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5 people marked this as FAQ candidate.

Can I use the 2 prestige to trade for 750 gold worth of diamond dust?


Can I used a weapon Cord on a Meta Magic rod say an intensifying meta magic rod?


If I cast Nauseating Trail then cast Bladed Dash would i give off 30 feet worth of stink wherever I moved over via Bladed Dash? or as the movement is magical not count? I figure teleport would not, but Bladed dash does move me.

Thoughts?


Is there a 3/4 parter that is tier 5-9? I plan to run a home game.

Any suggestions would be good. My players like combat more than roleplaying, but still want both.

Most appreciated!


As per the title. Does Crossblooded Rager and SteelBlood Bloodrager archetypes stack?


Does anyone know of a reliable way to play PFS online?

And can anyone direct me to useful links ect?

My current work schedule is making it hard to play at an actual gaming store so I'd like to try online play, any help would be greatly appreciated.


Does anyone know if Effortless Lace is legal?


Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

So a level 8 cleric could use this ability to teleport themselves 40 feet one round as a move and teleport again the next round for 40 feet as a move action and use up all of their teleport? Or is this a one use a day thing?


Pack Attack:

Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.

Also it just says attack, not hit so I assume a swing and miss allows movement as well as a hit?

How would this work with cleave or greater cleave? Do I move then finish the rest of my attacks?


If an ally uses Butterfly’s Sting and gives the critical to a Magus and the magus hits. Does his spell also critical?


1 person marked this as FAQ candidate.

is Tattooed Sorcerer and Crossblooded legal combinations?


I've heard some conflicting info and was wondering how it works.


First off can you charge for non-lethal?

Secondly If I can charge for non-lethal, assuming I hit with a slashing weapon, with Enforcer, Blade of Mercy, and Hurtful, I get a free intimidate, assuming that is successful I get another attack as a swift via Hurtful.

Am I doing this correctly?

Thirdly, I am 99% sure I do not get the +2 to hit bonus on the swift attack, but not 100%, anyone know? Is that considered apart of the charge?

Fourthly, with Charge and Pounce do all the pounce attacks get the +2, and any other effects the alter charges? The pounce would be from a Tengus rogue archetype, swordmaster, via a trance, that also had the Scout archetype granting sneak attacks during a charge.


Does Size bonus or penalty effect flat-footed Ac or touch AC or both?


Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

If I already have darkvision it goes to 90 feet correct and do not gain the light sensitivity?


Rogue Rake Archetype
Bravado’s Blade (Ex): When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check. This ability replaces trapfinding.

Hurtful:
Benefit(s): When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.

If I was a level three rogue flanking an opponent and attacked them, getting my sneak attack damage and hitting them could I have him reduce the sneak attack by 1d6 and get a free intimidate, and then once successful on the intimidate, get another attack via a swift action?


Could I have a level 5 character with 5 different classes? Is there a cap other than character level and class specific requirements?


Can a level 1 fighter that has two claws use a greatsword to attack two-handed weapon style and then as a free action hold, but not wield, his greatsword with only one hand releasing his other hand make an attack with his claws, now freed, as a secondary attack? Or is this not allowed as he used both to attack?


level 1 wizard. selects bonded item.
level 2 fighter Eldritch Guardian archetype get a familiar.
character level 2.

Familiar (Ex): At 1st level, an eldritch guardian gains a familiar, treating his fighter level as his effective wizard level for the purpose of this ability. This ability replaces the bonus feat gained at 1st level.

Can I get both a familiar and a bonded item?

I've seen in other archetypes that they forbid both, but not this one. for example a Sorcerer with Tattooed Sorcerer archetype has this.

Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

And now for the follow up question(s)

If the above Wizard/Eldritch Guardian then got the Improved Familiar Bond feat.

Prerequisites: Familiar Bond, Iron Will.

Benefit: Your familiar gains all the normal abilities available to a familiar of a wizard with a level equal to your total Hit Dice. You also gain the special ability normally gained by a master of your type of familiar.

Would the character be able to select this feat or because it is not a "bonded familiar" it would not be qualify from the Prerequisites (assuming Iron will was already taken)?

edit: typo


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Would a lvl 1 Gnome Sorcerer with Pyromaniac and Varisian Tattoo (evocation) and Gifted Adept(burning hands) cast Burning hands at Caster level 4?

Varisian Tattoo
Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level.

Pyromaniac
Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.

Gifted Adept
Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

Do they stack?


Bloodline Familiars:
Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline.

This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.

Is this a feat I must select or is it a class feature I can just swap out for the lvl 1 bloodline power?


