![]() ![]()
![]() I'm inclined to agree with Java Man, with one clarification. Vomit Swarm says the caster can control direction of movement, but does not say the caster has any other control. Changing direction or moving it in subsequent rounds requires a standard action. RAW, there are no other control abilities, so the caster could not tell the swarm to do things like cover a creature's head, crawl into a container, spell out words, or anything else.
![]()
![]() Talonhawke wrote: Actually it's not Jengada nothing in PWK would lead you to believe it sets a creatures con to 0. It kills it outright not through any other means. I'm fine with that, I was making the point that PWK doesn't say it's HP damage, either. But that means PWK is in the realm of "Attack forms that don't deal hit point damage are not healed by regeneration." It seems one either has to accept that an attack not dealing HP damage can kill them, or there's a fundamental contradiction within the "Regeneration" text.![]()
![]() The text of Power Word Kill does not say it does hit point damage, as others have noted. Therefore, RAW, this is an assumption. It is equally possible, but equally an assumption, that PWK drops Constitution to 0. This is a kill according to Ability damage RAW.
![]()
![]() The basic question: do rage and stun interact in any special way?
Thanks! ![]()
![]() I've looked for a rule on this, but found nothing. Are there rules for making a magic item that allows a particular feat? For example, a ring of Quick Draw or of Blind-Fight. Alternatively, does anyone have an example of such an item in the books? Obviously there are many feats that make no sense in an item, and prerequisites would make for a complicated item. Thanks. ![]()
![]() I just looked back at the core rules for a critical, because I was looking at Auspicious Mark (Barbarian rage power). It looks as if Auspicious Mark can't produce a critical threat when the weapon requires a natural 20. But could it produce a threat if the weapon has an increased threat range? (This boils down, in a sense, to whether there's an implicit "natural" in the increased threat range text "...That is, you can score a crit on a lower [natural] number.") ![]()
![]() Quandary, there's a teleport pad network that our party has been discovering. You have to know the "code" for each one and then you can access it. So I should be able to step back on the pad, but you do raise the possibility that one of them could scramble the code and I'd go who-knows-where. Ah well, that's the GM's problem, I guess. ![]()
![]() I have, in fact, gotten rid of uncanny dodge - I took brutal pugilist and raging drunk archetypes. Those have given me the bonuses on my CMBs and CMDs, as well as the ability to suck down potions as a move action. (I've got a bandolier of cure serious wounds potions).
Given all of your advice (thank you, this is awesome!) I'm thinking I'll hire a mage to come with me to the out-bound teleport pad. He can cast True Seeing, and any other buffs. I'm figuring the Countless Eyes could be a potion, and maybe an elixir of fire breath.
As for what I know about these guys, the rogues work as a team and have been launching teleport in-and-out attacks on an ally. They work for the wizard. We last encountered the rogues in person when we, and they, were 8th level. ![]()
![]() My suspicion is the rogues are probably 10th level, the wizard probably higher. I don't know that for certain.
![]()
![]() I have a 13th level barbarian/1st level monk half-orc, and it looks like I'm going on a side adventure from the party, to take out 2 rogues and a wizard. I won't go into a long list of special abilities, rage powers, feats, etc. but I'm looking for tips on items or tactics that others would suggest. Here are a few details I think are pretty germane:
![]()
![]() I'm trying to tally up a list of the spells that drain various abilities. So far I've only found:
I've found no spells that drain CON or WIS. Does anyone know of any such spells, or other spells that drain any ability scores? ![]()
![]() Atarlost wrote:
My GM is willing to let my 4-armed character do 2 bow attacks in a round, but as an archer myself, I felt that was too much. Using a bow or crossbow (or pistol) requires more than just the arms to wield it, it requires your vision to sight on the target. Accurately sighting on more than one target, or just with 2 bows, should have a hefty penalty. I think crossbows and guns would be easier, but still not as easy as using 4 daggers on multiple opponents standing adjacent to you. ![]()
![]() I can relate to this question, since my half-orc barbarian was inflicted with a second set of arms by my GM. What we've ended up with is definitely home-brew, but you could run some of it by your GM.
![]()
![]() My bad - I meant ring of jumping, I keep calling it leaping. Must be because all of the barbarian rage powers that use "leap."
