Necropye Wraith

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Thanks


Herolabs says-

At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.


In herolabs its showing the warpriest option like I mentioned above for the fighter.

Advanced Weapon Training--'Focused Weapon'.

Herolabs is incorrect then?


I have a 8th level FIGHTER that has a +1 longsword and the
Advanced Weapon Training--'Focused Weapon'.

When I tap into this power, is this stating my Longsword is
now equivalent to a +3 weapon for X number of rounds?
It reads the bonuses stack, but I just want to make sure I'm reading this correctly.

--and if I were 12th level with a +2 longsword, the sword would now be equivalent to a +5 weapon for X number of rounds?

I have weapon focus Longsword as well.


These soft boots are partially made out of living leaves and other natural materials.

They enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks.

Does this do anything regarding difficult terrain?


Where is that +4 maneuverability coming from?


Using the fly spell, Do you need to make a hover check DC 15 if your taking a full attack action?


Thanks gang!


Would Auspicious Tattoo and Indomitable Faith stack?
Both are the same type bonus, however they are from different sources, and one source is racial.

I think this is an exception.
What say we all?


So protection from good and protection from evil is just a blanket for good and evil, protection from chaos protects everything chaotic good, neutral and evil. What protects from True Neutral ?


Ran into a few neutral type encounters during Ironfang.
Does protection from chaos protect from Chaotic good?
Usually it's good or evil and that's cut and dry, but where does protection from chaos fit in? Just neutral alignments? That's what I'm guessing.


The target gains a +2 morale bonus on attack rolls and weapon damage rolls, 1d6 temporary hit points, and a +4 morale bonus on saving throws against fear effects and to the DC of Intimidate checks attempted against her. Once per round, the target can select one other creature to gain this bonus as well.

The question is. Where it says "Once per round, the target can select one other creature to gain this bonus as well."
What kind of action is used "Once Per Round"?


Wow lol, thanks.

No matter how you slice it though, you're going to get the same outcome more or less. Just prolonging it with a chance of not getting a critical. And as far as squishy goes, they're doomed regardless usually when crits are concerned.

Thanks for breaking it down, and most importantly; thanks for clarifying this is the rules question forum, I would have been mad at my self if I posted this elsewhere.


I gotcha.

I think it would make better sense to just make the
Crit range 18-20 the same as a natural 20.
" Oh you rolled a 18, that's the same as a natural 20,
roll confirmation." Because, really why wouldn't it.

I understand what you guys are saying, and thank you.

But having to have your natural 18 and 19 actually have to hit
the target to make it a critical seems like your not really getting a crit, range of 18-20 with out the circumstance of hitting the AC.

Just like keen. This ability doubles the threat range of a weapon. So if the only threat range is a natural 20 you would think the natural 20 is now a natural 19 and a natural 20.


I ask this with just a raw dice roll, no bonuses or anything.

So, if I have a Crit range of 18-20 and the AC of the target is
a 19 and I roll a Natural 18 and then confirm with another natural 18 is this a critical hit?


So, if I have a Crit range of 18-20 and the AC of the target is
a 19 and I roll a 18 and then confirm with another 18 is this a critical hit?


I’m currently running a True Neutral- Master Summoner that is currently 4th level.

I have noticed that some of the Summon Monsters look to have the option of Celestial or Fiendish Templates.

Let’s use an Eagle for example. (Summon Monster I)
Do I have to be good or evil to use Celestial or Fiendish Templates that reads as an option for the summoned eagle?
Or is that option decided when I choose to summon it?

Or since I’m True Neutral I cannot use Celestial or Fiendish Templates.?


If a 4th level Paladin can get an attack of opportunity on a creature, is she able to activate her immediate action smite, and smite during the AoO?

With this being said smite has not been active on this target yet.
The question is, using the swift action smite, and being able to smite all at once during the AoO?


Diego Rossi wrote:
0)
Quote:
Worker (–1 CR) Worker ants do not have a poison sting attack or a grab special attack.

The attack you cite is for Gian Ant Soldiers. To get Gian Ant Soldiers you need Summon Monster 3.

1) No when the ant makes a full attack it goes Melee bite (+grab attempt if the attack succeeds) +sting. They don't have special attacks triggered by a successful grab attack.

2) I am not really sure what you are asking. The Smite evil effect is applied to all attacks when applicable, so it adds no damage to a successful grab, as it doesn't do any damage. If, after successfully maintaining a grab you decide to use it to apply damage, it applies.

When I click on the Giant Ant from summon monster II

That’s the stats for attack that it gives…..
https://www.d20pfsrd.com/bestiary/monster-listings/vermin/ant/ant-giant-wor ker/summoned-creature


So this is what I was afraid of, no magic really helps spell like abilities.


I’m still not really understanding…
Can you post a few magic item ideas that will help spell like abilities,
When I cast summon monster?

Im looking for magic items that will enhance my spell like ability-
Summon Monster…


I am just wondering if there is any magical equipment that will
help the Master Summoner improve his summons.

Since it is a spell like ability I am having a hard time finding
anything that will help that.

However, if I want to cast a spell summon monsters I can find
plenty of stuff that will help the spell Magic cast the spell but just
nothing that helps spell like abilities and summons for the Master Summoner.

I am hoping that this is just oversight and there is a whole gaggle of
magical items that’s compatible with spell like abilities.


Thanks


Got a question... I pretty new to PF and have a question I'm stuck on.
I am making a character for the first time.

Regarding traits-- I have a trait that gives +1 to preception and +1 to appraise.
If I don't put a rank in these do I still get the skill at a +1 bonus?

If I have a skill with no ranks do I get the attribute bonus for that particular skill?
Or do I need at least 1 rank to get all bonuses associated with that skill?
(All bonuses meaning class, traits, attribute, misc-etc)