flyby attack:
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move. vital strike:
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. attack action from the combat chapter:
Attack Action: An attack action is a type of standard action. Some combat options can modify only this specific sort of action. When taking an attack action, you can apply all appropriate options that modify an attack action. Thus, you can apply both Greater Weapon of the Chosen and Vital Strike to the same attack, as both modify your attack action. You can apply these to any combat option that takes the place of a melee attack made using an attack action (such as the trip combat maneuver), though options that increase damage don't cause attacks to deal damage if they wouldn't otherwise do so (such as Vital Strike and trip). You can't combine options that modify attack actions with standard actions that aren't attack actions, such as Cleave. I'm not seeing the disconnect. Spring attack is a full round action whereas flyby attack is a standard action. The attack action is a type of standard action. I understand your viewpoint as they are both similar abilities, thank you for trying to help.
Oh I'm sure this terrible rendition of summoner will have support. They finally caught on to the video game trend of selling you half of a product and then later selling the rest as add-ons. Pathfinder season passes for all...
I've been following this since the beginning and I can say there is no way I would ever take this style/feat. When reading it I'm pretty sure no one even noticed the added damage because it's miniscule at best, I know I didn't.
I would like to see one or two archtypes that lose the eidolon but buff the summoned monster aspect; Maybe one giving them evolutions and one giving teamwork feats
Quote: I've said that the DM will not change his mind, I only want to know if anyone else feels that the spell is too OP or if anyone else has any trouble with the spell. So, to post a general and related comment; It doesn't matter if anyone else feels that the combo or spell or elixer is OP, the GM does. You can not "win" against the GM and that's what you seem to be trying to do. Your mentality seems to be "if you don't like me using this ability then I will do the exact same thing in a different way. You can defeat encounters, enemies, bosses, but from the moment you sit down you are in the GM's world. If you force him into the position of "fighting back" it's all over for you at that table from then on. He will "always" see you as "that guy" who is disruptive.Your tactics, while valid and legal (and probably one that I would have done in the situation) are disrupting the flow of the game. Once you are told by the GM that your tactics are disruptive you should change them, not do the same thing a different way to "one up" the GM. Don't be "that guy" Again, I would try find a replacement that you both agree is fair and doesn't disrupt the flow of the game. You may even come up with a side adventure where your party gets trapped in the land of shadow and has to find a way back or something, it could be fun.
So, in case you aren't trolling (which I'm sure you are... or at least I hope you are)
How are we still discussing this? Class abilities are granted and organized in the order in which they are gained and grouped by level.
srd wrote:
When can he do all of the above? At sixth level. You can't separate out the last sentence and pretend that it was stated along with first level abilities because you find it convenient. Or are you saying a 1 level dip in Tetori(monk) can allow you to spend a point from your ki pool (gotten from any class) to attempt a second save?srd wrote:
The only thing I can think of (that hasn't been said)is going the "aliens" route.
Forgive me if I'm wrong, but this reads as if you are proud that you were able to kill him and decimate the fighter in 1 round. If so: *slow clap Congratulations
Relevant info:
Silent Image School illusion (figment); Level bard 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, F (a bit of fleece) Range long (400 ft. + 40 ft./level) Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) Duration concentration Saving Throw Will disbelief (if interacted with); Spell Resistance no This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect Saving Throws and Illusions (Disbelief) Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline. A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
Your natural knack for illusion allows you to maintain at least one illusion spell with little effort. Prerequisite: Gnome. Benefit: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish. Normal: Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Say for argument's sake I am a level 5 gnome sorcerer. If I were to create a giant black cube using silent image that covered myself and the two spaces next to me I would know that they aren't real so I would only see an outline, but any enemy would have no line of sight and would have to use AOE spells to have a chance at hitting me (thus making me rather immune to targeted spells, ranged attacks, and physical attacks unless someone was crazy enough to run into it without knowing what was inside/on the other side. In combination with casting then moving/ pit spells/ etc this seems a rather potent defense against anyone without truesight. Now a spellcraft check would determine that it was an illusion if I cast it while enemies are present but if using effortless trickery I could maintain it as a small orb that follows us around until we got into trouble and then have it expand (giving no chance to spellcraft it).
