Poog

Honorable Goblin's page

226 posts. Alias of superdude097.




It seems the person in charge of updating the PRD with errata has made a mistake; the Crane Wing errata has been applied to the Crane Riposte feat instead (Crane Wing still has the old language).

Link to Crane Wing on PRD

Link to Crane Riposte on PRD


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So I just found this web page that describes a way of replacing certain magic items (read the "Big Six" plus skill items) with innate bonuses.

Innate Magic:
Starting at 3rd level, all characters receive points when they level up, that they can spend on bonuses to stats and attributes. The total number of points by level is given in the table. For example, a 10th level character has 15 points to spend; on reaching 11th level, they gain an additional 3 points, for 18 points in all.

Level...Points...Max Bonus...Max Bonus (Skills)
01..........00...........+0...............+00
02..........00...........+0...............+00
03..........01...........+1...............+05
04..........02...........+1...............+05
05..........04...........+1...............+05
06..........06...........+2...............+05
07..........08...........+2...............+05
08..........10...........+2...............+05
09..........12...........+3...............+05
10..........15...........+3...............+05
11..........18...........+3...............+10
12..........21...........+4...............+10
13..........24...........+4...............+10
14..........28...........+4...............+10
15..........32...........+5...............+10
16..........36...........+5...............+10
17..........40...........+5...............+10
18..........45...........+6*.............+10
19..........50...........+6*.............+10
20..........55...........+6*.............+10
*Only for attribute bonuses.

Points can be spent on the following bonuses, at the given rates:
Weapon enhancement bonus: 2 points per +1 bonus
Armor enhancement bonus to AC: 1 point per +1 bonus
Shield enhancement bonus to AC: 1 point per +1 bonus
Natural armor enhancement bonus to AC: 2 points per +1 bonus
Deflection bonus to AC: 2 points per +1 bonus
Resistance bonus to saves: 1 point per +1 bonus
Enhancement bonus to one attribute (taken separately): 2 points per +2 bonus
Competence bonus to one skill (taken separately): 2 points per +5 bonus

Note that these costs are a simple linear scale, unlike the quadratic scaling costs for magic items in the DMG. The costs are mostly in line with the pre-existing relative costs between categories: for example, a +1 weapon costs twice as much as +1 armour. Skills are more expensive than in the DMG, which is a deliberate decision reflecting the belief that skill boosters are too cheaply priced.

A cap of +1 per 3 levels (rounded down) applies to all bonuses, except for skill competence bonuses. Skill bonuses are limited to +5 at levels 1-10, and +10 from 11th level onwards. Only attribute bonuses may exceed +5. Attribute bonuses must be taken in lots of +2, just as with magic items.

These bonuses can be thought of as "innate", in the sense that they are a part of the character, not their equipment. Thus they don't take up item slots, cost gold or experience to enchant, and apply continuously. The exceptions are weapons, shields and armour: for these, if you do not have an item of the appropriate type, you do not receive the bonus.

Armor enhancement bonus is split into the following categories: none/light, and medium/heavy. When you buy an armor enhancement bonus, decide which category the bonus will apply to. You gain the bonus whenever you wear armour falling into that category. For example, if you're a rogue, you might buy 2 points of armor enhancement bonus for the none/light category; as long as you wear light armour of any kind or no armour, you receive a +2 bonus to AC. A character without armour is treated as having a base armor bonus of +0.

Shield enhancement bonus is split into the following categories: none/buckler/light, and heavy/tower. You gain the bonus whenever you use a shield of the correct category. For "none/buckler/light", you also gain the bonus if you are not using a shield, but have at least one free hand (e.g. you are [neither] wielding a weapon in your off-hand, [nor] using a weapon two-handed). A character without a shield is treated as having a base shield bonus of +0. (Monks can use this to gain a shield bonus to AC stacking with their Wisdom and class bonuses, as can other classes with similar abilities.)

Weapon enhancement bonus is split into melee and ranged categories. You gain the bonus whenever you use a weapon of the correct type. Thrown weapons use whichever bonus applies to how the weapon is actually being used. Thus if you use a throwing axe in melee, it gains the benefit of any melee weapon bonus you have, and if you throw it at an enemy, it uses your ranged weapon bonus.

Innate bonuses don't stack with bonuses of the same type obtained from actual magic items or other effects.

I really like this, with a few caveats:

1. Is it really necessary to have separate set of bonuses for melee and ranged weapons? I don't think so, but what about you guys?

