Giant Frog

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I'm exploring the world of golemancy and I noticed this modification:

Brain: This upgrade doesn’t permit the golem to think independently, but instead, the brain works as a storage device, permitting the golem to acquire skills and feats as if it had an Intelligence score of 10. Enchantment spells or spells with mind-affecting effects that are cast upon the golem can affect the brain, causing the brain to cease functioning for the duration of the spell. While the brain is suppressed in this fashion, the construct temporarily loses access to its skills and feats. If the spell has a save, the brain uses the golem’s saving throws.

Now, when you install that delicious brain, how does the construct aquire the feats, and how many can it learn? Is it equal to 1 plus one for every other racial hit die?


So combat begins. Let's say that your 2h paladin rolls very well on his initiatve and goes first. What do you do now? Do you cast a good buff spell, or would it be better to simply engage smite protocol and charge in there so you'll have a chance at a full attack next round?

If you cast a spell, it may put you behind on your full attack schedule, or it might not. You still have have a move action, so you could close in with the enemy and then let them come to you, which has the additional benefit of saving you from being hit by a full attack by an enemy if you had instead chosen to charge them.

Thoughts? Experiences?


Happy new year!

I've been building a grenadier alchemist, and I'm not positive if you need to use a move action to retrieve an alchemical liquid or powder before you infuse a weapon, or if the retrieval is considered a part of the infuse action.

The ability:

Alchemical Weapon (Su)

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

I'm thinking that you do need to use a move action to retrieve the item, but I figured I'd get a consensus.

Thanks for any answers!


I know there's been some discussion on the these two subjects, but I can't seem to find a definitive answer on how they interract with each other. The prehensile hair hex provides an extra limb that uses intelligence instead of strength as its governing ability. The hair can be used as a secondary attack. White hair, from the white haired witch archetype, recieves a primary natural hair attack, that, as written, uses intelligence only for damage. Nothing written about if it is prehensile or what it uses for attack rolls. So by RAW, white hair is not prehensile and uses str for attack rolls.

But if someone with both the hex and class feature decide to activate the hex, then make an attack roll, what do they do then? Do they use int because the hair is now hexed to be a limb which is governed by int? does the hair become prehensile, but still use str for attack? are they still able to make white hair combat maneuvers while using prehensile hair?