Danzibe1989's page
291 posts. No reviews. No lists. No wishlists.
|


Heyo! been a while since I posted a topic on here. I had a bit of inspiration for an idea and wanted to shoot it by here to see what sort of input the community could put to it to help create this potential monstrosity.
Barbarian (Titan Mauler) 2, Alchemist (Vivisectionist) 1, Fighter (Two-Weapon Fighter) 12.
Titan Mauler: Can wield 2 handed weapons in 1 hand each. Weapon of choice: Elven Curve Blade. 1d10 damage, 18-20 x2.
Vivisectionist: This is STRICTLY for the Dexterity Mutagen, but if you are gonna take it why not take an archetype that gives a bit of extra damage right? So an extra 1d6 on flanks couldn't hurt. Not to mention you can get Enlarge/Reduce person for additional Dex + defensive extracts like Shield.
Two-Weapon Fighter: Clearly the main focus of this, its kinda obvious what this is for.
How this works: Effortless Lace is a magic item that can make weapons become Light category, including 2 handed weapons, as long as they are sized for you as a normal person. Since you aren't using abnormally sized Elven Curved Blades, they get considered Light for 2 Weapon Fighting, making you take less penalty, yay! So instead of a -6 its -4. I can live with that.
So a 15-20 crit, x2 weapon, 2 handing 2 handers. ok.
"But Danzibe isn't it more efficient to..." Yes. It is. That's not the character idea. This isn't a kukri wielder, or a leadership monkey with butterfly sting. That's boring honestly.
My throw to you guys is to pitch in and see just how monstrous we can make it.
Edit: yes this means its a weapon finesse build with Agile weapons.
So, recently, Paizo put out Heroes of Golarion and in it, gave classes with animal companions the ability to get certain Magical Beasts as Animal Companions. I am not clear on the specifics in this regard, but, can your spells that target your animal companion work with your Magical Beast animal companion despite them not being "Animal"? If not, why? Doesn't that rule out a majority of your spells?
My DM seems to believe a Purple Worm which has a 15ft reach, can strike at a creature 3 Squares (15 ft) but 4 Squares (20ft) in the air. Paizo does not factor in a creature's size as additional reach. Purple Worm is Gargantuan, its size grants it a 15 ft reach. I should be not attacked by my DM insists it can. This created a rather large argument. He seems to think this giant monster can attack an additional 15ft when it can't, as its reach regardless of size is 15ft. Am I right or am I wrong?
By this logic, an 6 ft tall human wielding a 5ft long blade should technically have 10ft reach if the height of a creature matters.
So, a game of Tyrant's Grasp is starting up soon and I have been chosen to play. I've chosen to play the new race (Duskwalker) and use a scythe, as they work well together with them. My problem is finding an appropriate class. There are plenty of classes that are great and I sadly do not have a clear theme in mind other than either crit fishing or the Vital Strike/Cleave tree. Any good suggestions would be most helpful. Duskwalkers have +2 Dex, +2 Wis, -2 Con
So in terms of creating magic items, I know what the book says but to me it isn't clear enough.
Market Price = Base Price is what the book says.
What if I craft it? Does the Cost to Create become the Base Price thus taking less time to make the item since I am making it myself?
Also, Cooperative Crafting says: You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.
Does that gold value reduce time spent on magic items by 50%?

Heyo! So, my Priest of Razmir Sorcerer/False Priest is retiring as its not very fun with the group I am playing with and am usually relegated to either being ignored or stuck using my many clerical wands to aid the party rather than my sorcerer side. At that point, why not just be a cleric -.-. So it's going away next time they head to a town and in its place will be.....
Jenny Fritzbang the Hobgoblin or Half-Elf/Half-Goblin (Cuz i have a picture i'm using) 13th level Wizard (Formerly 7th lvl Wizard) who makes constructs as her main thing (Don't care if its not optimal to make constructs.)
Now this is coming in as a fresh character essentially and I am wondering if approaching it as a Wizard is still the right choice. I've looked at many many others before and just settled on the Wizard due to its advanced spell selections but I wondered if it'd be worth it to be a different class. Opinions are welcome, and so is constructive criticism only. Also, what sort of companions can i start a game with in this regard?
TLDR: What is best Construct maker and why as a 13th level character? Companion ideas please! Don't mention Poppets. I love those things but they ran out of usefulness outside of being a familiar already at this level.