2. Bracers of armor can go up to +8, but with this you can only get up to +5. Though this could be alleviated by gaining a shield bonus, so I guess it's fine as is (just have to change bracers of armor's maximum effective bonus).

3. Should skill bonuses be available at all? The amount of points listed above doesn't seem to really have room for skill bonuses. Maybe shift the whole table down one level (er... up one row?) and make 20th level have 60 or 61 max points (this could also allow for more ability score bonuses)?

4. If one were to implement this system, what would be the best way to adjust actual WBL? 3/4? 2/3? 1/2? NPC WBL?

Anyway, what do you guys think of this?


Here's the set up:

A character has the Two-Weapon Fighting & Improved Two-Weapon Fighting feats, as well as 2+ levels in the Duelist PrC (and therefore has the Precise Strike & Parry abilities). He is wielding a rapier in his main-hand and a dagger in his off-hand.

Here's the question:

Can this character make a full-attack, sacrifice his attacks with the dagger for his Parry ability, and simultaneously gain the damage bonus from Precise Strike to his attacks with the rapier?

I would say yes, since Precise Strike specifically says "a duelist cannot attack with a weapon in her other hand," and by foregoing the attacks granted by TWF & ITWF to use with Parry, he is not actually attacking with a weapon in his off-hand. However, Mr. James Jacobs seems to disagree with me and said to make a thread about it when I brought up the wording.

As an additional note, I think this should work from a thematic stand point, since real world rapier and dagger technique used (uses?) the dagger almost entirely (if not entirely entirely) for parrying.


So I just now realized that throwing a splash weapon is a Full-Round Action, or rather "Preparing" to throw a splash weapon is a Full-Round Action. What exactly does it mean by "prepare"? Is it assumed that you're carrying your alchemist fire in your backpack? Do you need to fiddle with the flask before throwing it? Is there no way to make this take less time?

I was going to make an alchemist who planned to use alchemical thrown splash weapons to supplement his bombs (at least at lower levels), but this revelation seems to have killed that tactic.

Thanks in advance for your responses.

P.S. Bonus rules question: Does an alchemist add his strength modifier to damage rolls with bombs as he would with a normal thrown splash weapon? Or do thrown splash weapons (of any kind) not count as "thrown weapons" with regards to strength?


Does an alchemist NEED the Fast Bombs Discovery in order to throw multiple bombs each round? Or is using the Bomb class feature its own kind of standard action before then?

Could one take, say, Quick Draw and Rapid Shot to get more than one off each round before 8th level?

Would an alchemist with Quick Draw even need Fast Bombs?

The idea is to eventually use Rapid Shot + TWF feats to deliver a salvo of alchemical fun, just wanted to know whether it's possible before 8th level.

On a side note, by RAW, is there a way to store splash weapons (Acid Flasks, Alchemist Fire, etc.) in a manner that would allow Quick Draw-ing them? Would just describing my character as having a sash with loads of flasks attached be good enough, or do I have to keep that stuff stored in a backpack (and therefore need a Move Action to "Retrieve a Stored Item")?

Thanks in advance for your responses!


Does the Spell Perfection Feat cancel out the benefit of the Magical Lineage Trait?

PRD wrote:
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
PRD wrote:

Spell Perfection

You are unequaled at the casting of one particular spell.
Prerequisites: Spellcraft 15 ranks, at least three metamagic feats.
Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.

I doubt they actually do work together, but the wording is just vague enough (for my tired mind anyway) that they might work together, which could be easily abused (See 1st Level spells).


PRD wrote:

Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

I have several questions about the wording here:

1: If a "weapon-like object" (say a wand) is "carried in easy reach" and a character has a BAB of +1 or higher, can the character "draw" it in conjunction with a regular move?

1a: Could the character draw 2 wands (one in each hand) if he had TWF?

2: Can a character with +1 BAB sheathe one weapon while simultaneously drawing another during the same move? What if he's using a light shield? What if he's using a heavy shield? What if he's using TWF to sheathe 2 and draw 2 simultaneously (no shield)?

3: Is a 5-foot-step considered a "regular move" for the purposes of drawing a weapon while having a +1 BAB?

3a: Is the movement during a Spring Attack/Shot on the Run considered a "regular move" for the purposes of drawing a weapon while having a +1 BAB?

Thanks ahead of time for your responses!

Bonus Question: Since "Sheathe a weapon" is listed (separately from "Draw a weapon") as a move action that provokes an AoO, would sheathing a weapon during a "regular move" draw an AoO? This could be important if the attacker has Combat Reflexes (or if it's concluded that a 5-foot-step is considered a "regular move").