Hello all, so I've been planning out a character who uses this feat for ranged thieving and hits with it for giggles. I'm trying to understand how the action economy of using the spell with these applications should be handled. Here's the relevant text:
Magic Trick: Mage Hang Excerpt wrote:
Dirty Magic Trick (base attack bonus +1, Improved Dirty Trick): You can manipulate a target’s clothing or a nearby object to attempt a dirty trick combat maneuver against a single opponent in the spell’s range, using your combat maneuver bonus for the check.
...
Ranged Aid (base attack bonus +1): You’ve learned to use your mage hand to tug at an opponent’s hair, clothing, and equipment. You can use the aid another action at range, attempting a ranged touch attack instead of a melee attack.
...
Subtle Hand (Deft Hands, Disable Device 6 ranks, Sleight of Hand 6 ranks): You can attempt Disable Device and Sleight of Hand checks within range of your mage hand. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check.
Throw Punch (Improved Unarmed Strike): You can use mage hand to strike an opponent within the spell’s range. This is a melee attack that always deals 1d3 points of force damage. The mage hand has an attack bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Spell resistance applies against this ability
Each of these applications would presumably require a standard action or more to accomplish but casting the spell requires that action, and on subsequent rounds concentration requires your standard. So if one were to assume you have to make the action separate from concentration on or casting the spell, all of these would be useless. Thinking about it I have determined that I would say the use is combined with the concentration or casting, but I want to hear what everyone else thinks.
A second question that is more contentions, when we use the throw punch application can the caster apply things like sneak attack, Can you "full attack" with it? Can you threaten with it? Can you apply other bonuses to damage or to hit that would normally apply to melee attacks?
My opinion on all of these is that sadly no none of those things can apply, it's effectively just casting another 1d3 damage cantrip, nothing more except for the odd bonuses to hit compared to the ranged ones.
Hi everyone. I seem to remember a trait that let you qualify for animal Ally without having to take nature soul, but I can't find it. Am I remembering wrong? Or can someone figure out what I might be remembering? Thanks :)
So there was recently a thread about how to viable an archer bard is. Personally I really like the soald class and would like 5o see a decent archer build for soald. The class features aren't the best for it so it certainly won't be the best thing a skald can do, but if being an archer and a skald, what's the best build to achieve those conflicting goals? Can it be viable?
I've looked at it and twilight speaker seems to be one of the best archetypes to achieve a solid archer skald. What can you guys come up with?
Build rules:
20pt buy
Skald class for majority of levels (expect for prestige classes)
Must be viable from level 1 though doesn't have to be amazing
Must use a bow as main weapon, but can be a switch hitter
Can't be completely dependent on any particular single item (if you don't have access to the magi-mart the build still has to work)
So I wanted to get people's thoughts on this build and some advice on other possible options. The idea behind the build is trying to make something that breakers the mold a bit. So without further adieu may I present, the thugbuckler.
Race:
Human
Military Tradition (Broken Back Seax, bolas)
Heart of the Fey
Traits:
Artist of Battle in All Forms (Dirty Trick)
Mock Gladiator
Avarice
Skills:
Max ranks in intimidate and perception, the rest scattered as desired. Has most skills as class skills.
Thoughts:
- I know the choice of weapon is suboptimal, but I feel like it fits a thug well, a short heavy blade that hits hard. Also depending on hoelw a GM interpret a "One handed piercing weapon" if can be two handed for extra damage when precision damage won't work. May also offer an opportunity to use an oversized weapon and forgo precise strike for damage dice is gm will let the "one handed piercing weapon" regain panache.
- I feel like this gives you two good ways to contribute by debuffing, and lock in sneak attack. Being able to sneak attack allows for you to auto study your target. Menacinge Swordplay offers another way to intimidate if nonlethal damage won't work
- There are several abilities competing for swift/immediate actions, but the overlap should be manageable. Nobel Fencer helps by replacing charmed life and also give the option of booting an intimidate if needed with social panache.
- The overall product yields a reasonably well rounded melee type with enough skills to contribute outside of combat. The swashbuckler flavor is maintained, though most of the levels end up being Slayer in the end.
