Fleshcrafted Drow

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Drakkiel wrote:


Remember if you use a shield you lose your monk AC bonus and fast movement

Yup, thats a taken.

Anyone else agreeing/disagreeing on my two points ?


I have a few questions about a monk using two weapon fighting (NOT flurry) with his unarmed monk special strikes.
Lets say our monk has the master of many stule archetype (so no flurry) and is level 6 (BAB4 and 1d8 monk unarmed damage)
Lets say our monk has Two weapon fighting feat, power attack and a 18 Strength score.

Monk special unarmed strike power extract:

Quote:

A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Now the monk does a full attack against an opponent using TWF and power attack and both attacks hit.

First question:
What kind of damage is the monk doing with each of his two attacks (i.e. is the TWF attack doing same damage than the main attack)?

My thinking is the two attacks do the same damage that is:
1d8+4(full STR bonus)+4(full power attack with BAB4 for one handed weapon).
Am i wrong ?

Second question:
seen the unarmed monk attack can be done with kness and feet, would it be possible for our monk to use a shield in one of his hands (to gain shield AC bonus, not to use offensively) while still using TWF ?
If yes, will it have an impact on the damage of the two attacks ?

Thanks for any help


Here is the scenario:

Tiefling with racial trait to have a Bite natural Weapon.
Said Tiefling is a Druid with feats Improved Natural attack(Bite) and Weapon focus(Bite).
These feats improve his bite attack.

Now our druid beast shapes into a wolf that has a bite attack too.

Question is: is the bite attack in wolf shape of our druid improved by the feats INA and WF that were learnt for his Tiefling bite ?


Question: how can your wolf learn Improved trip that has a prereq of 13 in intelligence ?


Very interesting questions....

I d be interested about answers too if anyone has any :)


Any more infos/news about this ?


BUmp just to check if anyone else has some input about that topic.


I am wondering about the Maneuver Master monk archetype power called "Flurry of Maneuvers":

Quote:


Flurry of Maneuvers (Ex)

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 Classes 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.

This ability replaces flurry of blows.

My question is: can you mix normal attacks and maneuvers while doing a "flurry of maneuvers" ?

For example, lets talk about a level 1 Maneuver master monk.
Can this monk do a full-attack action doing: 1 normal attack (no penalty ?) + 1 bonus combat maneuver attack (at -2 penalty)
or has he to do: 1 combat maneuver (at -2 penalty) + 1 bonus combat maneuver (at -2 penalty).

Thanks for your answers


Just curious because i cant really find any official word about it:

Does extra attack a monk can get while flurrying and spending one Ki point
stack with the extra attack you can get while under haste effect (from spell or boots of speed), i.e. you gain two extra attacks, one from ki and one from haste ?


Great work, awesome reading.

Sir, i bow to you :)


Lune wrote:


7 - Horizon Walker 1: Favored Terrain: Urban, Mobility (7th)
8 - Horizon Walker 2: Favored Terrain: Forest, Terrain Mastery: Underground (Blindfight as bonus feat)
9 - Horizon Walker 3: Terrain Dominance: Astral Plane (+1 attack/damage vs. outsiders, Dimension Door 3+Wis/day), Dimensional Agility (9th)

If i am not wrong, I think you can only take Terrain dominance over one terrain that has already been selected for Terrain mastery, which isnt the case here.


Kruggh wrote:

At the top of this thread, i can read "Answered in the FAQ" but i cant see any reference about the official answer...

Anyone has a link or know what is the official point of view on this topic ?

Thank you

last bump before i give up finding the info...


BYC wrote:


The Will saves can be difficult to make for monsters as with a 18/20 starting INT, plus a +2-6 headband, + Threefold Aspect (a truly great buff spell) make for some really high DCs.

But, headband bonus and threefold aspect bonus should NOT stack seen they are both enhancement bonuses, right ?


At the top of this thread, i can read "Answered in the FAQ" but i cant see any reference about the official answer...

Anyone has a link or know what is the official point of view on this topic ?

Thank you


hmmmm Hex working while ethereal/blinking

This topic deserves to be a FAQ candidate...

How are people playing this during their games ?


Shar Tahl wrote:
Is there a current summoner guide out there? Building one for Carrion Crown and am getting stumped on feat selection.

Here is the only guide i know:

Summoner guide


First the exact description of the powers:

Heighten Feat wrote:


You can cast spells as if they were a higher level.

Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Magical Lineage trait wrote:


Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Now let's say Gandalf the level 18 wizard knows the feat Heighten.

If Gandalf wants to memorize an heightened flesh to stone to level 9 (instead of level 6, the actual spell level of a flesh to stone), he has to memorize it in one of his level 9 slots.

So far so good...

Now let's say Gandalf has the trait Magical Lineage for the spell flesh to stone. If Gandalf wants to memorize an heightened flesh to stone to level 9, which level slot has he to use ?

I have the feeling, because of the magical lineage trait, that would be a level 8 slot but i d like confirmation.

Thanks for any answer !


Any other point of view ?


I am pondering about creating a feat allowing the gain of extra tricks for a ranger with the skirmisher variant as i didnt find any already existing feat duplicating this effect.

Something like :

Quote:


Extra Hunter's tricks
Prerequisites: Hunter's tricks class ability
Benefit: You learn two more tricks. This doesnt change the total number of times you can use your tricks per day.

What do you think ? Is two new tricks for one feat enough/too much/not enough ?

Thanks for any advice !


Anyone else has some information to share about that power ?


Here is the description of the Aura of Chaos from the Protean subdomain:

Quote:


Aura of Chaos (Su): At 8th level, you can surround yourself with a field wild energies. These energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.

I am not sure how it works exactly...

- if the save is successfull, do you think the ennemy can do ONLY the action he picked or any combination of actions including the one he picked ?
- if the save is failed, do you think the ennemy can do ONLY ONE action different than the one he picked or any combination of actions excluding the one he picked ?
- do you think ennemy know exactly how the power work to chose his action or has he to chose his action without knowing whats happening and the consequences ?

If anyone already played with that power, please enlighten me !


Myself i find the Arbiter (inevitable) very very good.

Link to the stat block of the Arbiter

It is very resilient because of two things:
- (most of) construct traits
- Regeneration 2 (chaos) (way better than fast healing !)
These two points make the familiar very hard to be killed (and that can be very interesting for a Witch master...)

Add to that some good SLAs (commune and protect/chaos) and the ability to fly coupled with the flyby attack feat and a good 16 DEX for easy delivery of touch spells from the master... yeah i like it a lot :)

Main drawback ? You have to be Lawful Neutral.


Exact text of the magical lineage trait :

From APG wrote:


One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.

Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Here is the question:

Lets say i create a lvl 1 wizard and take this trait.
Can i pick a spell that i dont know yet (i.e. a level 2 or more spell) ?
RAW, i d say yes, but i want cofirmation.

Thank you


I have a question about the Ranger skirmisher trick named "Vengeance strike":

Vengeance strike wrote:


Vengeance Strike (Ex): The Ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
Official FAQ about "Ally" definition wrote:


Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

—Sean K Reynolds, 10/12/10

According to the FAQ quoted, i'd say that you can use the Vengeance strike when an adjacent ennemy hits you (or of course an ally).

Am i wrong ?

Thanks for your enlightments !


Quick question about some witch hex to the specialists roaming in that thread:

Do you think Evil eye can have an impact on the following target stats :
- concentration
- spell resistance

As RAW, i think the answer is no, but i would like your opinions about it and do you think this would overpower the hex if we houseruled it to work for these stats too ?

Regards