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Anyone come up with cool combinations of monk styles for this variant? I'm pretty interested, but I'm kind of unsure about what to take. It seems like because you can't really take Elemental Fist in any efficient way (like through Monk of the Four Winds) with this variant that it kills some of the genie-based styles, but it seems like combinations of Panther and Snake, for instance, and obviously others (need 5 by higher levels) would make for some cool stuff.
How does Die Hard, the feat (122 Core), work with the barbarian rage power Guarded Life (76 APG)? I know the automatic-stabilization feature of both abilities overlap, but Guarded Life states, "if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage" (76). Usually a "once per rage" comment is tacked on, but here, it's not. So I'm curious how many times per rage lethal damage will be converted into nonlethal. I imagine it only happens once per round, but with Die Hard, I'm hoping a barbarian could just walk around staggered and disabled, still fighting (taking 1 point of damage per standard action), yet converting his damage into nonlethal. Or does Guarded Life only happen during the precise moment after you hit 0 or dip past and only that once? So, for instance, a lvl-5 barbarian with a 15 Con, Die Hard, and Guarded Life is down to 10 hp. He gets hit for 21 damage, dropping him to -11 hp. He auto-stabilizes, converts 5 lethal damage into nonlethal, bringing his current hp to -6. He chooses to act as disabled. On his turn he's still below 0, so does he receive Guarded Life's benefit again, converting another 5 lethal damage into 5 nonlethal? Also, let's say he takes a standard action to attack his foe. He takes 1 point of damage for the effort (as per Die Hard rules): does this trigger Guarded Life again, and can he use this twice in one round if he received Guarded Life's benefit at the beginning of the turn? Edit: I didn't mean to imply the barbarian could be healed even more after he rises above the 0-hp mark.
So what's the best two-hander out there for a barbarian, or a big-smash character? I'm thinking falchion... With Keen, it's hard to peruse any other weapon after seeing a 15-20/x2 crit range. Reach is cool, especially with some of the barbarian abilities that happen as AOOs, but 15-20... It's so ridiculous.
If you're using Use Magic Device to active a wand, and you're not a spellcaster by any means, do you have to roll UMD once (DC 20: wand activation) or twice (DC 20: class feature {to get the "spell list"}; DC 20: wand activation)? The one possible defense for a one-roll UMD is on page 109 in the Core: "[Using a wand, staff, or other spell-trigger item with Use Magic Device] allows you to use a wand as if you had a particular spell on your class spell list." Does this line mean you already have the spell list before you use UMD, or does it mean you're granted the spell list to avoid rolling twice for the class feature?
Due to Negative Energy Affinity, how does a Dhampir with Paladin levels actually work? Lay on Hands and Channel Positive Energy seem troublesome at best.
So I hear you can use a temple sword in two hands and flurry of blows, then I hear you can't use the 1.5 Str modifier, then I hear you can two-weapon fight with a 2H weapon plus kick and get 1.5 Str mod. (no flurry of blows on this), but then I hear you have to do normal Str damage on the axe. What's going on, and who has the answers to these questions? Oh lawdy! One rule that seems to kill everything, but some people on the forums seem to ignore it: "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." Anyone have a link to a good thread or rule-call somewhere to clear things up? Because if I can get 1.5 Str on any sort of combination for two-weapon fighting, I'm gonna do it.
When an 8th-level monk / 10th-level fighter uses Flurry of Blows, is his BAB still just 8? His normal attack of course would be a +16, I understand, but for Flurry of Blows only, is his BAB just his monk level and nothing added? Reason for inquiry: "For the purpose of [Flurry of Blows], the monk's base attack bonus is equal to his monk level" (Core 57).
In the Core, the feat Shatter Defenses mentions that any shaken, etc., foe is flat-footed to your attacks "this round [...] until the end of your next turn. This includes any additional attacks you make this round [emphasis added]" (133). 1. Does "this round" mean any round the foe is shaken, frightened, or panicked -- or just for one round? Which round would this be? When can I shatter the foe's defenses again, or is it only once per combat? 2. If I use Dazzling Display, another feat from the Core, and every foe that sees me fails against my Intimidate, are they all susceptible to my Shatter Defenses until their shaken wears off, or do I just have one round? Thanks for the help.
