2. If the PC can normally draw a weapon as a swift action, then yes, unless the GM rules that the weapon is hidden away in a bag or some sort.
I don't know if the skill unlock from rogue's edge would be considered as giving the PC de ability to draw hidden weapons as a swift action or only gives the possibility to make the actions that need a some kind of check as a swift action at -20 (-10 at 20 ranks). Maybe I’ve not asked properly but that is what i was trying to ask with the last question.
Let's say that the PC it's an unchained rogue with 15 ranks on sleight of hand and he have chosen it for his rogue's edge; no feats, spells, items or whatever. Only de the skill, de unlock and enough ranks. This PC wants to draw a hidden weapon he has as fast as possible; he doesn’t care about if the rest of the world notice he is drawing a weapon or not.
- Would the PC of this example be able to draw a hidden weapon as a swift action, with no check?
In the other hand, if he try to draw it unnoticed but fails:
- Would he end up with the weapon in hand but everyone have seen him taking it or he would not be able to draw the weapon at all?
Thank you for your time and sorry for my typos and misspellings.
Hello fellow gamers! ^^
Maybe it's because it's late or because I've not had time to play on a few months and I got disconnected but, reading the Sleight of Hand skill I see anyone can draw a hidden weapon as a standard action. DC 20 to draw it unnoticed.
Then, reading the skill unlocks of this skill some questions have come to me, all of them uninvited.
Sleight of Hand Unlocks:
5 Ranks: When attempting a disarm or steal maneuver, a successful Sleight of Hand check against your target's CMD grants a +2 circumstance bonus on your combat maneuver check.
10 Ranks: The penalty for attempting a Sleight of Hand check (including drawing a hidden weapon) as a move action is reduced to –10.
15 Ranks: You can attempt a Sleight of Hand check (including drawing a hidden weapon) as a swift action at a –20 penalty.
20 Ranks: You take no penalty for using Sleight of Hand as a move action, and take only a –10 penalty when using it as a swift action.
1.0- Has the PC be successful on some kind of check to draw a concealed weapon even if he is not trying to draw it unnoticed?
1.1- If he has to, at the same C than trying to make it unnoticed or lower?
1.2- If lower, what DC it has?
If this check is only meant to draw the weapon unnoticed:
2.0- Can the PC draw his hidden weapon as a swift action without any kind of check if he don't mind to be seen doing it? (Guessing he have enough ranks on the skill)
I don't know what I'm missing so, if someone is seeing it please feel free to point it to me in addition to the answers.
Thank you for your time and sorry for my typos and misspellings.
Sorry for the late response, I was writing the character sheet with the GM and the other players.
I'm allowed to buy a masterworked tool to increase intimidate but it will take my head slot (it was going to be a helmet design) since I don't have any other idea fitting the character (Thinks like blood design, skulls and so on don't fit). It's a pitty that those trail ration only work with orcs and half-orcs.
I've spent so much yet so I can't afford the Maiden's Helm at the moment but I liked it so much so I'll try to get it fast. Thanks!
The "command" spell it gives me three times/day:
- Which ability score would I use to know the DC?
- Is it my character level used to know max. spell distance?
Thanks in advance for giving your time.
And finally sorry for my, almost sure, typos and misspelling.
Thank you everyone for your help! There are a lot of great feats and traits and sadly I can't grab them all. For that, I've been thinking about the build for the character and this is what I think it could be good:
I've reduced a bit the Str score (from 16 to 14) to take extra Int. and make a good use for "Bruising Intellect". Taking "Mock gladiator" would let me avoid taking "Bludgeoner" and have this feat slot free but I know the DM and I will not be able to always use the same weapon.
The idea is quite simple:
Charge -> Sneak attack -> Enforcer + Thug ability to sicken.
At level 9 (I like to plan a little bit ahead) it would be:
Charge -> sneak attack -> Frighten thanks to thug and shaken duration of enforcer and Sicken thanks to thug -> Extra attack because of hurtful -> Enforcer again.
Of course I'll not be always charging but the duration of shaken effect thanks to enforcer and Shatter defenses will let me sneak attack if I'm not wrong.
- Is it better to take a trait that give me "+1" to intimidate or "Unnatural presence" (which let me intimidate vermin and animals)?
I think everyone can intimidate animals without the trait but not Vermin.