So our group started up another adventure, and we got to roll stats of 4d6, no rerolls. I got 7, 7, 10, 10, 10, 10. Amazing right? Well I chose to keep them and am now wondering what would be funny to play. This is not a character I could take seriously and it definitely might not be a caster (barring Race changing that) so I'd LOVE to hear some interesting ideas.
Available Races: Core Book, Aasimars, Changelings, Dhampirs, Drow, Goblins, and Tieflings
Outside of Raging Cannibal Barbarian, is a cannibal character possible?
What do you do when you try to be rp and story interested but your group prefers murder hoboing and dungeon crawling? My ideas and backstories get tossed aside all the time, and the GM doesnt really focus on anyone's stories if they have any. Should I just power game again? Or assimilate to the murder hoboing?

HEYO! I've been invited to play in a Sunday game that involved 15th level characters. After a few days of debate I decided on a class....a prestige class: https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/brewkeepe r/
A character who followed the way of Cayden Cailean all the way to the bar and ended up becoming an accidental adventurer with a 15th level party to save the world. I have just one problem though; I don't have a base class!
So I need your help!
Alchemist, Wizard, Cleric, Magus, Warpriest. They all make fantastic base classes for this, but I just can't seem to decide.
The party currently consists of an Alchemist Vivisectionist/Protean, a Rogue/Kineticist, and an undecided person, So I'm a bit open.
I plan to fight with two weapons: Tankards! via a few feats so I plan to get up in Melee a bit, but that doesn't mean I can't be a pure arcane (like Wizard) and use the tankards as fallback. Obviously this class works better the other way though.
So bring on the suggestions! please!
Just a simple question to those here, I'm debating on one or the other at the moment to myself but wanted to ask those around what their opinions might be between the two.
I love the idea of the druid. The ability to transform yourself into a beast, elemental, plant, vermin, giant, anything you can think of and turn into you can. You embody the creature heart and soul and instill the fear of the forest in your enemies who dare lay a finger on your domains.......
To turn into an Alraune and use her special abilities....wait...whats that? Druid wildshape can't do that? Because its a spell? *reads* Well f&*$ this is ass! The only thing good about this class IS the idea of it then. You transform into a pale imitation of the creature, not the creature entirely. So if you end up picking something, it better not have cool abilities because that's wasted. All sorts of cool things you could turn into are thrown out the window because Wildshape follows the Shape spells. WHY is Wildshape so garbage?!? What was so bad about letting you have creature abilities??
Hey guys! its me again HAHA! Coming back here with another idea. I'll make it quick.
I've been invited to an Ironfang Invasion game. Its 20 point buy for Stats but my selection on things is small. I figured I would go with a druid (I know, I know, they're garbage, but its thematic so meh). Since the team I am joining up with is in an ancient elven forest, I decided to choose Treesinger Druid. This will be my 3rd time doing this, and it was fun but anytime I look at the druid I just feel this pit in my stomach. WHY is this class terrible? I think its because of Wildshape. I'd rather become the thing than pseudo and Wildshape is Pseudo, and that's being nice lol.
So here's the part where I ask you guys for some ideas before I side track myself with a rant on how garbage Wildshape is.
What sort of plants would be best to transform into for a level 6 Treesinger Druid.
I am currently going with a crowd control variation as that has seen the best results without being 100% butt.
Hey guys! I'm wanting to figure out the best way to make a Paladin Monk. Not specifically of Irori (I know that prestige exists) or Enlightened Paladin archetype, but like various feats and things and other options. I was just curious on others thoughts.
So, animate dead does (insert spell).
Question is this: is the HD of the undead created equal to the HD of the monster/body used? I.e. 8 HD Giant is an 8 HD Undead? or can you make a 1-8 HD undead from it? I know you can't go higher because there is not enough HD to use.
I was curious how well the titled multiclass would work. So currently looking for suggestions. It'd be 8th level with a 25 point build. The druid aspect would be focused on Wild Shaping if possible. The Barbarian could have more feral, druidic, or shamanistic ways about them. The game this would go into is Mummy's Mask.

So a friend of mine, you've seen him around in another post i'm sure, is having an issue with Elemental Blade and Knight's Resolve apparently conflicting.
Elemental Blade:
At 3rd level, the kinetic knight gains the blade rush infusion.
This ability alters kinetic blast and infusions, and replaces metakinesis and metakinetic master.
-------------------------------
Knight's Resolve:
This ability replaces the kineticist infusion gained at 3rd level and supercharge.
