Spooky

Deadkitten's page

320 posts. No reviews. No lists. No wishlists.



1 to 50 of 72 << first < prev | 1 | 2 | next > last >>

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


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.


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.


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.


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.


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?


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.


So I am making a gourmet chef/ monster hunter character in an upcoming game. I decided on human and I was thinking on having him be of mixed Shoanti and Taldan ethnicity in his back story.

So my question is how would both of these cultures interact on someone whose parents were from each of them?

How would they combine to influence their values?


Quote:


Harrying Partners (Combat, Teamwork)
Source Melee Tactics Toolbox pg. 10 (Amazon)
Your movements perfectly synchronize with your ally’s to greater effect.
Prerequisites: Any teamwork feat, base attack bonus +6.
Benefit: When you successfully use the aid another action to improve the Armor Class or attack roll of an ally who also has this feat, the benefit from aid another lasts until the beginning of your next turn.
Normal: The bonus granted by aid another either grants your ally a +2 bonus on her next attack roll against an opponent or grants your ally a +2 bonus to AC against that opponent’s next attack made before the beginning of your next turn.
Quote:

Aid Another
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

Am I crazy or does this feat not do anything as written?


Quote:

Attacking on a Charge

After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.

Quote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll

So since a bull rush is an attack roll, do you get both the bonus on attacks from charging AND the bonus to perform an bull rush at the end of a charge for a total of +4 to the attempt?


So I have had a character idea for awhile now in which the character failed a save against flesh to stone and was trapped as a statue for centuries or so.

The intention is for the other PCs to reverse the condition and recruit my character.

So my question is:

What do you guys think would be cool time periods from the history of Golarion to originally be from?


2 people marked this as a favorite.

So what Stamina feats are actually useful or helpful?
What are straight upgrades to their regular versions?
Which ones are actually really amazing?
Which ones are just plain sad?

Now lets start this discussion with....

Quote:
Kirin Strike (Combat): As long as you have at least 1 stamina point in your stamina pool, when you hit a creature you have identified with Kirin Style, you add your Intelligence modifier to melee and ranged attack damage rolls against that creature for the next 24 hours. You still can take a swift action to add twice your Intelligence modifier to damage rolls, but that damage doesn't stack with the damage from this combat trick.

Kirin Strike is actually usable with stamina!!


So I created this thread cause I noticed a lack in discussion of the Unchained Barbarian and their upgraded rage powers.

So without further adeu, let the discussions begin!!

1) are there any new options for Rage Powers?

2) do any old ones receive significant boosts?

3) are any reduced in effectiveness?

4) are any particularly useful for Skalds?

5) apart from rage and rage powers, does anything else change for the unchained barbarian?

6) are there any new "must have" rage powers?


Please Cancel this order, at this point the street date will hit around the time it would arrive in the mail for me, and I would rather just not charge my card for it.

It still says pending so I can still cancel right?


Quote:
Damage Reduction (Ex): At 9th level, a skald gains damage reduction. Subtract 1 from the damage the skald takes each time he is dealt damage from a weapon or a natural attack. At 14th and 19th levels, this damage reduction increases by 1. Damage reduction can reduce damage to 0, but not below 0. Additionally, the skald grants this DR to all allies affected by his inspired rage.
Quote:
Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.
Quote:
Rage Powers (Ex): At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).

So since this rage power modifies the Skald's DR, it should change the ammount that is granted when he uses raging song on his allies and since it is also a rage power, the skalds allies would also receive it from the song, thus allowing them to double dip the rage power?

Would this even apply to the rules of Same source bonus stacking, since the DR is not a bonus but an untyped increase?


Question is in the title.
My DM is doing a "Commander Sheppard" campaign, in which each member is recruited one at a time. The last character was recruited in the Shackles and it wasn't until after the session that he realized how far it was from Galt.

(I'm trying to help the players figure out the best route to get to my character without encountering any trouble.)