- Do you guys know if the character will demoralize often enough to be a reliable source to get "free" sneak damage?
Thanks in advance for giving your time.
And finally sorry for my, almost sure, typos and misspelling.
Those feats seem very good! thank you. Specially the Hurtful feat (I'm assuming the extra attack if full base attack...). The thug archetype + Hurtful + Enforcer (assuming non-lethal damage). Assuming both attacks hit and both times successfully demoralize.
- Would let me... Hit the enemy -> Forgo 1d6 of sneak attack to sicken -> demoralize with Enforcer -> Choose to frighten for 1 round -> Use Hurtful to get an additional attack -> Use Enforcer again... ?
Shakenned, frightenned and Sickenned at the same time,it's a -6 to all saves? The caster will be my friend if it can be done and it stack.
Disheartening Display seems very good to, but the "a creature cannot be affected by it again (by you or anyone else) for 24 hours" makes me go away from it.
I was pretty sure of getting "Intimidating Prowess" (through rogue talent called "Strong Impression"). But I've asked about skill focus (or similar feats) because I was pretty sure I would not be with free feats and if it's not worth it's one less feat I have to have in mind; if it's worth the feat space to be able to demoralize almost for sure the non-immune creatures then I'll think what feat should I forget about.
I'm attached to be a Dwarf this time, even not getting this additional "+2" from half-orc. Thank you anyway, it’s good to know it for future characters, I really haven't seen it when I've read the races.
I've liked the trait to use int instead of cha to intimidate, more skill points and getting up the main skill at the same time! The other it's good, but I'm taking "Bludgeoner" feat; It does the same but will all bludgeoning weapons and I'm pretty sure I'll go with an Earth Breaker, I love it hahaha.
I've not started to see magic items yet, but probably those you said are the good ones so, thank you so much!
Thanks in advance for giving your time.
And finally sorry for my, almost sure, typos and misspelling.
Getting "Shatter Defenses" as soon as possible and Intimidate through "Bludgeoner" and "Enforcer". Of course, at every level I'm going to put 1 skill point on intimidate, I'm getting "Strong Impression" fast and I have the bonus because of being class skill.
I have no experience with intimidate (I've never used it neither, in and out of battle) and there are a lot of thing I would like to get with the character so I come here looking for your wisdom and experience to guide me to invest enough on it without investing too much.
- Which traits would you recommend me to get?
- Should I look for extra bonus to intimidate (as getting "Skill focus" and/or "Persuasive") in order to be able to demoralize enemies easily?
- Should I swap Wisdom and Charisma scores in order to get a little extra bonus to intimidate?
Thanks in advance for giving your time.
And finally sorry for my, almost sure, typos and misspelling.
Then I gess I will forgot about that class feature like I forgot about Knockout (?) (I've ignored it that much that I'm not sure about the name hahaha).
Thank you all for your prompt reply and your help!
Hello! I've been playing a Brawler for a while in a home made campaign and now I'm about to hit level 16... So I'm trying to improve the awesome blow chance of success.
I really like the concept of the brawler's "awesome blow" class feature but, taking into account what I've seen, heard and read until now, all combat maneuvers are very hard (if not almost impossible) if there is no real invest on them...
Hello! In my last game, my Bard got killed. The good news, there is a sidequest ro resssurect him.
The bad news are thay I have to play another PC while the group is doing the sidequest. I've been always hearing about the "good cleave" and the fun the group got long ago with it; for that I've thought on going fighter (Two-Handed Fighter archetype) and use the full cleave route, probably with an Scythe with my 2 characters made before this dwarf I've ben tempted to use one only because it's a Scythe.
I know my Bard will die some more times (I'm of the ones who only learn in the bad way hahaha) and every time I'll come with the same character until the resurrect sidequest it's done, so I've tried to plan a little the feat order of the "Cleaver". It will start at level 6 (the same level of my "in process to be resurected" bard) and our games use to finish about level 14 - 16. Even if it's some kind of "secondary" character, I want him to be good enought, and I'm not entirely sure if the "Cleave route" cand deal with it.
The facts that make me doubt are:
1.- Getting -2 to AC.
2.- The first attack missed stop all the cleave.
3.- They are 8 feats (+1 from Giant Killer prerequisites).
Finally, how would you build it?
