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As I understand it, yes to all three. A confirmation is "another attack roll with all the same modifiers as the attack roll you just made". Anything that could boost an attack roll should be able to boost a confirmation roll.


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Holding the Charge:
If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge. (emphasis mine)

Spellstrike allows you to cast and attack. Holding the Charge would require two rounds to pull off and would generally be a waste of good actions excepting a missed touch attempt on the first turn.


Yes, if you attack with an unarmed or natural attack while holding the charge the spell will also affect the target of your attack.

This part I'm not so sure about but I'm pretty sure, if the attack crits then the spell will crit as well. However you can argue that since you're not actually attacking with the spell you don't crit with it and that would be more a more direct reading of the rules.


Only way I'm aware of is to beg your GM. Granting actual natural weapons might be a long-shot but you could probably negotiate a purely cosmetic set. Might even research a spell that gives you the appearance of having claws.


excepting where modified in the Shadowdancer's ability it behaves exactly as a shadow.

It will be healed by negative energy (inflict wounds, harm, channel negative energy, etc.) and will have the same attacks (though better to-hit assuming your BAB is >2).


Sounds reasonable to me.


I'd say neither. They cover prerequisites for "able to cast" but not spontaneous nor prepared.


If you already have a bite attack and a BAB of 4 or greater then you qualify for the feat and can take it.

Not sure if that's society kosher but it's RAW.

edit: but it does not count as a combat feat so you can't take it as a fighter bonus feat.


It's not about whether they provoke one or not.

I'd agree with you CoBAWolf. An attack of opportunity is a melee attack and if he can't reach he can't reach.

Crane Riposte specifically does specifically say it occurs after the attack is deflected. I could see the argument that, if the attacking creature is using a natural weapon that you're attacking whatever body part is coming after you but I don't think that holds weight.

It's your choice and your particular GM style and group's play style matter.

RAW - he gets a single melee attack. If he can't reach with his melee he can't reach.


Every group I've been in has ignored the handle animal portion of an animal companion.

That said, as long as the companion knows a given trick it is always a free action for the druid to handle animal on his/her animal companion.

This rule is under the 'link' ability animal companions get when the druid is first level.

If the animal companion does not know a given trick (and must be 'pushed') it requires a move action.


Actively searching for traps is, I believe, still only a move action and should not interrupt concentration.

As long as your character can take a standard action each round he can maintain concentration.


My experience with Skulls and Shackles was that a well-made and equipped zen-archer monk with his bard cohort could pretty much steam-roll the majority of the adventure path.

Sometimes if felt like everyone else in the party was there to catch him should he roll an unfortunate 1. At least mechanics wise.


Yes. Using the perception check granted by trap spotter is a non-action and will not interrupt concentration, which is a standard action.

He'll even have a move action available while concentrating.


Mind you, there are other threads arguing against them being able to be combined so, ask your GM.


Link to a thread where it is argued that you can have both archetypes. The prevailing argument is that Crossblooded modifies the bloodline class feature (and includes details on what that means) whereas Wildblooded modifies arcana and powers.


a. Looks like yes.

b. All those things would be class features so yes.

c. You mean does the +2 charisma change to a +2 int? no, it does not. (unless you find a really nice GM)


Looks like it got left off the list. I'm guessing it's an oversight.


They will take non-proficiency penalties if they are not proficient.


Not sure... it says it does it as the spell so I'd say yes. The hard part is that no caster level is given.

Looks like only sure case is Stone to Flesh or coat your doggy in basilisk blood.


I thought magic items already counted as being of masterwork quality.

As far as making them from special materials there are no rules for doing so. RAW it can't be done but if you find a GM that lets you, all the power to you. Not exactly exciting or game-changing stuff there.

link

PRD wrote:

Special Materials:

Weapons and armor can be crafted using materials that possess innate special properties.


I concur that each source of distraction forces a separate concentration check.

Blistering Invective will cause you to take a -2 on the check(if you failed the save) from being shaken and require a check for injury (ongoing damage) while casting.

Doesn't matter what happens between castings, only what happens during casting.

The "distracted by spell" would come into play more if you got a face-full of glitterdust. A spell that causes damage counts as "injury while casting".


Doesn't really say so check with your GM.

I'd say everything op asked would be fine excepting the live being who would be expelled from the container.

My understanding of "object" is that the definition is pretty loose. Could target the whole thing (entire house) or just defined component (a brick).


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Hmm. Good question.

If example 2 is valid you could get a Mystic Theurge with much less penalty to your casting eventually having the spells of two classes at only caster level -1 for each.