![]()
![]() I was reading the rules for magic item creation, and I have an observation about the RoL. The cost for an item that gives +5 to a skill is supposed to be 1250 gp to make, 2500 gp to buy. (square the bonus, times 100).
![]()
![]() 1. When in the target body, does the caster retain their ability to cast spells? (The description refers to keeping "your mental abilities" but is that sufficient to allow spells? And I'm not worried about material components, here.) 2. Could a Charmed individual serve as a willing target for Marionette Possession? ![]()
![]() The GM has ruled that the new arms' claw attacks would be secondary, that's the only reason I would consider the Multiattack option. I definitely like the idea of the reach weapon, though, and will consider the Monk level option. But do alignment restrictions apply to taking one level, or just to a character's favored class? If the former, then a barbarian could never take any levels as a monk, or vice versa. ![]()
![]() Your answer heads the direction I was most likely to go - MWC. It's immediately relevant, and useful in any combat whether I'm raging, enlarged, or anything. I'm still tempted by Improved Initiative, though. That, too, would be useful in any situation, even ranged combat before we close ranks.
![]()
![]() So my GM mutated my 4th level half-orc barbarian, and I now have 4 arms and a thicker hide (+1 natural armor). I had my future feats, rage powers, etc. mapped out, but now I need to re-work them. The feats I'm considering right now are:
I've got the Drunken Brute and Brutal Pugilist archetypes, the Improved Unarmed Strike and Power Attack feats, and I'm already good at grappling. Suggestions? Other feats I'm missing? ![]()
![]() OK, you've kind of talked me down from the adversarial stuff. We already have a party that tends to keep secrets, so while we don't have great cohesion in that sense, I admit punching or silencing won't improve things - though it would be in character. (It's also interesting, you made me realize that I've been thinking more like a DM than a player. Not surprising since I've DMed far more than I've been a player.) I don't expect the casters will lean much towards a lot of buffing spells, partly for the above reason. For example, no one has even picked up the simple Enlarge spell to use. For that reason and just personal preference, I lean towards looking at what I can do with my character to make him viable on his own. If they get buffs, then that only helps things. Given what you've all said, I'm leaning towards getting the Run Feat at 5th, then Beast Totem or Superstition (Rage Power) at 6th. ![]()
![]() Reynard_the_fox wrote:
Punching party members isn't my first choice, with a couple of exceptions. The Run feat is good - I just re-read it, and hadn't noticed the fact it lets you keep your Dex modifier to AC when I read it last. And before I punch the party, another option that occurred to me is a magic item that lets me cast silence on myself. Then party casters can't cast until I've got a 20' head start, and I have to ring for other situations, too. ![]()
![]() This is a relatively new campaign, with a very experienced but new DM for our group. So far our encounters have included (most recently) the goblins, a group of constructs that nearly took everyone down, and a bunch of heavily buffed kobolds. I think there's a range of difficulties there, but those of you who referred to fighting more high-level enemies are right - I had to save some bacon in the construct battle. With the kobolds, I did wade through them and get my blood lust sated. (I mean, my character's blood lust…) I suspect this will balance out a bit over time, but I'm still realizing that there are things I'd better do now if I want my character to be able to get his licks in when we all get to higher levels. Here are a few of my thoughts: * I took the Drunken Brute archetype, which took away my fast movement. Maybe a mistake. I also have chain mail, which cuts my speed to 20. I've got Beast Totem, Lesser, and if I take Beast Totem now, I'll get a +2 Natural Armor bonus. With that, I can go to just chain shirt, have the same AC (when raging) that I have now, and also get back 10'/rnd of movement. * Take the Fleet feat a couple of times * The party has a ring of jumping, but the monk has it. In character, I could get angry about not getting enough kills, and say I want the ring. Since I haven't claimed any other party treasure yet, it wouldn't be like I was overly greedy. * My character's background makes him extremely touchy about perceived disloyalty. (He's also pretty quick to perceive things that way.) Twice already, he's attacked party members (nonlethal) on this ground. Maybe he goes after the next mage to cast an area spell that cuts into his kill. ![]()
![]() I've got a barbarian in a party that has 3 spell casters and a monk with some spell abilities (all 4th level). I'm pretty new to Pathfinder, last played 2nd Ed. D&D, so didn't realize how quickly the casters would take over the battles. I find my barbarian can't even close ranks before the casters have leveled half the enemy - last week it was 15 goblins, I got 1 hit in on 1.
|