Chain Mauler

Kage_no_Oukami's page

108 posts. No reviews. No lists. 1 wishlist.




Maybe someone can help me parse this. I'm making a villain with the Voice of the Void archetype for the Medium (Villain's Codex). However, the Surge of the Void ability has a bit of text that I find confusing.

Quote:


Surge of the Void (Su): The voice of the void can use spirit surge additional times per day without incurring influence, but each time he does, he is confused for 1 round. If this confusion would cause him to babble, he can instead act normally, but his emissary gains 1 point of influence over him. The voice of the void can’t use this ability if he is immune to confusion, but he can remove the confused condition when he is affected by it. This temporary confusion clearly indicates the voice of the void isn’t fully in control, so if he uses this power on a Diplomacy check in a negotiation, for example, it might prejudice the other party against him regardless of his check result.

Emphasis mine. I can understand that a creature immune to confusion would be unable to use this ability, but why the part about removing confusion? If the character is immune to confusion, when would he ever be affected by it? Does anyone else have any insight into how this bit of the ability is supposed to work if a character is immune to confusion?


Maybe someone can help me out here, or at least tell me I'm not remembering things correctly.

At one point I recalled reading that not all tieflings are the result of breeding with fiendish entities. Sometimes they are born simply by parents/ancestors making a pact with such fiends, or they are born in an environment tainted by evil etc. However, I can't find this premise anymore. I thought it might be in Inner Sea Races or Blood of Fiends but didn't find mention of it in those. Does anyone else recall this being a thing, and if so can you direct me to where it was stated? Or is my memory just faltering?


I found the Dead Inside story feat in Agents of Evil and was curious if anyone else had clarification on the completion benefit.

Dead Inside completion benefit wrote:


You master your emotions. You can ignore any morale bonuses or penalties applied to you by outside forces, though other emotion-based effects (such as the shaken condition or an elixir of love) still affect you if you fail a saving throw against them

So you can avoid morale penalties, but can anyone cite anything that actually gives you morale penalties? Most penalties I've run across are untyped. Since you can still be affected by other emotion effects and I can't really think of any obvious situations where you would choose to ignore a bonus, this doesn't seem like much of a benefit. Input on this would be appreciated.


I know there have been several threads about the barbarian's Hurling rage powers and how they can be used in conjunction with certain feats but most of the threads seem to focus around Hurling Charge and Charging Hurler etc. My question is: Is it possible for the barbarian to use Lesser Hurling (or its further advanced versions) more than once per round via feats? Can he basically make a full attack action and toss a flurry of objects that all target touch AC and deal falling damage according to size? One of my players has the Lesser Hurling rage power and has taken several throwing feats as well under the assumption that their benefits would work with the Hurling power to make several ranged touch attacks per round. Upon looking at the power and feats myself, to me it seems like the Hurling power is its own mechanic while the feats are more to modify making normal thrown weapon attacks. There's a lot of information to parse for me in this so I wanted to the opinions of others. Here are the powers/feats that I am most concerned with

Lesser Hurling:
Hurling, Lesser (Ex): As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object (Core Rulebook 443) plus the barbarian's Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.

Quick Draw:
You can draw weapons faster than most.

Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Throw Anything:
You are used to throwing things you have on hand.

Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Two handed Thrower:
You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds.

Prerequisite: Str 15.
Benefit: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.
Normal: You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a two-handed weapon is a full-round action.

Raging Hurler:
An opponent can do little to evade your wrathful pitching of weapons and objects.

Prerequisites: Rage class feature, Throw Anything.
Benefit: While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks. Further, you can pick up an unattended object that you can use as a improvised weapon within your reach as part of the attack action to throw that item.

With just the feats, a barbarian with a +11 BAB could make a full attack to throw three longswords (if he has three within reach) that target the opponent's AC and add 1.5 STR to damage. These attacks do not have any improvised weapon penalty. All that correct?
Do these feats carry over into the use of the Lesser Hurling power and allow the barbarian to make three touch attacks with longswords used as improvised thrown weapons vs the opponent's touch AC (Lesser Hurling being a full round action normally)?


