Mark Stratton wrote:
I think I was reading it last night as it being like any other glove and just fitting over the hand. It should not change the way that you would punch.
I came across a question about improved unarmed strike and I want another opinion. The text for the battle fist (I think that is the name. I am away from my book.) sounds like it would have the potential to stack. Am I reading it right? the text states that it is basically a glove with a hard knuckle covering that uses sonic damage. There is another one that has a different damage but reads the same. So am I reading this wrong?
Marcellus Thrune wrote:
A dark haired man looked down the isle of books and then down at the book in his hand titled The cache of religious artifacts and the undead. "Flooding?" he murmured. It seemed that it would be more interesting then the monastery abet thought it would be. So much for it being free of distractions as I work. Pulling a small note book from his vest for notes he headed to the tables.
I have been thinking about weapon finesse and I was wondering why it is not a function of the weapon instead of having to be covered by a feat. You can not fence with a broadsword and using high guard with a rapier will just break your sword. This comes in to play a lot more when you use a point buy system. Unchained opened it up a bit for rogues by giving them weapon finesse but it seemed to leave out others that may benefit.
I am starting a PFS character soon and wanted to set up a trap that my character can carry, but I want to make sure I am doing it right. I have not found anything specific for society play so I hope I am doing the math right. My idea is a barbed rope dart that goes off when my monk hits. Kind of like on assassin's creed. The base trap is a dart trap cr1 mechanical attack trap with a manual reset.It would have a touch trigger and attack +10 with 1d3 damage. I was going to use a short rope as an aid to the cabin to help tie them up after the trap goes off. The cost for a cr1 trap is 1000gp. So the two questions I have are am I missing anything on the trap and is there any rule I missed that would prevent this?
Have you thought of monks? They do not rely on armor like many other classes. Can you imagine them swiming over to the other ship? They get all the physical skills that would be needed on a ship. The lawful aspect is covered under following the pirates code. After that I would suggest sorcerer. Fire spells on the sails and lightning for the fishes. And lastly a bard... I know get the laughs out of your system. They have bardic knowledge and a boatload of skill knowledgeespecially. They have light armor which means it is easier to climb and swim.
This may have been explained elsewhere but I could not find it. I have been called a tinker gnome a time or two. I like to modify things I have. So my question is where do I find rules for tweaking my mundane gear? I want to do things like take a cold iron staff and add silver rings at spaced intervals. Or add silver in gratings to the adamantine mace. Or what would it take to have some one make me a pair of gloves with a small pocket I can place a shock stone for when I hit something. Any help or am I SOL. |
