I see a similar question was asked a couple of times about 7-8 months ago but I still don't see an answer to this. Am I missing it? Wireless Hack wrote: your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. Hack System wrote: Hacking a computer system typically takes one full action per tier of the computer system. You can cut this time in half (to a minimum of one full action) for every 5 by which you increase the DC of the Computers check. So it doesn't look like it can actually hack anything. The following are the only mentions I see about a standard action when using a computer and this would only apply after access has been obtained. Computers skill wrote:
Disable or Manipulate Module wrote: Activating or disabling a countermeasure or module generally takes a standard action. So it would seem that the "Hack" part of Wireless Hack is misleading since if it only has an effective standard action then it can only access functions of the computer and activate or disable countermeasures or modules. None of which can be performed until after the system has been hacked. So once the mechanic has hacked the system, then the AI can access/use the system as directed by the Mechanic. I suppose that could have situational uses, possibly allowing access to two computer functions in one round. I haven't yet encountered a situation in which this would be useful though my group has only just reached level 9 in our first campaign. So a more accurate name for this ability would be more like "Wireless Computer Use"?
Pax Rafkin wrote:
I can't find anywhere in the rules that says an improvised weapon has a range increment of 10'. It appears to be (RAW) that a character cannot throw anything (or at least hit anything if throwing) that does not have the "thrown" weapon special property. So the only things in the universe that can be thrown and have any effect in combat (without a house rule) are grenades, spears and starknives?
lodger wrote:
If you use a needler pistol with a dose of sedative, your attack does 1d4 (lethal) piercing plus 1d4 nonlethal for the sedative. It's not the dart that's doing nonlethal damage, it's the sedative. It's essentially a poison that takes effect after the dart's damage.
theheadkase wrote:
I don't see where it says what the range for throwing a weapon without the thrown property is though.
"A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed." I've always avoided this question by playing unarmored or light armor but what does this mean a barbarian's movement is when wearing medium armor? The tables only show us what a base speed of 30 or 20 is adjusted to and those two numbers aren't enough to know what the adjustment should be. Does a 40 go to a 35, 30? Why?
Pendagast wrote:
Oooh. I understand after reading. With a 1 level dip into swashbuckler and this feat, I would have access to both grit and panache abilities, gain points as a swashbuckler, and have a pool based on wisdom. That's a great idea.
Guns aren't available and although the inquisitor dip is interesting, I don't like sacrificing BAB if I can avoid it. However, I do like the Snake Style and am strongly considering the unarmed strike feat route. Perhaps a fighting style that uses unarmed strike feats with a cestus to debuff and then uses spiked armor and a tail attachment when just need to do damage.
Errant Mercenary wrote:
Monks don't get wisdom bonus to attack. They get it to armor and ki pool. Is there a monk feat that gives wisdom to attack? You have to have channel energy to get Guided Hand feat so the only ways I see to get that feat is a 1 level dip in cleric or 4 levels in a class like Paladin or Warpriest. This is intended to be a relatively low magic campaign but I will keep the Guided enchantment in mind and make sure my DM knows about it.
Splendor wrote:
What's a wayfinder?
Alleran wrote:
Any idea what feat it grants? Is it just any feat? Does the character have to have the prerequisites already? Is it continuous or limited uses?
