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Darc1396's page
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If you choose the alternate natural attack for the shifter claws do you "generate" the appropriate limb? Like for example if your a FeyForm Shifter you can choose from the bite and the stinger, would you generate a limb for the stinger or would your arm turn into a stinger?
Also other abilities that say your animal companion gets X benefit (Eye for talent, Evolved companion, Spirit's gift, etc.) Do they only apply to 1 animals companion or both?
When you get the Second pack focus and choose to split it between your animal comanaions (lets assume you only have 2) would the splitting still count towards your minutes per day or instead be part of the unlimited amount that usually applies to animal companion?
So at that point should I look more into being more magus leaning? But at that point would there be much point in going Eldrich Knight?
So I'm looking into making a Sword Binder Wizard 8/ Fighter 1/ Eldrich Knight 10 build that focuses on attacking with your weapon of choice through the Wizard sword toss ability. Do people think this is feasible/functional?
Other options I've seen are Magus 7/ Eldrich Knight 10 or using a specific archtype of Arcanist (but I'm not a fan there due to bab and not hitting touch AC).
Effectively im asking do these 2 abilities work in tandem, one is from the Scaled Fist Monk archtype, the only difference between the following quote and the archtype is that the archtype says replace instances of Wizdom with Charisma.
Ac Bonus (EX)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
The here is the ability from the Enlightened Paladin
Confident Defense (EX)
At 1st level, when wearing light or no armor and not using a shield, an Enlightened paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
This ability replaces his proficiency with medium armor, heavy armor, and shields.
How would I calculate the minuses for them all being within 1 range increment as well? Would it be based on total "distance" traveled for that ability compared to a 20ft range increment?
For Rope darts is the 20ft their max range or their first range increment? From my understanding of the weapon I would assume that's its max range and if that's the case how would a Rope dart work with startoss style? Would it be able to hit people within 20ft of me and up to 20ft from the previous guy I hit?
I agree it should realistically be a 2handed throw weapon but why is the damage so low as a base weapon?
Can you TWF with Rope Darts? Obviously there's gonna be big minuses but trying to figure out if its legally possible.
If someone has both on a Single stat, let's say Con, would the ability damage cause them to die? Or would they be tracked separately and only cause the target to fall unconcious until the Ability Penalty went away?
Something with more usages or always active?
Is there an item that allows you to change a/all spells to a specific energy damage type? I know of the Elemental Spell Metamagic feat but would prefer to find a different way as every feat is precious but i have extra cash.
I understand both individually, but what if we use them in random? Could I use Sacred Geometry 1st and then add on a +1 meta with Spell Perfection?
If I'm a 15th level Wizard, capable of casting 8th level spells, can I use Spell Perfection and Sacred Geometry to apply meta magic feats to a total effective spell level of 9th?
Spell Perfection wrote: Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell. Sacred Geometry wrote: Benefit(s): When you take this feat, select two metamagic feats you do not yet have. When casting a spell, you can perform the steps below to spontaneously apply the effects of either or both of these metamagic feats, as well as any other metamagic feats you have, to the spell without expending a higher-level spell slot. Using a feat in this way increases the spell’s casting time to the casting time it would take if the character were a sorcerer or bard (sorcerers and bards using this ability increase the spell’s casting time by two categories); applying the Quicken Spell metamagic effect negates the increased casting time but still contributes to the modified spell’s effective spell level. You can take this feat more than once; each time, select two additional metamagic feats, adding their effects to the list of possible effects you can apply to spells with this ability.
When casting a spell using Sacred Geometry, first determine the effective spell level of the modified spell you are attempting to cast (calculated as normal for a spell modified by metamagic feats). You can apply any number of metamagic effects to a single spell, provided you are able to cast spells of the modified spell’s effective spell level.
Refer to the Prime Constants table to determine the prime constants that can be used to cast a spell of the desired effective spell level. Then roll a number of d6s equal to the number of ranks you possess in Knowledge (engineering). Perform some combination of addition, subtraction, multiplication, and division upon the numbers rolled that gives rise to one of the relevant prime constants. If you can produce one of the relevant prime constants, the spell takes effect with the declared metamagic effects, and you expend a spell slot of the unaltered spell’s level. If you are unsuccessful, you fail to cast the spell, the action used to cast the spell is lost, and the spell slot is used up. The DC of any concentration check to cast a spell affected by this feat uses the effective spell level used to determine the prime constants, even though a successful casting of the spell does not expend a higher-level spell slot.
Let's say your bab is 11, and you take the seccond stage of TWF. normal penalties would be -2/-2 , -7/-7. Could I stack these reducers for the seccond set of attacks, say bringing them to -2?(if I head enough effects)
What about the iterative attacks from improved and greater TWF?