-------------------------------------
This is the relevant information of the problem. He seems to believe that Elemental Blade stops you from taking your other infusions. I keep trying to tell him that it merely alters, not replaces your infusions. Replacing them would prevent you from gaining other infusions at 1st, 5th, 7th, etc etc that can be used alongside your Elemental Blade abilities.
He believes that obtaining Knight's Resolve at 3rd, stops you from having the 3rd level ability of Elemental Blade, citing it replaces your infusion.
I know this isn't the case, as it is a part of Elemental Blade and it is Elemental Blade that gives you the infusion, not your infusions obtained by level.
Can anyone make it clear to him that the abilities of the class do not contradict each other, as he has said that I alone can not convince him otherwise.

So there is very very little information around for the Mesmerist, so i'm unable to find the right info, thusly I bring it here.
Vox archetype says: Compelling Voice (Su)
A vox can focus the sound of his voice on one creature within 30 feet as a swift action, sapping that target’s willpower and rendering her more vulnerable to mind-affecting powers, rather than using a stare like other mesmerists. A vox can use his compelling voice even while deafened, but it has a 20% chance to fail, just like casting a spell with a verbal component. The target does not need to be able to understand what the vox is saying, but does need to be able to hear the sound of the vox’s voice (for instance, this ability cannot be used if either the vox or his target is in an area of magical silence). Otherwise, the vox’s compelling voice has the effects of the standard mesmerist’s hypnotic stare, and it gains further benefits as normal from abilities like the painful stare and bold stare class features.
This ability alters hypnotic stare.
Now, i know it says "Rather than using a stare like other mesmerists" but it says "This ability alters hypnotic stare" not "This ability replaces hypnotic stare". Does that mean you can use your Stare or Voice? or is it just Voice? I'm in the belief that it is Voice only but I wanted to be absolutely clear about it.
Hey! I'm looking to see if there are any groups looking for a player in their online group. I've a lot of experience playing the game and am looking to broaden my DM horizon. I have no experience with Roll20 but willing to learn, and have plenty of experience with maptools (Currently running 1.4.1.8). I am available most days at various hours.
Hello! So I was having a chat with my GM when he brought up he discovered something new about Feather Fall to him. Curious, I asked what it was. He says that Feather Fall requires a concentration check to cast, which i'm pretty sure is wrong, and that you can't cast it on stationary creatures only free-falling creatures.
Targets one Medium or smaller free-falling object or creature/level, no two of which may be more than 20 ft. apart
Clearly this is meaning Objects that are already falling, not objects and creatures already falling. The OR is a clear separation yes?
So nothing should stop me from casting Feather Fall and then jumping down a hole yes?
I saw a thread on Feather Fall from 2012 but it didn't hold answers to my questions.
Astomoi can't speak or see, but have Telepathy 100 feet.
Languages: Astomoi begin play knowing Common, but as they have no mouths, they cannot speak. They have telepathy with a range of 100 feet.
ok thats fine and dandy. BUT
Telepathic Senses: Astomoi can’t speak or see, but can mentally sense the area within 60 feet, as per darkvision, and can speak telepathically. An astomoi can’t see anything beyond 60 feet. An astomoi must provide thought components for spells that normally require verbal components. It can use language-dependent abilities with its telepathy, but not abilities that depend on audible components.
Does this mean I can't telepathically sense anything beyond 60? making my Telepathy 100 actually Telepathy 60? Can it go beyond closed doors or does it stop at such barriers? What are the limitations? Clearly I don't know enough about Telepathy.
Telepathic Senses is clear enough to me: My visual range is 60 and does not go beyond that, the problem is Telepathy 100.
So I was looking over rogue archetypes recently when i came across the Shadow Walker. Immediately it sparked my interest and i'll provide a link for those who wish to see it.
https://sites.google.com/site/pathfinderogc/classes/core-classes/rogue/arch etypes/paizo---rogue-archetypes/shadow-walker-rogue-archetype
Fetchling has the ability to get 50% concealment instead of 20% in dim light. Does Darkvision beat this?
Shadow walker itself benefits from Dim Light and darker illuminations. Would the Shadow Walker gain any benefits against a darkvision character or does Darkvision trump the entire archetype making it worthless, as 75% of the monsters we tend to fight have Darkvision. The campaign this character would be going into is Mummy's Mask, a very undead oriented campaign at least at the start, and they all have Darkvision.