I gess accuracy it's very important... But I feel like Power Attack and Combat Expertise are enought important to get them, decreasing the accuracy... maybe even so much.
Thanks in advance for giving your time.
And finally sorry for my, almost sure, typos and misspelling.
It makes sense that if they are some kind of Bardic Performance, you can't use both at the time because of the maximum of 1... But in this way I gess it's more usefull to use Inspire Courage than almost any masterpiece.
Making them a thing a part from Bardic Performance, they will be able to use at the same time than Bardic Performance, but not throught the spells that let you use more than one Bardic Performance and those with the need of 1 full round or more will be very hurted.
I'm not sure what option it's worse. I'm still reading the linked post, for sure there is some very good opinions in it.
Thank you so much for your prompt reply and your help!
Hello! Im in my second game (the first with a Bard) and I've been watching the bardic masterpieces, but there are some questions that i'm not able to find even reading some old threads. Maybe I'm lucky enought and there has been an official response since the old threads even if I've not been able to find it.
- Are Bardic Masterpieces a kind of Bardic Performance or they are another kind of ability which happen to use the same pool?
Some points of the description make me think that are virtually the same, but some points make me feel the opposite.
- Will the Masterpieces reduce their activating time as the Bardic Performance?
I think I've read it somewhere but, at this point I'm not sure if it was misreading, my imagination or I've trully read it.
- The Bardic Performance Rounds are used at the moment of starting the Masterpiece, right?
I'm almost sure of this, but for this "almost" I think I should ask.
- Is possible to mantain a Bardic Masterpiece and a Bardic performance at time without using spells like Exquisite Accompaniment?
I gess it depends if Masterpieces are considered Bardic Performances or not.
Bonus question (The Dance of 23 Steps):
Is the penalty to "Combat Manuever Checks" applied on CMB and CMD or just CMB?
If the description was "Combat Manuevers" I would not have any doubt about it but it specifies "Combat Manuever Checks"... and that make me think that only is applied when you try to do it not "resist" them.
Thanks in advance for giving your time.
And finally sorry for my, almost sure, typos and misspelling.
@chadius: Thanks, I didn't know where to start looking for that class bonus.
@Arachnofiend: Even with my lack of experience, I've seen it's so strong but, with 1 round/level duration... I'll try to make the sorcerer take it when the moment comes ;-)
@Derek Dalton: I gess I've got your point, you like to be able to excel on som things and the Bard can do a lot without being the best. But I think I will enjoy it so, I'm going to make it. Despite of that, thanks for your advice ^^
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That will sound a bit rude and more if I'm who say it but, I don't know how to say it in a better way: I would like to remember the topic is someone asking for help with spell selection to not get drown in that much information... Not if the Bard it's an excellent, good or normal class.
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@Derek Dalton: I don't want to be rude but, If a Bard could do all the jobs, why would anyone bother on making any other class?
I agree with @Fourshadow and Jack of Dust, the Bard has his own goals. Maybe he just need to not be compared with other clases, to be seen in his own way.
@Jack of Dust: buffs like Haste have a duration of 1 round/level. With the little number of spells the Bard have, it's really worth use it? Despite of my doubts, it seems strong.
@Corvino recomended the Human Favored Class Bonuss of Bard and I agree, extra spells are never bad. But I'll have to ast my GM so:
- Where can I find it?
Thanks in advance for giving your time.
And finally sorry for my, almost sure, typos and misspelling.
Now I think I understand how this kind of spell works, thanks Corvino.
For the moment I'm pretty sure I'll take buffs (and talk a with the cleric, just in case... I'm not sure if we could overlap some effects). And probably some spells that let me scout, as an "ok" sustitute of a rogue... And, at this point, I'm not sure if I will still have "free slots" of spells known.
Taking into account that spells aren't endless, I'll avoid the ones with "1 round / level" duration. It's not a wrong way to reduce options, right?
What it meant with the "repetitive bard" and "avoid it" is that he always was doing the same routine and, he showed it as the only one way of being a bard. Even if I'm the new guy (or maybe because I'm the new guy) I want to give another point of view making my bard narrate his stories, recitating poems or similar rather than act like some kind of old rock star.
