Flame Effigy's page

131 posts. 4 reviews. No lists. No wishlists.

New skill options are routinely introduced in splatbooks, but as far as I know, those skill options aren't compiled properly on any website.

Can anyone give me a comprehensive list of what skill options are introduced in what book? Anything related to skills, really.

Thanks in advance.

Step 2: Add Class Levels
Once you have determined the creature's role, it's time to add class levels. The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities. Creatures with NPC class levels do not receive adjustments to their ability scores.

Here's something I didn't know about until today.
What exactly is the purpose of the ability score adjustment?

This weapon special ability can be applied only to brass knuckles, a cestus, a sap, or a light bludgeoning weapon. The wielder of this weapon gains an enhancement bonus on combat maneuver checks equal to the enhancement bonus of the weapon.

Amulet of Mighty Fists:
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks.

can I legally combine these?

Can someone explain to me how constant spell turning on Titans work? Maybe give me a few scenarios?

Just a for fun thing.

Best all around Ability Scores and AC for a Level 20 Tetori Monk that I can get using Unchained rules.
25 point buy. Automatic Bonus Progression. Human. Wealth per level can be ignored, but any item used must be actually listed in the book. (With automatic point progression, there's not going to be any items to boost his stats anyway.)
[ Automatic Bonus Progression ]

So far I have
STR 26: [16 base, +4 Leveling, +6 Prowess]
DEX 24: [14 base, +1 Leveling, +6 Prowess, +3 Legendary Ability]
CON 18: [12 base, +6 Prowess]
INT 14: [10 base +4 Prowess]
WIS 26: [16 base, +2 Racial, +6 Prowess, +2 Legendary Ability]
CHA 10: [8 base +2 Prowess]

AC 45 = 10)) + 5 (Armor Attunement) + 7 (Dexterity) + 5 (Monk AC bonus) + 5 (Toughening) + 5 (Deflection) + 8 (Wisdom)

I used Legendary Body 1 and 2 for the +6 to both Str Dex and Con, and Legendary Ability x5

I haven't gone into things like Dodge or other feats yet.

So somehow I never came across this little section before. Probably because it didn't list itself in the CMB formula.

Performing a Combat Maneuver:
"When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver."

Last line in particular.
So let's say I'm a guy using gauntlets as my weapons. Let's say they're +5 gauntlets.

If I attempt a grapple, am I getting a +5 from those gauntlets?
If I attempt a dirty trick, am I getting a +5 from those gauntlets?

What about a trip?

Combat Maneuvers. Love them or hate them, they seem to have a lot of confusion around them, and a lot of feat taxes limiting their effectiveness.
To even attempt a combat maneuver seriously, you're almost forced to take the Improved X feat.

My question to you all is, what house rules have you encountered to encourage the use and ease of combat maneuvers?

Removal of Improved X feats entirely? Reworkings of vanilla combat maneuvers?

I assume they get familiars/hexes as normal, since nothing is replacing them, but I'm double checking anyway.

I just got Spheres of Power and have begun to look through it. It's pretty interesting, and I can see why some people like it, but certain Spheres feel a little "bare" to me.
This is probably where Rituals and Spellcrafting come in, to help fill in the gaps.

So I thought I'd ask everyone what interesting standard pathfinder spells they've been able to recreate through mixing Spheres and Talents. (Or spells they've been unable to recreate)

Quick question.
So I think I know how Automatic Bonus Progression works with things like +1 swords and similar thanks to the example it gives with Flame Tongue. But how would it work with something like a Corset of Dire Witchcraft?

Would it still have the AC +4 and everything and it'd just effectively cost "twice" as much to buy thanks to the 1/2 WBL?

Raktavarnas can transform into a small handheld object and, I assume, be worn or wielded as if they were that item.
Spirit Onis can be gained through Improved Familiar and then worn as a mask.

Are there any other ways to turn a familiar into an object/weapon and wear/wield them as such?

So I'm looking at Grappling Master which allows you to grapple two oponents at once when using the Grappling Style feat.

Grappling Style elimates the -4 penalty for grappling a foe with one hand.

So without these two feats, is a player still able to grapple two opponents by taking a -4 penalty each time? I don't see anything in the grapple rules about one person grappling two, but there are rules for two people grappling one.

I've looked up threads talking about this, but the more I read the more confused I get, especially when it gets to higher levels.
So, let's assume I'm playing a Level 20 Maneuver Master Monk so it'll be easier to clarify for me and it'll be easier for me to do the math.


At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks.

At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks.

1.) What would my flurry look like if I use all my additional combat maneuvers granted to me as part of my full-round attack? Assume I'm not replacing my normal attacks with combat maneuvers.

Ignoring modifiers, would it be:


With the combat maneuvers in brackets? -12 for each combat maneuver due to -2, -3, and -7, then +20 from Monk Level

2.) What would my flurry look like if I use all my additional combat maneuvers granted to me as part of my full-round attack, AND I replace my normal attacks with combat maneuvers

[+8]/[+8]/[+8]/[+8]/[+8]/[+8] ?

So I'm running a vaguely horror-based campaign at the moment, and I'm trying to find a specific monster I looked at a while back. I know it was on d20pfsrd.

The only problem is that I can't remember much about it.
The specific thing I remember is that it infected PCs with its spawn, which doesn't narrow it down too much, as a lot of monsters do that in various ways.

So, does anyone have a list of monsters that can infect players a-la Alien?