I understand everything about this, EXCEPT this particular part. what exactly does it mean because this is badly worded to someone like me and confuses the s!*@ out of me.
http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/paizo-cava lier-archetypes/beast-rider/
In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications:
Size Large
Ability Scores Str +2, Dex –2, Con +2;
Increase the damage of each of the mount’s natural attacks by one die size.
A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).
Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.
This ability replaces the standard cavalier’s mount and expert trainer abilities.

Tripping Twirl (Combat)
You can make a trip attack with a quarterstaff on all adjacent enemies.
Prerequisites: Int 13, Combat Expertise, Improved Trip, Tripping Staff, Weapon Focus (quarterstaff ), Weapon Specialization (quarterstaff ), base attack bonus +12.
Benefit: As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you.
Special: If you are a magus with the staff magus archetype, you can use spellstrike on any one trip combat maneuver you make with the staff.
Awesome. Amazing ability with Staff Magus! Could be great but.....wait...what is this?
Weapon Specialization (Quarterstaff)
Oh...well Magus count as.....wait....
Staff Weapon (Su)
At 10th level, a staff magus treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff’s caster level divided by 4 (minimum +1). The staff must have at least 1 charge for the magus to use this ability. A staff magus can restore 1 charge to a staff by expending a number of points from his arcane pool equal to the level of the highest-level spell cast in the staff, as long as at least one spell in the staff is on the magus spell list. The magus cannot restore charges to more than one staff per day.
This ability replaces fighter training.
REPLACES FIGHTER TRAINING??
HOW DO YOU EVEN TAKE THIS FEAT WITH THIS ARCHETYPE??!!!
So I've got a character being made that is going to use Fear effects through Intimidation. I have this whole Dazzling Display treat but i get to Dastardly Finish and Merciless Butchery and I can NOT figure out how to make these work. Intimidate provides Shaken, Disheartening Display can make Shaken into Frightened, but I don't know how to get past that without spells. Any help would be fantastic!
1 person marked this as a favorite.
|
A player is playing Thunder Caller bard. He begins playing Inspiring Courage. He casts Virtuoso Performance and adds Thunder call. Next turn he casts Shadow bard and hands Inspiring Courage to it, and starts up a different Performance. Next turn he casts Exquisite Accompaniment to attempts to hand Thunder call to it to start up a 2nd Thunder Call. This is not legal to do correct? As Bardic Performance states: A bard cannot have more than one bardic performance in effect at one time.
Virtuoso lets him run 2.
Shadow Bard lets him play 1.
Exquisite Accompaniment could play 1.
But playing TWO Thunder calls is not possible. Right?
So taking a look in the Black Markets book I came across what might be the best poison class in the entire game: Eldritch Poison Alchemist. It stacks with no other archetype.
In exchange for losing you Bombs and Mutagen you get an Arcanotoxin that you can shape how you want it. Unfortunately, all discoveries that affect mundane poisons don't work on Arcanotoxin, it has discoveries that help that though.
So I built a poison user, who dual wields 2 Arachnids Fangs, has a Bite attack and uses a lot of toxins. I can apply 5 different poisons in a full attack action .
So my question is this: HOW do you make this better?
I understand it says it takes the Shape spell of what it is but....how exactly does that work? Do I get all the class abilities? or just what the Shape spell says i get? What about your stats? Do they change since you transformed to the stats of the thing you turned into? If I Plant Shape into something like an Algoid, can I animate Trees? or an Alraune, do I get its stats/hp/abilities etc etc?
Name: Baynes
Level: 10 Techslinger/Gun Tank
Stats: 10 Str, 18 Dex, 13 Con, 12 Int, 14 Wis, 10 Cha
Equipment:
Laser Rifle W. Laser Sight
Smart Armor
Batteries x50
Flashlight
Medlance x2
Hemochem Grade III x2
Trauma Pack x1
Veemod Goggles
Gray Veemod
Goo Tube x10
Feats:
Human: Rapid Reload
1st: Deadly Aim
3rd:
5th:
7th:
9th: Improved Critical (Laser Rifle)
My problem is figuring out what feats would be useful. I'm looking for suggestions. I know I could just go Point-Blank Shot and Precise Shot but its a touch attack weapon most of the time so I don't need those as much, plus i have a Laser Sight which reduces penalties for shooting into melee by 2, which i'm perfectly ok with doing. This is for an Iron Gods campaign, and i'm trying not to use magic.
Fire’s Fury
Element(s) fire; Type utility (Su); Level 1; Burn —
When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.
