Nar'shinddah Sugimar

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Can followers ride mounts or PCs?


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I would think a remastered Eldritch Trickster class archetype, with full bounded casting, would be most of the way to being a ninja. Though I'm not sure what would have to be sacrificed for that.


I'm confused. I keep seeing people mention an enemy having to crit succeed their save to be unaffected, but isn't that the result of a regular success?


I want to utilize the various jumping feats on a Tripkee with Waterfowl Stance to create a frog that attacks by jumping because it sounds funny. After reading through the jumping feats, I'm a little confused as to how they stack and which usages/directions they all apply to. Does this look accurate for both uses of the Leap action?

Horizontal Jump: Base 15'/0' + Powerful Leap 5'/0' + Dancing Leaf 5'/5' + Fantastic Leaps 10'/0' = 35' horizontal and 5' verticaly

Vertical Jump: Base 5'/3' + Powerful Leap 5'/2' + Dancing Leaf 5'/5' + Fantastic Leaps 0'/5' = 15' horizontal and 15' vertically

If this is accurate, would 5' be enough to jump over medium-sized or smaller enemies? I've kinda always assumed that the game treated medium creatures as 5' cubes.

If leaping on its own doesn't work, what could I do to gain the required verticality?


What if you were crafting the wands yourself? Wouldn't that reduce the time it takes to be able to earn enough gold to then keep buying more?


Personally, I felt the effects of most alchemical ammunition weren't worth three actions to buy them, but by bringing the general action cost down to two actions it would be in line with spell action economy, while QA would give increased flexibility at an action cost

Also, my previous suggestion probably should have been reversed to be "When you use at least one action to activate a piece of Alchemical Ammunition you may load the ammunition as a free action" which would more cleanly prevent it from being combined with reload economy actions


Technically it works if you have Risky Reload: [Quick Alchemy] -> [Activate] -> [Risky Reload]
But I feel like there should be a better solution, possibly allowing activating ammunition as a free action when the reload action is used, as long as it wasn't a subordinate action? which would allow for: [Quick Alchemy] -> [Reload and Activate] -> [Strike]


Is the mention of Quick Vial in the Munitions Machinist feat a typo?


Goblin investigator wielding a Big Boom Gun in one hand and juggling a Dogslicer (or any other one-handed melee weapon) in the other so they can reload. Primarily a melee combatant but when you roll high BOOM. Pairs well with Alchemical Sciences to allow us of Quick Tincture during combat


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Don’t missile launchers and grenade launchers take two actions to fire? So even if all of a Skittermander’s hands were used to hold 3 launchers you could only fire one per turn, though it would allow you to bypass the reload actions


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video on oracle
BadLuckGamer - Changes to Oracle


So the problem is I don't want to give them the archetype feats, I want to give them full bounded spellcasting akin to the Magus or Summoner.


I've been working on an Eldritch Trickster Class archetype as an alternative to the legacy Rogue Racket.

My main concern now is the cost of giving the rogue bounded spellcasting, which I currently have as losing the bonus skill feats also, I'm not sure if it should be spontaneous or prepared spellcasting.


So as far as making INT useful what if Arcane Cascade added half or full INT mod at base and then +1 at Weapon Specialization and +2 at Greater?

Also what if the initial target of Expansive Spellstrike had one degree of success lower?


So a rough draft of a way to maybe handle this as a Class archetype

:

Class archetype rules
Reduce spells slots by one for each spell rank
Pick two traits
Excluding cantrips all spells prepared must have at least one of your two chosen traits

Dedication feat wrote:

When you level up you may choose one spell from outside your tradition that has at least one chosen trait to add to your spell list.

Level 4 feat wrote:

You may have up to one spell per spell rank (excluding the highest available spell rank) prepared that doesn't possess one of the chosen traits

Level 4 feat wrote:

focus spell, free action

If your next action is to cast a spell that possesses a chosen trait it doesn't consume its spell slot
Level 10? Feat wrote:

one action, spellshape

If your next action is to cast a spell that possesses a chosen trait and is at least two spell ranks below your highest available spell rank, then it doesn’t consume its spell slot

Dangerous Sorcery, Spell Penetration, Overwhelming Energy


Can the concealed condition granted by Clear as Air be used to sneak?


Would grabbing an opponent cause the damage of Crushing Void to change to 1d8? If so that feels counterintuitive to the concept of a combat maneuver hybrid study since you would be penalized for performing the action the hybrid study is supposed to encourage.


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Karmagator wrote:

Well, that went much faster than anticipated. Here is the link for the full Gunslinger Reloaded document.

Have fun :)

Did a quick read through and here are some opinions/questions:

The Spellslinger feat appears to be missing Spellslinger way requirement.

Would the bomb formulas from Munitions crafter be memorized like bullet formula or would you need a book?

I feel like the Durable Silencer should be increased to a 1st level item and maybe should gain the broken condition on a misfire.

Lastly part of me feels like Instant Reload should require the spell to be a non-cantrip, though that would definitely make the cost of Imbued Shot difficult to manage.


A few questions on ghost movement.

