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Does the double / triple damage apply to 1) sneak attacks and/or to 2) the extra damage from a vicious weapon? Vicious Weapon says, "When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder." ![]()
So, I know that you have to do a knowledge check to know the abilities of various creatures. However, can you identify a creature's type without any roll at all? Does the game assume that you know what a vampire (for instance) is, but you may not know the strengths and weaknesses of a vampire? Or is it a roll of a 10 to ID a creature. Closest thing a found to answer my question was Identify a common plant or animal; Nature 10. So would this be the same for all creatures, however, you just change the type of Knowledge Skill you use? ![]()
Daybreak Arrow wrote: Quote:
I think I am in love with this spell. Question, however, is whether a flaming, acid, cold arrow would have 1/2 of its elemental damage turned into radiant energy? What about nonlethal damage? ![]()
Warsighted and Dual Cursed. Links provided and question in the title ![]()
Looking to combine the Cloistered Cleric with Evangelist Prestige Class. The Cleric get 1/2 Cleric level to knowledge skills that have no ranks. Evangelist gets Multitude of Talents 5th level (or 10th Character Level) for a +4 sacred bonus to knowledge skills untrained. Human, Fast Learner, Improvisation, and Improved Improvistion seem to be the way to go. Any advice on ways to leverage the Cleric intellect concept in other ways. Maybe in combat, spells, whatever. I have a base idea, just don't know where to go from there or if I am missing something spectacular. ![]()
I am building an archer that harm channels (daze) as a move action, cast divine favor (standard action) and boost his AC +4 (swift) the first round. Afterwards he focuses his attention on attacking dazed/intimidated foe. Looking for suggestion on improving the build (equipment, feats, etc...) Race: Human Alignment: Neutral
Stats (20pt): Str (12), Dex (14), Con (10), Int (7), Wis (17), Cha (16) – Add level stats to Wis at all levels. Monk Favor – Well he is a Zen Archer, so… C1) Selective Channeling, Improved Channel, Deity Abadar, Domains: Luck (Bit of Luck) & Travel, (Agile Feet), Channel (1d3), Fortunate Road, Caravan Bond (Su), Variant Channel (Rulership / Harm)
13th level: Daze DC (22); Flurry Attack +8FA +7Wis +5DF +3WE -3DA +1Bracers +1Weapon Focus +1PBS = +22(ki) / +22 / +22 / +17 / +12. Perfect Strike will help accuracy. Goes after dazed and/or shaken enemies with compromised AC. 7th level: Daze DC (17); Flurry Attack +13(ki) / +13 / +13 / +8. 4th level: Daze DC (17); Flurry Attack +9(ki) / +9/ +9 3rd level: Daze DC (16); Does not attack with a bow. ![]()
I am building an archer that harm channels (daze) as a move action, cast divine favor (standard action) and boost his AC +4 (swift) the first round. Afterwards he focuses his attention on attacking dazed/intimidated foe. Looking for suggestion on improving the build (equipment, feats, etc...) Race: Human Alignment: Neutral
Stats (20pt): Str (12), Dex (14), Con (10), Int (7), Wis (17), Cha (16) – Add level stats to Wis at all levels. Monk Favor – Well he is a Zen Archer, so… C1) Selective Channeling, Improved Channel, Deity Abadar, Domains: Luck (Bit of Luck) & Travel, (Agile Feet), Channel (1d3), Fortunate Road, Caravan Bond (Su), Variant Channel (Rulership / Harm)
13th level: Daze DC (22); Flurry Attack +8FA +7Wis +5DF +3WE -3DA +1Bracers +1Weapon Focus +1PBS = +22(ki) / +22 / +22 / +17 / +12. Perfect Strike will help accuracy. Goes after dazed and/or shaken enemies with compromised AC. Could also Dazzling Display shaken enemies. 7th level: Daze DC (17); Flurry Attack +13(ki) / +13 / +13 / +8. 4th level: Daze DC (17); Flurry Attack +9(ki) / +9/ +9 3rd level: Daze DC (16); Does not attack with a bow. ![]()
Example: Quote: Freedom: Heal—Creatures gain a channel bonus on Escape Artist checks, CMB checks to escape a grapple, and saving throws against becoming entangled, paralyzed, or slowed. Harm—Creatures are slowed (as slow) until the end of your next turn. So the heal variant has no duration. The duration for variants are typically 1 minute, end of your next turn, and next roll. If it is silent, how long does the effect last? ![]()
Okay, I have become obsessed with making this build, but I am beginning to get frustrated with making it optimally. Race: I guess any that give a bonus to Wisdom. Traits: I figure you need Magical Knack and maybe Reactionary or Gifted Adept. Levels: I am thinking 3 or 4 levels in Zen Archer and then sorcerer for 6 levels. Prestige Classes: I guess Eldritch Knight as soon as possible. So this would be at 9th or 10th level depending on how many levels of Zen Archer you take. -- Are there any good prestige classes that you can take as a sorcerer after 1 level in sorcerer (decent BAB, spell level progression, etc...)? Can't do dragon disciple because you have to be Draconic bloodline. Spells: Sorcerer does have access to the good archery spells - gravity bow, arrow eruption, named bullet. Skills: Will be lacking, but I am thinking Sense Motive to be used with Snake Style feat. Maybe Skill Focus (Sense Motive), and Alertness somewhere along the way. Any thoughts? ![]()
For the purposes of qualifying for Prestige Classes, does See Invisible count as a 3rd arcane spell (bard) or a 2nd level arcane spell (wizard) for the Garuda Blooded Aasimar ![]()