- The overall progression is manageable. You don't have to wait until a certain level before being able to manage most if the concepts. You can dirty trick, intimidate, and swashbuler from level 1 you just get better/faster and the build continues.
So, what do you all think? What items would you suggest? Where could the build be tweaked? This is just a theory build, so I don't have a specific level of play in mind.
Which improved familiar options cast spells? Not just sla's but actually cast spells? I know of the faerie dragon and tidepool dragon. Are there any others?
So will all of that I can:
1. Summon a fiendish ghost scorpion using summon monster 1 spontaneously converting a prepared spell if desired
2. I can summon it as a standard action
3. The summoned scorpion acts on the turn I summon it
4. The scorpion has the advanced template
5. It can understand my words and I can direct it.
I know this has been rehashed many times, but after digging through many many threads I'm still lacking the warm fuzzies I want in adjudicating this situation.
I have created a character that has sneak attack and the ability to see through smoke. If my character stands next to an opponent he will have concealment, the opponent will not. Understand that my goal is to maximize sneak attack opportunities for a melee character. Here are the points I want to confirm.
1) Concealment allows for me to attempt a stealth check even though I am "observed."
2) Stealth checks require no action.
3) If I succeed in my stealth check my opponent is denied it's dexterity bonus to armor class against all of my attacks during my turn.
4) If I succeeded on my stealth check all of my attacks during my turn will activate sneak attack.
5) After attacking I can attempt another stealth check.
6) This process can be repeated indefinitely as long as I maintain concealment.
7) This can be done even in areas of "bright light"
8) If I have total concealment my target is flat footed against my attacks allowing sneak attack.
If a caster takes an improved familiar with the Fey-Touched template does the familiar have the fey subtype? The template doesn't explicitly say it does, but this seems an oversight.
So guys, you can chat a bit in character if you like, or I can shift us forward if you guys want. Rhiannan is a fairly small town/village, but if there's anything you want to do before leaving for Blackstone let me know.
The four of you are sitting at a table in the common room of the Greasy Spoon playing cards when a distinguished older man comes up to you. "Hello, I am Gurald Fellstone Mayor of Rhianna. I hope you have been enjoying your stay here in our village. Jorgan tells me that you all are often found here playing cards. Normally I would frown upon such behavior, but circumstances dictate otherwise."
The mayor sighs and shakes his head whill mumbling a bit under his breath. After a taking a deep breath he continues.
Perception 12:
"Trusting vagrants like this, well it can't be helped."
"You see, a few weeks ago the village was attacked by gnolls. That in of it itself not too unusual, such attacked are a part of making a life out here on the frontier. However, when our men followed the gnolls tracks they did not go into the hills to the southeast as would usually be the case. To our great dismay they lead to Blackstone, all the way to Lord Kent's keep. Lord Kent is a ruler of sorts here. He has charge of the keep and Blackstone from the Council in Durauch. Little credence would be given to our accusations should we bring them before the Council and we are not in a position to exact justice on our own. I do not know why the young Lord would consider with creatures, but it can't be allowed to continue. We cannot do much as I have said, But I think that you may be able to help us.
Lord Kent himself is a man who enjoys gambling. He recently announced he would be holding a gambling contest. This is where you come in. You see, if anyone from Rhiannan who were to enter the contest Lord Kent know of it and they would be watched closely. But strangers such as yourselves, you should be able to escape suspicion. I offer you this, I and the town with pay the fifty gold price entry fee for each of you. In return, you promise to investigate Lord Kent while within the castle and to determine why he has arranged for the attack on our village."
I'm starting this thread and we'll see where it goes. I plan on running one of the adventures from a set of solo one shots by Expoditious Retreat. The setting is still to be chosen, but will likely be Homebrew/Golarian as I know some of the Golarian lore and like a lot of the stuff, but I simply don't have a full campaign setting ready to go and it's so big that there's no way for me not to be overriding things if I try to be in a Golaian setting. I hate doing that do we'll probably be doing homebrew, but allowing all the Golarian stuff refavored as needed to maintain a cohesive world. A world that I hope the players will help in creating.
