it, a fireball goes off. Simple enough.

The question is; what is the physical form of this trap? Is it an enchanted item like a card covered in arcane text, imbued with a bit of magic, or a magic item, like the Stone of alarm? Is it like preparing a ritual, set to trigger under specific circumstances, or just an arcane mark set to unleash a spell if anyone should get too close to it? Does it take weeks like crafting other items, or is it just as long as it takes to cast each spell being used?

The Exchange

1 person marked this as FAQ candidate.

I've been running the bloodrager playtest in a home game to flex it's muscles. I'm wanting to supplement it with Dragon Disciple to get some extra kick out of it, and shore up the will saves a bit, but there's a minor stipulation.

The bloodrager is a combination of Sorcerer and Barbarian, and Dragon Disciples requires sorcerers to be of the Draconic bloodline. Does this restraint get passed on to the new hybrid class?

The Exchange

My Cavalier paladin has the Emmisary archetype with the class ability of "In or out of the saddle", which reads:

Quote:

At 1st level, an emissary gains Mounted Combat as a bonus feat. In addition, he can move at normal speed when wearing Medium armor. This ability replaces Tactician.

- Ultimate combat, Page 37

Mithral makes armor lighter and says

Quote:

Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving

- Player's handbook, page 154-155

Does this mean that an Emissary in Mithral full plate moves at normal speed?

My reasoning is that even though it is Heavy armor, it is treated as Medium armor, specifically for movement, as long as the wearer is proficient, as most if not all Cavaliers are.

Therefore, since it is treated as Medium armor, I should move at normal speed as if wearing Medium armor and making use of the Emmisary ability, "In or out of the saddle"

Members of my table disagree, thinking that the class ability is limited to Medium armors (specifically breastplate, chain mail, etc.), making them the same as light armor, which is not what the ability does.

If someone could clarify what the mithral quality actually does in regards to the armor category, it would be helpful.

The Exchange

My bard is currently using a +1 spiked quickdraw shield of bashing.

When bashing, I don't get the +1 to my enhancement bonus, except the bashing ability makes it function as a +1 weapon.

The spikes state that they can be made into a magical weapon in their own right. Does this mean that I can spend 2000gp to give my shield spiked an additional +1, or would it technically be a +3 enhancement, because of the shield's bonuses? Or would it be a +2 because the bashing ability already makes it a +1 weapon when used to bash?

Someone please explain how enchanted shields are supposed to operate so I can figure this out.

The Exchange

So, I'm starting up a Beast Rider Cavalier with levels of paladin.

At first level(cavalier) I get a mount, and I can opt to upgrade to a newer, stronger mount whenever I gain a level in beast rider. The animal is treated as a druid's animal companion with my cavalier level as my effective druid level.

At my fifth level of paladin, I can designate a divine bond, either a weapon, or a mount. The mount is treated as a druid's familiar with my paladin level as effective druid levels.

So here's my question; Can I stack the effects of the two classes, giving it the cavalier training (light armor, etc.) as well as the paladin's summoning and shared spells?

The Exchange

The Furious weapon quality says that when the wielder is raging, or under the effects of the Rage spell, the Enhancement bonus is +2 better than normal, making a +1 weapon the equivalent of a +3.

Does this help bypass silver and Cold Iron as a +3 weapon, or does it just boost attack and damage rolls?

The Exchange

2 people marked this as a favorite.

Figured this out using Herolab, wanted to see what people thought.

Base speed 30' - medium creature
+
Oracle of flame with the "cinder dance" revelation -

PRD wrote:
Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this revelation.

+

Barbarian Fast movement ability -
PRD wrote:
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

+

Boots of striding and springing -
PRD wrote:
These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.

= 30+10+10+10= 60

One enhancement bonus and one bonus that explicitly says it stacks with similar bonuses. Can anyone find a reason why this wouldn't be legal?

The Exchange

So, for my high-level rouge, I plan to get a quasit familiar, through the minor magic, major magic, familiar" Rouge talent tree.

And I have a number of questions regarding rulings for familiars, as I never really deal with them.

1. Do I need any special boon to gain a quasit? I heard some familiars are "locked" like how you apparently need the chronicle sheet from the Sanos Abduction to gain a faerie dragon as your familiar, even if you have the improved familiar feat. According to Herolab, I meet all prerequisites to gain a quasit, unless there's a PFS ruling saying I can't.

2. What magic items can a familiar use? While having a traveling buddy is nice, the main reason I want a familiar is to have a flanking partner when the rest of my party members can't get in position. But, say someone needs heals, it would be nice to have a tiny, invisible demon fly over and poke them with a wand of cure serious wounds. or to give him a belt of physical perfection to make my winged buddy a little more bad-ass.

3. Do magic items such as rings and belts have a cost reduction for being made with a tiny character in mind?

4. Does the familiar level at all? does he gain his own feats? how would I go about getting him a tiny suit of armor to protect him a little better? or teach him to do a fly-by attack?

The Exchange

I think I read somewhere that you get something for supplying a written down back story to your gm. although I can't remember what, i think it was a bonus to fame.

Can I get confirmation or denial on this? or is it just a player preference?

The Exchange

This weekend, I'm going to be participating in my first high-level campaign. Before this, I'd only ever played levels 1-7, but now the GM is DOUBLING that to start us out at level 15, with level 15 starting gold (240000Gp, or the like)And frankly, I'm a little intimidated by the prospect. I'm Playing a two-weapon fighter with 10 levels in fighter and 5 levels in ninja. And with all this power, I'm a little worried about what the GM has cooked up to warrant this. Oh, and from what i can tell, we don't have a healer... Wonderful.

TL;DR:
What to expect from a high-level campaign, and what are some good ways to avoid dying without support.