So I am currently in a Rappan Athuk campaign, Where we decided to be evil. I am Playing a Dhampir Antipaladan, that is using a Improvised Weapon Build with Gloves of Improvised Might. My Question is, Can I place the Holy Enchantment on the Gloves of Improvised Might, and not have the Negative Level after 24hours?
lvl 11 Swashbuckler
Startoss Dmg is +20 to hit and 1d4+36
What can I do to make this Build fun because if I continue going Swashbuckler. I'm looking at just Dmg output increase
Hello, I have a rules/interaction question. Would Godless Healing trigger the Celestial Totem's, non Spell Healing Portion? Celestial Totem,Lesser
Godless Healing, Prerequisites: Cannot have a patron deity. Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability. Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.
So my question as a Dm is I have a Player that is using the bloodline Mutation Blood Intensity. which is at the moment 1/day add dice equal to Str/Cha modifier. Now they are a Gnome and they have Produce Flame as a 1/day Spell-like ability. Which is for 1min/lvl they have a melee touch attack that deals 1d6+5. The Group insists that Blood Intensity and Produce Flame work together. Is it correct that they work together, or my players misreading?
Human Wizard lvl 8 Traits: Heirloom Weapon. Called Str 10 Bab 4 Ac
Feats:
Attack: Longbow to hit: +8
Enhanced with Spells:
Attack: +28
This is all without magical Items Please Review and Rate.
So I have a player that believes that once water is animated using the Watersong Class feature from the Bard Racial Archetype Watersinger. That Hardening will cause the waters hardness to go up but that the hardness boost will stay the same even after the performance has ended. http://www.d20pfsrd.com/races/other-races/featured-races/arg-undine/watersi nger http://www.d20pfsrd.com/magic/all-spells/h/hardening
Hello There, I was wondering if by using the Feat (Eldritch Heritage) "Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities." You this feat to gain Draconic Bloodline, Would I qualify for the Dragon Disciple Prestige class? If yes, Would I stack my Sorcerer Levels with the Dragon Disciple Levels to determine the power of the Bloodline? (Blood of the Dragon)
I have a Player that has chosen to become a Mystery Cultist and has picked the Cardinal Martyr Boons. So heres my Question, With the following Spells: Blood of the Martyr:
Martyr’s Bargain:
You cast this spell as an immediate action when you are subject to a spell or spell-like ability that deals hit point damage, after attack rolls and saving throws have been rolled but before the damage itself is determined. The damage dealt by the spell and any related effects are then delayed for you (and you only) for a number of rounds equal to your caster level. At the end of that time (or immediately if martyr’s bargain is dispelled), the delayed damage takes effect on you as it would have at the time it was cast, but is maximized as if affected by the Maximize Spell metamagic feat. Spells and spell-like abilities that were already maximized gain no additional benefit from this spell. Nothing can prevent this delayed damage from affecting you. You can be affected by only one martyr’s bargain spell at a time. If you cast this spell while you are already under the effects of a previous martyr’s bargain, the previous spell effect ends and you immediately take the damage it had delayed. These 2 Spells Combine with the Last Boon of the Cardinal Martyr:
A lvl 20 Character That does this is caster lvl 19 or caster lvl 21 with Fervor. So thats 4d6 delayed for 19 or 21 rounds.
So I have one Issue in my campaign and this has been a Debate. All the party members agree that Devastating strike does in fact dishout massive Damage. After reading the Feat (Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.) To me It sounds like you only get a +6 bonus damage and that is it. But the Party members say that Its actually +2 per extra die rolled for Vital Strike, Then +4 for Improved Vital Strike and Last but not least +6 for Greater. So my Issue is If its +6 per die of bonus dmg then a Large Greatsword that deals 4d6 + bonus. If it does Devastating Strike then Its going to be 16d6 with the Bonus 6 damage per die equaling out to 72 Bonus Damage. So How does Devastating Strike Work, I really want to know because that would mean that Monsters can do the Exact same thing. Please help |