Anyways this is the start. I'll be doing updates and answering questions.
How I do things
- Goolge slides for maps
- Milestone leveling
- Hero points will be awarded for great role play and for overcoming big fights.
- Magic item availability will be somewhat limited. Potions and scrolls will be generally avaiable in towns, wands less so. Enchanted items will be mostly given as loot or as commissioned, but getting "materials" or "services" may require side questing a bit. If you're build absolutely requires a specific item or enchantment let me know and we can work it in, but in general expect to work with what you find.
Starting Level:
We will be using a version of the staggered advancement rules with characters starting at level 1.5. The goal of doing this is to reduce the deadliness of the early game somewhat. After the start, progression will continue by the normal rules.
Your first level is done as normal with full hit points. The .5 level works this way. You will declare your next class level, and you get the following:
- Saves as if you are level 2
- Half your skill points (rounded down)
- Half your hit average points (rounded down)
All other features (including favored class bonuses) will be gained when the characters reach level 2.
So for clarity here is an example of a fighter with a DEX, CON and INT of 12 declaring his next level also being fighter.
- Starting level as described above
- Starting wealth 300gp plus average for class at level 1
- 25 point buy
- No ability final scores above 18 or lower than 8
- Core races strongly prefered. If you want a character with a more exotic race be sure to justify it well.
- 3 traits, or 1 trait and 1 extra skill feat (skill focus or a feat like Alertness or Magical Aptitude). No drawbacks. Be sure to tie your traits into your backstory and role play. These should be a part of who your character is. If you take the extra feat instead try to do the same.
- Background Skills used
- Factional advancement used for multiclassing
- Only unchained summoners
- Variant multiclassing is allowed
- All Paizo material is allowed. However if a build is too cheezy, or complicated I may veto it. Check with me if you aren't sure.
- No 3rd party material allowed, sorry.
For this Game
This is going to be an E8 World. For the one shot that I'll commit to at the start that probably won't mean much, but if we do go forward adding to this as a full campaign that will become more important.
This is going to be a game for 2 players, 3 tops. Expect your character to have to cover multiple roles.
Since this is going to be a one shot, at least initially it's note really fair for me to require a long protracted background. That said I love having good solid character concepts. Here's a quick background system I'd like to see. If that's too much just a sketch of the character will do.
Background Info:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for[PERSONAL TIES[ you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
CORE CONCEPTS:
1.
2.
3.
4.
5.
APPEARANCE
GOALS:
Character Goals
1.
2.
Player Goals
1.
2.
SECRETS:
Character's Secrets
1.
2.
Secrets Kept from Character
1.
2.
PERSONAL TIES
1.
2.
3.
MEMORIES
1.
2.
3.
WRITING SAMPLE
I know you guys, so this should just be a scene to give me a feel for your character, not truly a sample of how you write.
Outline of a Build Plan
This isn't set in stone, but a general idea is nice.
So I realized recently that it might be possible to craft items such a scrolls and wands while using alchemical Reagents, but I wanted to check.
If my understanding is correct say I wanted to craft a scroll of grease using acid as a component I would craft the scroll as normal, but it would cost the 10gp or single dose of acid in addition to the usual crafting cost. Then when I activated the scroll it would have the added effect.
If I wanted to do the same with a wand I could, but I'd have to provide 50 doses of the acid as a part of the item creation correct?
What if I wanted to craft an grease item using both acid and alchemical grease? I can do that correct? They bonuses provided by the reagents are different and not stacking
So, quietly in Chronicle of Legends a new set of traits were published called Exemplar traits, that allow you to take more than one trait in a given category, and each gives an additional benefit for every two traits that you take in the associated category. They do cost twice as much as a normal trait, but most of them seem totaly worth it.
I know I for one was extatic to see this as now it's very easy to have an int based socialite at level 1 without having to take a specific class/archetype combination. You can take student of philosophy and bruising intellect. Later you can tack on clever Wordplay to make another skill key off of int as well. And for doing so you get +2 to all of the social skills making you straight up great at the whole face role.