So I am using a character in an upcoming game that is built to work off of bull rushing enemies.

(I'm using a class from Dreamscarred Press that lets me get a full attack off after a successful Bullrush)

So here are a couple of questions:

What are the average CMB's and CMD's of monsters of various CR's?

I would like to know how high I need to pump my CMB for Bullrush.


Quote:

Weaponwand

School transmutation; Level bard 1, cleric 1, inquisitor 1, magus 1

CASTING
Casting Time 1 round
Components V, S, F (a magic wand)

EFFECT
Range touch
Target one weapon
Duration 1 minute/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION
When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.

At the end of the spell’s duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or destroyed during the duration of weaponwand, the encased wand is similarly broken or destroyed.

So this can probably be interpreted in a few weird ways:

Does it turn a ranged touch spell into a melee attack, and does it turn a melee touch spell into a ranged attack?

Since you apparently strike with the wand as if it were the melee weapon that it is wielded in, does that mean a melee touch or ranged touch spell is no longer touch and you can use power attack or deadly aim?

There is probably more that I cannot think about at the moment.


So a Player is making an Oracle based off of bleed damage in one of my games and they asked me if they could have this ability from the Feeder in the Depths found in the Monster Codex:

Blood Feast (Su) When a creature within 30 feet of a feeder in
the depths takes bleed damage (including ongoing damage),
the feeder heals an equal a mount of damage.

I was thinking of having it replace one of the revelations that they selected from their mystery.

So basically, what is the level that it is reasonable to give them this ability?


43 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

So this question has been around a few places, and from what I have found no thread has been discussed in enough detail to create a proper interpretation of how this works.

I asked Mark Siefter and he did say this was in FAQ territory.

Does the Extra Rage Power feat count as a separate source to determine what Rage Powers a Skald can grant to their allies through their Inspire Rage class feature?

From the Skald's Rage Powers class feature:
If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.

And here is the Extra rage Power feat
You have unlocked a new ability to use while raging.

Prerequisite: Rage power class feature.

Benefit: You gain one additional rage power. You must meet all of the prerequisites for this rage power.

Special: You can gain Extra Rage Power multiple times.


Does the Damage reduction that a Skald grants to his allies during raging song benefit from stalwart feat if the skald uses it?

Damage Reduction (Ex): At 9th level, a skald gains damage reduction. Subtract 1 from the damage the skald takes each time he is dealt damage from a weapon or a natural attack. At 14th and 19th levels, this damage reduction increases by 1. Damage reduction can reduce damage to 0, but not below 0. Additionally, the skald grants this DR to all allies affected by his inspired rage.

Stalwart
You adopt a defensive stance that allows you to absorb and redirect hits.

Prerequisite: Diehard, Endurance, base attack bonus +4.

Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.


So this is theoretically a simple question:

Do the bonuses from rage powers that a skald grants through their raging count as bonuses from a bardic performance for the purposes of the Master performer feat?
Here is the relevant bits:

A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances.

Rage Powers (Ex): At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32–34 of the Core Rulebook) that affects the skald and any allies under the influence of his inspired rage.

When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level.

Master Performer (Faction)
Source Faction Guide pg. 57 (Amazon)
When using your bardic performance abilities, you grant your allies greater bonuses.

Prerequisites: Bardic performance class feature, Extra Performance, Kitharodian Academy 15 TPA.

Benefit: When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.

It seems to me, that since a rage power is added to the song, if it provides a bonus, such as the superstition rage power, it would increase it as well.


Enhance Weapons (Su): At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose.

Is the number of weapons affected per ally or the total affected by enhance weapons?

The ability does not seem to scale well if by level 20 all you are doing is giving your allies weapons a +2 bonus, which they should already have.

I don't really see how it is a fair trade for inspired rage.


So I just had a question occur to me and I am confused as to how it would work.

Say you have an alchemist 6 with fast bombs multiclassed into a magus with the card caster archetype to get ranged spell strike.

