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KunoichiSong's page
Organized Play Member. 65 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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If a creature with... say, Fire Vulnerability (ice elemental maybe) was given Fire Resistance 5 or something, would it occur before or after the multiplier from vulnerability?
ChaiGuy wrote: After reading the feat Share Spells, I don't think your friend needs the feat Share Spells, they seem to just need the teamwork feat Bonded Mind to gain the benefit of the share spell feat (although it's a teamwork feat). OH
THANK YOU
Are there any? I want to grab Share Spells Teamwork feat with a friend, but he wants to go full Samurai...
Are there any feats that would allow this?
Redneckdevil wrote: It is not allowed with retraining because u have to still have the prerequisites BEFORE and not from the prestige class.
When retraining was first introduced, these questions popped up and the devs came in and stated that the prestige classes did not count towards having the prestige classes.
I see. Do Prestige classes count towards the prerequisites of other prestige classes, then?
So for most Prestige Classes, there is some kind of "at least # BAB" and/or "#ranks in _ skill" as a requirement.
My question is a bit hard to state, so let me draw out the scenario.
Let's say I was a level 6 Fighter (BAB +6, 2 ranks in Acrobatics and Perform) and I wanted to become a Duelist(prestige class) for my next level. (prerequisites are 6 BAB and 2 ranks in Acrobatics and Perform).
After I become a Duelist, I would like to retrain my Fighter Levels all into Duelist levels. The Duelist levels grant enough BAB and skill points to keep the prerequisites in place.
Using this method, could I be a level 7 character who only has levels in the Duelist prestige class?
So in Pathfinder there are quite a few enemies immune to sneak attack/crit.
Is there any way to bypass sneak attack immunity other than through the Student of War prestige class?
I think I heard somewhere that a person could not multiclass Rogue/UnchainedMonk, because you'd have to do either Rogue/Monk or UnchainedRogue/UnchainedMonk.
Is this right? And if so, where does it say this rule?
So Kobold Tail Attachments are Light Weapons... when you attempt to use a Light Weapon made for a creature of a larger size category, you take -2 to the attack roll per size category difference, and it goes up 1 step of weapon difficulty per size category difference.
So normally, a Medium Creature using a Large Dagger would take -2 and it would be considered a 1-handed weapon.
At the same time, a Medium Creature using a Huge Dagger would take -4 and it would be considered a 2-handed weapon.
However, Kobold Tail Attachments... don't go on the hands. Also, Kobolds don't have multiple tails.
So what happens? Can you not use an inappropriately sized Kobold Tail Attachment?
So, "When making a full-attack action, the wielder of a speed weapon may make one extra attack with it."
What happens if the full-attack action is one that involves the weapon being thrown, such as with a thrown Javelin? Is the Speed property near-pointless, or does it somehow hit the target twice despite being thrown once?
Brain in a Jar wrote: KunoichiSong wrote: Brain in a Jar wrote: Because your unarmed damage (from monk) doesn't scale with them.
It's the same as using any other weapon. Except unlike other weapons, gauntlets specifically state that they are treated as unarmed strikes. Yeah. I guess me and all those guides you read are wrong...
Or the scaling really doesn't work with them. Gauntlets deal 1d3 dmg even if you're a 20th Monk.
That's the answer. I won't be discussing it further.
All those guides that don't mention anything about gauntlets? Wow, I guess because no scientist wrote out "We exist" as a scientific theory in a textbook, people just don't exist either?
"Benefit: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. Your opponent cannot use a disarm action to disarm you of gauntlets."
Note: It specifically states that a strike with gauntlets are considered unarmed attacks.
Brain in a Jar wrote: Because your unarmed damage (from monk) doesn't scale with them.
It's the same as using any other weapon.
Except unlike other weapons, gauntlets specifically state that they are treated as unarmed strikes.
So Gauntlets just do unarmed attack damage, right? Yet they are physically crafted weapons that can be enchanted?
Granted, it only allows nonlethal at a -4 since the gauntlets only allow lethal damage to be dealt with unarmed strikes, but why are there so many monk guides saying that one should get an Amulet of Mighty Fists instead of just an enchanted pair of gauntlets?
If I use the Variant Multiclass rule to take... Monk for example, as a secondary class... would it count as me having class levels in Monk?
Stuff that I'm asking about:
* Monk's Robes: If I'm a level 10 with VMC Monk, would I do unarmed damage as a level 13 Monk or as a level 8 monk while the robe only gives me the option to do damage as a level 5 monk?
