Jellik Fulson

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Khouri P. wrote:
It just took awhile - in case anyone else was looking for this: Inner Sea Combat

That's a hell of a necro.


Critical Assessment wrote:
I would say yes but how many cavalier levels do you count as having via variant multiclassing.
Quote:
Order Ability: At 7th level, he gains the 2nd-level ability of his chosen order, treating his character level as his effective cavalier level.


Tentacle cloak, just say that rather than grey tentacles, its just the cloak itself. For the explosion of souls theres probably an item that does similar or replicates a spell. Maybe just magic missile or an aoe spell?

Cloak, Tentacle wrote:
Subtle, indefinable shapes ripple and flow when this deep blue red cloak moves, seemingly devouring any light falling upon it. Once per day at the wearer’s command, two large gray tentacles strips of fabric emerge from the cloak near the shoulders. Each tentacle strip can make a natural attack that deals 1d6 points of bludgeoning damage, assuming the wear is Medium (the damage of the tentacles scales by size of the wearer as a tentacle natural attack). The tentacles attacks have 10-foot reach and the grab monster special ability. In addition, the wearer gains a +4 competence bonus on grapple maneuver checks with the tentacles attacks. The tentacles strips of fabric last for 1 minute.


If a character is a level 19 fighter + level 1 Softstrike Monk and is also a VMC cavalier (order of the hammer), is the order of the hammer unarmed strike damage affected by the softstrike "nonlethal strikes" ability?

Mighty Bash wrote:
...the cavalier’s unarmed strikes deal more nonlethal damage than usual; she is treated as having a number of monk levels equal to her cavalier level for the purpose of determining how much nonlethal damage her unarmed strikes deal.
Nonlethal Strikes (Ex): wrote:
A softstrike monk focuses on blows that do not inflict deadly harm. When a softstrike monk deals nonlethal damage with his unarmed strikes, his monk level is treated as 4 levels higher for the purposes of determining the damage he deals (to a maximum of 4d8 at 20th level for a Medium monk).


Excellent. thanks.


So you're actually saying it doesn't count as sneak attack even though it is "considered equivalent to a sneak attack" when using the abilities i mentioned whose effects modify (and therefore "depend on" having/being able to use) sneak attacks?

Or are you just saying it doesn't modify the reduced 1d4 hidden strike damage, meaning feats like extreme prejudice do nothing for a serial killer?

Im not invested one way or the other, just trying to clear it up.


Does dealing d8 damage with your sneak attack depend on you having sneak attack then?

Assuming it does (because you cant increase the damage die of your sneak attack unless you actually have sneak attack, thereby making it "depend on sneak attack") would that increase the reduced hidden strike damage to 1d8?


RAW is the best you've got here, but if you're the player wanting to take guided hand consult your DM in case they don't want you to be able to.

Advice:
The channel smite feat will be useless to you, so two feats for what is probably only a small bonus to attack rolls isn't going to be fantastic. Guided hand does nothing for damage rolls and If wisdom is going to be your best attribute you're probably going to need at least passable strength or dexterity anyway depending on your armor, so you might as well prioritize other feats and invest slightly more into strength or dexterity.


The serial killer vigilante has [quoute]Her hidden strike is considered equivalent to a sneak attack with the same number of dice for the purpose of meeting prerequisites or using abilities that depend on sneak attack.

Does this include effects that change the dice size of sneak attack, from effects like the Extreme Prejudice feat, the Knifemaster rogue sneak stab, the skulling slayer bold strike or the waylayer ambuscading sneak attack?

How does that work when attacking a dex denied opponent?


ErichAD wrote:
The Mourning One Is the only one I can find quickly. There are plenty that have apparent size boosts to their weapon damage that are unaccounted for.

Yeah, i found that one too but i cant find any others so i'd like to confirm that isn't an isolated error. (As bestiaries are well known for having many small mistakes)

Im aware that there are "plenty" others which deviate from the average damage dice, but that's normal for monsters and is no way indicative of being treated as a size category bigger than exists in the game.

If anyone could provide another example of a colossal creature having the improved natural attack feat or an ability that specifically references a colossal creature as being x size categories bigger I'd be content.

Additional monster abilities found after this post:

I found under a dragon's bite attack:
Quote:
A dragon's bite attack has reach as if the creature were one size category larger (+10 feet for Colossal dragons).

But im not sure if bolded is clarification because the size category larger than colossal isn't listed, or extra rules because a size category larger than colossal isn't possible.

I also found this though:

Exoskeleton wrote:
If the base creature didn’t have any natural weapons, it gains a slam attack that deals damage as if it were one size category larger than its actual size.

Given that exoskeletons can be applied to colossal creatures and it doesnt have extra rules, that's an example of another thing like INA that could indicate that you would continue increasing past colossal.

This exoskeleton text is similar to that found in Echohusk, Sunbaked Zombie, Waxwork and Zombie templates too. So its certainly not an isolated occurrence.

Conclusion: After finding those monster templates i've accepted that there is enough evidence to suggest effective size increases can surpass colossal size.

(And yes before its brought up i know multiple effective size increases from different sources wont stack)


RAW you still have channel energy, as the ability doesn't replace it and AFAIK theres nothing to indicate the author intended otherwise given the class' leaning toward wisdom.

