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Why there is no Skill Feat with an even level requirement (beside 2)?


A Fighter 14 with Two-Weapon Flurry can:
1) make 2 strikes with one action (both at +0), 2 strikes with another action (both at -5) and 2 strikes with another action (both at -10)
or
2) make 2 strikes with one action (one at +0 and one at -5), 2 strikes with another action (both at -10) and 2 strikes with another action (both at -10)

One of them is correct?


Can a 1st Level Cleric get the "Holy Castigation" Cleric Feat?


I truly don't like the "spell progression hole" at 10th level for Spellcasting Multiclass Archetypes.

Do you think this modified version would be too much?
(Exper Class Spellcasting and Master Class Spellcasting are 2 levels lower and a new Legendary Class Spellcasting is added).

Spellcasting Class Dedication (Level 2) two level 0 cantrip (+Trained)
Basic Class Spellcasting (Level 4) one level 1 spell slot
Basic Class Spellcasting (Level 6) one level 2 spell slot
Basic Class Spellcasting (Level 8) one level 3 spell slot
Expert Class Spellcasting (Level 10) one level 4 spell slot
Expert Class Spellcasting (Level 12) one level 5 spell slot
Expert Class Spellcasting (Level 14) one level 6 spell slot
Master Class Spellcasting (Level 16) one level 7 spell slot
Master Class Spellcasting (Level 18) one level 8 spell slot
Legendary Class Spellcasting (Level 20) one level 9 spell slot


Sorcerers gain 4 (generic) cantrips + 1 (bloodline) cantrip
Wizards gain 5 (generic) cantrips + 1 (school) cantrip
Both gain 1 extra spell slot per spell level (from 1 to 9)

Shouldn't sorcerers gain 5 (generic) cantrips + 1 (bloodline) cantrip ?


From the Druid's description:
Primal Spellcasting
At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the primal spell list in this book (page 314), or from other primal spells to which you gain access.

But the Druid's table has 4 cantrips (at every level).

I think it should be 5 cantrips (like other spellcasting classes).


A Magus hits a wizard with his sword and activates Lingering Pain, then the wizard (prior to the beginning of the magus’s next turn) try to cast a spell, but fails the concentration check (forced by the lingering damage). Does this count for the activation of Disruptive Recall?


Does multiple copies of the same spell (like Elemental Treaty) at the same location stack their effects?


Ok, thank you!


If you have multiple reroll sources, can you use them on a single check?
So can you roll (bad result), then reroll (bad result), and reroll again (hoping for a better result)?


Thank you! :)


What is the Cards List of Talitha (Magus Deck)?


Still those are the penalties linked to an increase in size.
Even big and strong characters have to make a stealth roll from time to time.

Anyway, he should also decrease by one point the "Maximum Dex Bonus" of any armor worn.


I would also give -1 to Fly and -2 to Stealth (half the penalty for a Large creature).


I was thinking to introduce a new trait called Hulking (for Orcs and Half-Orcs) that would give +2 to Strength and -2 to Dexterity.

Do you think it would be too unbalanced?


Is there a spell that lowers the spell resistance or increase the "overcome spell resistance" of the caster?


If you create a new Staff capable of "casting" a 2nd level spell, the spellcaster level used to calculate the cost can be the 3 (minimum level to cast 2nd level spells) or it must be 11 (minimum level to create a staff)?


Activating the Cyclone (Su) Air Wizard ability is a standard action.
But if the Cyclone is already activated, do I have to use another standard action to maintain it, or it's a free action?


A 5th Level Magus must spend 1 point or 2 points to increase the enhancement bonus of his sword by +2?


Any feat to help you move and attack?


I was thinking on letting the players use a converted/modified version of Bounding Assault and Rapid Blitz. The first feat should have a BAB request of +6, the second of +11.
Any ideas on how to trim them so they will "fit" the lower BAB requirement?


Are the following sentences both correct?

1) A human paladin in Medium Armor cannot use Acrobatics to "Move through a threatened area"

2) A dwarf paladin in Heavy Armor can use Acrobatics to "Move through an enemy’s space"


Many low cost items from the Magic Items Compendium grant the ability to Pounce various times per day.