* Ascetic Strike: Do I count as having 7 levels in Monk if I'm a level 7 Rogue with VMC Monk?
Lady-J wrote: skill checks are things that involve skills such as stealth or climb ability checks are things like strangth checks or wisdom checks So... ability checks include stuff like... skills checks.
So I was looking at the Stone of Good Luck (Luckstone) and I noticed how it said "Ability Checks" AND "Skill Checks".
I thought Skill Checks were included in "Ability Checks", so I wondered why there was a distinction there. Furthermore, I know Initiative is an Ability Check, and wondered what else was considered an Ability Check other than skills and initiative, if there are any.
To summarize:
Can someone tell me what's the difference between Ability Checks and Skill Checks?
AND
Can someone help me with a list of things that a Luckstone would add to, other than skill checks?
So you make 1 touch attack per caster level... And it doesn't give a defined limit. Does that mean that a level 20 Sorcerer could potentially make 20 touch attacks in one round for a total of 20d6 damage and 20 Strength damage to a non-undead creature?

So I noticed that all the "mini-leadership" feats like Recruit and Torchbearer are a bit boring in the fact that they just make the Cohort's level lower, limit their class choices, or give them one s%ty feat.
I find that to be absolutely terrible, as that does not fix the issue of action economy, and it just limits the possibilities of what you can do with a cohort instead of actually making them worse in effect.
What I mean is that Recruits are just three Cohorts whom level up for free and, although you can have only one at a time, it still allows you to swap out between three different classed characters. Torchbearer is just a stupid fighter who essentially has a cursed torch.
Furthermore, the inability to multiclass and the inability to take some classes make those Cohorts boring. You can't make some concept like:
1. a butler who follows you around, doing his best to protect you even at the risk of sacrificing himself. (Rogue/Fighter/Inquisitor with a trait letting him use kitchenware as weapons, and with the Ally Shield feat, using it to protect you whenever possible without ever using you as a shield)
2. a Druid/Cavalier who follows the party around, knowing that both the party and their enemies cause collateral damage, and wishes to prevent as much damage to nature as possible.
So on.
The biggest charm of Pathfinder over other RPGs for me was the variety of options, so i feel really sad that those options are lost on Cohorts, which should by all means be equal to Animal Companions or Eidolons, but are instead given very few options as a nerf rather than a power nerf.
I wish there were some other rules, like "a cohort from this feat is always Staggered and Frightened when in combat" or "this Cohort is a Savant, giving him one high stat and lackluster if not downright lackluster levels for his other ability scores." or even "this Cohort is a pacifist, and refuses to attack in any way, and although she won't prevent you from fighting, will not aid you in defeating the enemy".
Lower level is a must, but there could be a thousand better ways to deal with it. Furthermore, i don't think one should be allowed to have more than 1 cohort, more than 3 at absolute max.
Anyway, I'm trying to make some options like that. Anyone got some ideas?
avr wrote: I'd pick up another metamagic feat given that you're an arcane sorcerer. Which depends on what other attack spells you have or might get; if you do battlefield control then fleeting spell, if you like spells with saves then persistent spell, if all you want to attack with is shocking grasp then empower spell. The problem with that is that I'm only level 5, which means I have 2nd level spell slots at best. ^^;
On summoning spells such as Summon Minor Monster, Mount, etc, they never explicitly tell you that you can't summon multiple horses or elementals or whatever.
Provided that I'm willing to use my spell slots for them, may I summon multiple horses with multiple casts of Mount?
Tusk the Half-Orc wrote: I suppose it depends on what kind of game you're playing in. If you're in Cheliax or any other setting where halflings are often enslaved, you might take Freedom Fighter (Racial/Social); otherwise, any of the halfling-specific traits in the Halflings of Golarion player companion would be worth a look. If it isn't too late to take an alternate racial trait (it probably is, but you can always ask your GM), you might consider giving up your Halfling Luck to become a Halfling Jinx instead -- Halflings of Golarion has half a dozen feats that add cool debuffs to your jinx effect.
I was also going to suggest Reactionary, for a vanilla combat trait, but for the same slot you could just take Improved Initiative as a feat instead of Additional Traits and get a +4 initiative bonus instead of +2.
Jade Regent, and I like Adaptable Luck a bit too much for that.