Quote: Spirit Talker: Once per day, you can spend 10 minutes communing with a shaman spirit of your choice. When you do, you gain the temporary use of one hex from its list of hexes. This hex is added to your list of available hexes for the next hour, after which you immediately lose all benefits of that hex. Quote: Arcane Enlightenment (Lore):The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list. How do these work together? I can see three possibilities: 1) You can use Spirit Talker to pick up Arcane Enlightenment so that you can add some Arcane spells to your spell list for the 1-hour morning spell preparation session. When the Arcane Enlightenment Hex goes away an hour later, the spells you add and prepare stay for the remainder of the day. This seems to go against the bolding text in Spirit Talker, but may be what is intended. 2) The Spells you add and prepare only stay prepared for the 1-hour that you have access to Arcane Enlightenment. If this is the case, then obtaining Arcane Enlightenment via Spirit Talker is almost pointless. 3) Once you add the spells to your list using Arcane Enlightenment they are on your list forever and can be prepared every morning. You would only have to select Arcane Enlightenment again to change the spells you added. However, this interpretation would make obtaining Arcane Enlightenment via Spirit Talker better than just outright adding it as a permanent Hex because of the bolded language for Arcane Enlightenment. ![]()
A songhealer bard gets the following ability: Quote:
Are there any traits, feats, etc... that can get the most out of this ability. ![]()
If you are playing a race that allows you early access to a prestige because of a spell-like ability you could enter the prestige class without any class levels in a spell casting class. When the prestige class gives you +1 spell level, can you just choose a class that you have not leveled in for that +1 spell level. ![]()
Can a relentless inspector use relentless pursuit once per day for each specific creature or only one per day period? It seems like the Relentless Pursuit ability can be read either way. Quote:
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First let me say interesting class. Being able to turn others into ragers with rage powers is a very creative concept. That said, the language for the Skald Rage Power leads to a little confusion. My first question is if a Skald (who also happens to be a 2nd level standard barbarian) takes the Extra Rage Power feat (and I am assuming he can - if you disagree I am interested in hearing your disagreement) does he need to designate the Extra Rage Power as a Skald Extra Power or Barbarian Extra Rage Power. Alternatively, is it a rage power he can use for both abilities. Rage Power language for the Skald states, in part, Quote:
So my question arises from use of the phrase "Skald Rage Power." It would seem that the ability is distinguishing between Barbarian Rage Power and Skald Rage Powers. As well, the other language quoted distinguishes as well. So it would seem that you may have to distinguish for what class you are selecting your Extra Rage Power. My second question,even if this is the case (i.e. you do have to distinguish), would taking Extra Rage Power, distinguished as a Skald Extra Rage Power, even be able to be used on the Skald's party members. The quoted language says, that "if the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage." Is Extra Rage Power considered another source? ![]()
Thunderstomp reads: "You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can use to trip a creature. Attempt the combat maneuver check to trip the target, but instead of your base attack bonus you can use your caster level, and instead of your Strength modifier you can use your spellcasting ability score modifier (Intelligence for magi and wizards; Wisdom for druids and rangers; Charisma for bloodragers and sorcerers). This does not provoke an attack of opportunity. This spell has no effect if you cannot reach the ground or floor, or if your target is not in contact with the ground or floor." So, if you are a bloodrager, I guess you have the option to do the thunderstomp using your CMB or caster level + Chr ? Alternatively, do you not have the option to use your CMB? ![]()
Okay paraphrasing the rules, if your lethal damage is above your hitpoints, you are unconscious. Also, if you lethal + nonlethal is above your hitpoints, you are unconscious. Paraphrasing Diehard, if you lethal damage is above your hitpoints, you do not become unconscious but instead are staggered. Diehard does not say that if your lethal + nonlethal is above your hitpoints you do not become unconscious, but instead are staggered. Is this just an oversight? Is Diehard meant to keep you conscious in both scenarios. If not, then it would be better to do 50 lethal and 50 nonlethal against a Diehard PC with 99 hitpoints than it would be to do 100 lethal against that same PC. Is this the intent or should the language of Diehard be tweaked a little to include the both scenario? ![]()
Are there magic items that help or complement the Halfling Jinx (Alternative Trait) ![]()
Okay, I was making a mounted build and was looking for animal gear for my mount. Then I realized that one of the things for sale was a tiger. I almost did not even check the price, assuming it would be very high. Then I saw the most amazing thing. Combat trained tigers are 500 gold. WHY IN THE WORLD WOULD I EVER USE AN ANIMAL COMPANION AS MY MOUNT BEFORE 7TH LEVEL? By 2nd level I could purchase this game changer for a mount: Quote:
Okay, what am I missing. I know I am missing something, but what am I missing. All of the sudden, handle animal looks like one heck of a skill.
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