Search Posts
Been reading the question but wanted to make sure I get it right. So I have a character who has an arcane bond weapon. At fifth level he can enchant the weapon as if he had the feat Craft Magic weapons and armor. Weapon in question is a short spear. He wants to start by making it returning. According to book rules that would be an 8 grand weapon. Now I look at magic weapons and armor and to craft it it has a lower price. So would the cost be 8 grand for me to craft said spear or 4 grand since I'm making it myself?
Stoneplate is listed as Heavy armor (+9)(+1)(-6). Now I take the modification Nimble which increases the dex mod by two and reduces armor check penalties by one. But the drawback is it reduces the ac by one. So now it would read as (+8)(+3)(-5). Now armor adept feat says it removes the drawback. The listed drawback is the reduced AC so I take the feat would the Nimble Stoneplate be (+9)(+3)(-5)?
So with Undersize Mount Feat you can ride a mount your size or larger. The question is this. Cavalier's and classes that get a mount that are specific what they can take can they now take a mount from the small list. Example a Cavalier has to take a Camel or Horse he then takes the Undersize Mount Feat could he then trade that horse or camel in for say a Boar or pony or wolf. In this case a Boar for a dwarf character
Charge has been discussed endlessly but want to make sure I got this right. Thinking of playing a somewhat cowardly but violent Goblin Cavalier. Now to start you need Ride by attack to get Spirited Charge. Now according to both you simply need to charge. Simple enough.
Probably in the wrong section but here goes. Potions at 250 gold or less take only two hours but you still can only make one a day. I thought I saw a feat or ability that allowed someone to make more. With a Cyphermage you can actually scribe two scrolls a day one of the perks for taking that Prestige class. I am wondering was there something for an Alchemist to do the same?
This may be in the wrong place for that I apologize. I have read here on several occassions of Assimer and or Tiefling mixed races. Usually of Halfling or Gnome combinations. If I remember correctly you look like your base race but have the stats and abilities of an Assimer or Tiefling. Am I correct? This idea of a Kobold Assimer or more appropriatly Tiefling. I like the kobold race. Kinda remind me of my chihuahuas minus the scales.
Due to a recent adventure my dwarf arcanist rogue no longer is considering Arcane Trickster. Instead Pathfinder Savant works better for him. Estoric magic is pretty clear. Planning on a few spells from cleric and druid. Maybe pick up LeadBlade for when he has to go melee.
The questions is this. I take an archtype where I give up the ability to disarm traps, but can it through a Trait. Would I still be able to take Rogue Talents that change, and or enhance the ability? Would I be able to take Trap spotter? Quick Disarm even though I give it up as a class ability? Now I have it through a Trait.
Playing a Lizardfolk in a campaign. He's running around with a scythe. He has a feat coming up and am wondering if I should get a tail attack. He'd attack with the scythe then swat people with his tail. The issue is he takes a painful -5 for the tail. The question could he take 2 weapon fighting to reduce that penalty? And would it make a difference if he made Kobold or Ratling tail weaponry for his tail and size? Would you as a GM allow this. In this particular case we have two ratlings and a kobold in our group.
Playing in new campaign next weekend. Going with a Merfolk Kineticist. GM has approved of class and race. Now according to the rules. Wild Talents can actually be taken at double the listed level it is listed at. Example Wings of Air is listed at 3rd level talent but you can't actually get it is 6th level. I got that although whoever wrote the class screwed up with the wording on that.
I have looked at the questions and by RAW the answer is no. What I'm interested in has there been an update in the last few years that changed that answer? I am building a GunChemist Alchemist. He is a Hobgoblin so he needs Disguise Self for social situations and an Extend Metamagic would be fantastic
So with Master Summoner you can the ability to summon more monsters and a feat to make them better. The cost is Eidolon is half strength and you lose Shield ally. However it says nothing about Greater Shield ally. Greater Shield ally says nothing about requiring Shield Ally.
So looked couldn't seem to find an answer. When a rogue loses the Trapfinding ability. Is there a non campaign Trait,Feat, or Rogue Talent that allows him to get that ability back?
As the title suggests I'm considering playing a multiclass of both. This isn't under Rules since I'm not asking if it's RAW. How would you play them. Both offer similiar and different options for the arm. Would you allow them to function on one arm itself or have both arms be artificial. Under Brawler the arm suggests it is more like a glove you slip on while under the Artificier it says an arm is grafted on suggesting it replaces the arm itself. Is this even worth really doing? Probably not. Caster classes are meant to be single class or Prestige Class where casting abilities continue.
So read threads can't seem to decide exactly if natural armor stacks. They say in some cases it does in others do not.
So in a campaign where I'm playing a Witchguard Ranger Archtype. Thinking of going actual Witch class. The archtype Wyrmwitch is perfect for my guy, he's a Lizardman. So the treasure hoard is the familier. Now normally a familiar stops leveling once you leave the class it's from. Now in the wyrmwitche's case the have treasure hoard that gets more and more expensive as they go up. It starts at 5oGold plus a hundred gold per level after second.
CalamityCaller is an archtype of the Warpriest. They have an ability called Calmities. It does a variety of damage with the ability to make a save. The Save id for half damage. The save being 10 +Half Lvl +Wisdom Modifier. Now no where in the description have I read Spell Resistence being addressed or if this a spell like ability or a Super natural ability. To do the lesser version is At Will The more dangerour Calamity is half lvl per day. To do this ability replaces Sacred Weapon Focus Weapon and all the bonus feats normally offered by the class.
