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Organized Play Member. 13 posts (36 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters.


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I have a idea for a bard/druid and was wandering if i could be a bear on a unicycle. My question is can you use su ability wile wild shaped, like Fascinate or Distraction? I understand that there are some i couldn't use like countersong or others the need instruments.And yes I plan to play the character in PFS.


blackbloodtroll wrote:
Magic Weapon spell, and the like. That kind of enhancement.

yeah i didn't even think about mw/gmw spells


havoc xiii wrote:

O.O

I can make gambit now....

yeah and don't forget the 2 lvls of ninja for

Ki Charge:
(Su): A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing 1d6 points of fire damage plus 1d6 points of fire damage for every four levels of the ninja above 2nd, to a maximum 4d6 at 18th level. Creatures caught in the blast receive a Reflex save to halve the damage. The DC of this save is 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. If the thrown weapon hits a creature, that creature takes a –2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool.

Do you need the Craft Magic Arms and Armor feat to use the last part of the Deadly Dealer?

Deadly Dealer:

Your skill with handling cards and arcane talents allow you
to turn mundane cards into deadly weapons.

Prerequisites: Arcane Strike, Sleight of Hand 5 ranks.

Benefit: You can throw a card as though it were a dart,
with the same damage, range, and other features. You
must use the Arcane Strike feat when throwing a card
in this way, or else the card lacks the magical force and
precision to deal lethal damage. A card is destroyed when
thrown in this way.
Harrow cards are treated as masterwork weapons when
thrown using this feat, but are still destroyed after they are
thrown. A harrow deck can no longer be used as a fortunetelling
device after even a single card is thrown.
A spellcaster with this feat can enhance a deck of
cards as though it were a ranged weapon with 54 pieces
of ammunition. This enhancement functions only when
used in tandem with this feat, and has no affect on any
other way the cards might be used. Only a character who
possesses this feat can make use of an enhanced deck of
cards, and must still use the Arcane Strike feat to activate
the cards’ enhancement.


I ask because to my knowlage you need the craft feat to make magic weapons and it states A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition.

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Deussu wrote:
Ratpick wrote:
My memory might be faulty on this, but can't a sawtooth sabre be used as a longsword if you don't have Exotic Weapon Proficiency? If so, would it be too much of a stretch to assume that a Cleric of said deity would gain martial weapon proficiency with the sawtooth sabre, allowing him to use it as a longsword?
This is, of course, a hypothetical question, as no deity has sawtooth sabre as his/her favored weapon.

Achaekek (He who walks in blood) favored weapon is the sawtooth saber

and is LE so you would have to LN to play a cleric of him.

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ture, but the war domain's Grantd Power is Free martial weapon proficiency with deity's favored weapon (if necessary) and weapon focus with the deity's favored weapon. the problem is all of the deitys in the PHB favored weapons are eather simple or martial and has nothing about exotic weapons.

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If you have the war domain and your gods favored weapon is exotic do you get proficiency and foucse whith that weapon?

i.e. Achaekek (He who walks in blood) favored weapon is the sawtooth saber

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heres a reason roleplaying.
i have a lv 2 Ulfen fighter with ranks in perform sing its all for rp.

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Joshua J. Frost wrote:
Hah, yes, I can see how my two statements are at odds. We won't be allowing firearms.

well can you up date the Guide to Pathfinder Society Organized Play.

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Deussu wrote:

I feel the need to bring this one issue up once more. I digged up a quote from Josh about firearms, one that clarifies the issue once and for all.

Joshua J. Frost wrote:
We've also decided there won't be firearms in Pathfinder Society. There might be one down the road as a find in a scenario, but they will not be available for purchase from the equipment list.
That's one character concept down the drain. Oh well. :P

but

Joshua J. Frost wrote:

Right now, only the equipment in chapter 5 is allowed. None of the feats, spells, etc are open for Pathfinder Society play.

Note that I said right now. :-)

and thats as per the ccg so Mr.Frost can we have firearms or not?

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Joshua J. Frost wrote:

Right now, only the equipment in chapter 5 is allowed. None of the feats, spells, etc are open for Pathfinder Society play.

Note that I said right now. :-)

ok so we can use firearms when we get the gold for them because they are in ch.5 page 212 and being they are and exotic weapon we can take the feat because exotic weapon proficiency with them because the feat is out of the phb but how much dose ammo cost.

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how do master work armoured kilt's work when added to light of med. armour?

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just bumping