OK. I have a homebrew that I'm having a lot of fun running but I got super bogged down this week. I have most of the upcoming stuff ready but I haven't built some of the actual people.
Basically I need three level 7 character builds and three henchmen to play the roles of the people in charge of the town. I already have their personalities in mind (though if you want to add different ones that's cool too) I just need actual builds (because its almost twelve and I have to work tomorrow). One of them is an absolutely insane CE Haunted Oracle whose henchmen is a thief and leader of the thieves guild (the thief is also the only one who knows a way in and out of the prison). The second is a NE Illusionist gnome whose henchmen is, you guessed it, an illusionist gnome (his brother; their people sift through the trash and sell what they find in a general store-shack and in a food shack). The third and final is a NE druid whose henchmen is a ranger (They run the prostitution guild and also run the food shop and have a healing shack). The gnome and the druid have a loose truce which balances the power against the oracle who has more people (peons) under her because she has no rules. The main currency of the prison is trading goods of course. I want them to be powerful enough to where the group can take them out if they can get them alone, but not if they fight them together or start a war.
kalthanan wrote: Bottom line (well, where my opinion is concerned), if the paladin's god empowers them to seek out evil and kill it, it becomes a bit of a stretch to say they are at fault for doing so when said creature at the paladin's mercy. It's akin to saying, "Well, we'll kill evil if we can do so in the midst of the continuum of combat, and we don't need a judicial process of determining guilt to justify doing so... but if they surrender we have to take them prisoner... and if they are subsequently found guilty we have to lock them up forever, since they're technically at our mercy then and executing them would make us evil." That would be relevant if the creature was evil, it wasn't. Wyvern for reference:
Wyvern
A dark blue dragon, its wings immense and its tail tipped with a hooked stinger, lands on two taloned feet and roars a challenge.
thomas wrote:
1.What makes it not evil is that (in my opinion) it doesn't know any better. It has the wisdom and intelligence to LEARN to do better, oh wait it did until it was needlessly decapitated. 2.The difference is a sociopath has a broken mind (mental condition) that can only (possibly) be fixed through medication. The creature has no such defect and is just untrained.I would say a better analogy would be a kid raised in the wild. Yes it is wild and attacks people who get close. Yes it may hurt or kill someone. But that isn't because it is irredeemably evil, it's because that it all it has known and it doesn't know better. I'm not saying that everyone should overlook being attacked by it but a paladin who is supposed to uphold all that is good definitely should. Someone mentioned that it may go on to attack/kill hundreds or some such and you can use "the greater good" argument all you want, but the truth is this was a simple murder of vengeance.
Here's a twist on the flanking buddy idea, why have a flanking companion at all? Gnome feat-effortless trickery + threatening illusion + magical lineage (silent image) = constant threatening/ flanking companion
Maybe my search-fu is weak but I've been looking for quite a while and decided to just ask.
My question is how do the "this ability only works on melee weapons" abilities work? 1) Dancing:
Price +4 bonus Aura strong transmutation; CL 15th; Weight — DESCRIPTION As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the activating character everywhere, whether she moves by physical or magical means. If the activating character has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can't dance (attack on its own) again for 4 rounds. This special ability can only be placed on melee weapons. If i sacrifice a spell to add this to my gun a) it retains all of it's current bonuses and shoots every round I want it to (having a choice is based on bolded section) b) floats there and tries to whack anyone who comes close as a melee attack... 2) Defending:
Price +1 bonus
A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn. This ability can only be placed on melee weapons. If you have 2 arcane bonds can you really use one to get +5 AC that stacks with anything and the other for offense. For some "dip" builds this could be good. 3) spell storing:
Price +1 bonus
A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a spell stored in it already. This special ability can only be placed on melee weapons. So if I sacrifice a spell to store a spell (3rd level or under) in my gun. a) I shoot the gun and the bullet carries the spell or b) I have to hit someone with the gun to release the spell (melee...) 4)
Wounding:
Price +2 bonus
This special ability can only be placed on melee weapons. A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. Again, do i have to physically hit someone/thing with the weapon to inflict wounding or is the ability transferred to the bullets? I'm asking because while I was talking about an upcoming campaign the gm said that I'd need to physically hit the opponent with the gun to activate the spell storing ability. I can see how the spell storing ability (linked above) does say that, but the name of the Su ability of the spellslinger is "Mage Bullets"
For future plannings I will be in a game with guns for the first time and was looking at spellslinger.