So I was wondering, what other combinations can everyone see that allow for great options that weren't possible or limited before these traits were released?
Hello all, I'm considering starting up a small campaign and I'm looking for some good free Pathfinder compatible setting materials. I like a lot of Golarian and my use that, but most of the setting materials (understandably) cost money. Also Golaian is a vast setting which while awesome can be intimidating when trying to GM for a group that will likely know the setting better than I do.
So, when a bardic performance and when to the benefits end? Do the benefits immediately end, or do the effects finish out the round?
I will give a specific example that is the seed for my question. I have a skald with the race power guarded life. If he gets knocked unconscious his raging song immediately ends, so does he benefit from guarded life in this case (ie the song's benefits finish the round) or not (ie the benefits immediately end when the song ends)?
Hello all, I'm looking for some advice on items for UMD. Specifically I'm liking for items under 5000gp that can be used indefinitely (times per day and such) and finite use items under 750gp. Aside from wands and scrolls what can you guys think of?
So, the eldritch archer archetype is built around casting spells while wielding a two handed ranged weapon. To that end it allows using the hand holding your bonded weapon to complete somatic components. Which is all well and good, but what about material and focus components?
Is an eldritch archer just supposed to take eschew components in addition the the ridiculous number of ranged combat feats? Or simply not cast any spells with material components?
If I am holding a pistol I used during my turn and wearing a weapon like a spiked gauntlet in that hand can I attack for AoOs with that hand? I know there's rules against TWF with a combination like this, but that's not what I am trying to do.
This is an old topic, but one I haven't seen properly resolved. When a character holds and activates a wand in the hand of an arm strapped with a buckler does the character lose the AC bonus from the buckler for that round?
So, according to AoN you can use an Acid Flask as a Focus component when casting acid splash, for an additional +1 damage and liquids ice the same way but for Ray of frost. My question is what are the mechanics of doing so?
Normally focus components are drawn and replaced as a part of casting a spell, but I couldn't draw and store an Acid so ask as a part of a standard action normally. So which set of rules apply? The normal move to draw which provokes, and move to store which procokes. Or do the spellcasting rules take precedence.
Also, do you have to hold the flask or can it just be exposed in your person and you lay your hand on it or something like that?
So I recently saw some arguements that spell cartridges don't do any damage until caster level 5. To me it seems obvious that is does 1d4 +1d4/5 caster levels, but that isn't explicitly stated. Can we figure out for sure?
So, I am building an Eldritch archer with the idea of using spell cartridges. I'm trying to figure out what the best 1 or 2 level dip is to grab some of the numerous feats that I want and I am hoping someone can find something better for me.
The list of feats I feel I need to really be "online" is this.
Arcane strike
Spell cartiges
Exotic weapon proficiency, firearms (at least pistols)
Gunsmithing
Amature gunslinger or some other way to get quick clear
Weapon finess (gotta have a backup weapon option]
Then you have all the usual ranged feats as well.
So far the best dips I can find are gunslinger (siegebreaker), cavalier (spellscar drifter) paladin (holy gun) and. Fighter (trench figheter).
So there's a new feat called spell cartridges that I am pretty excited about. I just wanted to check on a few things.
1. The force bullets act in all ways like regular bullets except that they do the specified amount of damage and do force damage. Ranges are unchanged as are the likelihood of misfires. You can still apply feats like deadly aim and effects as if they are normal bullets, correct?
2. If you are small the damage remains the same.
3. Because they do force damage they will bypass most dr types and you can shoot incorpreals.
4. Is there any odd interactions that I should know about?
Hello everyone, so I'm looking at building a gun wielding eldritch archer. I plan on starting as an half elf with exotic proficiency firearms and amateur gunslinger. My question is this, is there any limit to the cost of the bonded weapon an eldrich archer starts with?
So I've put together a miniguide I think is super helpful, but I'd like to get others thoughts and suggestions. Here's a link to a Google doc that will contain a living version, but here's what I have so far. Please give your feedback :) Thanks for checking this out
Baggageboy's Mini Guide to Making the Most of UMD at Low Levels
UMD is often touted as being one of the premier skills. That is absolutely true, however, it's not easy to utilize at low levels. By low level I'm talking levels 1-3 where wealth is right and it's difficult to have a very high skill bonus without an inordinate amount of investment. So let's set the stage. Here's a link to the UMD rules.