Read the posts on Synthesist and couldn't find an answer. My goal is actually simple. My Eidolon is going to resemble a praying mantis but instead of using the claws provided he's going to use Saw Tooth Sabers. He's an Oracle with a spell call Bone Flense the spell is brutal but has strict requirement to use. One is using a Saw Tooth Saber. His stats without his Eidolon suck since they are Heroic NPC. As a multiclass Summoner put his best stats into Mental his Eidolon for his physical.
Here's the question. At second level Evangilist has an ability called aligned class. The description reads for all intents and purposes the class you pick continue to go up in level even though you use the Evangilist stat. So would that include favored class bonuses. In my case the Elvish ability to summon my Eidolon faster. By tenth it takes me only a round. Would I have to be tenth level Summoner or could I go Evangilist at a lower level and still get the favored class bonus?
Armor Focus the feat is you get a +1 bonus. It's for one type of armor and normally doesn't stack. In my case I have a Breastplate so it grants me a +7 to AC. Now I have a kilt which makes it heavy and provides another plus to my total AC.
Yeah I know asking way too many questions. I'm sure this is a wild one. So Card Caster Magus changes the spell strike feature to be only used with ranged weapons. Well a bombs is considered a weapon. So if I happened to be a dual classed Magus Alchemist could I use the spell strike with my bombs?
So yes stuck on Kineticist and Energize Weapon. So new idea Catfolk. They can get claws a natural attack then they can purchase claw blades turning them into a light slashing weapon. Now the blades slip over the hands much like brass knuckles. Now energize weapon you take a burn to activate unless you gather power. But you need hands free to do this.
So it was brought up once but not clear on the answer. So building a whip build planning to use energize weapon on it. So gather power says you have to have all your hands free. So Gather Power move action five foot step drawing whip attack with it. Ot could it be with Energize weapon in this one case you have a hand holding a weapon but still gather power? I'd rather not spend a feat on Quick Draw to make effective use of Energize Weapon with my whip
Playing an Alchemist fighter in a new campaign. Firebrand discovery you use a bomb and you give your weapon the flaming property. At tenth it get Flaming Burst. Duration one minute. So my question is you take a bomb discovery that changes the bombs damage type could you use the discovery to get the other damage type. For example you take Acid bomb you use the discovery to get instead of the flaming property get Corrosive. You take Frost Bomb do cold Damage. Haven't seen suggesting I couldn't do this.
So playing a cleric in a pirate style campaign. Planning on having undead friends. If I create a Wand of Animate Dead it at minimum level gives me 20 HD worth of undead under my command. Now as a cleric of 5th level I get 20 HD worth of undead. Would I with the wand have 40 HD worth under my control?
So nothing needing response to just a random brain fart. So I have four, yes four Chihuahuas. So was designing a gnoll character with an animal companion, Hyena of course. When I had the mental image of a character having a Chihuahua as an animal companion. Now at mid to high levels the companion is dangerous. But looking at a Chihuahua most monsters would laugh at the tiny little dog. Then to their shock and horror the tiny dog rips them to shreds. Even more disturbing seeing one of these little dogs trying to drag a carcass of a dragon it killed. To add injury to insult the name of the tiny dog is something seemingly innocent or cute. Tiffany, fluffy, princess etc etc.
So read the FAQ about weapon size damage. So I think I got the damage right for the size increase and Lead Blade. I have a Tiefling with oversized Limbs allowing him to take a large size weapon. In this case I spent a feat to wield a Butchering Axe. Normal weapon damage is 3d6. Going up one size category the damage goes to 3d8.
So the trait simply offers you the ability to pick a race trait not your own. Here's my question. Would you as a GM were presented a good backstory allow a character to pick up more. In this case an archtype and feat. Goblins for my group's current campaign are off the table. Which sucks since the Winged Maruader is a goblin only archtype. The first time I read it I've been wanting to do a medival version of The Red Baron, stacking Gun Chemist I can. Taking Goblin Gunslinger would make him more dangerous. Picture it dropping bombs from the air one moment then flying by two guns blazing the next. All the while his gear resembles the outfits World War One pilots wore.
Creating an Alchemist Monk combo for high level campaign. Will have standard amount for purchasing magic items. Bonuses of the same type do not stack. However magic items Belts of physical enhancement is typed and alchemical enhancement is another. So I have for this example a Belt of Physical Might +4 so it increases my strength of originally 14 to an 18. Now I use a mutagen. As a Rage chemist it increases my strength by six more points. So would my strength go to a total of 26 or not? I say yes because the belt and mutagen bonuses are two different types.
Have a feeling I'm doing this correctly but want to make sure. I have a animal companion with a total of 9 skill ranks. The way I read and have done it is it has 9 points to put in a variety of skills. In this case three skills of three ranks.
This may be in the wrong section but here goes. Thassilonian Specialist by Raw states all they really lose is access to two schools of magic. Nothing under their description of their school powers. The board seems undivided without an official answer on whether or not they can specialize into a subschool. Read one place where Pazio allowed this for a villain. Me by Raw and the theme of the archtype I say yes.
I am playing a Kensai Magus Monk Multiclass. I just reached fourth level magus granting me Perfect Strike. The ability states if I hit with my chosen Weapon in this case a 9 Ring Broadsword I spend an arcane point and do maximum damage. Pretty straight forward.
|