There are rules for adding spells to your spells known in the Ultimate Campaign downtime rules if your GM is using them.


Something along the top that would let you attach a sheet of paper but wouldn't prevent folding flat.

Or something like paper/sheet protectors that you could wet-erase on but have notes inside.


Hmm... I thought "other feats" excluded metamagic feats.


Looks fine... but...

PRD wrote:
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.

If I were GM, that might be a bit too much free action cheese.


Spells would not be of lower level and you would not be able to cast them until you were able to cast spells of the appropriate level.

So yes, doesn't really help with those curses that add spells known.


everything else looks pretty circumstantial.


Only available bat (so far as I can tell) is the dire bat and you'd be able to transform into that at level 6 anyway. Not sure the wild-shaping bonus gets you anything except the blindsense. Also, since the bat isn't strong on combat you'll be gimped on that use of wild-shape as well.


Not sure what you mean on the first question. First creature within 60 feet has to make a will save or lose it's memories.

Anything that would remove a confusion spell's affects would work, which would be anything that removes the spell directly or removes the "confused" condition.


Yes, if you miss with explosive missile, you still used up a bomb on the arrow and it does count as a bomb use.

So far as I can, both would work at the same time.

Overall, neither seems that impressive to me.

I suspect that you'll run into a GM that will tell you that conductive doesn't work with bombs because of the whole "volatile chemical mixing" stuff even though RAW says it's okay.


MagiMaster wrote:
It's odd they have that "must be 3xCL to make weapons" in the general rules, but not in the crafting requirements line of any specific weapons.

Why be redundant? Annoying that it requires more time to calculate.


It almost reads like you'd make a separate attack roll for the spell if the spell requires an attack roll.

Not sure and that seems clunky and unintended but since it's an actual casting of the spell (as a free action, but still a casting).

I'm not sure what RAW is but I'd guess the spell will crit only on a nat 20, but not require an extra attack roll.


Well, I can't find a strict definition of "spellcasting class".

My understanding would be that Mystic Theurge isn't actually a spellcasting class and therefore cannot be chosen for the "+1 to spells/day" abilities. Same is true of all other prestige classes that don't have a spell-list.


I don't think it's a big deal, especially since you can only take Greater Casting once.


Not sure how determined you/she is to take Savage Skald. Sound Striker might be easier even though it doesn't have as specific a viking tie-in. I've always thought word strike and weird words would be awesome played as given the enemy a talk'n so sever it hurts.


Looks right to me.


ub3r_n3rd wrote:
DeltaOneG wrote:
Aid another requires being in combat.

False, aid another does NOT require being in combat. I've copied the RAW for you below.

** spoiler omitted **

Sorry, meant to say "in melee" with specific reference to using aid another while in combat.

ub3r_n3rd wrote:
DeltaOneG wrote:
In general, bards shine best in combat by making their party more deadly rather than joining the fray.

Also false, bards have some of the best abilities out of combat in the game. Just look at how many skills points they get (6 + Int Modifier). They can even take 10's on knowledge rolls by level 5.

** spoiler omitted **

Better wording would probably been "in combat bards shine best by making..." but my comments were directed at the OPs question "what will they do in combat".

As to the OP: I'm interested what you mean by "isn't that interested in the combat side of things". Does that mean they don't really want to participate in combat or they just don't want to deal with all the mechanics. If the latter then I'd say things like performance or buff spells where they don't have to roll or anything are best. If the former then I have no advice except to bring a quick wit and some jokes to make the night more pleasant for everyone there. Also, if they don't want to get into the nit and gritty of combat remember that worse than not helping in combat is taking a long time to not help or making combat more difficult for everyone else (i.e. cloud kill around the BBEG immune to poison).

ub3r_n3rd wrote:
In summation, bards are great for boosting their party members in combat, great at skill checks and knowledge checks out of combat, and great at being the face of the party.
Agreed.
ub3r_n3rd wrote:
Bards are probably one of the best classes in the game for someone who doesn't like to be in combat, but prefers the RP...

I don't believe class will affect the outcome of this preference.


Razh wrote:

James Jacobs on this matter: Link

As he says, if you have 3d6 SA and the feats sap adept/sap master/knockout artist, you would get a total of 6d6+18.

Sweet. Not sure if that satisfies hardcore RAW rules for everyone but sounds good to me.


Spell level would be the level of the spell who's affect you're enchanting into an object.

Belt of dex +2/4/6 would use the rules for ability enhancement.

