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Fell Energy Spell
( Dragon Compendium)

[Metamagic]

You add a dose of raw necromantic energy to your beneficial spells, making them especially effective for undead creatures.

Prerequisite
Benefit
Any numerical bonus granted by a spell modified with this feat increases by +2 for all undead creatures it affects. This increase does not apply to factors such as range, save DC, healing, or other numerical factors relating to a spell. Only effects described as bonuses gain this benefit.

A fell energy spell takes up a spell slot one level higher than the spell's actual level.


My goal is simply to count as undead for spells.
My group is doing a 3.P game and I was looking at the Fell Energy spell feat and thought it was nifty and water to toy around with it.

But ideally if there is a way to have the undead type for spell purposes and retain a con score that would be awesome.

However, I will take anything that would achieve the effect of being undead for spell purposes.


Hey guys simple question. Is there a way for a character to count as an undead creature for spell effects?


Thanks for the imput fellas I do appreciate it.


Hey guys are there any ways to grab natural attacks through feats that do not requite a specific race or class?

Trying to grab them for a Spiritualists Phantom.


derpdidruid wrote:

Spell warrior skald.

It lets you get to the DR penetrating points of weapon enchantments on demand as well as offering a host of useful situational upgrades. I personally find it the most powerful buffer simply for the DR penetration alone, but the versatility of the enchantments you can give and the fact that the people benefiting get rage powers without any of rages normal restrictions or drawbacks just cements it.

And can get down right ridiculous with master performer and grandmaster performer feats from the faction guide.

You could probably even make the argument that the bonuses from rage powers would be affected by the master performer feat sinve they are possibly considered as "bonuses from inspire courage" and weapon song counts as such. That would give a hefty ammount of buffs to anyone.


Couldn't you do something like pick tiger for pounce,charge, then rage cycle into another form such as octopus for a slew of attacks?


Kurald Galain wrote:

Deadkitten wrote:
One "Sorta" nifty feature of the Nature bonded Magus is that you can give the plant familiar the protector archetype.

Any familiar can get the protector archetype, you don't need a plant familiar to use that.

The one thing that the Nature bonded Magus has over other familiar granting archetypes is that, the familiar cannot be targeted or harmed while bonded, which allows you to more easily reap the benefits of the archetype because enemies can't just go after the familiar or use multi target spells.

Granted I didn't know that the "bond with familiar?" Spell was in Ultimate Wilderness so that probably makes my whole argument moot.


Yea the archetype seems SUPER defensive, it definitely hurts in the damage area.

But you could probably get it to work alright if you dip kineticist and get another element or waters defensive talent.

You could maybe get a decent idea going with ride the blast and some type of lockdown build, since you can grab the talent that makes you large.

I never really built a monk or a kineticist so I'm just shooting in the dark here.


Lady-J wrote:
cant find via google linky?

It might not be up on the pfsrd.

But in short you loose flurry, stunning fist, and quivering palm for a basic water blast from kineticist. So it COULD be intentional because of the potential damage drop since you also deal US damage as Monk -4.

You lose the 1st bonus feat for the Nerid's Grace ability, and the 2nd, 6th,10th,14th, and 18th feats for wild talents at -2 monk level And you lose evasion for kineticists burn class feature and improved evasion for metakinesis.

The other abilities are basically fluff trades as far as I can tell. Not SUPER relevant.


2 people marked this as FAQ candidate.

So the Water Dancer Monk from Ultimate Wilderness has this ability:

Nereid’s Grace (Su): When unarmored and unencumbered,
a water dancer adds 1 point of Charisma bonus per monk
level to his Armor Class as a dodge bonus. If he is caught
flat-footed or otherwise denied his Dexterity bonus, he also
loses this bonus. He uses his Charisma score instead of his
Wisdom score to determine the size of his ki pool and the
DC and effects of monk class features.

This replaces the bonus feat the monk normally
gains at 1st level.

Now, since the archetype does not lose the monk's AC bonus class feature, does that mean that such a Thing is a "monk class feature based off of wisdom"?

If true, This archetype could get some rather ridiculous AC totals, since Nerid's Grace is a Dodge bonus and gets around the double stat to x FAQ.


The nature bound magus archetype can almost replicate the tumor familiar and protector combo, just without the fast healing.

