Federebus's page

RPG Superstar 6 Season Star Voter. Organized Play Member. 14 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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Want to be a practically unkillable gish? Be a spirit blade armorist and invest in conjuration (greater summoning and lingering companion). Role play as if the companion is your character, and enjoy being able to come back from any injury after a night of sleep (when you resummon your companion).
If you do this I also suggest taking the warp sphere (Extradimensional Storage), so you can carry your things even in sword form.


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When i play a caster i usually make a pdf of all my spells with Perram Spellbook, i'm not sure it is what you are looking for, but it's worth a shot


I see only a couple of "problematic" special ability for the weapons:
-Bane if your campaign has many enemy of the same creature type (up to 4) it's cheaper to get bane weapons than +2 weapons, and you get an extra +2d6 damage.
-Spell storing may also be a problem, not only as weapon but as a sort of refillable potion: 2300 gp for a dagger that can hold a cure serious wound (cast by your friendly cleric in town for 150 gp) is competing against a potion of cure serious wound that cost 750 gp, so if you use it at least 4 times you are breaking even, and the dagger can also be used for all the others 1-3 spells.


You could also simply wait a level, since:

Fighter Bonus Feats wrote:

At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.


Can I get a copy of the rules please?

Spoiler:
federico_maggini@live.it

Thanks


I'm starting a new game using spheres of power, and so far we are having a blast. A very nice alternative to vancian magic. However during character creation we got a couple of questions, and we would like to know if we overlookend something:
1) how big can you make the Nature sphere Wave power? The book explain how far can it go, but not how large.
2) can you use the Dark sphere Step Through Darkness power while remaining inside a single darkness effect? It says that you can step in one patch of darkness and emerge in another (so you need two darkness "bubbles"), but in the next paragraph the only requisite is that both the locations are in the area of your darkness
3) One of my players want to specialize in telekinesis and weather (wind), is there any way to quicken the severity change (using a power in the first round of a combat and getting some benefit from it starting on the third round is not so great). How should i treat his telekinetic weapons for the effect of the winds (should they count as ranged attack or as flying creatures)?
Sorry if i'm not very clear, English is not my main language.


I found a great iron man build here


There are also the feats Gore Fiend and Thrill of the Kill.


A magic weapon also let you damage incorporeal enemies (only for 50% of the usual damage).


Vow of poverty wrote:
Restriction: The monk taking a vow of poverty must never own more than six possessions—a simple set of clothing, a pair of sandals or shoes, a bowl, a sack, a blanket, and any one other item. Five of these items must be of plain and simple make, though one can be of some value (often an heirloom of great personal significance to the monk). The monk can never keep more money or wealth on his person than he needs to feed, bathe, and shelter himself for 1 week in modest accommodations. He cannot borrow or carry wealth or items worth more than 50 gp that belong to others. He is allowed to accept and use curative potions (or similar magical items where the item is consumed and is valueless thereafter) from other creatures.
Vow of chains wrote:
Restriction: Either out of penitence or to bring attention to the suffering of the enslaved, the monk wears shackles on his wrists and legs. This gives the monk a –1 penalty on attack rolls and to AC, and reduces his movement by 10 feet. If temporarily unable to wear his chains, he may carry rocks or some other heavy burden (including medium or heavy armor) to simulate this suffering.

Since shackles aren't on the list of items a Vow of poverty monk can take he must select them as the "other item" or can he include them in his "simple set of clothing"?


Skerek wrote:
Federebus wrote:
He is currently 4th level (BAB +3) and with an unbuffed strenght of 18 (+4 modifier), his feats are weapon focus (heavy flails) and power attack
This just jumped out at me, he is fighting with two weapons without the Two Weapon Fighting feat. His attacks when TWFing shouldn't be +4/+4, more like +2/-2, +1/-3 when power attacking.

Tank you for the catch, he started thinking this as a human with two weapon fighting as the bonus feat, then switched to half orc (probably for the proficiency)

blackbloodtroll wrote:
This would work better with sawtooth sabres, as they would count as light weapons when using two-weapon fighting.

he decided to fight with two two handed weapon, i will tell him of the sawtooth sabres but i think he will not use them

Ravenovf wrote:
Well after reading Vestigial Arm it sounds like its possible. The rules on two weapon fighting are clear that strength bonus is halved for the offhand weapon unless you have the feat Double Slice. Power attack is not a strength bonus and thus would not be halved.

So the total attack bonus (with two weapon fighting) woul be:

+4 (1d10+6) and +4 (1d10+2) normally;
+3 (1d10+9) and +3 (1d10+5) using power attack.