For the trait, If he does it like the other GM he will guive us a list of avaliable traits in his campaign the same day we start and we should pick up the one we like more and goes well with the character background so, I won't know the avaliable ones until the last moment. Despite of that, I'll keep it in mind, thanks.
I liked a lot the saving finale despite of ending the performance. But with my only 6 rounds of bardic performance, I'm not sure if I could get the best of it...
At first I've thought on getting Lingering Performance to extend the duration of my bardic performance, but maybe would be better to take Extra performance because of the requisite of using Saving Finale?
Thanks in advance for giving your time.
And finally sorry for my, almost sure, typos and misspelling.
@Hmm: The only one bard I've seen in-game was fun at first but so repetitive from the second day... So, trying to avoid it I've thought on make him some kind of story-teller, more narrative than a singer; more of the kind who can (and will) tell you a terror story in the campfire and you will be likely to feel it. Of course, party and beer are welcome but it won't be the every day workout.
I'm sorry if I'm not so much presice, my oun skills to describe have not been used for years, until I've found this game and a group to play with xD
In the other hand, I gess I will be able to se the most obvious uses of an spell but I'm not confident on seeing "hidden" uses of them.
@Corvino: I'm gessing this spell (sleep) fall on a bad choice at later levels because of HD limit. This kind of spells, would always be good until you get the same level of his HD limit or it's just a coincidence of this particular spell?
@Arachnofiend: I was gessing that it would be better to avoid saving and spell resistance (not sure if that last it's really a problem or just my group hate, but the first the said to me with spells it's avoid SR). In the case of Liberating Command, I understand that it's a "buff" for a friend. Would they be able to choose to not roll or something like that?
And, about my low Cha, I can always look for items to boost it even before Dex, what will the an "optimal" score to not worry so much about saves?(if there is one)
@pennywit: Well this will be my second game so I'm not completly sure if it's so heavy combat or not. Plus, the GM it's another guy xD Beig them all in the same group I gess that will be at least 2 - 3 fights / day. Even in the town (those alcoholic guys from the tavern are far more aggresive than a hunger wolf...). But maybe I'm wrong and his style it's completly different.
Maybe when I feel more confotable swimming in this pool of spells information I'll go to se summon spells but, for now, I gess it's better to not go to them... It would delay so much my time spent in each round... But I'll keep them in mind for a future :D
@Cavall: In the group there will be a Paladin, a Cleric and a Sorcerer. So, ignoring my tempation of healing, I'll propably go buffing and Information Gathering (there is no rogue and I like do it, I've done it even with the fighter [it was not my best idea, but at last anyone died] lol).
I gess I could get a lot of fun making my enemy do whatever I want and laught at his face, but even this fact, I prefer being decent archer (this way If I run out of spells I can still hit pretty decently, or thats what I gess) and have a little less Cha.
As I've just said, I'll not use the summoning option until I feel that I'm not needing a lot of time with the other kind of spells.
@Deadmanwalking: My thought where get 16 cha on lvl 4 (then some items to boost it if possible) and the rest of resources to get Dex (for archery) and maybe some Str (for composite shortbow). Having 14 Con I think I can afford to not invest on Con... All items seems to be so much expensive, at least in my only one game. Some kind of nasty creature always go for the archer and the caster.
Thank you everyone, this is going to help me a lot.
Even if I put questions after naming someone, that doesn't mean that the question will entirely be directed to this person. Feel free to answer all you want (if you want to answer of course).
And finally sorry for my, almost sure, typos and misspelling.
Hello! I'm going to start my second game. This time I'm thinking about to play a Bard, last time I've played a fighter. This will be my first time using some kind of spells, and I'm so lost trying to get away from "trap" spells (I'm gessing there are some of them). For that, I'm here looking for your experince and knowledge.
Since now, I've thought on go Human - Bard - Archer and with the following stats (I don't like to go less than 10 even on a 15 pt buy):
STR: 10 // DEX: 14 // CON: 14 // INT:12 // WIS: 10 // CHA: 15
- What are, in your opinion, the good spell choices?
- What spells should I avoid with all my soul?
- What you use to have in mind when you decide if an Spell it's a good or bad choice?
Thanks in advance for giving your time reading and answering.
And finally sorry for my, almost sure, typos and misspelling.
As I've said before, I just wanted to know how it works and then talk with the DM and decide what to do. In my opinion it's better knowing how it works by RAW and then, having a base to work with, house rule it (if wanted).