When the plant is attached it cannot be targeted.

Doesn't make the archetype fantastic since it loses arcane pool, but it's something.


1 person marked this as a favorite.
fearcypher wrote:
pad300 wrote:
tchrman35 wrote:
If you're wanting your mithral tower shield, look at the Folding quality, and put it on your Light Mithral Shield.
That requires proficiency and takes actions...

The point is to be able to get a mithril tower shield. So they would already have the proficiencies to use it, and the action cost is one move action as soon as it is enchanted and then never used it again.

The bigger point of contention would be the price. It would cost a total of 4k for just the enchantments. Then mithril on top of that,

Nothing in the folding ability says the tower shield is mithral, by RAW it would probably default to the core rulebook entry of a tower shield.

I know that's EXTREMELY nitpicky, but that's kinda what this thread has become to be honest.


I don't even know how they could address a third of the issues with oozemorph and still me within word count for the books errata, the archetype already takes up a page and a half as is.

I'd almost find it conceivable for them to remove the entire archetype for in the second printing.


1 person marked this as a favorite.

So I noticed some weirdness with the fiendflesh shifter, in that it keeps wild empathy, woodland stride,track, and trackless step as class features and must continue to revere nature because the ex-shifter clause still applies to them.

But it is kinda nifty that they can get resistence 40 to either electricity or fire at level 10. Whoot whoot.


One "Sorta" nifty feature of the Nature bonded Magus is that you can give the plant familiar the protector archetype. This wouldn't be necessarily as good as the old tumor familiar combo with alchemist, but you do get the trade off of the plant effectively doubling your HP.

You only seem to loose out on the bodyguard portion of the archetype, while it seems the shield other portion is still valid.

Not saying it's great, but it's something.


If you go dex based sanctified slayer eith the crocodile domain your issues should easily be resolved. You always have the buff spells on your spell list to help too.

I done a quick rundown of damage for a dex based sanctified slayer and I was getting something near 30 points of damage per hit at your level and that was using double bane,which is considered mediocre.

Honestly, the damage potential of your character seems fine to me with a little tweaking. As an inquisitor you arent meant to be the best at damage, your more versatile than that


Alex Mack wrote:

Hmm wondering if the Expulsionist Inquisitor Archetype can qualify for the Energy Channel Feat (i.e. does Energy Channel count as a Feat that alters Channel Ennergy). If that would work this would be a pretty strong archetype.

If not the Expulsionist is prolly still one of the best lead ins to Holy Vindicator currently available.

Details about that archetype would be appreciated greatly if you dont mind.


Calth wrote:

There is no need for a FAQ, the ability is clear, just horrible. Morale bonuses to attack are changed to morale bonuses to damage which would not stack with other morale bonuses to damage even if an effect (i.e. Good Hope) provides both.

Overall, the cult totem line is a steaming pile of garbage that should never be taken.

The lesser totem converts attack to damage 1:1 which is generally a horrible trade off, and can cause overlapping bonuses, which is bad as well. Taking this makes your character worse than not taking it, let alone taking a useful totem line.

The Totem is a weird cross between bodyguard and CaGM, but once/day per target makes it bad, but at least it doesn't actually make your character worse.

The Greater totem is diehard as a rage power, yawn.

That is kinda my point. The feat does not seem like it is intentionally making you worse,which is not what feats are supposed to do, it is actually trying to do something and I think errata is probably the direction needed to be able to use the feat the way it was intended.

I honestly cannot see why the author of the feat would want it to operate as written.


1 person marked this as FAQ candidate.

I believe this is a good FAQ candidate since the intention is clear to me that this is supposed to work with effects like Heroism, but is a poor choice until it gets a clarification.

Lesser Cult Totem wrote:

: While the barbarian is raging, any

morale bonuses or bonuses for flanking she gains on attacks
rolls are added to her damage rolls instead of her attack
rolls. They are still morale bonuses, and they don’t stack with
other morale bonuses on damage rolls.

Most effects that provide a Morale Bonus affect BOTH Attack and Damage Rolls. Is Lesser Cult Totem Adding to Damage Rolls instead of Attack Rolls, or is it a separate Morale Bonus and thus, would not stack even though it is from the same source?