Capacity:
Capacity: A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action. In the case of early firearms, capacity often indicates the number of barrels a firearm has. In the case of advanced firearms, it typically indicates the number of chambers the weapon has. Chill touch:
School necromancy; Level sorcerer/wizard 1 Casting Time 1 standard action Components V, S Range touch Targets creature or creatures touched (up to one/level) Duration instantaneous Saving Throw Fortitude partial or Will negates; see text; Spell Resistance yes A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level. Also, if the above two are correct are there any other spells (touch, ranged touch, line, cone, or ray) that give multiple hits per level? Also, if you added weapon abilities by sacrificing spells ("frost" for instance) to the weapon would it add (in the case of the example 1d6 cold) to each shot?
The link from the skill leads to:
Touch Attacks
Some attacks completely disregard armor, including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn't include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally. Some creatures have the ability to make incorporeal touch attacks. These attacks bypass solid objects, such as armor and shields, by passing through them. Incorporeal touch attacks work similarly to normal touch attacks except that they also ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses granted by force effects, such as mage armor and bracers of armor. emphasis mine. Since the skill in question leads to that section and the section says "the attacker makes a touch attack roll (either ranger or melee)" I would say it's either ranged or melee, you're choice
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. We'll it's a shield of force and has a physical form so I should be able to grab onto it hold on to it to levitate. Can I grab it and have someone push me across a chasm? It doesn't have a hold limit or size so it doesn't matter how big I am or what I weight. Just looked through first level spells to see what I could come up with lol...
The problem is that once you let spells do things that they weren't intended to do you have to decide where to draw the line. Sure THIS use of THIS spell doesn't SEEM so bad, but when you have to start arguing the effects of EVERY spell because people want to have it do things it wasn't intended your whole session will be derailed.
Hey guys, I had an idea for an archetype that I wanted some opinions on. It's a fusionist summoner. I'm pretty sure that this is the right place?
Fusionist Summoner Idea:
The essense of the Fusionist Summoner doesn't split between an Eidolon and a summon monster ability, it forgoes the eidolon altogether and forms a closer bond between the summoner and his chosen summons. Summon Monster (Sp) Starting at 1st level, a fusionist can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. Drawing upon this ability is taxing to the summoner and as such he can only have 3 Summon Monster SLA active at a time. This ability otherwise functions as the summoner’s normal summon monster I ability.
Evolution points
Fusion (Su)
Favored Summons (Ex)
Augment summoning
Perfected Summoning
Fusionist’s Call (Su) At 6th level, as a standard action, a summoner can call a favored summoned monster (made by his SLA) to his side. This functions as dimension door, using the fusionist’s caster level. When used, the monster appears adjacent to the fusionist (or as close as possible if all adjacent spaces are occupied). The fusionist can fuse directly with the monster called, if he/she chooses, in the same standard action. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th. Transportation (Su) At 8th level, a fusionist can use his fusionist’s call ability to warp to the location of one of his favored monsters and fuse directly with it. If the monster that he is fused with is slain (unsummoned do to damage) then he can use this ability to teleport into another of his favored monsters (if one is summoned) that is within 30 feet. Aspect (Su) At 10th level, a fusionist can manifest up to a 2 point evolution on himself that functions even while he isn't fused. Life Bond (Su)
Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage. Greater Aspect (Su)
Fusionist Transposition (Su) At 18th level, whenever a fusionist would be harmed by a spell, attack, skill, or ability he and his nearest summoned monster can switch places. If he has no summoned monsters then he can not use this ability. Master Fusionist (Su)
Let me know what you think |