Does the spell get delivered through the bomb to individuals who take splash damage?


I hear a lot about how some classes just do things better than what some classes who are designed for that purpose can do.etc...etc...

I am basically asking you guys:

Do you think the Bard has grown as a class compared to others in the pathfinder lineup, or do you think it has fallen behind?


So how does a Cavalier with the Daring Champion archetype with tw0 levels of Juggler Bard compare to a Charging Cavalier damage wise?
From my interpretation this ability would allow a daring champion to TWF while using both Challenge and the Precise Strike Deed.

Combat Juggling (Ex)

At 2nd level, a juggler can hold and wield (in other words, “juggle”) up to three items or weapons in his hands. The juggler must be able to hold and wield an object in one hand in order to juggle it.

This ability doesn't grant the juggler additional attacks, though it does allow him to use different weapons as part of a full attack. As long as he is juggling fewer than three objects, the juggler is considered to have a free hand (for the purposes of drawing a weapon, using somatic components, using Deflect Arrows, and so on). At 6th level and every 4 levels thereafter, the maximum number of objects the juggler can juggle increases by one, to a maximum of seven objects at 18th level.

If the juggler is affected by any action or condition that would require a concentration check while he is juggling, he must attempt a Sleight of Hand check to continue juggling and avoid losing concentration. The check's DC is the same as a concentration check, treating the spell level as twice the number of objects being juggled.

If the juggler fails his Sleight of Hand check, he drops all juggled objects but one, determined randomly.

This ability replaces versatile performance.


So what do you guys think about giving the Swashbuckler pounce instead of improved critical with light or one handed piercing melee weapons as part of the swashbuckler weapon training class feature at level 5?


So as far as I have gotten with it is that an Invulnerable Rager Barbarian with the Dragon Totem Rage Powers,and the rage power that increases Dr by one taken 3 times, and the feats combat expertise,endurance,diehard,stalwart, and improved stalwart can get DR29\- by level 20.

This amount honestly irks me.
Is there any way to increase this further, preferably to a nice,even number to alleviate my OCD?

Thanks in advance for anyone who feels like posting.


I posted this problem in the Mummy's Mask forum but barely got any response.

So I have a friend who is wanting to do Mummy's Mask.
I have been wanting to play a character concept for awhile, a clone master alchemist, and suggested it as my character for the AP.
Unfortunately, he stated that he would rather me not play the character because he felt it could cause too much trouble.

1: Can the Clone Master Alchemist ruin the Mummy's Mask AP?
2: Is there even enough downtime to make use of their abilities?


So I have an idea for an Clone Master/ Internal Alchemist from Ustalav who is searching for immortality in Osirion for Mummy's Mask.

However, my DM is worried that it would cause problems for the Adventure Path.

Is this true?


Whirlwind Dance (Ex) At 7th level, a whirling dervish can sweep through her opponents' lines like a cyclone. As a full-round action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she's entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal. This deed replaces superior feint and targeted strike.

So this is from the new Advanced Class Origins, its an ability from a Swashbuckler Archetype.

The main question I have is, is there any rule in pathfinder that says that you have to take the attacks with whirlwind dance with the weapons that grant you attacks on a full-attack?

Seems to me you could pick up a few natural attacks and when you use Whirlwind Dance, replace them in the attack routine with a Manufactured weapon?


Simple enough question, hopefully we can get some great ideas for this thread.

I saw one where someone had the idea of having a goat animal companion, worshiping lamashtu, and sacrificing it every day for unholy power.

Playing it Like the animal companinon was a Digimon would also work I think.


Unfolding Wind Rush (Combat, Style)

Thrown weapons fly from your hands as if blown by a gale, and you leave behind a wake of wind as you move.

Prerequisite(s): Dex 13, Wis 13, Mobility, Perfect Style, Quick Draw, Unfolding Wind Strike, base attack bonus +13 or monk level 13th.

