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Jengada's page
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I have an 18th level half-orc barbarian, with four arms, beast-totem claws, Improved Grapple, Improved Savage Grapple, and Power Attack. It looks like the party is likely to encounter a pseudo-beholder (home brewed by the DM, 15' across and heavily armored) and I'm considering whether diving into its mouth is a viable strategy. While my barbarian would have the grappled condition, he would take no Dex penalties, get full attack bonuses, and full combat maneuver stats due to the Improved Savage Grapple.
He would get four 1d8 claw attacks, at +21 to hit and +20 damage each round. Meanwhile, he may take some bash damage, but I'm pretty sure he'd give much better than he got.
Thoughts, flaws, etc.?
If a character has control of a swarm of spiders, ants, or wasps (as in Vomit Swarm), is it possible to direct the swarm to blind a target, presumably by swarming over the face or eyes? Or is that beyond the level of control one normally has over a swarm? Could it be done as a called shot?
The basic question: do rage and stun interact in any special way?
The detailed specifics: Since a stunned character "can't take actions," presumably a stunned rager stays in rage and cannot use a free action to drop out.
I've checked both "rage" and "stun" descriptions, and the forums, and find nothing. I just want to check that I'm not missing something buried elsewhere in the rules.
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.")
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:
Rage powers include Superstition, Witch Hunter
Intimidate bonus is 22, more when raging, and I have the Dreadful Carnage feat
I'll be teleporting into their lair, and I know it'll set off an alarm and they have True Seeing around the portal.
The campaign is sort of a growing-into-gods story, and I have been afflicted (?) with 4 arms and an exoskeleton (Nat armor 4). I have an artifact hammer and a belt with chains on it, the chains are excellent for grappling (CMB 29) and get their own action slots.
Can a creature like a Xill (4 arms) use their multiple attacks to do one bow shot, and then use the other arms for melee attacks, in the same round?
I'm trying to tally up a list of the spells that drain various abilities. So far I've only found:
Feeblemind affects INT and CHA.
Ray of Enfeeblement affects STR.
Polar Ray affects DEX
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?
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).
The cost of a ring of climbing adheres to this, but a RoL is a restricted ring of acrobatics. A ring that gives a +5 to ALL acrobatic maneuvers should cost 1250/2500, but the RoL only applies to acrobatic leaping, yet costs the same.
Have any GMs reduced the cost, or broadened the power of a RoL to cover all acrobatics?
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?
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:
* Improved Initiative (already have +4 on init, would end up with a +8 on initiative rolls)
* Combat Reflexes (would get 2 attacks of opportunity, and the party wizard buffs me with enlarge, which means I have 10' reach)
* Multiweapon Combat (normally wield a magic war hammer, could pick almost anything for my other 3 weapons)
* Multiattack (I have Lesser Beast Totem, this would allow me 4 claw attacks per round, each 1d6+5 from STR - but only when raging)
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?
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.
My question is, what feats/skills/rage powers do you recommend taking in order to offset some of this imbalance, and get me into battle? Or tactics? The only think I've thought of is charging into the heart of the battle as fast as I can, where the casters can't use their area spells any more without taking me down, too. This seems less drastic than raging on my own casters when the barbarian is angry he didn't get enough slaughter.
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