So, what about a feat that gives you the Pounce ability, but:
- with a -2 to hit instead of a +2 (remains the -2 to AC)
- with only a move instead of a double move
- requires a swift action to activate for one round
- deals 5 hit points of nonlethal damage every time it's activated
- sneak attack damage during this action is only applied for the first successful attack

This way you have the restriction to move in a straight line, so the target can try to use a terrain/obstacle advantage to protect himself.


Bump... any ideas?


Anguish wrote:

What Aldin is saying without saying it is that this feat is broken.

If you compare to existing feats, Fleet for instance increases your move speed by 5ft. End result: at best you gain 10ft of movement, at no cost, and without changing the nature of the action economy.

Your feat scales, allowing a monk with speed 60ft to gain 30ft of movement in the round. Further it changes the nature of the action economy because it is a free action instead of adjusting existing movement rates. That - as Aldin says - would allow a character to move then use a full attack.

This one feat severely breaks several game mechanics. To a certain degree it breaks the withdraw action, for instance. I take a full-round action to get away from you... you follow and take a full attack. To a certain degree it breaks Acrobatics tactics. I attack then tumble away to prevent your AoO. You Half-Move up to me and full attack. To a certain degree it breaks every Close ranged spell in the book. My caster is required to stay reasonably close to your melee type to use certain spells. In turn you'd normally be limited to moving to me, then using a single attack. With this feat you may well be able to Half-Move to me then full attack.

Throw in the haste spell. Again this is designed so you only get an extra attack when you sacrifice all movement. Same for Rapid Shot. How about a monk's flurry of blows?

All of that is a problem. What I'm pointing out is that a huge number of mechanics in the game predicate on the economy of action such that you don't get to use certain things if you've moved. Changing that requires great care.

The fix: make this a once-per-day ability. That would be reasonably balanced.

Still with 12.000 gp you could make a pair of "Boots of Accelerate" with continuous effect to gain and additional move action every round for all the day for... (way better than the feat)

"Accelerate" is a wizards word-spell of 2nd level...

Beside this, the feat does not break the withdraw action. If you withdraw for your Move x 2, it's very difficult that I can catch you with my Move / 2...

I was searching for a "foot substitute" of the feat "Mounted Skirmisher" (that grants you the ability to full attack while on a mount after a move).


What do you think about this feat?

Half Move
You have optimized you movement.
Benefit: You can move half your speed during any of your rounds as a free action. Taking this movement can provoke an attack of opportunity.
You can't make more than one half speed move in a round, and if you make an half speed move you can't move any more distance in the same round.
You can take an half speed move only before your other actions in the round.
You may not take an half speed move using a form of movement for which you do not have a listed speed.

EDIT: I've just found another feat very similar to this one in the house rules section...


hogarth wrote:
Stabbington P. Carvesworthy wrote:
You can also make friends with a wordcaster with access to the Accelerate effect word (or find a potion that does the same).
I also vote for a potion of Accelerate.

Or maybe some "Boots of Movement" with a continuous effect of Accelerate.

Cost would be: 2 (level) x 3 (caster) x 2.000 (continuous) = 12.000 gp
Am I right?


1) Why in the various "Target Words" (like Cone) the Boost effect says:
Boosting this "effect word"...?

Shouldn't say:
Boosting this "target word"... instead?

Cone
Level 0
Range 10 ft.
Target A wordspell with this target word affects everything in a coneshaped burst.
Boost: The range increases to 20 feet. Boosting this effect word increases its level by 2.
Boost: The range increases to 40 feet. Boosting this effect word increases its level by 4.

2) Why the Barrier (target word) Boost doesn't increase the level of the word (like the Boost for all the other target words)?


CrackedOzy wrote:
LukeZ wrote:
Ok, but can an unmounted Paladin make a move and a Full Attack in melee?
See my first two suggestions. Otherwise no.

How can he gain the Pounce extraordinary ability?


Dosgamer wrote:
You can make a full attack with a ranged weapon while mounted and your mount is moving, all with just a DC 5 ride check as a free action.

Ok, but can an unmounted Paladin make a move and a Full Attack in melee?


LazarX wrote:
Haste spell gives you an extra move action.

Haste increases your movement, but only when you declare a move. It doesn't give you an extra move.