Benefit(s): When using Perfect Style and wielding thrown weapons, you can combine a full attack action with a single move action. You must forgo the attack at your highest bonus but may take the remaining attacks as normal at any point during your movement. You can spend 1 ki point as a swift action to create a path of wind along your path of movement that functions as wind wall for 1 round; this effect does not affect your ranged attacks.

1: Is it a full attack action, thus making it a full round action?
2: Is it a move action, that lets you make a full attack?
3: Does it just grant an extra move action that lets you use the feat?

Honestly, I thought I had a grasp on how this feat worked, but then something made me realize that this feat is ambiguous as to its wording.
Any imput would help.


Slow Time (Su): At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.

Unfolding Wind Rush (Combat, Style)
Source Inner Sea Combat pg. 13
Thrown weapons fly from your hands as if blown by a gale, and you leave behind a wake of wind as you move.

Prerequisites: Dex 13, Wis 13, Mobility, Perfect Style, Quick Draw, Unfolding Wind Strike, base attack bonus +13 or monk level 13th.

Benefit: When using Perfect Style and wielding thrown weapons, you can combine a full attack action with a single move action. You must forgo the attack at your highest bonus but may take the remaining attacks as normal at any point during your movement. You can spend 1 ki point as a swift action to create a path of wind along your path of movement that functions as wind wall for 1 round; this effect does not affect your ranged attacks.

So Can a Monk of the four winds use Unfolding Wind rush 4 times in a round?


1 person marked this as FAQ candidate.

How does the human favored class bonus interact with the Sacred Fist archetype?

1: Can you even take the Favored Class Bonus as a sacred fist Warpriest?

2: Is the Favored Class bonus just a bonus combat feat ( in which you have to meet all prerequisites), or does it function as the Warpriest class feature?

3: If a Sacred Fist can take this favored Class bonus, does the Warpriest get a combat feat as the original class, or would it be a bonus style feat?


Title pretty much describes itself. I'm curious as to peoples evaluations of the archetype.
Here is a link to the class for anyone unfamiliar: Harrow Warden
Thanks for any imput one deems worthy!


Unfolding Wind Rush (Combat, Style)
Source Inner Sea Combat pg. 13
Thrown weapons fly from your hands as if blown by a gale, and you leave behind a wake of wind as you move.

Prerequisites: Dex 13, Wis 13, Mobility, Perfect Style, Quick Draw, Unfolding Wind Strike, base attack bonus +13 or monk level 13th.

Benefit: When using Perfect Style and wielding thrown weapons, you can combine a full attack action with a single move action. You must forgo the attack at your highest bonus but may take the remaining attacks as normal at any point during your movement. You can spend 1 ki point as a swift action to create a path of wind along your path of movement that functions as wind wall for 1 round; this effect does not affect your ranged attacks.

So am I right in reading that Unfolding Wind Rush works off of any move action, such as a Brawler's Martial Flexibility?


4 people marked this as FAQ candidate.

Studied Target (Ex)

At 1st level, a sanctified slayer gains the slayer's studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

This ability replaces judgment 1/day.

Studied Target (Ex)

Spoiler:
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

So I am looking for a consensus on weather Studied Target gained by the Sanctified Slayer Archetype would grant it's studied target bonus to Inquisitor class abilities such as domain granted powers, inquisitions, detect alignment, discern lies, and the Inquisitor's spell-casting ability.

I believe yes because you use your Inquisitor level as your effective slayer level for studied target. However, the argument has been brought up to me that the Santified Slayer does not have Slayer class abilities and thus the bonus would not apply, and that the Santified Slayers use of Studied target is only for boosted damage and skill bonuses.

I counter this line of thinking by saying that if you go with such a reading of the way Sanctified Slayer get Studied target, then you wouldn't be able to use it at all. This is mainly because the ability specifies a slayer using it and if you do not replace all instances of slayer with Inquisitor in studied target then the ability would be unusable since it only uses your Inquisitor level to determine the level based effects of studied target without being given the ability to actually use the class feature.