I think I finally got it thanks to all of you. Thank you so much for your help!
@DM Livgin: These days I have found that is a little madness as you say but I want to know how it works by RAW or at least as close as possible to be able to explain it at the GM and then decide how we are going to use it at the table. Anyway, thank you so much for the advice; I will keep it in mind.
After re-reading my own questions, I've realized that the first one it should be:
"Would the Masterwork Transformation Spell be anthe only exception to the rule that masterwork quality cannot be added to an object already created?"
The other questions are still the same, but I'm trying to reformulate them:
Reading the Masterwork Armor, the Masterwork Transformation Spell and the Shield Spikes descriptions:
- Would this mean that it isn't necessary masterwork the Spiked Shield as a weapon to enchant it with weapon properties?
For what I've seen until now, when you attach Spikes to a Shield it becomes an Spiked Shield not a Shield with Spikes (I don't know how to explain it correctly...), so:
- Could someone tell me where I can find if the Spikes of a Shield count as a separated weapon and can be enhanced on their own?
Thanks in advance for giving your time reading and for the answers.
Finally, apologize for typos and misspellings. I'm quite bad with any language.
Hello again! The last answer left me with the question about how masterworking works so I've read again the masterwork Armor entry for armor and shields. This leads me to the first question:
- Would the Masterwork Transformation Spell be an exception to the rule that masterwork quality cannot be added to an object already created?
I guess it is, but I would like to be completely sure.
In the last paragraph of the masterwork description and the spell we can read:
Masterwork Armor wrote:
Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. However, you can create masterwork armor spikes and shield spikes, which do confer their enhancement bonus on attack rolls to attacks made with the spikes.
Masterwork Transformation wrote:
The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option).
As far as I understand, you can create Spiked Shields as high quality as armor and weapon (paying 150gp + 300gp I guess) or just one of them. But, in the Shield Spikes we can read:
Quote:
An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.
This brings me to the second question:
- Would this mean that it isn't necessary masterwork the Spiked Shield as a weapon to enchant it with weapon properties?
The description "talks" about making the "Spiked Shield" magic, not the spikes.
The Shield (not spiked) has de same entry, so I guess they work in the same way with the exception that they cannot be masterworked as a weapon because it's specified to be able to be done on Spikes.
I couldn't find anywhere if the spikes can be enchanted on its own... for that, my third question is:
- Could you tell me where it is?
I'm sure that I've passed through where it is but I haven't seen it.
Thanks in advance for giving your time reading and for the answers.
Finally, apologize for typos and misspellings. I'm quite bad with any language.
Hello! I've recently joined a group to play but, even using my free time to gather as much information as I can, there are some things that I cannot find/understand. So I've found myself, new and ignorant, needed of help on even basic things.
I've seen this trait "Shield-Trained". With this trait, heavy shields are consideret light for me. So, my first question is:
1.- That means I can apply "Weapon Finesse" with heavy shields?
In some old threads, I've seen the "Bashing" property. It makes you shield deal damage as if it is a bashing weapon of two size categories larger. But at the end we can read:
Bashing wrote:
"Only light and heavy shields can have this ability".
Then if I read the "Shield Spikes" which increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger, the second and third questions arise:
2.- An Spiked Heavy/Light Shield count as a Heavy/Light Shield and can be enhanced with this property?
3.- If it can be enhanced with it, both would stack?
As far as I know, any armor/weapon have to be masterworked to be enhanced with magic properties. In the "Shield" descripcion (Light Shield and their spiked versions too) we can read:
Quote:
An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right
And this leads me fourth and fifth questions:
4.- To be able to enhance it with armor and/or weapon properties, they have to be masterworked as an armor (150 gp), as a weapon (300 gp) or as both (450 gp I gess)?
5.- The magical properties of armor and weapons placed on a shield, do they have a maximum of "+10" between both or each has its own maximum? Letting the Shield having an efective maximum of "+10/+10".
This questions lead me to the sixth:
6.- How should I calculate the price of mixing armor and weapon properties on an Shield?
I think I've done enought questions for now... Thanks in advance for giving your time reading and for the answers.
Finally sorry for my, almost sure, typos and misspelling. I'm quite bad with any language, even in my mother tongue :'( .