Dexinis

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Quick question:

I know you can use the Telekinesis spell to wield a weapon remotely. Just want to know if this works the same as if you were wielding it in your hands(i.e. do you get all of your attacks, can you perform all your normal maneuvers(cleave, power attack), do you get the benefits of all your normal weapon feats(focus, finesse, specialization), etc.) or are there a bunch of limitations when you wield a weapon this way(like, are you limited to only one attack a round or something like that)?

Thanks in advance!


Quick question here. If a corpse created with Animate Dead is destroyed in battle it can't be animated again.

Is there any way to safely undo an Animate Dead that leaves the body so that it can be Animated again?

Like if I have a Skeleton that I want to change into a Bloody Skeleton, is there a way to undo the old spell so I can recast the spell on it?


Hey folks.

So here's the character concept I want to get some advice with.

I want to create a pirate necromancer that uses skeletons as his crew. But I don't want them to be boring and silent.

So I'm looking for two different possibilities.

1. Ways to inject my created undead with intelligence/personality of their own.
2. Ways to take direct control over my created undead. Ideally, abilities that will let me see/hear/speak through them, and control their actions directly, like and actual puppeteer, so I can fake them having a personality around others.

Any spells/feats/abilities that would let me do this, I'd love to hear about them.

Thanks!


Hey folks, so, I'm kinda looking to making a Necromancer character that is able to actually act directly through the undead it creates.

Like, to be able to see and hear through it's undead minions, and to be able to control them directly from a distance, rather than just issuing commands.

Looking for advice on spells/abilities that would help me achieve this.

Thanks!


Hey, I'm just curious. D&D 3.5 had a class called Favored Soul which was essentially just a Sorcerer, but with Cleric spells instead of Mage spells.

Is there anything like that in Pathfinder?


Simple question.

Is there any reason that, during a Time Stop, I can't walk up to my target, and then ready an attack in response to Time Stop ending, so that my attack immediately goes off when Time Stop ends?


Hey folks. I always get told that when stacking multipliers, like, say, damage multiplication from a Vital Strike that also crits, you don't multiply the values twice, you add the multipliers together.

I haven't been able to locate where this rule is described in the books anywhere. Does anyone know where it can be found? I'd like to read the real wording.


Okay, so I know stacking multipliers is a complicated issue in Pathfinder.

For example, start with a Mythic Vital Strike, that's an attack that does x4 your normal damage including all the same modifiers of a critical hit.

It's my understanding that you're not supposed to just apply multipliers on top of other multipliers, you're supposed to figure out the difference in damage that the multiplier would add to your base damage, and add that damage to the total instead.

So if, in that above Mythic Greater Vital Strike, I also score a crit while using a x2 weapon, I end up dealing x5 damage(base+3 from vital strike+1 from crit), instead of x8 damage(x4x2).

So my question is, how does this apply to Foe-Biting?

Foe-biting is very specific about doubling the total amount of damage. Including modifiers and extra dice, etc. This is different from how other multipliers are written.

Does this mean that, if I use Foe-Biting during the above Mythic Vital Strike crit, that I take that x5 damage and then double it? Or do I treat it like other stacking multipliers and just increase it to x6 instead?

The fact that Foe-biting even costs more Legendary Power points to use it on a crit definitely seems to suggest it's the latter. But I want to be sure.


Like the topic says, a character affected by Deathless doesn't die when reduced below 0 hit points.

Disintegrate turns anything that is at zero hit points or below to dust.

How do these spells interact? RAW would seem to state that the character would end up as a technically still-living pile of dust.

And if you were to add something like To the Death at the same time, the result would seem to be that you would end up as a pile of dust that was still perfectly capable of fighting and taking actions.

I mean, granted, it's a fantasy world, and sentient dust that can attack you is totally a thing that exists, I'm just curious if this is actually the result of these powers interacting with each other.


Double Vital Strike (Combat)

You are able to make a Vital Strike with both hands simultaneously.

Prerequisites: Vital Strike, Two-Weapon Fighting

Benefit: Whenever you use Vital Strike with your primary hand, you may also make an attack with your off hand.

Special: If you also possess the Improved Two-Weapon Fighting feat, then the damage from this off hand attack is doubled as if you were using Vital Strike with it.

If you also possess the Greater Two-Weapon Fighting and Improved Vital Strike feats, then the damage from this off hand attack is tripled as if you were using Improved Vital Strike with it.

-------------------------------------------------------------

Just a little idea I had to make Vital Strike a little more useful. Since Vital Strikes normally let you sacrifice your extra attacks to do additional damage with one strike, this feat basically lets you do the same thing with your off hand.

And as your number of offhand attacks increases, the damage your off hand attack does increases as well.


Or are they two mutually exclusive types of attacks?


2 people marked this as FAQ candidate.

Text from the Lead Blades spell:

Quote:
Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are.
Text from the Impact magic weapon special ability:
Quote:
An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger.

There's no Named Bonus for this kind of buff, so do they stack, or not?


See: Thread Title


Are AoP's limited to normal attacks, or can you do things like that during an AoP?


Just looking at the description for Pinned:

Quote:
Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is flatfooted. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

And I noticed that nowhere in there does it say the pinned creature can't attack. Or even has it's attacks hindered in any way.

Is this correct? It seems really counter to the idea of being "pinned" that all it really seems to do is hinder spellcasting.


Topic.

Does dropping a vampire in the ocean cost him 1/3rd of his HP per round, or not?


These are mentioned in the Bestiary.

Quote:
Rumors persist of even more powerful doppelgangers capable of not only shifting their appearance, but also skills, memories, and even the extraordinary and supernatural abilities of creatures whose forms they choose to mimic. These doppelgangers’ change shape ability functions like the spell polymorph rather than alter self.

Of course, it doesn't really give any stats on this, so I was curious if anyone had any idea what the CR of this creature is.


1 person marked this as FAQ candidate.

I'm looking at this performance feat, and it lets you make an Intimidation check to demoralize anyone within 30 feet.

Which is exactly what Dazzling Display does.

And Dazzling Display is a requirement for Hero's Display.

So why would you take this?

I mean, yes, it gives you a +2 on your Performance rolls, but so do all the other Displays. So what's the point of it?


Just curious since they type of bonus these two abilities grant doesn't appear to be named.

So does that mean a Monk/Duelist would add it's Dex, Int AND Wis bonuses to his AC?


Been testing out the Samurai here, and it's pretty good, but when I picture playing a samurai, I'm less about the guy in the Japanese armor riding across the battlefield and more the characters in the Kurosawa films wearing only robes and cutting up thugs.

So to that end, I'm wondering if there are any plans to implement an Archetype that has the same Wisdom Bonus to their AC that Monks get, to make up for the fact that they don't wear armor.


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