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My first question in regards to Spiritual Weapon is how far can the weapon be moved if directed? I know that it cannot go outside the spell range without it returning to your side but can you move it for example 100ft in a round to go to the enemy you want it to attack?
Secondly, if you use a move action to direct the spiritual weapon, can the spiritual weapon be used to attack an opponent as well as still allowing your character to have a standard action to attack or cast as well all in the same round?
Thirdly, I am a bit confused with some of the wording. “If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.” But then in the next paragraph it says “Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target.” Don’t these two statements contradict each other? It first says that if you are not directing it, it will return and hover by your side but in the second sentence, it claims that if you do not direct it, it will simply just attack the same target again from the previous round.
Hopefully your answers can help clarify my confusion. Thanks in advance.


Thank you very much Dasrak for your advice and feedback (and corrections!). Once again, apologies for having made it quite difficult to understand how I thought the numbers added up (not to mention I misunderstood so many rules and mechanics). Bolt Ace Gunslinger seems a very viable option for what I initially wanted for this character. I agree that often when trying to make “unique” characters you encounter problems and many drawbacks since the rules have limitations and may not be adaptable to the core concept or idea of a character. I’d like to thank you once again and I wish you have many happy DND sessions ahead!


First of all I apologize if I have posted this in the wrong thread. I also want to say that I am unfortunately not familiar with all the rules (since there are so many, especially from different books) so I know that I’ve probably got some (or maybe most) of the rules wrong for this character.
First of all, this character is an 11th level Slayer. I have also chosen Kasatha as the race (one of the only playable races with four arms). I wanted to make this character a ranged character and since I personally like the look and feel of crossbows, I chose crossbows for him to use.
First of all, I wanted to make this character permanently enlarged so his size would be Large (especially since it is relatively cheap, costing only 2500gp). This firstly means he can wield Large weapons since they are appropriate to their size. However, there exists a feat called Lighten weapon ,a combat feat from Kobold Press (http://www.d20pfsrd.com/feats/3rd-party-feats/kobold-press/combat-feats-3r d-party-kobold-press/lighten-weapon-combat/) . This reduces the effort to wield bigger weapons than your size would allow so it would theoretically allow the character to wield Huge size weapons. Since I wanted him to use crossbows, I had an idea of using two Huge light crossbows (one per each set of hands). I am aware that using each light crossbow requires two hands normally but since I wouldn’t be firing it one handed, I wouldn’t incur a -4 penalty on attack rolls.
At 11th level, the character would have 6 feats (from character advancement at levels 1,3,5,7,9,11) as well as the bonus racial feat from Kasatha which is Spinal Sword proficiency , 5 slayer talents and one slayer advanced talent. I have chosen the feats Two weapon fighting, improved two weapon fighting, greater two weapon fighting, deadly aim, lighten weapon (crossbow) and Improved Lighten Weapon (so the -2 penalty for lighten weapon doesn’t occur anymore). The slayer talents I chose were all from Ranger combat style (crossbow mastery, rapid shot, Point Blank shot, Precise shot and rapid reload). The advanced slayer talent I chose was Assassinate. Crossbow mastery is especially useful since I can reload any type of crossbow as a free action.
For the character’s weapons I chose two huge light crossbows to begin with. I would put the impact enchantment on both and Agile enchanment on the offhand one so that I could add half dex to damage (since I'm unaware of another way to do this). This would mean the damage die is increased once again. Lastly, I would purchase a wand of gravity bow to increase the damage dice again. So the damage dice progression would go from 1d8 (medium light crossbow), 1d10 (large light crossbow), 2d6 (huge), 2d8 (Impact) and 3d8(Gravity bow) for each crossbow. The slayer’s base attack bonuses at 11th level are +11/+6/+1 and my character has 22 Dex (I have taken into account the -4 penalty to dex due to my size being Large). Also, with the two weapon fighting feats I have, the character can attack three times with his offhand in a round as well alongside three attacks for main hand. Furthermore, Deadly aim will provide negatives to attack as well since it is similar to power attack but for ranged characters. Also, I think I can use rapid shot in the same round as well as deadly aim but again I receive more penalty. In total then, I believe my character will have four main hand attacks (including the rapid shot) and three offhand attacks.
Here are my calculations for to hit:
Base is +11/+6/+1 . Adding a 6 dex modifier gives +17/12/+7 on main hand. From two weapon fighting feats, he can make three attacks taking the attack bonus from the highest iterative attack bonus (17) (as shown by https://rpg.stackexchange.com/questions/72414/how-does-two-weapon-fighting- work ) but his second offhand attack is at -5, and his third at -10 as well as having -2 to attack on his main hand attacks from using a light weapon . His attack bonus would then look like +15/+10/+5 from main hand and offhand would be +15 (17-2)/+10 (17-2-5)/+5(17-2-10). Then taking into account rapid shot -2 penalty, BABs would be +13/+8/+3/ 13 (rapid shot being 17-2 from rapid shot and -2 from two weapon fighting penalty) and offhand light crossbow would be +13/+8/+3. On top of this, using Deadly aim with a -5 penalty to all attacks his final BAB would be +8/+3/-2/+8 and offhand being +8+3/-2 and so he has SEVEN attacks a round. I tried to explain this a bit better with a table.
1st MAIN MAIN 2MAIN 3MAIN(RAPID)OFFHAND 1 OFFHAND 2OFFHAND 3
BAB without dex 11 6 1 - - - -
+6 dex mod 17 12 7 - - - -
2weapon minuses 15 10 5 - 15 10 5
Rapid shot 13 8 3 13 13 8 3
Deadly aim +8 +3 -2 +8 8 3 -2