I'm laying out a few traps in a dungeon my group is heading into and I haven't really be able to come to a conclusion on how to handle the interaction with them. Specifically, are there mundane methods to hide a trap that make it harder to detect? For instance, I've heard of objects having Symbol of ------ inscribed on them and then covered with a cloth of some type. If someone removes the cloth, they can see the symbol and thus it activates. So since the trap itself is not actually visible when the cloth is over it, does it increase the DC of the Perception check to find it when searching for traps? This assumes the character can detect magical traps but does not have an automatic ability to just be alerted of traps like the Trap Spotter rogue talent.
My initial thoughts would be that it would affect the DC to detect the trap using just Perception, not unlike if you lacked darkvision and were searching for traps in the dark. It's not impossible, just harder.
How does everyone else handle magical traps that are hidden behind mundane objects? Or is this already covered in the rules somewhere that I've overlooked?


So I'm at a part in an AP where the party comes to a room with Kytons (the original chain-devil evangelist types) and the ceiling is covered with chains. The Kyton's Dancing Chains supernatural ability allows it to control up to 4 chains within 20 feet so basically every square in the room is one they can attack into. The Dancing Chains ability states:

A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.

So my question is does that mean the kytons threaten every square within 20 feet if the ceiling within 20 feet is covered in chains? Can they make AoOs with controlled chains?

Secondly, when they control chains, is it feasible they can perform combat maneuvers (grapple, trip etc) with those chains and be out of range to even trigger an AoO from the target? Granted I suppose the chain itself may be subject to an AoO.


I've been toying around with creating some weapons to drop for my players and just came to the conclusion that creating new items was FAAAR more art than science. I've tried comparing them to other weapons that already appear in Ultimate Equipment and several APs, but figured I'd get some feedback before they actually get the chance to get their hands on any of these things.
Keep in mind these are items for a lv. 9 (on average) party and we're not really worried about optimization. Mainly I want to make sure nothing seems completely broken and that the item costs would be considered roughly correct. Of course if anyone knows of magic items that have already been created and have similar effects, please point me in their direction as well.

Alraune Stem:

Price: 10, 150 CL 3rd
+1 Adaptive Composite Longbow. Arrows fired from bow are imbued with a debilitating poison effect (thus creatures with immunity or resistance to poison apply that). Creatures damaged by these arrows must succeed a DC 13 Fort save or take a -4 penalty on saves against poison. Furthermore poisons affecting the target continue for 2 increments. This effect lasts 1 minute.
Craft Magic Arms, and Armor, Pernicious Poison

Hammer of Good Sense:

Price: 15,350 CL 9th
+1 Earthbreaker. Once per day, the hammer can be used to strike a creature that is currently affected by an enchantment or mind affecting effect. This requires an attack action with the hammer and allows the wielder to make a caster level check using the hammer’s caster level (+9) vs a DC of 11+effects’s caster level. If the wielder succeeds, that enchantment is immediately removed from the target. Whether the caster level check succeeds or not, the creature takes the normal damage for the attack, but it is calculated as non-lethal damage.
Craft Magic Arms, and Armor, Break Enchantment

Revelry & Misery:

Price: 7,700 each CL 5th
+1 short swords. must be wielded together to receive their effects. Otherwise they function as normal masterwork short swords. When wielded together, the weapons grant a +1 luck bonus to Will saves. Also each has a special ability that can be used once per day. As an immediate action, when the wielder would be required to make a d20 roll, Revelry allows them to roll two dice and take the higher roll. This must be announced before the dice are rolled and before the results are revealed. As an immediate action, the wielder can activate Misery upon successfully striking a target. The target must make a DC 14 Will save. If they fail, the next time the target rolls a d20, they must roll two dice and take the lower result.
Craft Magic Arms, and Armor, Borrow Fortune

ShadowWeaver:

Price: 12,070 each CL 3rd
+1 ghost touch rapier. Three times per day the wielder can pin a character’s shadow to a square. This requires a touch attack, striking the target’s shadow. The character must make a DC 12 Will save or become entangled in that square by shadowy tendrils. These last for 3 rounds, but each round allows for a new Will save. This effect does not work on creatures that do not cast shadows or have reflections. If the target uses a teleportation effect or leaves the current plane, the effect ends.Craft Magic Arms, and Armor, Shadow Anchor