Let's say you're making a stone of cure light wounds. This would be use activated with no charges.

Spell level would be 1 (cure light wounds is a first level spell)
Caster level is your choice with a min of 1 (1st level is the lowest level a caster would be able to cast CLW)

Grand total of 1 x 1 x 2000. You have a rock that is basically and unlimited CLW wand that anyone can use.

Same with cure moderate wounds would be
Spell level 2
Caster level (if you choose minimum) is 3
Grand total: 2 x 3 x 2000 = 12000gp.

As far as the Ioun stones that would count as a prerequisite that, if you don't meet it, adds a +5 to the spellcraft check to make.

PRD wrote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.


May not make sense to you but yes, it loses it's former natural armor.

I'd argue that gentle repose will not work on a zombie but that's not the point.

Remember that zombies are no longer held together by flesh and bone but by force of will and negative energies. Having a hard shell apparently doesn't protect the latter as well as it did the former.

This would also qualify as a "make everything easier and more balanced" rule that is less about making sense and more about maintaining sanity in the rules.

At the end of the day, logic aside, the rules are specific that the base creatures natural armor does not affect the zombie's natural armor.


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If you're referring to this:

Surprise Spells wrote:
At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.

then you're missing some of the point.

Rays can be used for regular sneak attack.

Surprise Spells apply not only to rays but any damaging spell such as fireball, lightning bolt, magic missile, disintegrate and a whole host of other iconic spells.


Claxon wrote:
DeltaOneG wrote:

Moral of the story:

RAW doesn't say anything. Therefore, completely up the the GM.

I just really dislike this statement so much to indicate that something is allowable. As mentioned, RAW doesn't say anything about dead people not being allowed to take any actions, but most people would think you were crazy if you asserted that they could. Just because something isn't stated outright isn't grounds to assume that it should be possible.

The game doesn't say a lot of things, and it shouldn't have to just because somebody on the internet comes up with some crazy idea that isn't explicitly forbidden.

In a country where murder isn't illegal would most people still consider it morally wrong?

If the GM wants to allow it and you're not playing RAW then it is allowed.

I didn't say it's grounds for being allowed, I said it's up to GM discretion. Totally different. If you can convince your GM that the dead should act then all the power to you.

Mind you, if you're in a group playing RAW and the GM allowed it, as you didn't include when quoting me, I would call that BS.


Monstrous Physique:
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume has the aquatic subtype, you gain the aquatic and amphibious subtypes.

Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.


You get the listed abilities if you chose a form with that ability.

If you pick a small creature you get +2 dex and +1 NA
If you pick a medium creature you get +2 str and +2 NA

If you're size changes you get the applicable size modifications (ac, to hit, damage dice from weapons)

Nothing changes your HP.


Moral of the story:

RAW doesn't say anything. Therefore, completely up the the GM.

If you are the GM, I'd advise coming up with rules with the player that you'll both live with, find a way to work it to your advantage and take that advantage.

If you're just playing RAW, it provides no benefit and is an expensive way to get a weapon that's easy to lose.


I agree with Ilja.

RAW, sap master increases damage dealt but not anything that refers to number of sneak attack dice.


I read sneak attack as saying

prd wrote:
Sneak Attack: ... The rogue's attack deals extra damage ...

(emphasis mine)

Also from the description of weapons:

Quote:
Weapons are classified according to the type of damage they deal.

If you deal damage using a weapon, that damage is the type that weapon inflicts. (The fire damage from a flaming magic weapon doesn't do damage with the weapon but with the fire surrounding the weapon.)

Since sneak attack is "extra damage" it is caused by the weapon being used and bypasses DR according to the weapon used. There is nothing special about precision damage overcoming or ignoring DR.

It isn't that the precision damage is of the same type as the original damage. It's that it is dealt with a weapon that causes that type of damage. If you want to break it up into two portions then you're only making DR more effective, but that wouldn't fit the "extra damage" and is therefore not RAW.

@Daniel Turner Zen Archer
Your quote doesn't say that precision and weapon damage types are exclusive. Just because it's precision damage doesn't mean it can't also be slashing, piercing or bludgeoning.


Overrun just allows you to move through an enemies square. Normally this is not possible.

If they try to resist and fail they're knocked prone. If they succeed you can't move through their square.

All other rules for movement apply (doesn't have to be straight on account of overrun, can't move more than your move allows, can't end your movement in another creatures square, etc.)

Remember that overrun is made as part of a normal move or charge action. Except for the overrun part, the move or charge behave as normal.


What Avianfoo said. Looks like he's spot on.

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