How does the feat Hand's Autonomy work with Twf, end result penalties? How does it interact with other ways to reduce TWF penalties like the Perfect Balance Fighter ability?
Now that I've thought about it I think I wanna try and use Rime spell in conjunction with Holy Ice blade so thinking about going Cleric. Are there any good domains I should look out for that may help? Was considering Hanspur off the top of my head for gods but I'm open to any suggestions.
I'm looking to make a character that solely wields weapons that they made form from spells. (Ex: Flame Blade) can someone give me advice on which class has the most/which class would be best to go about doing this with? I imagine I would be some form of 3/4 bab class but just not sure which is best. I do want options when it comes to the spells that create the weapons, unless there is just 1 that is WAY better than the others.
Do these 2 spells interact at all?
So I'm attempting to make a build around the Flame Blade spell, but down to my question. If I were to take 1 level in Green Scourge Druid and then the rest of my levels in the Hunter class would I be able to sacrifice my Hunter spells to use the ability from the Green Scourge archtype? I raised this question due to the Nature Training class feature of Hunter.
Looking through the gods and found a section under Serenrae that said Unique spell rules and had a small list of spells for a few different classes. I can't seem to find what the rulings are for these or how to get the benefit, only that they came from Inner Sea Gods. Help?
First time playing a full caster, so I'm up to any suggestions. The gm is also making spells up calling them "God magic" that I've been told I can learn so bring the broken.
So I'm posting here looking for some assistance with Spells and Items for a 1 shot level 15 character of mine.
FEATS AND OTHER CLASS CHOICES ARE ALREADY CHOSEN AND CAN'T BE CHANGED, AS THE 1 SHOT CHARACTER IS SUPOSED TO RESEMBLE OUR CURRENT CHARACTERS.
Now that being said I am a Lust sin magic Wizard, the Sin magic turns off completely the Transmutation and Necromancy schools of magic tor me. My feats for the build are Spell Focus, Greater Spell focus, Fey Obedience (Magdh), Sacred Geometry (Conditional and Threnotic), Discovery: Quick Study, Heighten Spell, Prefered Spell (Dominate Person), Persistant Spell, Discovery: Infectious Charms, Scaring Spell, Spell Perfection (Dominate Person).
Any super useful items or higher level spells/tips would be great as there are a crap ton of both. This is my first attempt to play a full caster as well.
Oh yeah definitely knew I'd be reflecting things, but hmm maybe Time oracle is best cause I can even reflavor the cure spells.
I'm looking to find the closest thing I can to a time mage, had planned on limiting spells I choose to fit the theme as well but struggling to find much in the way of that theme. Any suggestions?
So as a character in my reserve I've thought up a Abyssal Bloodrager Skinwalker that believes his bloodline and his transformation is a curse. With this idea I had planned on only transforming when I rage (or 1 round before because action economy) anyways why I'm here. Are there any traits that would back up the "Cursed" idea of this character?
So let's say I have Reckless aim and Startoss shower using both of these let's assume I'm attacking enemies only in melee does it effects stack for reducing my ac? What about the plus is it only a +2 or nothing on iterative targets?
Quote: Reckless Aim (combat)
Your lack of regard for others proves a boon when you fire projectiles into melee.
Prerequisites: Point-Blank Shot, Precise Shot.
Benefit: When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to take a –1 penalty to your AC and gain a +2 competence bonus on your attack roll. However, when you roll a natural 1 on a ranged attack roll made with this bonus, you automatically hit a random adjacent creature that threatens your intended target.
Quote: Startoss Shower (Combat)
You can strike multiple opponents with thrown weapons.
Prerequisite(s): Dex 13, Point-Blank Shot, Startoss Comet, Startoss Style, Weapon Focus with the chosen weapon, base attack bonus +4.
Benefit(s): When you hit an opponent while using the Startoss Comet feat, you can continue to make attacks against foes that are within one range increment of all previous opponents. You determine cover for each attack from the most recently hit foe’s space instead of your space, and you cannot attack an individual foe more than once during this attack action.
You can make a maximum number of attacks equal to 1 + 1 per 5 points of base attack bonus you possess. If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not any subsequent attacks).
That's a good question, would the Bleeding Critical feat stack with the Vengeance ability I mentioned before?
So then by what you guys are saying due to it affecting the Health Point Pool it wouldn't stack because it singularly affects that single pool?
So I just looked up how bleed works and I had a question. With the Vengeful Hunter Fighter ability called Vengeance, if I were to use different damaging types of bolts in a crossbow would that count as a different "type" of Bleed damage thus allowing the bleed to stack?