Splendor wrote:
This is about working with the rules and not trying to invent values. PRD wrote: Charges per day Divide by (5 divided by charges per day) PRD wrote: If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. PRD wrote: No space limitation Multiply entire cost by 2 This says to me that if an item grants a continuous effect then you would divide the base value of the effect by .05. If it has no space limitation (ioun stone) then you multiply by two. So to figure out the base value of the effect that a Dark Blue Rhomboid gives, you would reverse the math and divide by two and multiply by .05. Since the only properties of this magic item are "Alertness Feat", "Continuous Effect" and "Slotless; (10,000/2)(5/100)=250gp. This means that a tier 1 feat with no prerequisites has a value of 250gp. It's the same situation with the other ioun stones that have been mentioned. The Gloves of Arrow Snaring have two properties; "Snatch Arrows Feat" and "Use 2/day". (4,000)(5/2)=10,000. This means that a third tier (two feat prereqs) feat has a value of 10,000gp. This means if you wanted gloves that grant continuous Snatch Arrows, it should actually cost 10,000/.05 = 200,000gp. Not assigning feats a price makes it impossible to be consistent with item creation in this area. The GM and players should be able to recreate the mechanics of any item the characters can purchase. I don't have the stats for Blessed Keepsake. Does the detect alignment ability work like Detect Evil? Does it have a limited number of uses or is it continuous? Does it take a slot?
I checked the FAQ and read some threads where this came up but nobody did any math. There are several items in the game that grant feats and I'm trying to figure out how the value of those magic items is determined so that I can create some of my own. The Gloves of Arrow Snaring grant a third tier feet usable twice per day. The item cost is 4,000gp. This gives the third tier feet a value of 10,000gp. (4000 * 2.5 = 10,000) The Dark Blue Rhomboid Ioun Stone grants continuous use of the Alertness feat. The item cost is 10,000gp. Figuring slotless and unlimited use, that gives this first tier feet a value of 250gp. (10,000/2) * (5/100) Opalescent White Pyramid Ioun Stone is the same, confirming the first tier feat value of 250gp. Is anyone aware of any magic items that grant second tier feats so we can figure out a cost progression? Also, if there are any items that contradict the numbers from these, that would be interesting.
Brom the Obnoxiously Awesome wrote:
I will buy the pdf on Friday and I will read through all of the archetypes. Then I will probably create a Slayer built around throwing weapons (probably daggers but maybe axes). I've been putting off a thrown weapon build while I wait for this book. The wait is agonizing because the Slayer looks like the class that I always wanted to play. The perfect combination of ranger and rogue. No spells and no favored enemy with sneak attack and a full BAB!
Reach weapons doubling the wielder's reach is not a hard rule. It says typically. The way I read it is that the reason they typically double the wielder's reach is because adding 5ft to reach doubles a 5ft reach. I don't think it's intended to be taken as "reach weapons double reach". Also, a large creature's reach is normally 10ft. so if you add 10ft. to that, it gets doubled. Changing the wielders natural reach does not change the size of the weapon. A large reach weapon would still add 10ft to the character's reach and provide a 5ft window in which that character cannot reach.
Barbarian, Fighter, Inquisitor, Magus, Ninja, Shaman, Slayer, Sorcerer Barbarian: I think it should be called Berserker but I think this type of character is necessary because sometimes it's just fun to hulk out and crush things. Fighter: It's a very flexible class and necessary for a lot of builds that don't involve magic. Inquisitor: Fills the role of a divine hybrid class. Magus: Fills the role of an arcane hybrid class. Ninja: Fills the role of a sneaky thief-type better than the rogue. Shaman: Fills the nature-oriented divine role without being locked into shape-changing like the Druid. I hate that Druids are so focused on shape-changing. Slayer: Fills the role of the skirmisher warrior without being so focused on specific types of enemies like the Ranger is. Ranger requires too much knowledge of what you're going to be fighting in a campaign. If your DM can't tell you then you can't plan for effectiveness. Sorcerer: Fills the full arcane caster role with lots of flavor built in. I like magic as innate more than magic as a science. It also forces the caster to be more focused than a Wizard.
A group of Kobolds. Everyone starts off as part of the same clan. Everyone has to start with a teamwork feat. No full spellcasters to encourage the use of swarm tactics and teamwork feats. A group who specializes in seige-breaking. They get hired whenever a seige has gone on too long to get inside and create a way in for the armies. They could also be used for assassinations.
wraithstrike wrote:
The problem with Halflings as they're statted is that they're weaker than the other races. I wish they another ability to bring them in line with the other races. This is what I would do:
If those were the only four classes available and they're just vanilla, cant change anything about them classes, I might consider it depending on the game. If it was supposed to be a quick pickup game then this is a fine format. However, if the classes were modular and easily customizable then I would totally be on board.
