![]()
![]()
![]() 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? ![]()
![]() 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]
![]()
![]() 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 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:
Level 4 feat wrote:
Level 4 feat wrote:
Level 10? Feat wrote:
Dangerous Sorcery, Spell Penetration, Overwhelming Energy ![]()
![]() Karmagator wrote:
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:
![]()
![]() This is sort of a continuation of a rules question i had on nanocytes using weapon accessories.
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. ![]()
![]() 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.
![]()
![]() YuriP wrote:
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) ![]()
![]() Wild Throw
1. Does this being a 1st or 3rd level general feat sound right?
![]()
![]() How does Gear array interact with items that can be combined?
![]()
![]() How can nanocytes use weapon accessories with gear array weapons?
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
Cycle a firearm to a loaded chamber or barrel. Special: this reaction does not count towards its own trigger. ![]()
![]() You would only be able to keep that full cycle for 3 rounds
personally i normally play characters who are only making one strike per turn so i don't know what is worth the MAP. ![]()
![]() 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.
![]()
![]() 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.
|