Quote: Bleed
A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.
Quote: Vengeance (EX)
At 5th level, a vengeful hunter deals 1d4 points of bleed damage when he damages a creature that has damaged him since the beginning of his last turn. Whenever a creature takes bleed damage from this effect, it also takes a –1 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. This penalty is a pain effect and does not stack with the effects of the sickened condition. This bleed damage increases to 1d6 at 9th level, 1d8 at 13th level, and 2d6 at 17th level.
This ability replaces weapon training 1.
Would Sacred Geometry not be a means to add metamagic feats and thus allow Spontaneous Metafocus to shorten the casting time?
The change in casting time that Sacred Geometry causes is why I asked if Spontaneous Metafocus would interact at all with each other. Basically I was trying to see if I could cast at normal speed while using Sacred Geometry with the effects of Spontaneous Metafocus.
Does having Preffered spell allow me to take Spontaneous Metafocus? If I am able to take it then how does Spontaneous Metafocus interact with Sacred Geometry?
Would Stylized Spell meet the requirements for adding the +2 for that ability? And if not are there any other ways to add to this plus?
So as this is the 1st time I'm playing a full caster, I'm frankly finding it slightly boring so I've decided to mix things up by going Mystic Theurge.
My current plan is take 3 levels in Wizard (level 2 currently) and then Switch to Living Grimoire/Tactical Leader Inquisitor for 4 levels (as the casting stat is the same and my other mentals arent great) and then going into Mystic Theurge.
With this as a rough plan I'm still not sure what to do with my feats. I have taken Sin magic as my arcane school (Lust) and by the gm was also given the base Enchantment school, I also planned to take the Seduction Inquisition once I went to Inquisitor as I tried to become both a embodiment of Lust and a Tactical Leader for the team.
Any suggestions for this build would be amazing as I havent figured out all the logistics.
RAWmonger wrote: I mean, sure. Building a cheesy Nat attacker is fun and all, but the real question is: what’s your will save? Cuz that’s make or break if you’re gonna run cheesy crap like that. You’re about to be hitting teammates 8 times buddy. Or you’re about to be staggered for 12 rounds. Or any number of other things I’d do to you to make sure you understood not to bring that BS to my table again lol. I do appreciate the reminder of needing to sure up my Will save, though I hope you don't talk to everyone that inquires for help in such a hostile manner.
So when one full attacks with natural attacks Is there any kind of minus associated with this? Like for example the character I've been working on in my head will have a Total of 8 natural attacks at level 12 or so, 4 Primary and 4 Secondary. Other than the normal -5 for secondary attacks are there any other minuses?
Derklord wrote: If you're using the gore from the Ragebred, you're running into issues with your bite - the gore isn't horns on your head (like it would be for Lesser Fiend Totem), it's tusks, and using your teeth for two different natural attacks is highly debatable at best. I recently talked about that here. Is there a way for me to get Pounce then? Other than the Greater Beast Totem? If so then there's TONS of other ways to replace the claws the Lesser Beast Totem gives me.
Would getting wings through say the Bloodrager bloodline be "Natural" Wings?
I'm getting 2x Hoof and Gore attacks from the Boar-skinwalker, getting the 2x Claws and Bite from Barbarian rage powers.
Powerful wings seems to be a Strix thing is that not correct?
Unfortunately not as I planned to be a Skinwalker
Smae as title. Is it possible? Struggling to find a way to get them as an attack.
Most of these natural attacks come from Shapeshifting (with the transform Skinwalker race) and Rage powers (only active while I'm raging). So normal interactions is no problem it's when I begin to fight if I go full harm people might get scared.
So I was talking it over with a friend and there are a few other Natural weapons mixed in. In total I'd have a Gore, Bite, 2x Claws and 2x Hooves. I had planned on being a DeX based character and using Amulet of Mighty Fists to get Agile on all my natural attacks. So the logic for the attack chain was as follows: Impail with Gore attack (horns on head pointing upwards), Go in for the Bite with Gore still in thier body, Then slash with both claws and lastly jumping up and doing a backflip to kick them in the face/body with the Hooves landing back on my feet because of using then similar to a spring board.
So I was looking to be a Natural attacking monster on the battlefield, but I ran into a weird situation I can have ways to acquire both Claw attacks and Hoof attacks. Do these function together?
Can I cast the spell Keep Watch everyday on myself and never need to sleep again? Is there any drawbacks to this other than devoting a first level spell to it?
Ah silly me adding instead of multiplying. Do you feel a total cost of 26k is too cheap for this effect? My personal uses was going to be Intelegence.
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