I'm just looking for good clarification on how this ability works on an inquisitor.


So I have been working on a character concept for awhile that when it comes right down to it so basically an Assassin/Prince.

The ides is that while he was young the character's father, the king, decided that his son should be educated in the field of espionage/assassination , with the logic that while he will be king one day and will lead his nation and armies, it is a good idea to have him learn the skills of some of the more likely threats a king would face, such as assassination and espionage.

The backstory would involve his father getting murdered in a coup and the character having to flee for his life. His goal would be to regain his crown by essentially any means necessary, he would not be a particularly nice person.

Apart from the obvious classes such as Rouge to fit the concept I was toying with the idea of maybe making him an Inquisitor who worships the idea or concept of the Divine Right of Kings. He would possibly seek out usurpers and other rulers or leaders who did not have the right to rule in his eyes.

My main question is, to everyone who even bothers reading this thread, if the idea of this character getting his divine powers from the concept of the divine right to rule too much of a stretch for a character concept, particularly in regards to the Inquisitor Class.
I'm not really interested in its optimization, rather help with maybe making the concept make sense.


So the Sanctified slayer archetype from ACG gets this ability from slayer using their inquisitor level in place of slayer level.

Studied Target (Ex)

A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

So am I seeing this right or would the studied target bonus apply to the Sanctified slayer arcetype's spellcasting?
It should also apply to the domain or inquisition granted powers as well as detect alignment and discern lies.


1 person marked this as FAQ candidate.

The balance of law is paramount to you, and you ensure that transgressions are punished appropriately.

Associated Domain: Law.

Replacement Power: The following granted power replaces the touch of law ability of the Law domain.

Chastisement (Su)

As a standard action, you can cast a strengthened spell against a creature that damaged you since your last turn. This spell must target the creature that damaged you, and is cast at +1 caster level. Area of effect spells cannot be used in conjunction with this ability, but other spells that target multiple creatures may be. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—castigate, 4th—rebuke, 5th—mark of justice.

So the way I am reading this is that it allows you to cast a spell as a standard action no matter what the casting time of it was previously.
Am I missing something here or is this interpretation correct?
The fact that you have to target the creature that damaged you is limiting but it does seem lovely nonetheless.
Fun with Geas I guess. ;)


So If a Human takes the Racial Heritage feat and chooses the Kasatha race, then takes a level of the Ranger Archetype (Bow Nomad), how would you try and rationalize how they are dual wielding bows?

Here is the relevant text from the archetype:

Twin Bows (Ex): At first level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.

I believe this archetype used with a human makes an exception to the handedness needed to wield a bow. I'm just looking for a decent description for how it Looks.


So the Primalist Hunter Archetype gains an evolution pool that he can grant evolution's to his animal companion with.

I war reading up on it and I noticed that it got a little bit wonky when you combine it with an animal companion.

1: An animal companion does not "technically" have a base form, so I guess that your animal companion cannot take any evolution that requires a certain base form. (this gets weird when you use something such as an Eagle)

2: Then there are certain evolution's that require a previous evolution that grant a limb like the sting evolution that requires you to have the tail evolution to select it. I guess by RAW, you have to still select the evolution that grants the limb before you can gain the upgrade such as sting even though the animal companion already has such a limb.

This could probably be put into the rules forum but, I have no idea how to properly address the issues with this archetype.

I'm hoping we can get some constructive imput on how to handle this archetype.


So what do you think about the Mongrel Mage Archetype for sorcerer from the Advanced Class guide?

Its altering of Bloodline spells seems well worth the loss of three bloodline feats in exchange for more versatility.

the real drawback is having to spend resources to use your bloodline arcana and bloodline powers but to me it is well worth the trade. opinions?

1 to 50 of 72 << first < prev | 1 | 2 | next > last >>