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I have rule Question?

Can I apply Vishkanya Poison to a Unarmed Strike? or can I Apply the poison to Cestus, while still having the VenomFist Toxic applying ?


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
Str 11 Int 10
Dex 17 Wis 10
Con 12 Cha 24
Feats:
1st: Point Blank Shot
Human Feat: Weapon Focus
Dm Bonus Feat: Startoss Style
Dm Bonus Feat: Combat Stamina
2nd: Divine Technique: Way of the Shooting Star
3rd Startoss Shower
Swashbuckler Bonus Feat: Startoss Comet
4th: Quick Draw
5th: Deadly Aim
Swashbuckler Bonus Feat: Weapon Specialization
6th Rapid Shot

Startoss Dmg is +20 to hit and 1d4+36
Way of the Shooting star: is 1d4/19+17

What can I do to make this Build fun because if I continue going Swashbuckler. I'm looking at just Dmg output increase


Starting Level 1


My Dm Did a Weird Stat Rolling method. Which caused us players to roll stats then Decided what to be.

My Stats are
Str 10
Dex 10
Con 14
Int 15
Wis 14
Cha 10

Can only pick Core Races, but can Pick any Pazio Class

Im having Trouble Picking a race and Class

HELP!!!!


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Hello, I have a rules/interaction question. Would Godless Healing trigger the Celestial Totem's, non Spell Healing Portion?

Celestial Totem,Lesser
Whenever she is subject to a spell that cures hit point damage, she heals 1 additional point of damage per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), she heals a number of additional points equal to the class level of the character performing the magical healing. This does not affect fast healing or regeneration.

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
Dex 20 Cmb 4+0= 4 Touch
Con 14 Cmd 10+4+0+5= 19 Flat
Int 16 Fort 2+2= 4
Wis 9 Ref 2+5= 7
Cha 9 Will 6-1= 5

Feats:
1 Point Blank shot
1BF Precise Shot
3 Focused Shot
5 Deadly Aim
5BF ??
7??

Attack: Longbow to hit: +8
Damage: 1d8+8

Enhanced with Spells:
Gravity Bow
Named Bullet
True Strike

Attack: +28
Damage 2d6+16 Crit Threat!!!! Average is 7+8 = 15x3= 45+8 =53 Damage
If kill then cast Arrow of eruption!!!! equal gg?

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)


Im sadly new to this whole Dnd Position so There is Different Types of Bleed Conditions? and what would be an Example of theses?


Is this Valid or is there something im overlooking.


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:
You cause the target to bleed from every orifice, and her organs and blood become suffused with positive energy. If the subject fails her Fortitude save, she takes 1d6 points of bleed damage per 4 caster levels (to a maximum of 4d6 at 16th level) when you cast this spell. Any creature that takes a full-round action to sup the blood of the bleeding subject heals a number of hit points equal to twice as many as the subject lost that round due to the bleed effect. The subject must be willing or helpless to sup her blood, which provokes attacks of opportunity. Only one creature can be healed in this way per round. The subject can lick her own wounds in this way to regain half as many hit points as she lost that round. If the bleeding effect is stopped or the spell's duration ends, the subject's blood no longer heals those who drink it, though in the latter case the subject continues to bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check.

Martyr’s Bargain:
Among the faithful followers of the gods of purity martyr’s bargain represents true faith and true sacrifice.

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:
Martyr's Blood (Su) You are immune to bleed effects. Whenever you would be affected by a bleed effect, all enemies within 30 feet gain the bleeding condition instead as though they were the effect's original targets (no save; creatures immune to bleeding are immune to this affect). The Heal DC to stop this supernatural bleeding is 20 rather than 15

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.
456 Damage or 504 Damage at the end of the spell.


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