My builds frequently include dipping unless it's a spellcaster. Multiclassing sacrifices too much for a spellcaster. JoeJ wrote:
How does one create a half-goblin, half-gnome?
I'll take a stat as high or low as it can go. It just depends on the character concept and class. If I want to play a retard who bashes things then I'll dump Int and get Str as high as it will go. If I want to play a weak, scrawny, bookish wizard with no common sense then I'll dump Str as low as I can and probably not up Wis or Con while I take Int as high as it will go. Usually I don't dump stats because I normally like well-rounded characters.
IMO the best to go about this from the beginning would have been to create a cat that was the product of the Awaken druid spell. Then you'd have an intelligent cat that you could add class levels to. As far as fixing it now; if it bothers you do what the others here have suggested and see if the DM will allow you to get a girdle of opposite gender and a hat of disguise.
toxicpie wrote:
You could download a copy of D&D 3 Deities and Demigods. It has the Greek pantheon in it. Hera is N in that book. http://www.marph.org/D&D/D&D%203.5%20-%20Deities%20&%20Demigods .pdf
icy prison wrote: You trap the target in solid ice 1 inch thick per caster level. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level). Helpless: wrote:
Dexterity (Dex) wrote:
My interpretation is that being treated as having a dexterity of 0 is effectively the same as having a score of 0. The only difference in this case is that the character is allowed to make a str check to no longer be helpless.
Duncan7291 wrote: What kind of action would it be to move the stored item from your tail to your hand? Im trying to maximize my move economy. My interpretation is that it should be free (or part of the swift action of getting the item) to move an item from tail to hand as long as the hand is empty. There may be a rule clarification that I've not seen somewhere though.
Accelerated Drinker wrote:
Prehensile Tail wrote:
Technically, RAW, Accelerated Drinker says it must be in your hand. However, I think the intention is for an item held by a prehensile tail to qualify as being held by a hand. I think the intention is for these to work together. Yes, you should be able to retrieve the potion as a swift action and then drink the potion as a move action.
Imbicatus wrote: Or if you don't want to multiclass, the Irorian Paladin from Inner Sea Combat. This archetype looks nice as a concept but some of the new abilities appear less useful than the ones they replace. Sense Perfection essentially allows the character to detect if a creature is a Monk, Ninja, or Enlightened Paladin. It's so specific as to be pretty much worthless in most games. Aura of Excellence seems like an okay replacement for Aura of Courage since both are very situational but Aura of Perfection is also only useful in very niche situations when compared to Aura of Justice. I don't think I've ever played a game in which a reroll ability was used more than once against the party.
It's a really strong, retarded orc with autism. I think the people protesting just have no concept of how to step outside of their "normal" box. Role playing a 5 in a mental stat is going to be just as difficult as really role playing an 18 in a mental stat. Most of us are not geniuses or social savants and as such cannot actually think like one despite trying to play characters who are. The same applies to a 5. If you allow people to play characters with really high stats then there's no good reason to disallow or scoff at low stats.
Kirth Gersen wrote:
Hmm. Yeah it does lack a certain amount of utility and it would be cool to add onto a monster as is. However, I have a barbarian character who is a descendant and worshiper of Mephistopheles and when I saw this PrC, I thought "oh wow, a full BAB PrC focused on my demon lord!" Also, he's a dragon (DM did that) so he can't really throw anything or use a bow so I was thinking it was a cool way to get decent ranged attacks. I think I'll leave this one as-is and call it Minion of Mephistopheles (maybe it will get used on a monster) and make some changes to try to focus the Disciple more toward the fighter-types. I can start by replacing flare and unholy fires with bonus combat feats at 4 and 8.
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