Zalsus

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I'm curious, would it be possible to add permament magical enhancements to improvised weapons?


My friend is wondering, when the Synthesist Summoner has his Eidolon out, does the Summoner use his movement speed, or his Eidolon's?


1. Could I use Perfect Strike to roll multiple times in a Combat Maneuver attempt? (This is in regards to maneuvers that use an attack action)

Perfect Strike:
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.

Combat Maneuvers:
While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action.

2. With the Maneuver Master archetype, how do the penalties on Flurry of Maneuvers work? Are they -2/-5/-12, or -12 for all? I found the text a little confusing in this regard

Flurry of Maneuvers:
At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks.

At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks.


Would it be possible to make an Undine caster that used the Hydraulic Maneuver feat to perform combat maneuvers, and have it be a viable character?


I've seen people say that you can deal sneak attack damage using rays, without the capstone ability of the Arcane Trickster. Is there anything that says that in the rules?


1 person marked this as FAQ candidate.
Quote:
Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (substituting all of their statistics for the listed weapon): a light weapon functions as a light hammer, a one-handed weapon functions as a club, and a Two-handed weapon functions as a quarterstaff.

The quoted text is from the Monk of the Empty Hand's Weapon Proficiencies. I'm curious how this interacts with multiclassing; if a MotEH has weapon proficiencies from another class, or gains levels in a class later that gives weapon proficiencies, what happens? Is he still stuck only able to use them as improvised weapons? Is he able to choose between using weapons properly, and as improvised weapons? Would new proficiencies replace the improvised weapons?


My friend is running a game tomorrow, starting at level 2, 20-point buy, all books allowed. I've decided I want to make a hand-to-hand combatant (not necessarily monk). My current idea is Paladin 1/Master of Many Styles 1, eventually leading into Champion of Irori. Also considering using a fighter, but the paladin/champion seemed like a good way to add in something to do in combat other than just attacking (even if all something like Smite is is adding damage to attacks :P). However, I'm also considering Maneuver Master or something, because the idea of a fast monk darting around the battlefield disabling enemies does seem fun. I spoke to the GM, and he ruled that gauntlets and brass knuckles would retain Monk unarmed strike damage. The other party members are a barbarian, and a third undecided character (though he tends to play spellcasters)

a. With the Champion of Irori, are there any significant pitfalls? Any particular problems? (other than MAD, which I'm planning on limiting somewhat by using armour so I can have a lower Wisdom)
b. What combat maneuvers remain viable lategame?
c. Does anybody else have suggestions that would match the idea of either a heavily-armoured hand-to-hand combatant, or a fast, maneuver-using martial artist?


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Can one use elemental fist with a weapon? I see nothing saying one can't in the feat's description, but the Improved Unarmed Strike requirement and the name seem to imply it's for unarmed strikes only.


Regeneration Universal Monster Rules http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Regeneration-Ex- wrote:
Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning
Tarrasque Regeneration http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/spawn-of-r ovagug/tarrasque wrote:
If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains

I'm wondering whether or not the Tarrasque is able to die or not? The universal monster rules state a creature with active regeneration cannot die, but the Tarrasque's rules have the phrase 'rises from death,' and my friend is arguing that that means it is capable of dying despite what the universal monster rules state.


I'm considering making an illusion-based spellcaster for an upcoming game, based around using illusions to disrupt the enemy team, and picking up the Shadow Gambit feat to help with a bit of damage output. I'm currently considering either a Shadowcaster Wizard, or a Shadow-Bloodline (possibly Umbral Wild-Blooded) Sorcerer. Are illusions impractical to specialize in? Any advice or tips?


As the title says, I'm wondering if it's possible to make a melee shapechanging-based Wizard that's combat-viable (i.e. able to contribute meaningfully to combat, in a non-optimizing group). Not trying to out-perform a Druid or anything like that, just wondering if it's possible--Natural Attacks should make up for the Wizard's lack of iterative attacks, but I'm not sure if it's possible to make up for the low BAB.


I've always been interested in the more trap-based spellcaster abilities, like the Kobold Sorcerer's Trap Rune ability, or the Rune Domain Cleric's Blast Rune and Spell Rune abilities, and I'm wondering, is it viable to make a spellcaster based around magical rune traps like that? If so, what would be the easiest way to go about it?


In an upcoming campaign, I want to try playing a monk-type hand-to-hand fighter, and I'm curious as to how an Unarmed Strike Monk compared to the Unarmed Fighter (Including Monk archetypes; the main Monk archetypes I'm considering are Martial Artist, Hungry Ghost Monk, Qinggong Monk and, in particular, Monk of the Four Winds or Master of Many Styles)


Just curious about one thing involving the bard soundstriker's Wierd Words ability--can I maintain Weird Words as bardic performance, and have it deal the damage every round? Or is the text saying you have to start it to deal the damage, meaning you have to use the standard action every round?

I'm leaning towards the latter, since dealing 1d8 per level as a free action seems overpowered, but thought I'd ask for clarification.


Is there any ruling on how the Explosive Missile alchemist Discovery interacts with the scatter firearms? (It says one-handed firearm, so I'd assume that would limit it to a dragon pistol)

Would it deal normal damage to one target in the cone, and splash to the rest, like the ability Grenadiers get to explode bombs in cones? Would it deal normal damage to all targets in the cone? Would the two simply not work together?


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I'm working on rolling a new character, but I'm having trouble narrowing down my character selection.

My rolls are:
9
17
13
17
15
13

The two ideas I'm looking at most are alchemist--either a kobold vivisectionist/preservationist, focusing on the sneak attack damage to make up for low strength, or an undecided race beastmorph, going into master chymist as early as possible.

I'm not trying for a perfectly-optimized character, but I want the character to be at least decent in combat.


Hello, I'm trying to get into GMing for my group, and I'm wondering, what might be a good adventure path or module or whatever to start with? (I'd rather not try and build my own campaign just yet)


1 person marked this as FAQ candidate.

In the advanced race guide--both my copy, and the PRD, a kobold character gains:

Advanced Race Guide - Kobold wrote:
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.

There seems to be a slight misprint--craft (trapmaking), and craft (traps) although those two clearly mean the same thing, and isn't the issue, though it makes it seem like there might be a bigger misprint, especially when compared to the race's breakdown in the race builder:

Advanced Race Guide - Race Builder wrote:

Feat and Skill Racial Traits

Skill bonus (rpaft [trapmaking])2 RP

Skill bonus (Profession [miner])2 RP

Skill training (rpaft [trapmaking] and 1 RP
Profession [miner])

(oddly, the 'rpaft' spelling error doesn't seem to be in my copy...) Anyway, here, it says a kobold only has the bonuses and such for craft (trapmaking) and profession (miner).

So...which one do we follow?

EDIT: Also just noticed, the kobold's draconic breath feat says a sorcerer with the kobold or draconic bloodline can use their charisma modifier instead on their constituion modifier to determine uses per day...but the feat says one use per day, the kobold bloodline doesn't give a breath weapon, and the draconic bloodline gives set uses per day...seems like something got cut from the book...


The Beastform Mutagen ability says you can use one ability from alter self...does that include the size modifier effects, or only the things like darkvision?


Reading through the alchemist's feral mutagen discovery, I found something I was a bit uncertain of: can one make multiple feral mutagen claw/bite attacks without having a high enough base attack bonus? (by using the two-weapon fighting rules) and if so, what's the limit on attacks?