Quick question (as the subject):
Is there a way for a Paladin to move and make a Full Attack?


Lyrax wrote:

I would still recommend using the Arcane Trickster as a chassis for this vehicle, rather than the rogue class. Also, are you willing to give up other rogue abilities like Uncanny Dodge, Trapfinding, or Trapsense?

Or perhaps you could take the Bard as a base, and replace some of their abilities with rogue abilities.

Hmmmmm...

It could also use the Paladin/Ranger spell progression, it would be enough.

I was thinking about a Rogue variant (Spell Filcher?) with Spellcraft added and Trapfinding (levevl 1) and Trapsense (level 3, 6, 9, 12, 15, 18) removed.
What else should be removed to remain balanced?
I thought about some Rogue Talents...


LazarX wrote:
LukeZ wrote:
How many rogue talents would be needed to a rogue to grant him the ability to know and cast spells like a sorcerer of half his rogue level?

Can't be done. There is no such vehicle within the rules otherwise there would be no need for multi-classing or PrCs like the Arcane Trickster.

Don't like that answer? Make up your own rules and try to bluff it past a GM.

I am the GM.

I need a character who is a rogue with some magical abilities, not a wizard with some "roguish" abilities (like an arcane trickster).
I was asking some suggestions on how to make it.


Jeraa wrote:


I think the original poster is asking "How many rogue talents would I have to give up to get 1/2 sorcerer spellcasting", not "What rogue talents can I take to get sorcerer spellcasting".

He is asking for an optional class feature to replace rogue talents, I guess.

Yes, exactly!

Any suggestions?


How many rogue talents would be needed to a rogue to grant him the ability to know and cast spells like a sorcerer of half his rogue level?


The spells known through the "Magician Bard: Expanded Repertoire" feature are in addition to the normal known spells?
So a 2nd level bard will know 3 1st level spells (2 from the bard list and 1 from any arcane list) or 4 1st level spells (3 from the bard list and 1 from any arcane list)?


Trinam wrote:
Incidentally, this means that you get a +1/+1 with a weapon type at level 9 to go with the +2/+2 leaping attack, for a total of +3/+3 if you move at least five feet.

For a total of +7/+7 at 17th fighter level? (If you move five feet which is normally not a problem)

It seems too good...!


A Mobile Fighter gets Leaping Attack at 5th insteal of Weapon Training 1.
But every 5 levels Leaping Attack increase by 1 (at the same rate of Weapon Trainig).
Does a Mobile Fighter at 9th get a +2 to Leaping Attack AND a Weapon Training feature? Or does he get "only" a +2 to Leaping Attack?


chaoskin wrote:


if you attack with the shield it will be sheild -2 / and sword -2 you have to attack with the shield firts

now saying that the shield is in you primary hand and the sword in you off hand

Two-Weapon Fighting rule pg 202
if your off-hand weapon is light the rule can be taking 2 ways
1) but weight
2) a light weapon only
meaning some GM will read this as a light weapons or lighter weapon so use Two-Weapon Fighting heavy steel shield and short sword (for the GM read this light weapon) for my heavy steel shiled and longsword (for GM that read it as a lighter weapon) heavy steel shield 15lb and longsword 4lb but the short sword is a light melee weapon

Please Chaoskin take a look at the "Shield Master" feat.

My doubt has nothing to do with the light/one-handed weapon size.


3 people marked this as FAQ candidate.

If you are a Mobile Fighter with 2 weapons (with the feats to make 2 attacks with the primary and 2 attacks with the secondary weapon) and use the Rapid Attack to move and attack, do you get the following 3 attacks?
1 attack with the primary at -5
1 attack with the secondary at 0
1 attack with the secondary at -5


While using a Sword and a Shield with the Two-Weapon Fighting feat you get this attack penalty:
-2 with the Sword / -2 with the Shield

If you have Shield Master do you get:
-2 with the Sword / 0 with the Shield

Or:
0 with the Sword / 0 with the Shield

Which one?


If you start your round adjacent to an opponent, can you use the Leaping Attack ability (of the Mobile Fighter variant) after taking a 5-foot step and making a full-attack against that opponent?
Is the attack and damage bonus gained only for the first attack, or for all the attacks (of the full-attack action)?