Giant Weapon Wielder (Ex): At 1st level, a titan fighter can wield two-handed melee weapons intended for creatures one size category larger than himself, treating them as two-handed weapons. He takes an additional –2 penalty on attack rolls when using an oversized two-handed weapon. This ability replaces the fighter’s 1st level bonus feat.

There is normally a -2 penalty for weapons larger than yourself, and a two-handed weapon that is larger than you is impossible to use without this feat correct? Giant Weapon Wielder gives an additional -2 for a total of -4?

Is -4 the correct amount for say a large greatsword wielded by a medium titan fighter?


Normally an enlarge person spells takes a full-round to cast. I'm curious how long it takes in these two different circumstances.

Equipment:
Dire Collar:This leather collar resizes to fit almost any size of creature. Once per day on command, the creature that fastened the dire collar to the animal can cause that animal to grow larger and more bestial. The collar's fastener must be within 30 feet of the animal to do so. The animal gains the benefits of an enlarge person spell (despite the normal targeting restrictions of that spell) for 1 minute.

I am thinking as far as with an animal companion, Once activated (standard action) does it trigger a full round action to activate or is it instantly bigger?

and

the Bloodrager lvl 4 ability:

Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren’t humanoid.

When the bloodrager rages does he instantly become bigger?


1 person marked this as FAQ candidate.

When I cast a spell that offers a free touch attack to discharge the spell (like shocking grasp), Can I use Channel Smite with that touch attack?

Channel Smite (Combat):
Prerequisites: Channel energy class feature.

Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.


Do natural attacks qualify for swashbucklers finesse dexter to hit?


so I've a Swashbuckler that used the Opportune Parry and Riposte against a monster that started a claw/claw/bite attack and beat the monsters first attack and got a parrying attack in response. the parrying attack hit and got the monster to exactly 0 hit points, giving it the disabled condition.

Does the monster get to finished its full attack and get the claw/bite still(finishing its full attack action), then becomes disabled?

or

Does the monster only get one more attack, seeing as how it gained the disable condition and now uses it to attack with its other claw, then gets -1 hp and starts dying?

or

Does the monster gain the disabled condition immediately after it gets hit, and thus already attacked and effectively used its standard and takes -1 hp and starts dying?

or

it immediately gains disabled and seeing how it already attacked loses its Standard and can use a move action?

or

it immediately gains disabled and seeing how it already attacked loses its Standard and now can only do swift/free?

or
since it already attacked on the turn it became disabled, -1 hp and dying?

Thanks in advance, also any sources to support claims would be helpful.


Eternal Hope

Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Does the d20 reroll work on any d20? saving throw, attack, ect?


Can I pick a hybrid class and multi-class into one of their parent classes?

for example: Swashbuckler - parent class: fighter, gunslinger.

could i have a level of fighter and swashbuckler?

I read that alternate classes like rogue/ninja it is not allowed, however did not se anything about hybrids.


Do Swashbucklers gain all deeds at their lvl or must they chose only one? for example at lvl 1 they have three options. do they gain all of them or only one?


Sky Sentinel:
As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.

Do the +1 attack and +2 dodge, work against higher ground foes and/or the flying foes? or is is static and I need to only play dwarf from now on?


Mage Armor:

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Do they work?


Prerequisites: Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.

Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.

If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.

Does this only help others and not the person doing the battle cry?

edit: minor typo


Creative Destruction:
You have learned how to use destructive energy to empower yourself.

Benefit(s): When you cast an evocation spell that deals damage, you gain a number of temporary hit points equal to the total number of dice used to determine the damage caused by the spell. Temporary hit points gained from this discovery do not stack and disappear after 1 hour.

If I cast a spell during the surprise round and cast a spell that does damage I add my sneak attack damage. This damage is from the spell and even does the kind of damage the spell does.

Would the SA dice also count as additional dice for the temporary hit points gained?


Finesse Training (Ex): At 1st level, a rogue gains Weapon
Finesse as a bonus feat. In addition, starting at 3rd level,
she can select any one type of weapon that can be used with
Weapon Finesse (such as rapiers or daggers). Once this
choice is made, it cannot be changed. Whenever she makes
a successful melee attack with the selected weapon, she adds
her Dexterity modifier instead of her Strength modifier
to the damage roll. If any effect would prevent the rogue
from adding her Strength modifier to the damage roll, she
does not add her Dexterity modifier. The rogue can select a
second weapon at 11th level and a third at 19th level.

As I understand it

Normal:
If I throw a Dagger I use dex for attack and str for dmg.

With Unchained Finesse Training lvl 3 unchained rogue dagger focus
If I throw a Dagger I use dex for attack and dmg?

Is my understanding of this accurate?