Major Takeaways:
Barring special ability no take 10.
- This means hitting our DCs with confidence can be hard at low levels.
Most skills don't automatically fail on a natural 1, but UMD does. It also added the wonderfull effect that if you do roll a nat 1 you can't use that item for 24 hours.
- If you have something you need to rely on UMD to do consistantly buy a backup device.
Failing by more than 9 creates a mishap, and we really don't want that.
- We really want to get to a +10 bonus to UMD. This makes a big difference in how automatic we can make using things is.
Use a wand is a flat DC20.
- This is great at higher levels as it's trivial with high skill bonuses, but that's not us.
- We won't likely be using wands in active combat unless we get VERY desperate.
Using scrolls is a DC20+the scrolls caster level
- Using scrolls is even harder than wands! Bummer
If we don't have a high enough ability score we have to emulate it which means rolling twice.
- We want to avoid this if at all possible as it's another chance to fail, and we will probably be rolling a lot before we succeed.
- Look for items that can key off of abilieis you already have. If you have high intelligence for example pick items from the wizard, witch, or psychic spell lists. Of you have high charisma we're talking about sorceror, bard, oracle lists. It also means making your wisdom at least 12 will go a long ways to making certain items (cleric, druid) much easier to use.
Ok so what does this all mean? Basically it means that at low levels we are going to be limited to wands and low caster level scrolls due to both high DCs and low wealth. Also we can't reliably activate anything in combat (barring special abilities). So what can We do then? We can still use UMD, it's just going to take a long time. So we are going to target items with that in mind. Specifically, items that provide buffs/utility with long duration, or instantaneous effects. We want things that it doesn't matter how many rolls we have to make before they are active and that can last long enough to accomplish something even with a low caster level.
Getting to the sweet spot:
So we really want to get to a +10 bonus. At +10 we are never at risk for a mishap when using a wand. Every two points above that means one level higher spell level scrolls that we can use without risking a mishap. For example, a bonus of +11 means that if we roll a nat 1 while attempting to activate a 1st level scroll and assuming a caster level of 1, we'll have a roll of 12 which means we missed the DC21 by 9 and so don't trigger a mishap. At a bonus of 13 the lowest we can roll is 14 which is 9 below the DC23 of a second level scroll (typically caster level 3).
I'm not going to do an exhaustive list of options you can use to get to this sweet spot. There's plenty of guides out there that can help with that, but I will list some of the basics to illustrate that it's not hard if you are serious about it. Let's assume you have an ability bonus of 3 (cha, or not if you use an ability to switch it,) UMD is a class skill, and you put a single rank into the skill (duh). That by itself gets you to +7. Throw in a trait bonus and feat and +11 is easy at first level.
Items that are good for low level UMDing:
Wands
- Cure Light Wounds
(Note: Don't bother springing for higher level versions. In combat healing is rarely a good idea and the limitations on our abilities only make this worse. If you find one great, but don't buy one.)
- Infernal Healing
(Note: Better than CLW usually if you can swallow the evil descriptor)
- Heightened Awareness
- Mount
Scrolls
- Comprehend Languages
- Unseen Servant
- Ant Haul
- Keep Watch
- Silent Image
(Note: This one breaks my no save guideline, but it only allows a save if they interact with it. Also it has a duration of concentration, so in some cases this can be an awesome tool.)
- Identify
- Speak Local Language
- True Appraisal
- Purify Food and Drink
- Alarm
- Crafters Fortune
(Note: Make those difficult craft checks with confidence for only 25 gp)
- Instant Portrait
- Fabricate Disguise
- Monkey Fish
- Touch of the Sea
- Deadeye's Lore
- Goodberry
- Obscure Poison
So, first things first I know that durable ammo can't be made from special materials RAW.