All right... My DM allows intelligent items; I'm gonna lay it out, and hopefully you guys can see anything wrong. I'm unsure about the entire scenario because, well... because the rules are lightly touched in the book. I'll post ranting paragraphs, but for the "tl;dr" guys (which, I don't blame you), I'll have the solid questions numbered. For starters, the book doesn't directly say what the prerequisites are to make an intelligent item, just that "less than 1% of magic items have intelligence" (Core 532). So, the vagueness here makes me assume any person able to craft magical items can thus craft intelligent items if they so choose to. 1. Can anyone make a magical item intelligent during creation? Each intelligent item "possesses all three mental ability scores: Intelligence, Wisdom, and Charisma" (533), but the Core doesn't state whether these items need the ability scores to follow the prerequisites of normal casters: "To prepare or cast a spell, a [caster] must have [the choice stat] score equal to at least 10 + the spell level" (39). 2. If an intelligent item has a power from the Table 15-24: Intelligent Item Powers table (534), does it need its base stat to be high enough to match the level of the spell it can cast. For instance, can an intelligent sword with a 3rd-level spell power actually use this power without buying a 13 mental ability? Because spells are versatile, issues about the item casting are left vague. Just for a light-delving of questions, spells like Beast Shape and True Strike come to mind, where the spell is personal and/or gives a buff to itself: would this affect the user as well? Would the +20 to hit go to the sword or the person, and if it went to the sword, could this still affect the user? For touch spells, like Vampiric Touch, can the spell use this while the user is swinging? In the instance of my own intelligent item -- because it was cheap -- I gave it the power to cast Guidance at will, so every round, if it's not doing something more important, or if it's stripped of spells, it just casts Guidance on me for a free +1 to hit every round. It's also funny when our players obnoxiously call out, "Guidance!" (I love infinite cantrips; thanks Paizo!) 3. How do the mechanics of spells affect the intelligent item, especially "personal" and "touch" properties, and how do these mechanics affect the user? Are any spells off-limits for the item? The spell Animate Dead is also confusing here, too. There's no rule that says an intelligent item can't cast this, so does it need the "onyx gem worth at least 25 gp per Hit Die of the undead" (241) to cast it? 4. Do material costs apply to items using spells? If they do, how do you apply them? On a personal note, my character is a wizard who has chosen her Arcane Bond to be an item, which means I pretty much get the Craft Magical Arms and Armor item-creation feat for this one particular sword. The Core says, "The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type" (78). 5. If an intelligent magic item is arcane-bound, as per Wizard rules, do its spells only affect the user, even if the spell happens to be an area-effect buff? Also, does the intelligent item's intelligence fade away if the owner dies (I imagine this one is true, but it's worth asking)? I'm sure I'll think of something else later, but these are the main issues I'm dealing with now. When the book is this vague, I wonder if these rules were open-ended because they're for DMs only... But the Core is kind of the equivalent of a player's handbook, so it makes me wonder. You'd think these rules would be in the GameMastery Guide if such is the case.
Where are the rules for the definitions of prestige-class levels, character levels, "level," and so on and so forth? I see these interchange on prestige-class abilities a lot and would just like to find some rules on when to add my prestige-class levels in, or when it's my entire character's level, etcetera. Thanks for the help.
Hey everyone, New to these forums... actually came from the Steve Jackson ones, but Pathfinder drew our group back to DnD land. I wanted to start a thread based on interesting class combinations (maybe not even that effective, though it's encouraged), especially with stat synergy. If no current, similar thread exists, I'll post a few to get started: * Alchemist + Rogue + Duelist. (Dex / Int) Extracts, skills, bombs, and AC bonus (from Duelist) based on Int; normal AC, skills, weapon finesse, ranged attacks based on Dex. * Paladin + Oracle + Sorcerer + Mystic Theurge. (Cha) Cha to saves, divine and arcane spells all based on Cha. * Barbarian + Antipaladin + Oracle + Rage Prophet. (Str / Wis) High Str and rage for melee, Cha to divine spells, heavy armor while casting, Cha to saves. * Druid + Monk + Barbarian. (Str / Wis) Take either 1 Monk or 4, then break your alignment for Barbarian; you still keep your Monk abilities, just can't advance any further. Only take 1 Barbarian for rage, maybe 2 for a rage power, then go straight Druid. Shapeshifting; high Str and rage; Wis to AC, Stunning Fist DC, Druid casting, and Ki-point pool (if you took 4 Monk) all synergize. If I'm not mistaken, by getting the Wild (+3) enchantment on your armor you preserve the armor bonuses when you shapeshift but aren't considered wearing the armor anymore as it's absorbed; this means you would get your Wisdom modifier to AC (from Monk) and your armor bonuses as well when shapeshifted. If that rule-call is wrong, I'd definitely like to know. I hope to see some cool stuff! |