Edit: Changed Inspire Courage to Heroism, I had a durpy moment when I first made the post.


Anyone else notice that the Tortured Crusader has 2 class abilities that alter Smite Evil and 3 that alter Lay on Hands?

I get the intent of the Archetype, but is that not kind of awkward for the Archetype rules? It's the first time I can think of where an Archetype altered a class feature multiple times.


So im curious if anyone who has the book could explain how Cult Totem would interact with abilities that grant BOTH a morale bonus to-hit and damage.

For example, would flagbearer grant +1 damage or +2?


Would someone be willing to spoil the Totem Rage Powers and the Style Feats?


Secret Wizard wrote:
Deadkitten wrote:

Seems like the Hexenhammer and Sanctified Slayer Inquiditor archetyoes stack right?

How odd of a combo are these two?

Not sure if odd but optimized as f%~%. Studied Target increases your Hex DCs.

I THINK the rundown upthread implied you could get Witch spells. Which coukd get fun if true cause it possibly affects spell DCs as well.


Seems like the Hexenhammer and Sanctified Slayer Inquisitor archetyoes stack right?

How odd of a combo are these two?


Seems like the Hexenhammer and Sanctified Slayer Inquiditor archetyoes stack right?

How odd of a combo are these two?


Im gonna assume that the Living Grimoure either loses or alters monster lore.

What does it get?


Murdock Mudeater wrote:
Technically, the wording on confusion is:
Quote:
Deal 1d8 points of damage + Str modifier to self with item in hand

with regard to attacking self. Note that it says item in hand. An unarmed NPC is unable to attack themselves with an item in hand, and would default to incoherent babbling. I know, this is a generous interpretation and I'd probably rule it otherwise if the NPC were an intended opponent.

For attacking others, I'd argue that most commoner NPCs will be non-proficient with any weapons they have (including unarmed strikes). So they'd be -4 on this attack, and I'd probably add further penalty to have them attempt non-lethal damage with their strikes.

Now, all that said, any NPCs that die or are injured due to this ability will be blood on your hands. You didn't have to take the 13th level of this class and can certainly retrain it to something more NPC friendly. Depending on witnesses and the importance of certain NPCs, there may be in-game consequences to this ability.

Likewise, if your party is aware of your ability, confused NPCs attacking the party will be "defending themselves" and any violent response by the party will NOT be considered "acting in self defense."

Personally, I'd take a level in something else if you intend to play a good aligned character, or in a good-aligned party.

The big thing to me here is that, while i wouldnt go with the wording of "weapon in hand" to prevent someone from using unarmed strikes, since none of the commoners are likelybto posess IUS thr damage would be nonlethal and increase the chances of survival for anyone. Simply because it says youndeal the damage with the "weapon in hand" and an unarmed attack does nonlethal. But this abilitybis a mess anyhows.


Malwing wrote:
I have to agree that if you're a lone dude that can take out a Gundam then what's the point of the Gundam in the first place? If you're super high level that's one thing because you're basically a superhero at that point and you're probably out-CRing the Gundam but even then I'd likely expect you to have to climb it to get to the cockpit and kill the guy inside, not get in a sword fight with a giant robot and overpowering it. That's just ridiculous.

I'm gonna go ahead and say that I don't support it but G-Gundam did have people like Master Asia who were able to cut Gundams in half with just a scarf.Soooo....Gundam itself can get weird.


I would definitely like to see a reduction of the role magic has in the game. If its going to be sci-fi, I would like magic to take a back seat to that element when it comes to design.

I guess im basically wanting "magic" to be limited to 6th level casters and the higher level "spells" are done through tech.

But I honestly doubt that will be the case.


Crane Wing does not actually increase your bonus for fighting defensively, it just gives you a separate dodge bonus to AC, at least by the way I read the feat.

Quote:

Crane Wing (Combat)

Benefit: When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn.

If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.

Blundering Defense does not work cause you cannot be adjacent to yourself.

Draconic Defender does work by RAW I will concede that, but it is obviously against the intent of the feat.


Mark Seifter wrote:
Follow the general rule; you need to meet the prereqs. However, the slightly odd wording is because you only need to meet the prereqs at the time of channeling the spirit, so you could choose Selective Channel for hierophant, for instance.