Basically is a thrown weapon melee dmg?

Side note: With PFS we were given rebuilds on agile weapons.... but if it doesn't do the same thing why would we get that?

Agile

Price +1 bonus
Aura moderate transmutation; CL 7th; Weight -

DESCRIPTION

This enhancement can only be placed on a melee weapon which is usable with the Weapon Finesse feat.

Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.


Region Trait

River Rat: Requirement(s) Marsh or River: You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Do I only gain this bonus in a Marsh or River or do I have to have my character from a River or Marsh as part of their background?

I'm confused with how the requirement part of this works, any clarification would be greatly appreciated!


Finesse Training (Ex): At 1st level, a rogue gains Weapon
Finesse as a bonus feat. In addition, starting at 3rd level,
she can select any one type of weapon that can be used with
Weapon Finesse (such as rapiers or daggers). Once this
choice is made, it cannot be changed. Whenever she makes
a successful melee attack with the selected weapon, she adds
her Dexterity modifier instead of her Strength modifier
to the damage roll. If any effect would prevent the rogue
from adding her Strength modifier to the damage roll, she
does not add her Dexterity modifier. The rogue can select a
second weapon at 11th level and a third at 19th level.

Can an unchained Rogue select natural weapon? If, yes do they need to stipulate the type, claws, bite, ect or does it work like a Agile Amulet of Mighty Fists which gives dex for dmg for all natural attacks?


I've heard Ninjas can take Rogue archetypes, this being said can a unchained rogue be a Ninja? or Are Ninjas actually their own class?

I'm curious seeing as how the unchained Rogue just complicated things with the addition of free weapon finesse and free dex for dmg ect.

Currently Ninjas do no effect some of the new abilities unchained rogues gained.

Or should I just hope the next Unchained book has Ninjas?

edit: minor typo fixed


Trance (Ex): At 3rd level, a swordmaster learns to focus her martial prowess using an intense meditative trance. Under the influence of a trance, the swordmaster can perform fantastic martial feats. Entering a trance is a full-round action that provokes attacks of opportunity. The swordmaster can maintain the trance for a number of rounds per day equal to 4 + her Wisdom modifier. At each level beyond 3rd, she can remain in the trance for 1 additional round. She can end her trance as a free action. Following a trance, the swordmaster is fatigued for a number of rounds equal to 2 × the number of rounds she spent in the trance. A swordmaster cannot enter a new trance while fatigued but can otherwise enter a trance multiple times during a single encounter or combat. If a swordmaster falls unconscious, her trance immediately ends.

Tiger Trance (Ex): The swordmaster pounces upon her opponents, striking with the ferocity and brute force of a wild tiger. While in this trance, a swordmaster can make a combat maneuver check against an opponent within charge range. If she succeeds, she may charge that opponent and make a full attack against that opponent.

Is this how it works?:

round one: I enter the trance, I use a Full-round action and cannot do anything else that round, not expending any rounds per day of trance.

round two: I maintain my trance by expending one round per day and can do whatever power my trance gives me.

or do I have this totally wrong?

Also once in the trance and I use Tiger Trance is the combat maneuver check a standard action and if successful I get a "free" charge or how does that work?


Orc Bloodline:
Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Draconic Bloodline:
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled

Say if I was a Bronze dragon and used a shocking grasp spell CL 5 I'd do 5d6 +5(orc) +5(draconic), effectively 5d6+10?


Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.

Do these stack?


Twist Away
Benefit: While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn.

Does this allow my rogue to use Twist Away while wearing a Mithral Breastplate?

Cheers


1 person marked this as FAQ candidate.

I was hoping to use either Mithral or Darkleaf Cloth, but the wording is a little weird and wanted to know which one was legal for either.


SaltBeard:
Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.

It says while only at sea, however I find it hard for a profession (sailor) to do his job anywhere but sea.

thoughts?


Noble Scion

You are a member of a proud noble family, whether or not you remain in good standing with your family.

Prerequisites: Cha 13, must be taken at 1st level.

Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.

Scion of Peace: Whenever you take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10.

so basically a take 13 instead of 10 for the professions, Heal(With vanity), Survival(With Vanity), day job rolls?


If I cast enlarge person and Long arm on myself as a Medium character do I gain reach of +10, totaling 15?

Also if I cast reduce person and Long arm on myself as a Medium character do I gain reach of +10?

Enlarge person:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Enlarge person counters and dispels reduce person.

Enlarge person can be made permanent with a permanency spell.

Reduce Person:
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.

Reduce person can be made permanent with a permanency spell.

Long Arm:
Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.

seeing as how long arm does not technically change a size category I think it would stack but unsure.

edit, minor typo

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