However, I see people doing this and so I want to understand what the cost of these ammo's should be. Is it x20 the cost of the ammo normally? OR is it 1gp per piece plus the normal cost? Thanks :)
I specifically care about cold iron, mithral, alchemical silver, and adamantine arrows.
Can someone give me a breakdown of the movement capabilities of a creature without wings and in innate flight ability? There are a lot of things that the skill unlock allows that don't seem to be prohibited except by the skill unlock itself. A link to the rules for adjudicating flying (aside from the fly skill rules) would be great if it can shed some more light on this. I can't seem to find it.
Assume the creature has a fly skill modifier of +19, and co can autopass fly checks of 20 or less. I have specific questions regarding the following scenarios.
From what I have gleaned from the rules where I could find them climbing requires double movement, but I can't find that stated anywhere directly (citation?) so the creature can climb 15ft vertically as a single move action.
So RAW I believe you can use spell combat and a buckler and retain the buckler's bonus provided you don't cast a spell requiring a somatic component.
I don't think that that is intended, but I don't see anywhere in the rules that breaks.
Spell combat requires a free hand (bucklers are ok) and bucklers say you lose your bonus if you use a weapon in that hand you lose its bonus.
I know spell combat is generally treated as two weapon fighting, but if you are not using somatic components the free hand isn't doing anything, it's jsut required by the rules of spell combat.
Hello all, I'm hoping you can help me figure out how detect magic and illusions interact regarding a save to disbelieve.
So here's an example situation, I have a elf character with detect magic as a constant ability. He sees another character concealed by a cap of disguise. Because of circumstances he takes time to examine the illusioned character closely (effectively spending an action to do so) and see's that there is magic afoot. He spends more time examining and realizes that is it is a faint aura of illusion per detect magic and a spellcraft check. Also he fails the will save to disbelieve the illusion.
The way I dealt with this was to say he could see that the illusioned character was shrouded by some illusion, but that he couldn't see through it.
Does my character then receive additional save attempts as he examines the illusioned character more closely?
Did I do it wrong?
Do you see illusions as magic automatically since he always see's with detect magic? The racial trait is fey-sighted if that matters.
So this is not a major thing, but I found it to be a pretty awesome mix of fun most starting characters might enjoy. The cold iron, sawback kunai. This humble 9gp item fills so many roles! It's a saw, crowbar, piton, trowel (for you know, number 2), as well as a cold iron blunt or piercing weapon with a ranged increment, and it's a simple weapon so unless you are a wizard you are proficient. All in a 2lb. package!
So, I'l like to come up with a list of all the items that have specific weapon equivalents listed in their descriptions. There are quite a few I can think of, but I'm sure there are more that I don't know. Here's what I can think of offhand.
Item Name - Specific Weapon Similar To
Sledge Hammer - Earth Breaker
Crowbar - Club
Hammer - One handed improvised weapon does bludgeoning equal to spiked gauntlet
Miner's Pick - Heavy Pick
Torch - One handed improvised weapon does bludgeoning equal to gauntlet plus 1 fire
Shovel - Club
Iron Spike - Wooden Stake (oddly as called out in wooden stake's description)
Combat Scabbard - Dependent on weapon it sheathes
So, I just realized that one of my favorite archetypes makes for a really good VMC cleric. At level 1 for VMC cleric if you have the cure spells on your list and you use prepared casting you can spontaneously convert them to cure spells. Bards can't do this and neither can most maguses, but the puppet master can.
So my question if this, with nothing else known (I'm still planning a build) what are some particularly good domains for a character with this class setup. I particularly like using inquisitions as they are usually more powerful than the typical domains a cleric would chose.
So there are some rage powers that are a two edges sword like superstition. Can a skald maintain his song, thereby allowing all of his party to benefit, while not accepting his own song?
I believe he can though it defies logic. Thoughts?
When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.
So my question is this, can you use hexstrike with weapons that modify your unarmed strike such as gauntlet, cestus, brass knuckles, emir piercer, etc. or can you only use it with a non weapon unarmed strike?
So I am pondering making a switch hitting character that uses the vital strike line of feats to maximize the dual benefit of that feat line.
The weapons I am considering are the orc horn bow, heavy crossbow, large bastard sword, lucern hammer, and/or greatsword.