So, 4th level Kineticist gets 2 Burn. 2 doubles to 4 for Damage. Since it stacks, does this make it 4 + 4 or 4 + 8 for damage?
I need help! I'm making a Drunken character. It will be currently, Drunken Rager 1/Drunken Master 3. I've seen lots of things on it for different types of Drinks, and the Alchemy Manual is fantastic for information.
I'm using the trait Enlightened Warrior to continue to level up in both classes. What i need help is some tips or advice, or useful information.
Other than Phylactory of Positive/Negative Channeling, are there ways to increase the dice of Channel Energy?
Alright so I am making a backup character for an Iron Gods campaign.
The more I look at shields as a weapon the more i'm confused.
I'm trying to figure out how to add Enhancement to Attack and Damage without Shield Master, as well as generally HOW to use them as a weapon.
The class I am using is Shield Champion Brawler.
Shields do a bash attack, which has set damage. A Spike can upgrade the damage and turn the shield bash from Blunt to Piercing. A Shield enchanted adds Enhancement to AC ONLY if not used as a weapon. A Spike is...a weapon?? Can those be enchanted? if so when i attack, what happens to the enhancement? I know what it SAYS but its entirely confusing for me.
Yes i also found that thread on Shield Bashing with Spikes and the Bashing enchantment. still confusing.
plz help!
Can a player perform a CMB during an Attack of Opportunity? Say I tripped a foe last turn and they get up and provoke. Can I perform a CMB to Disarm them? Obviously you can't trip a tripped foe, so I am asking about Disarm.
Or say if someone runs through your threatened area, can you do a CMB to Trip?

I play in a Skull and Shackles game on Fridays. Currently it is on hiatus while the DM gets out of the hospital. It is hard for me to get into, as the intro to the game was something I am morally staunchly against and it was painful as a person to experience. Essentially it killed my want to play the game. After we got past it I returned to the game only to find it painfully slow and boring. I wanted to play an Undine but my DM for it is against it despite it being a perfect choice for the campaign, yet he allowed me to play a Sahuagin (i know right)? But not just any, a Malenti Sahuagin. It is a shark druid because Lore.
That info is mostly irrelevant to the question.
How do I find new fun in S&S? I want to play a proper pirate. I know that there are archetypes for it in Rogue and I believe Fighter. Swashbuckler works well too. Isn't there a feat that lets you use Sword and Pistol? I was thinking of a cutlass as the main weapon. Any suggestions would be helpful. Level is a bit irrelevant as i'm wanting tips on a base idea.

Plasma blade
Source Pathfinder #100: A Song of Silver pg. 105
Statistics
Cost 12,000 gp
Type one-handed melee; Proficiency exotic; Weight 3 lbs.
Damage 1d8 (small), 1d10 (medium); Damage Type E and F; Critical 19-20/x3
Range —; Capacity 10; Usage 1 charge/minute
Description
When activated, a plasma blade’s heavy, ornate handle projects a quantum field that contains energized plasma in a 2- to 3-foot-long “blade.” Attacks made with a plasma blade resolve as touch attacks. Half the damage it deals is electricity and the other half is fire. When the wielder attacks an object, damage from a plasma blade ignores the first 20 points of hardness and its damage is not halved (even though energy damage is usually halved when applied to objects). Thanks to its quantum containment, a plasma blade deals half damage against incorporeal creatures, despite not being a magical weapon.
Construction
Craft DC 0; Cost gp
N/A
IF you attack with this? Do you get your Str to damage? Its obviously not finessable.
The Game: Iron Gods
Level: 9
The Race: Android
The Class: Nanoshade Ninja with Scavenger Rogue Archetype
The Problem: Trying to figure out what type of gear I can buy. Currently I have a Chameleon Suit and was given the option to get a Phase Blade despite only being 2 in the world at this time.
I do have access to Technology as well as Cybertech. Ideas for gear would be a great help.
So for a while since the occult came out i've had my eye on the Psychic, but the more I read it the more i realize its just another wizard. I don't see the distinguishing features that set it apart from being just a wizard. I see it gets a pool of points like Arcanist but then what makes it any different from Arcanist?
SO, way back i did a sap master type of rogue and it was SUPER broken, could 1 shot characters instantly if i got the drop on them. SInce then, the feats have been errated a bit but I don't remember them all.
Does anyone know what feats up with a brutish non-lethal rogue?