So yes, a tortured crusader still has channel energy to meet prerequisites etc.


willuwontu wrote:
The bestiary has examples of colossal creatures with improved natural attack. So either the feat is doing nothing for them, or you continue to scale like normal (which is the logical conclusion imo).

Really? Can you link me some examples?


Firebug wrote:
Size Changes, Effective Size Changes, and Damage Dice Progression FAQ** spoiler omitted **...

Isn't that just about how the die size changes numerically? It doesnt address the possibility of an actual or theoretical size above colossal at all. It doesnt even feature the word colossal in the entire FAQ. I dont think this helps me answer my question.

Im well aware of how the die would increase IF its possible to have a weapon treated as a size category that doesnt exist, but im trying to determine if theoretical sizes above colossal actually exist in the rules or if the damage is capped when it reaches maximum pathfinder size (colossal).

The best i can find is that the size categories have predetermined measurement ranges associated with them, except colossal which is simply "64ft+" which means there is no size above colossal in practicality or theory. So that would probably mean the damage should cap as being treated as colossal, but is there something to overrule that?


Does a huge creature with all of the shikigami style feats deal damage as if three sizes larger, or is the damage capped at two sizes larger because there is no size bigger than colossal in pathfinder rules?*

*I assume theres nothing bigger than colossal in pathfinder anyway?

I'm trying to find something official on this or as close to it because I'm stumped.


Thank you for the thorough explanation and breakdown.

Confusion all cleared up.


VoodooMonkey wrote:

Scion of Humanity

Source Advanced Race Guide pg. 85
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype

Then take the racial Heritage feat?

That is the Aasimar's version of pass for human so by RAW you'd look like a human as someone already pointed out. Which is fine if all you care about is meeting prerequisites.

VoodooMonkey wrote:

Plus, technically it does not specifically say you can't take the feat multiple times...

You cant take a feat multiple times unless an ability specifically says you can.

VoodooMonkey wrote:

On that note, does Racial Heritage give you Weapon Familiarity?

No. You dont get any racial abilities.

If your character is mythic you may choose the mythic racial heritage feat when gaining a mythic tier if you want to gain a racial trait.


Answering my own post here but after thoroughly going through a lot of threads on the subject i think the answers are:


1: B. It just lets you ignore the inappropriately sized weapon penalty, it doesn't change your capabilities.

2: D. Intent was to ignore inappropriately sized weapon penalty for the size above you, but small sized tieflings hadn't yet been introduced.

3:C. It allows you to ignore the inappropriately sized weapon penalty, that means different things for each archetype. For titan fighter, their -2 penalty to attack rolls is applied directly to attack rolls and is not part of the inappropriately sized weapon penalty, it is separate, so you'd only ignore -2. For titan mauler, their ability specifically increases the inappropriately sized weapon penalty by 4, which by RAW would mean you'd ignore that too. This is in line with the threads i've read concerning the "giant-blooded" trait and its interaction with these two abilities. It is however quite strong synergy for the barbarian and DMs may choose to houserule it giving a lesser benefit.

4: A. Intent is when the weapon grows with you, you still ignore the inappropriately sized weapon penalty of the weapon as it is still one size larger than you.

That sums up as much as I can compile from the scattered threads.


The Tiefling variant wrote:
"You have oversized limbs, allowing you to use Large weapons without penalty."

There have been a few discussions about this ability, but i'm a bit confused as to how it works and by the look of the threads i've seen so were others. What are the most "official" readings of how this ability works, specifically in regards to these questions:

1: Does this let a medium sized tiefling wield a large greataxe? Or just a large one-handed weapon in two hands without penalty? (A or B)

2: Does this let a small tiefling wield a large greataxe, a medium greataxe, a large one-handed weapon in two hands without penalty or a medium one-handed weapon in two hands without penalty? (A, B, C or D)

3: If the tiefling is a Titan Mauler or a Titan Fighter do the class abilities overlap with this trait, do they apply to weapons the next size up (Huge Sized), or something else? (A, B or C)

4: If the tiefling is affected by something that increases their size (such as a version of an enlarge person effect that works for tieflings), do they still ignore penalties with the resized weapon or not? (A or B)

Any staff quotes, faqs I've missed or anything official that relates to these questions will help a lot to support your opinions. I know its just a small ability in a supplement product but I'd like to run it properly. I'd accept author intent too if anyone has it.


That's fine. I was only planning on having it for the really "big" monsters where i'll notice a difference. Multiple creatures get squashed easily and are fodder for casters anyway.

We all have quick draw as a house rule so that will make the cord idea work even better.


Wow that wand key ring will help a lot if I go the wand route and have to use umd.

yukongil wrote:
could just take the Guide Ranger archetype, then you get favored enemy bonus as a swift action 1/day against a specific target

I dont think that helps with the favored enemy from hateful rager...

Spell Trigger wrote:
Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.

Does this mean a level 1 ranger counts for using the wand without umd? Because that sounds like a tolerable dip if it does.


What are the best ways to get the instant enemy spell as a hateful rager barbarian? (Preferably still as a swift action)

Alternatively, is there something similar I can get that does the same thing to get my highest favored enemy bonus against a different target?

(Im ok with up to a three level dip into another class if its absolutely needed, but would prefer not.)

I know nothing about scrolls potions staves wands and stuff.

Any help welcome.