Hello,
One of my players want to play an half-orc melee alchemist with 4 arms (taking the vestigial arms discovery twice) who fight with two heavy flails.
He is currently 4th level (BAB +3) and with an unbuffed strenght of 18 (+4 modifier), his feats are weapon focus (heavy flails) and power attack, so his attack bonus with a single weapon is:
+8 (+3 BAB, +4 str, +1 weapon focus) with a damage of 1d10+6 usually;
+7 (+3 BAB, +4 str, +1 weapon focus, -1 power attack) with a damage of 1d10+9 using power attack.
The problem is when he uses both his flais: they aren't a light weapon, so he get a -4/-4 for two weapon fighting, netting a to hit bonus of +4/+4 usually and +2/+2 with power attack, but i can't get the damage bonus: he say that since those are two handed weapon he get a +6 for strenght on both and another +3 for power attack, but i think that those numbers are correct only for the main hand flail, but since he is using the other in the off hand(s) he only apply a +2 for strenght and +1 with power attack.
Total for the player:
+4 (1d10+6) and +4 (1d10+6) normally;
+3 (1d10+9) and +3 (1d10+9) using power attack.
Total for me:
+4 (1d10+6) and +4 (1d10+2) normally;
+3 (1d10+9) and +3 (1d10+3) using power attack.
Sorry for the bad grammar, english isn't my mother tongue.
TL;DR: 4 arm character using 2 two handed weapon get +3/2 strenght and power attack damage with the off-hand weapon?


What about vanara from monster manual 3?


Demonlore wrote:

.... okay, still confused. What I am working on creating is a:

+2 flaming, frost(ing), seeking, composite longbow (str rating +2) of distance.

I have the craft magic arms and armor feat, the master craftsman feat, 10 ranks in craft bow, and more than 100k gp. What is it going to cost to make, what do I need spell-wise, and is there anything else that I am missing?

for the following breakdown i assumed a +13 to craft bow: 10 (ranks)+3(class skill)

cost-effective way to do it:

Spoiler:

making the bow:
craft a composite longbow (str rating +2):
1/3 of value as materials-> 100 gp
time: taking 10 Vs a DC of 19: daily progress of 624 cp, 48 days to complete

craft a masterwork weapon:
1/3 of value as materials-> 100 gp
time: taking 10 Vs a DC of 20: daily progress of 657 cp, 45 days to complete

item: masterwork composite (str rating +2) longbow
cost so far: 200 gp
time so far: 93 days

enchanting it:
1)making it a +1 bow
1/2 of value as materials-> 1000 gp
time: fast craft-> 1 day
check (taking 10) 23, CD 13 [5(base)+3(CL)+5(fast craft)]

item: composite (str rating +2) longbow +1
cost so far: 1200 gp
time so far: 94 days

2)upgrading it to a +2 bow
1/2 of value as materials-> 3000 gp
time: fast craft-> 3 day
check (taking 10) 23, CD 16 [5(base)+6(CL)+5(fast craft)]

item: composite (str rating +2) longbow +2
cost so far: 4200 gp
time so far: 97 days

3)upgrading it to a +2 distance bow
1/2 of value as materials-> 6000 gp
time: fast craft-> 6 day
check (taking 10) 23, CD 16 [5(base)+6(CL)+5(fast craft)+5(ignore requisite clairaudience/clairvoyance)]

item: composite (str rating +2) distance longbow +2
cost so far: 10200 gp
time so far: 103 days

4)upgrading it to a +2 frost distance bow
1/2 of value as materials-> 10000 gp
time: fast craft-> 10 day
check (taking 10) 23, CD 23 [5(base)+8(CL)+5(fast craft)+5(ignore requisite chill metal)]

item: composite (str rating +2) distance frost longbow +2
cost so far: 11200 gp
time so far: 113 days

5)upgrading it to a +2 frost flaming distance bow
1/2 of value as materials-> 15000 gp
time: normal craft-> 30 day
check (taking 10) 23, CD 23 [5(base)+10(CL)+5(ignore requisite fireball)]

item: composite (str rating +2) distance flaming frost longbow +2
cost so far: 26200 gp
time so far: 143 days

6)upgrading it to a +2 frost flaming seeking distance bow
1/2 of value as materials-> 21000 gp
time: normal craft-> 42 day
check (taking 10) 23, CD 23 [5(base)+12(CL)+5(ignore requisite true seeing)]

item: composite (str rating +2) seeking distance flaming frost longbow +2
cost so far: 47200 gp
time so far: 185 days

Result: +2 flaming, frost, seeking, composite longbow (str rating +2) of distance using 47200 gp and 185 days (no scroll required)
If you want to get it quickly you can buy the masterwork composite longbow and then enchant it, so paying 400 gp more you save 93 days, for a total cost of 47600 gp and 92 days.

Sorry if my post is a bit complex but english is not my native language, hope it was usefull.