1. If you fall/jump off a cliff can you use your fly speed to slow your fall/glide?

2. Pass Through is a three action activity that says if you start your turn inside an object you must use it or a similar ability to leave, but you are slowed 1 and cant use it so how do you leave?

3. Can ghosts climb walls without Ghostly Grasp?

4. Without Ghostly Grasp or Pass Through if you somehow where backed into an unlocked closet and they shut the door, can you escape?

5. The dedication explicitly says you can not pass through objects with the Pass Through feat, and Ghostly Grasp is required to interact with objects. So if you don't have Ghostly Grasp or Pass Through what happens if you try to pass your hand through a cup or table?


The Ghost archetype felt disappointing to me so I chose to make a simple rewrite pulling some abilities from the ghost monster page lowering the damage and adding cooldowns to them. I also tweaked some existing abilities.

The main things I'm not sure about are:
1. Whether I should move poltergeist to being its own level 4 feat
2. If the glide ability even adds any thing (does a height restricted fly speed work if you are in midair due to falling?)


Does your bound site just determine your "respawn point" with the
Rejuvenation feat, or are you actually bound to the location and can't leave?


What if dedicated got increased proficiency with impulses?
Giving up versatility for accuracy and higher DCs.


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So I was reading the class again and found this line.

Nanite Array wrote:
Your nanites are technological in nature and can be detected by spells (such as detect tech), but they aren’t otherwise subject to effects that affect technology.


This is sort of a continuation of a rules question i had on nanocytes using weapon accessories.
This shouldn't let you create hybrid items so if you wanted a silencer you would have to buy it and keep it in you inventory.

Modded Weapons - Nanocyte Knack:

You can Select Weapon Accessories as minor forms. When you create a weapon with a gear array, you may also create a number of weapon accessories equal to half your constitution modifier to be attached or integrated into the weapon. Alternatively you can attach weapon accessories from your inventory when you form a weapon.

Weapon accessories that attach another item can grab an item from your inventory and load them. If you have the item as a major/minor form it could instead create the item, but it will count toward your limit of weapon accessories.


but would swarm strike end?


Can you swap out the skill bonuses you get from sheath array as a move action without ending swarm strike?
Or would you have to spend another nanite surge to reactivate swarm strike?


So I'm fairly certain you can make them but do they lose the analog weapon special property? Do they still have it but can be effected anyway? or do they have it with all of its benefits?


I wanted to make a feat allowing nanocytes to summon a wingboard, then realized the second feat doesn't have any identity tying it to nanocyte so I changed it to a general feat

Wingboard Enthusiast Nanocyte Knack:
You get a wingboard as an extra minor form with the following changes: its AC is equal to your own, its HP changes to 4/level with a break point of 2/level, and for every 5 levels reduce the attack penalty by 1.

Wingboard Specialist General Feat:
Change the collision DC of wingboards to 10 + half your level + your Dexterity modifier, and damage of wingboards that you use to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level.
You get the Hit and Run action.
Hit and Run
As a full action, you can pilot a wingboard at up to its speed and run into any creatures during this movement with at least 10ft before each creature. Those creatures take bludgeoning damage equal to the Wingboards’s collision damage, but each can attempt a Reflex save against the vehicle’s collision DC to take half damage.

Should the damage be changed? I just pulled it from the improved unarmed strike feat.
Should I drop some of the bonuses for the Knack?
Speed?


I don't like the idea of limiting it to just the 1st range increment, since thrown weapons have pretty poor range to begin with (normally 10' or 20').
Maybe increasing the range penalty or decreasing the maximum number of increments?


I feel like the 2 action idea probably works better for giving high Str characters a backup ranged option (which was the original idea behind the feat), and the stance probably would be better for building a character more focused on thrown weapons.


YuriP wrote:

I think that -2 + 2 actions + flourish is TOO penalty. Based in things like Crossbow Ace makes more sense just allow to use str for throws. This may appear too much but you are only allowing the use of another stat (so is stat bonus dependent), weapon type dependent, and no other bonus/extra are added insead it's adds an agile and precision restriction. While the ace improves a dice and add +2 to damage without requiring anything than be a crossbow.

I also think that such feat needs to be a class feat and fits well for barbarian and fighter. Be a level 1 feat is fine too.

I think the idea of changing it to a 2 action flourish was to remove the attack penalty but keep the precision damage restriction.


The only other problem i can think of would be that turning it into its own action means it cant be combined with thrown weapon feats (ex: Oversized Throw)


if it were changed to a 2 action ability, do you think including drawing a weapon would be fine or no?


Wild Throw
You substitute precision with brute force.
Benefits When you make a thrown weapon attack you can substitute Dex with Str and take a -1 on the attack roll.
Special Any strike made using this feat can't benefit from the agile weapon trait, and can't apply precision damage

1. Does this being a 1st or 3rd level general feat sound right?
2. Should the attack penalty be higher?
3. Are the special restrictions fine?
4. ??