The best classes/options I can find include vigialnte to pick up vital punishment, gorum's divine fighting technique, and warpriest picking up weapon of the chosen feat line.
So thoughts? What are the best weapons to do this with? IS it something that is viable, or am i just deluding myself?
So I saw a thread on the phantom blade and it got me thinking, do intelligent items get skills? They have attributes and something akin to a level or HD. If they do, how many and what would be considered class skills for such things?
So, what is the best familiar with the Mauler archetype to serve as a small character's flying mount? Right now I'm leaning toward the shimmerwing dragonfly.
So both of these archetypes grant the slayers studied target which increases the DC of "slayer" class abilities. OF course, these classes also cast spells which are class abilities. So, do the DC's of the spells cast by these archetypes increase for their studied targets? My read is yes they do, but what does everyone else think? Has there ever been a FAQ on this?
So, this question recently came up in a campaign I'm in. Ice as far as I can tell is not "difficult terrain" as far as the game term is concerned. It simply requires double cost to move through like difficult terrain. So unless I am wrong, RAW one cannot use nimble moves to take a 5ft step on ice even though that seems to be what the feat is designed to allow.
Hello all, with this character I plan to use the spell winters grasp frequently and I want to have just enough cold resistance that I don't ever take cold damage. so Cold/6 would be the most I need, but cold/5 would probably be fine.
What is the cheapest item combination that would provide this amount permanently?
So I have the beginnings of a build that I think will be a lot of fun and should be able to fight in a pretty varied style. The real shortcoming will be the number of feats.
Here's the build
Aasimar, Gurada blooded (+2 dex, +2 Wis)
16, 16, 12, 12, 16, 7
Level 1: Martial dip with at least medium armor and martial weapons (Currently I'm using greenknight cavalier archetype)
Level 2-20: Jenyiwei Investigator archetype.
Given that the investigator archetype gives judgement I figured archery might be a reasonable path, power attack with a two handed weapon, probably with reach is a solid option as well. Also given the way the stats work out I think switch hitting is a possibility, though studied target doesn't work well with archery and there are few feats to go around.
So, what can you guys come up with? I'd like to stay with the stats and investigator archetype as outlined, but some variation could be allowed.
Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.
Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).
At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.
Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.
At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.
So my question hinges on this bit in particular.
roll20 wrote:
at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.
So RAW this seems to me to say you can basically make extracts, but only of 4th level and higher spells. You can't do the same with lower level spells. This seems counterintuitive however as it should be easier not harder to make low level spells into extracts.
So my question is twofold, is my interpretation of RAW correct, and what does everyone thing it SHOULD be?
About Zazriel Xvilmaya
Male Drider Drow (Elf)
SpellBreaker Inquisitor of Vhaeraun/3
NE Large Aberration
Initiative +11; Senses:Perception +13, Sense Motive +12, Dark Vision 120, Light-Blindness.
Age:200, Length:5'9'', Weight:125 lbs
Foil Casting: Arcane spellcasters and spell-like abilities concentration DC goes up by 2 in my threatened area. Same DC riases by two if hit by ranged attack.
Judgement: 1/day as a swift action declare judgement gain one benefit, changed judgement as a swift action.
Poison: Injury Poison delivered via bite. 1/round for 6 rounds. 1d2 str. Cure is 1 save.
Strong-Willed: roll twice and take best result for will saves vs Mind-affecting.
Undersized weapons:Must use weapons one size below actual size at no penalty.
Web: May make web attacks as ranged attack. Can move across wev at climb speed, knows if creatures are in web.
------------------------------
STATISTICS
------------------------------
Str 15, Dex 20, Con 14, Int 16, Wis 20, Cha 16
Base Atk +2; CMB +5 CMD:20
Traits
Dangerously Curious: +1 to Use Magic Device and its a class skill.
Ancestral Weapon: Start with a cold iron Rapier rapier and get +1 to attacks with cold iron weapons.
Resilient: +1 trait bonus to fortitude saves.
Drawback
Pride: -2 to diplomacy and sense motive checks if insulted until an apology is received.