Alrighty, thanks for the quick response!


Quote:

Legendary Influence

Each legend grants you more of its power in return for
greater influence.
Prerequisite: Lesser spirit power,OA class feature.
Benefit: Immediately select one feat (other than an item
creation feat) for each spirit you can channel. Whenever
you perform a seance to channel a spirit, you can allow
the spirit to gain 1 point of influence over you to gain
access to that spirit’s Legendary Influence feat for as long
as you channel that spirit. You can use this bonus feat as
a prerequisite for any feats granted by a spirit power (such
as the champion’s legendary champion ability), but not for
any other feats.

Do you have to meet prerequisites for the feats you select from this ability?

The general rule of feats is that you have to meet prerequisites, and while this is not necessarily spelling out that you are ignoring prerequisites, the wording is kinda off to me.


1 person marked this as a favorite.
Barachiel Shina wrote:

Does the feat Ironclad Reactions negate the attack that struck you or no? It doesn't seem clear. The description states:

You are able to quickly react to attacks.

but then it goes on to say:

when a foe successfully hits you with an attack of opportunity, you can expend a use of an attack of opportunity to take a 5-foot step.

I assume you have to be hit first, then you can make the 5-foot step. But I also feel the intent was to get the 5-foot step to AVOID the attack that was successful, since the description of the feat states so?

Wait...this is a 5ft step?

What are the prerequisites to this feat cause Outslug style from WMH just got a new friend!


3 people marked this as a favorite.

Ghorans can probably benefit from what seems to be one of the most cost effective healing options in the game:

Mimic Fibers:
Quote:

Source Alchemy Manual pg. 11 (Amazon)

Price 30 gp; Weight —
Category Alchemical Tools
Description
These alchemically prepared fungal spores are suspended in a thick green ichor. They grow in patterns that match any plant or fungal material they touch, even dead wood, causing any cuts or breaks in the matter to mend as if it had never been damaged. When applied as a full-round action, mimic fibers heal 1d10+10 points of damage to one object made of wood, paper, earth, or other living or onceliving material. Even a destroyed item can be repaired (treat as if at 0 hit points) as long as the item is in no more than two pieces and is held together at the break as the spores are applied.
Alchemical Recipe
Recipe (6 magnesium + 6 cytillesh spores)/filtration; Craft 20
Time 10 minutes; Tools filter; Type alchemical tool


Just a simple question.

Would a Ghorran Alchemist have to endure any excessive difficulties for reign of winter?

I'm mostly wondering about their light dependent trait.

Quote:

Light Dependent: Ghorans take 1d4 points of

Constitution damage each day they go without exposure
to sunlight.


So I noticed the Deception Subdomain while making a Sanctified Slayer Inquisitor of the Mantis God

Quote:
Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

Now this seems a like a neat ability until you read that you have to stay within their reach. So what can actually be done with this ability that would actually be useful? How can we optimize the thing into functionality?

The only use I can think of off the top of my head is to prevent flanking by moving your position.

Thoughts?


1 person marked this as a favorite.

Kirin Style actually kinda works with the stamina system.


While you are getting a bigger boost from totemic skald to your strength, skalds vigor says you gain fast healing equal to the strenght bonus your song provides.

Unfortunately, your song provides two different bonuses that advance at the same rate, and from my interpretation you could choose which one was triggering skalds vigor, you still only get one to determine its value.

Also, I don't think that die for your master is that good of a choice, I know you want to boost that strenght with valet and amplified rage, but you would get way more survivability from giving it the protector archetype instead.

It essentially would give you an additional +50% HP from its shiled other affect that would regenerate from the familiars fast healing 5. It would also save you two feats.


Milo v3 wrote:
The Ragi wrote:
I'd definitely like to see what kind of Gurus you come up with, but isn't the sample still a bit small, with only 3 classes and 3 races? You should have at least the pharaoh in there also...
There is also the variant versions of the races, a daeva-style planetouched race iirc, and maybe a serpentine shapechanging race.

I do not remember this in the race section...and I am VERY interested to know if this is actually a thing.

Like..Really bad.


nicholas storm wrote:
Deadkitten wrote:

Look into taking the master performer, and grand Master performer faction feats.