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How does Gear array interact with items that can be combined?
Ex: the Comm Unit Personal mentions upgrading it to include the functionality of scanners


How can nanocytes use weapon accessories with gear array weapons?
Things i can think of are:
A. You have to buy them separately and then attach them when ever you create a weapon for combat, and then store them after combat.
B. You still buy them separately but then they combine with your gun as part of the array.
C. You dont buy them and as long as your level is high enough you just create them as part of the array.
D. you select them as minor forms but otherwise functions as C.
Edit E. You buy them separately and when you use gear array your nanites attach them in the same way that they grab a battery or magazine.

i want to play a nanocyte but would like to use weapon accessories.


So the Idea was to take Pistol Phenom at second level as my free archetype and and use four air repeaters via the Gunner's Bandolier to help get around the reload problem.

Assuming I got GM approval to combine the effects of Pistol Twirl and Scoundrel Racket would this be viable?

Pistol Phenom:
You catch an opponent off-guard by spinning your weapon. You gain the Pistol Twirl gunslinger feat, enabling you to Feint against creatures within your weapon's first range increment. This otherwise serves as Pistol Twirl for the purpose of meeting prerequisites, although as normal, it doesn't count as another pistol phenom feat for the purpose of meeting Pistol Phenom Dedication's special entry and taking another archetype. Whenever you Feint with a one-handed firearm, you can choose to attempt a Performance check instead of a Deception check

Gunner's Bandolier:
This incredibly spacious bandolier can hold up to 4 one-handed crossbows or firearms that take no more than 1 action to completely reload (typically meaning that weapons with the capacity or repeating traits won't fit in the bandolier's holsters). A gunner's bandolier can be etched with runes as though it were a ranged weapon. When you invest the gunner's bandolier, you can attune it to each of the 4 weapons holstered in it.

Activate Single Action envision; Effect You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner's bandolier and removing the runes from any previously drawn weapon. Then, you Interact to draw the weapon.

Activate Three Actions envision; Effect All weapons that were attuned to the bandolier when you invested it, not including any weapons you're currently wielding, return to the bandolier, and one of the returned weapons is automatically reloaded.

Pistol Twirl:
Requirements You're wielding a loaded one-handed ranged weapon.
Your quick gestures and flair for performance distract your opponent, leaving it vulnerable to your follow-up attacks. You Feint against an opponent within the required weapon's first range increment, rather than an opponent within melee reach. If you succeed, the foe is flat-footed against your melee and ranged attacks, rather than only your melee attacks. On a critical failure, you're flat-footed against the target's melee and ranged attacks, rather than only its melee attacks.

Scoundrel Racket:
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician.

When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.

You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.

Note: I finished writing this and then noticed the requirement for the bandolier. So assuming you got GM permission for that too/instead of.


So a third level general feat that gives you something like

Cycle Chamber reaction
trigger: At the start of your turn if you didn't use a reload or cycle action since the beginning of your last turn.

Cycle a firearm to a loaded chamber or barrel.

Special: this reaction does not count towards its own trigger.


Originally i was thinking of this as a thing granted to anyone using a weapon with the capacity trait but what if it was a 3rd level general feat.


You would only be able to keep that full cycle for 3 rounds
round 1 Fire; Cycle; Fire
round 2 Reaction Cycle; Fire; Cycle; Fire
round 3 reaction Cycle; Fire; Reload; Fire
and then your reloading before every shot, so would the burst fire potential be worth the MAP. For gunslingers and fighters i can see it being worth the MAP but for everyone else i wouldn't think so.

personally i normally play characters who are only making one strike per turn so i don't know what is worth the MAP.


also if the trigger was instead:
At the end of your turn if you haven't used a reload action this turn this cycle the chamber.

then you could only fire once per turn.


also i dont think i phrased this well in my original post but the trigger idea was supposed to be two different ideas not one trigger with two sub-triggers


I was thinking about this as a thing for helping non-gunslingers reload (not sure if that was relevant but felt like mentioning it)

and didn't think about how this would allow you to fire twice every turn for 5 rounds.
Though that would be at the cost standing still, with the exception of reload feats
and you still have to fully reload the gun (5ish actions) to do it again.


Would it be balanced to have capacity grant a reaction to cycle the chamber?

trigger being either having made a strike or at the end of your turn if there isnt a shot loaded.


i guess the point in Spectral step is as an escape option?


thanks i missed that


Where does it say that Spectral Step is 1/day?
still expensive to use either way.

Edit: also Arcane Leap


Toxicologists can use a single action to apply injury poisons and use class DC for infused poisons.


does Black Tentacles take damage from aoe spells? specifically would it take damage from its caster's aoe spells?


Hand's Detachment wrote:
Use the statistics for a crawling hand (Pathfinder RPG Bestiary 2 59) to represent the detached hand, save that the hand isn’t undead, doesn’t have the mark quarry ability, and shares your alignment

There are two Crawling hand creatures, the Crawling Hand CR 1/2, and the Giant Crawling Hand CR 5. both are found in Pathfinder RPG Bestiary 2 59 and both have crawling hand in the name, but only the Giant Crawling Hand CR 5 had the mark quarry ability to be removed.

So can you use the Giant Crawling Hand CR 5 with the feat, the idea being that when you remove your hand it grows to medium size.

Hand's Detachment feat

Full Name

Frederrigo

Race

Wayang

Classes/Levels

Magus

Gender

Male

Size

Small