Edit:
So its either a Goblin Rogue with Scout/Thug Archetypes or a member of a City Guard with the same archetypes who uses a Mace/Hammer, some sort of blunt weapon and a shield. Utilizing Flanking rather than Stealth.
SO there was a thread i found about the Dorn-Dergar some time ago, i recently found it again, and decided to go ahead and make this character.
Level 9 Two Weapon Warrior
Race: Dwarf
Str: 18 (20)
Dex: 16 (18)
Con: 14
Int: 10
Wis: 11
Cha: 7
LvL UP Boost:
4th: Str
8th: Dex
Equipment:
+1 Adamantine Dwarven Dorn-Dergar x2
+1 Dwarven Plate
Belt of Physical Might (Str/Dex +2)
Ring of Deflection +1
Amulet of Natural Armor +1
Cloak of Resistance +2
Handy Haversack
Feats:
Racial Trait: Toughness
1st: Power Attack
Fighter 1st: Two Weapon Fighting
Fighter 2nd: Cleave
3rd: Combat Reflexes
Fighter 4th: Darting Viper
5th: Chain-Flail Master
Fighter 6th: Improved Two Weapon Fighting
7th: Double Slice
Fighter 8th: Weapon Focus (Dwarven Dorn-Dergar)
9th: Weapon Special (Dwarven Dorn-Dergar)
So my question is this, How do I make it better? Have I gone wrong somewhere? This is for a 6-7 player game so I am keeping it simple, no multiclass dips.
This was an idea I had a couple of years ago but ended up scrapping it because.....well white haired witch is like 100% garbage. The theme was cool, choke people out with your hair. fun stuff. It involved like 3 Levels of White Haired Witch, i think and then the rest in Brawler. unfortunately, because White Haired Witch doesn't get their Int to anything useful, its just garbage.
My question though now is: How do I make it NOT garbage?
What exactly are the clear explanations? A player in a game i'm in is using the style with a dagger, but he is making an absurd amount of attacks. He explains that because of poor writing, Comet stacks with Shower in gaining attacks, meaning he gets 1 extra from Comet rather than Shower replacing Comet's ability. What would be the correct wording and use?
So I was thinking on Metamagics and got to wondering what class would be better as a master of using Metamagics. Would a Sorcerer be better at it or would a Wizard be better at it? Also, what are some examples of the best metamagics to use EXCLUDING the ones in the Core Rules?
So, I'm making a half-elf Skeletal Champion Black Blade Magus. Its 8th level, but i've never played a Magus before or at least past 3rd level. Anyone have any decent advice for me? Its not a dex based Magus.
Ok so my DM is allowing us to play Eidolons as Characters. I've got Claw, Claw, Gore, Slam. What exactly IS a Slam attack? I understand its an attack made with a body part much like an unarmed strike is thematically but for Eidolon's it can be done with in any way right? It simply needs Limbs (Arms) but does not use your limbs (arms) to attack right?
A monster I am fighting has immunity to death effects and massive damage.
Does a Prayer Attack by a Red Mantis Assassin count as either of those?
I am not sure where this particular topic would go but, Leadership is deemed extremely OP by basically everyone. Why? Because Cohorts can take Leadership?

Can a Kineticist's Kinetic Blade be used in an Attack of Oppurtunity? My DM says no, I say otherwise, or it'd be useless to take.
Kinetic Blade
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.
"Making an Attack of Opportunity: An attack of opportunity is a single melee attack, and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round.
An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn)."
Attack Action: An attack action is a type of standard action. Some combat options can modify only this specific sort of action. When taking an attack action, you can apply all appropriate options that modify an attack action. Thus, you can apply both Greater Weapon of the Chosen and Vital Strike to the same attack, as both modify your attack action. You can apply these to any combat option that takes the place of a melee attack made using an attack action (such as the trip combat maneuver), though options that increase damage don't cause attacks to deal damage if they wouldn't otherwise do so (such as Vital Strike and trip). You can't combine options that modify attack actions with standard actions that aren't attack actions, such as Cleave. Source: PPC:MTT
 Wishlists and Lists
Wishlists allow you to track products you'd like to buy, or—if you make a wishlist public—to have others buy for you.
Lists allow you to track products, product categories, blog entries, messageboard forums, threads, and posts, and even other lists! For example, see Lisa Stevens' items used in her Burnt Offerings game sessions.
For more details about wishlists and lists, see this thread.
Wishlists
Edward of York does
not have a wishlist.
Lists
Edward of York does
not have any lists.
|
|