Deadly Aim does indeed seem quite risky here as the attack bonus severely decreases but if all the attacks would hit, then that’s a guaranteed 70 damage (since with a combined BAB of +18, the character qualifies for +10 to each damage per hit but at a -5 to hit to each attack). This may seem like quite a glass canon or very situational character if what I have calculated is true. However, his damage potential could be insane, especially since he was made with the intention of being a sniper hitman sort of character. Also, I believe in a surprise round, he would also add sneak attack damage on each attack’s damage especially if I buy Sniper Goggles which allow sneak attacks at any range. If he can's sneak attack a creature, then he would likely not use Deadly Aim, for better chance of hitting.
I realise him hitting on every attack would be very unlikely either way though. However, I wanted to calculate his damage in case he would attack and hit a creature as a surprise (since he is a hitman that can fire from 120ft away), meaning I would hit for Flat Footed AC.
Damage dice from the attacks would be 7x3d8=21d8 . The dex modifier for the main hand attacks would be 6 so 6x4 = 24 extra damage. Investing in the Agile Enchantment for the offhand crossbow would mean I add half dex on damage rolls so that would be 3x3=9. Deadly aim = (10x7) + Sneak attack (7x3d6=21d6)
So if he got all his attacks to hit in one round and as a sneak attack, he would have to roll 21d8, 21d6 as well as adding 70 for deadly aim, and 33 for dex damage, totalling 21d8,21d6 and 103 extra damage before even CRITTING. Is this BROKEN? Is this too powerful? Have I even calculated everything correctly for this character? Thanks in advance for any feedback. I would appreciate any advice.


Thank you very much!


Firstly, apologies for my ignorance on this matter. I am making a psychometabolist psion (egoist) for a campaign. I am curious about the metamorphosis powers available but I am unsure if they have some specific limitations. I realise someone can change into creatures or objects of their size whilst retaining their weight. However, is it possible to change your appearance after the spell has been cast? For example, if I have turned into a rug or a chair, can I then make myself look like a human or turn into another object like a painting all whilst under the same spell (since it lasts 1 min/level)? Also, can the metamorphosis spell be dropped? So if you are a chair, do you have to be a chair for the spell’s duration or can you revert back to your normal self?
I would be very appreciative of any and all answers. Thank you.


Thank you very much for your help.


I am attempting to make a psion for an upcoming session. I am planning to make a psychometabolist psion (egoist). According to what I’ve read on the psion pages, I believe a psion can choose powers to manifest from both their own discipline powers table and the Psion/Wilder table (http://www.d20pfsrd.com/psionics-unleashed/power-lists/power-list-psion-wi lder/) .
Furthermore, I believe this was supported by this reddit post : https://www.reddit.com/r/DnD/comments/14wvwb/a_question_about_psions_and_di sciplines/
However, on the Psion page it specifically states : "However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists).”
Does this mean that powers such as Precognition and Disable are unavailable to my egoist psion even though they are on the Psion/Wilder list purely because those powers belong to the clairsentience and telepathy disciplines respectively? Thank you for reading and hopefully your answers will alleviate my confusion.


Thank you very much!


I’m attempting to make a vexing daredevil mesmerist. As stated in the rules of Psychic Magic “It is impossible to cast a spell with an emotion component while the spellcaster is under the influence of a non-harmless effect with the emotion or fear descriptors”. I realise that any spell that causes shaken, panicked or frightened effects qualifies for negating the mesmerist’s ability to cast spells with emotion components. What are the other conditions and examples of spells that can also cancel their emotional casting? Are fascinating and cowering such examples?


Thank you very much! Much appreciated!


I have a character that has 6 levels in fighter and 4 levels in Stalwart defender. As a result I have base two attacks (if I decide to do a full round action to only attack). However, a feat named Smash from the Stalwart defender class allows an additional attack as part of a full attack action. I usually use Power attack for my two normal attacks but I believe (if I’m not mistaken) that Power Attack continues until the beginning of your next turn, does that mean I get to use Power attack with the shield as part of the shield slam?
Thanks very much in advance.