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2 people marked this as FAQ candidate.

If you have a spell storing Amulet of Mighty Fists, does it allow you to store a spell in the form of an unarmed strike and also in each one of your natural attacks (i.e. fist, bite, and claw)


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."


Is there a trait / item that gives you a partial boon companion effect?


What is the equivalent of Pearls of Power for Spontaneous Casters?


Can you take a 10 when you are trying to combat train an animal?


If you have the Dragon Style feat and make a mounted charge, do your ignore difficult terrain?


Other than ranger and slayer, are there any other classes, archetypes, or prestige classes that give early access to Spirited Charge?


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?


Do you have to enchant each gauntlet separately, or are they considered to be one weapon?


Other than Crane Style and ranks in Acrobatics, are there other ways to affect your attack penalty or dodge bonus gained from fighting defensively?


Daybreak Arrow wrote:

Quote:

EFFECT

Range touch
Target up to 50 pieces of ammunition, all of which must be together at the time of casting
Duration 10 minutes/level
Saving Throw Fort negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION
You cause ammunition, including shuriken, to exude radiant energy. Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.

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?


1 person marked this as FAQ candidate.

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.


Can a Warpriest take extra channel? If so, does that give him extra fervor by default since his channeling ability is based on fervor?


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
Traits: Sacred Conduit, Fate’s Favored
Class (Archetype): Monk (Zen Archer) 4 / Cleric (Pilgrim) 9
Favorite Class Ability: +1 Skill Points or Hitpoint

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)
C2)
C3) Deadly Aim, Channel (2d3)
M4) Point Blank Shot
M5) Quick Channel, Precise Shot
M6)
M7) Shatter Resolve
C8)
C9) Clustered Shots, Channel (3d3)
C10)
C11) Extra Channel, Channel (4d3)
C12)
C13) Whatever, Channel (5d3)

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
Traits: Sacred Conduit, Fate’s Favored
Class (Archetype): Monk (Zen Archer) 4 / Cleric (Pilgrim) 9
Favorite Class Ability: +1 Skill Points or Hitpoint

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)
C2)
C3) Deadly Aim, Channel (2d3)
M4) Point Blank Shot
M5) Quick Channel, Precise Shot
M6)
M7) Shatter Resolve
C8)
C9) Clustered Shots, Channel (3d3)
C10)
C11) Extra Channel, Channel (4d3)
C12)
C13) Whatever, Channel (5d3)

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.


Anybody every play a Zen Archer / Cleric they were happy with?


If you have Holy AoMF and a +1 Gauntlet, which is considered to be an unarmed weapon, do they stack to make punches with the gauntlet +1 Holy?


Can you multiclass chained and unchained versions of the same class? Answer is probably no, but heck, I don't know so I ask.


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?


Are the Ki Powers of the qinggong monk spell-like abilities?

Are spell-like abilities affected by feats / abilities that affect spells (Spell Focus, Spell Penetration, Extend Spell, etc...)?


1 person marked this as a favorite.

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


When a caster that prepares spells wishes to use a metamagic feat, does he has to use it when he is preparing his spells (i.e. prepare an empowered fireball in its modified spell level slot)?


Are there any feats or abilities that allow you to train animals very quickly?


What is the name of the trait that allows you to take a spell that normally capes at a certain level (let's say snowball's 5d6 damage) and lets you increase that cap by another five levels to 10d6


Do meta-magic feats apply to spells cast with a wand or scroll?


Does blur give you the ability to hide in plain sight?


Are summoned nature ally creatures summoned with your choice of celestial or fiendish templates?


1 person marked this as FAQ candidate.
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.


So let's say you have Craft Magic Armor & Weapons + Spellcraft skill maxed. Is it the case that you can use the spellcraft skill to make your magic suit of armor instead of using the craft armor skill


1 person marked this as FAQ candidate.

Are those who are under the effects of Inspired Rage considered to be raging for the purposes of Amplified Rage?


A songhealer bard gets the following ability:

Quote:

Enhance Healing (Su): A number of times per day equal to his Charisma modifier, a songhealer can cause any healing effect from a spell completion or spell trigger item to function at a caster level equal to his class level.

This ability replaces versatile performance.

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.


Do Half races count as human for the purpose of the Ranger Favorite Enemy Ability.


Can alchemist use scrolls or wands for the Extracts they know without using UMD?


Is it hard to play a low level gun user (1-4 level) and are there ways around their typical low level problems.


1 person marked this as FAQ candidate.

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:

Relentless Pursuit: At 5th level, a Relentless inspector can learn enough about a suspect through observation that he can deduce the most effective way to deal with the subject. Once per day, if a Relentless inspector finds a creature's tracks using perceptive tracking, he gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against or about that creature, as well as on weapon attack and damage rolls against that creature. These bonuses last until the Relentless inspector selects a new subject for relentless pursuit.

This ability replaces swift alchemy and the investigator talent gained at 5th level.


I was wondering how proficient a non-Gunslinger (class) could get at gunslinging. What feats should they take and what are the limitation of non-gunslinger gunslingers? I have never made one, so any advice would help.

I imagine you need Amateur Gunslinger and Gunsmithing. What else do you need?


Does the Silence Spell stop a Witches Cackle?


2 people marked this as FAQ candidate.

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:

...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.

If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.

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?


Barbarian Elemental Rage (choosing shock) + shock weapon = 2d6 shock correct?


4 people marked this as FAQ candidate.

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?


If you have a mount (not a special mount), do they gain experience points?


Is there a rule that stops you from having two campaign traits that both apply the same bonus. I noticed that most of the campaign traits are flat bonuses. For instance, could I have two the add to initiative.


Do area spells or hexes end the invisibility spell?


Are there magic items that help or complement the Halfling Jinx (Alternative Trait)


1 person marked this as FAQ candidate.

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:

N Large animal
Init +6; Senses low-light vision, scent; Perception +8

DEFENSE

AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 45 (6d8+18)
Fort +8, Ref +7, Will +3

OFFENSE

Speed 40 ft.
Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d8+6)

STATISTICS

Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +11 (+15 grapple); CMD 23 (27 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)

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.


I am diving into making a lance build.

I was hoping some of you could chime in to let me know the lance rule, feat, class, race "need to knows."

Thanks in advance.

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