They each grant a +1 to any bonus your bardic music gives allies, and since raging song counts as bardic performance for feats AND the totemic skalds animal focus is a bonus granted by your raging song, each feat effectively grants you +1 to your raging song AND animal focus.

The same is true for your rage powers as well since they are granted through raging song and some of them geant sweet bonuses like superstition.

Those feats all have a prestige requirement that makes them impossible to take without GM approval.

While I definitely agree with you on that point, technically every feat requires GM approval unless your playing in PFS, so I definitely see them as worthy of asking a DM for.

And honestly, its a 3 feat chain that, while really good, is not destroying games with its brokeness and I usually waive the prestiege requirement anyways.


Look into taking the master performer, and grand Master performer faction feats.

They each grant a +1 to any bonus your bardic music gives allies, and since raging song counts as bardic performance for feats AND the totemic skalds animal focus is a bonus granted by your raging song, each feat effectively grants you +1 to your raging song AND animal focus.

The same is true for your rage powers as well since they are granted through raging song and some of them geant sweet bonuses like superstition.


Alex Mack wrote:
Davor wrote:
He's right. It's pretty much the silliest of Paizo's rulings imo, and one I fought well before they made it.
What a horrid ruling. Makes no sense whatsoever by RAW and really takes away much of the appeal of the archetype :(

I think its a holdover from 3.5, D&D's Rules Compendium had a similar ruling, but that book has suspect support from the 3.5 crowd anyways.


Deadmanwalking wrote:
Arbane the Terrible wrote:
cavernshark wrote:


From Rogue Talents:
** spoiler omitted **
Does that mean the Eldritch Scoundrel has (effectively) MORE Ki points than an actual ninja?
Sounds like. Of course, you have less Tricks to use them with, can't use the default effects of ki, and have half the Sneak Attack and fewer skill points.

Also, a strict reading of the ability means that you have to expend a spell slot of exactly the amount of KI you need to power the ninja trick, so you couldn't burn a 2nd or 3rd level spell for kamikaze as an example.

I really don't know if its a reasonable balance point to enforce such a strict reading.


As far as ninja tricks go..

Flurry of Stars can definitely be worth a first level spell in some instances. Trading a 1st level spell for 2 extra attacks could be a devastating full-attack routine.

My personal Favorite is Forgotten trick, while it would Cost 2 Ki points, the versatility it provides can do wonders, and it is more palatable to you than a Ninja.

Kamikazi is a great Damage buff for the cost of a 1st level spell, it affects any weapon you wield so you can quick draw thrown weapons for example and still retain the benefit.The self inflicting damage should be handled carefully though.


Someone mentioned that the Eldritch Scoundrel gets delayed class features. I Know the Rogue Talents and Sneak attack are delayed, is anything else and by how much?


Quote:
Ranged Spell Combat (Ex): Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat.
Quote:
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Since it Modifies Spell combat it would Probably look something like this if you alter the full text:

Quote:
Ranged Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must be wielding a Ranged Weapon. As a full-round action, he can make all of his attacks with his ranged weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

It seems by replacing the text with what the Eldritch Archer modifies, that Ranged Spellstrike still uses your off-hand and thus you cannot TWF with the ability by RAW, since spell combat and TWF both use your off-hand weapon.

But honestly, the image is cool so who cares? :P


Hrmmm.....a Half-Orc can grab two different skilled racial traits if you use both Advanced Race Guide and Inner Sea Races. So that's +2 skill points per level.

The Finding Haleen trait will give you an extra one.

And like some people suggest, you could be a bard and take racial heritage catfolk and grab their FCB.

You got to get as close as that 35 effective max skill ranks as possible.

Catfolk bard FCB gets you 10
Half orc with the trait gets you 3
Bard will get you 6


So I'm having a bit of a debate with someone on another forum about wether critting with a conductive weapon also causes a damaging SLA to also crit if it was channeled.

Iknow that the various threads on this are all over the place, so if someone can sum things up with any relevant evidence it would appreciate it greatly.


That's the thing, the wording of Kinetic Blast would overide the general rules on spells and Spell like abilities in regards to feats since it specifically says so.

Then you have Cut from the Air, which could theoretically work against Kinetic Blast since it is treated as a weapon in regards to feats.


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