Feats
Weapon Finesse: May use dexterity modifier on attack rolls with light weapons, natural attacks, touch attacks and selected weapons.
Warrior Priest: +1 to Initiative and _2 to concentration to cast defensively and while grappled.
Masterwork Back Pack 4 lbs.
1 Tanglefoot bag 4 lbs.
Bedroll 5 lbs.
Courtier's Outfit 6 lbs.
Waterskin 4 lbs.
Water Proof Bag 1/2 lb.
Sack 1/2 lb.
Flask 1/2 lb.
50 ft Silk rope 5 lbs.
Flint and steel
Tindertwigs
Whetstone 1 lb.
Mess Kit 1 lb.
Grooming Kit 2 lbs.
Fine Wine 1 1/2 lbs.
4 Trail Rations 4 lbs.
Coin pouch: 291gp, 5sp and cp
Carrying Capacity:
Light 228 lbs. Medium 459 lbs. Heavy 690 lbs.
Current Load worn:62 lbs
Total weight Carried:98.5 lbs
------------------------------
Other Information
------------------------------
Favored Class Bonus
1st:Skill
2nd:Skill
3rd:Skill
------------------------------
Class Features:
------------------------------
Spells (Su) :
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Orisons:
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Domain/Inquisition :
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells
Stern Gaze
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Track
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Strong-willed
At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.
Defense Against Magic
At 3rd level, a Spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the Spellbreaker picks a new school and gains this bonus against arcane spells of that school (to a maximum of five schools of magic at 19th level). Furthermore, each time the Spellbreaker picks a new school, the bonuses for the schools she has already chosen increase by 1
Foil Casting
At 3rd level, when an opponent tries to cast an arcane spell within a Spellbreaker’s threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, the Spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round.
Judgement:
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Racial Features:
Base Speed
Drow have a base speed of 30 feet.
Superior Darkvision
Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Immunities :
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance:
Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
keen Senses:
Drow gain a +2 racial bonus on Perception checks.
Poison Use:
Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Stalker:
The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat.
Light Blindness:
As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Background:
1) Zazriel was born to a noble house within a drow city whose rank was middling within the hierarchy of the city. He was disgraced and was to be severely punished for striking a female of a house far nobler than his own who spurned his romantic affections. He was turned into aa drider and cast into a portal which was supposed to lead to one of the Hells when it was discovered he was also a worshipper of Vhaeraun, an enemy of Lolth the patron Goddess of his home. Instead somehow the portal led him to Sigil instead of the Hells.
2) Zazriel is unaware that it was Lolth herself who tinkered with the magical portal at the moment of casting and ultimately saved his life, he believes it was his lord Vhaeraun. Zazriel has managed to learn that somehow his family and perhaps others have learned that he is not in the Hells and they intend to hunt him down.
3) Rork the rogue, is the alias of a local thug/informant broker operating out of one of the slums within Sigil. He has taken Zazriel into his employ and helped him acclimate himself to the city.
Belmara is the name of the younger of Zazriel's two sisters. A high priestess of lolth like all females of the city. She is the only person in his family that he might be able to claim to love and the feelings are reciprocated. They have had to hide this from their wretched mother as she would not approve. She prays (quietly) for his safety and might try to help him in some small way if she could.
Matron Xvilmaya, is Zazriel and Belmara's mother. It was she who cast the spell which opened the portal that was supposed to lead to his exile and death. She is furious to know that he lives and is seeking a means of ensuring his death.
4) Zariel hopes to ensure the death of his mother before she can kill him or at least find the means of ensuring she cannot take his life. I hope the party can build a network of allies, spies and servants and achieve a level of power and influence within the city. As a player I would love to see this campaign through past three or four levels for the first time.
5) Though his drider form is powerful and terrible, Zazriel fears that his mind will eventually degenerate into that of some mindless spidery beast. Despite not being full drow anymore he looks down on all non-drow, especially Elves. Though not a good man by any stretch of the imagination despite his inclination for subterfuge and treachery, Zazriel is a man of his word. He will not go back on a promise except in the most dire of circumstances.