So I am currently a Halfling Arcane Sorcerer with Fate's Favored(Faith) and Magical Lineage(Magic) traits, with the latter being put on Shocking Grasp. For feats, I have Eschew Materials(of course), Childlike(for character reasons), and Metamagic Reach Spell.
I am about to reach level 5, and I was thinking of getting the Additional Traits feat. What other feats would be good right now, and also, what other traits would be good right now?
No campaign traits, please.
Diego Rossi wrote:
Remember, an accidental touch discharge the held spell.
Since when was that a thing? I don't see it anywhere on the Familiars page...
First of all, provided that I do not cast a spell for the entire day after making the Familiar hold a spell, could I make a familiar hold onto a Touch spell until the next day?
Also, if I have Reach Spell metamagic feat, can i make my familiar hold a Touch spell that has been meta-magicked into a ranged spell? Or make the spell become a ranged spell when my familiar releases it?
Are there any way to get General Feats other than the level 1 thing with humans and from every odd levels?
and I mean actually being able to choose from any general feat that you qualify for, rather than a class feature that gives X feat specifically.
Can it be done without retraining? I can find tons of classes that allow you to get Combat feats through them, such as Fighters, Rogues, etc. But I can't find a single way to get a general feat at an even character level.
If a Wildblooded Sorcerer gets the Eldritch Heritage feat, do i choose from a normal bloodline or a Mutated bloodline?
So far I've found:
Most Druids
Most Rangers
Most Hunters
Most Paladins
Most Inquisitors
Are there any more?
The feat states quite clearly that the druid level given by it is your character level-3, which then stacks with any further effective druid levels that you may get in the future.
I do get that the archetype'd druids wonct work, though.
If i have levels in Druid, but it's an archetype that does not give me an Animal Companion, but then I take the Animal Ally feat and get a level in Hunter, would my Druid class levels be added to the Druid levels from the feat and Hunter class in terms of calculating my Animal Companion level?
Just an argument between my friend and I.
4 people marked this as FAQ candidate.
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Would you say that a Ninja is a Rogue?
Other than Bag of Holding. If possible, i'd like to spend all of the 2500 instead of using 2000 or 1000, but those are welcome too.
Chemlak wrote: Amulet +1 costs 2,000 gp to construct. 4,000 to purchase.
Ghost touch is a +1 special ability. It does not have a cost or purchase price on its own.
Amulets may have special abilities without enhancement bonuses, so a ghost touch amulet of mighty fists is 4,000 gp to purchase, or 2,000 gp to construct. A +1 ghost touch amulet of mighty fists costs 8,000 gp to construct or 16,000 to purchase, because it is equivalent to a +2 amulet.
forgive me, but...
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amule t-of-mighty-fists
Aura faint evocation; CL 5th; Slot neck; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5)*; Weight —
So the amulet at +1 costs 2000gp.
+1 enchantments cost 2000gp.
If I wanted an Amulet to give me Ghost Touch, would it cost me 4000gp?
If I take Animal Ally feat at level 5, which has a small list of animals that I can choose from, then I Multiclass to something like Hunter, may I switch to an animal that's not on the Animal Ally list while still getting its benefits?
Yea but damn, there was a RAW way to ranged flank and nobody talked about it for over two years? O_O
With Snap Shot and Improved Snap Shot, I am considered to be threatening 10ft around me. With Blades Above and Below, if another ally threatens the same creature as I do, we're "both considered to be flanking the enemy, regardless of (our) actual positioning".
Does this mean that my ranged attack also gets flanking bonuses, such as Sneak Attack and the like?
Well I really wanted to do it for Flurry of Blows, so... Qq XD
I guess I have to go Unchained Rogue.
Ventnor wrote: Secret Wizard wrote: Three meals daily, always have breakfast
No air conditioning
100 push-ups daily
100 sit-ups daily
100 squats daily
Run 10 km daily
Sit-ups
Pull-ups
Drink Plenty of Juice It's a One Punch Man reference.
Secret Wizard wrote: Three meals daily, always have breakfast
No air conditioning
100 push-ups daily
100 sit-ups daily
100 squats daily
Run 10 km daily
YOU.
I LOVE YOU.
So far, I've got:
Advanced Talent: Unarmed Combat Mastery
Feat: Ascetic Strike (kind of)
Feat: Monastic Legacy
Magical Item: Monk's Robe
Are there any others?
So far there are things such as Dervish Dance or Slashing Grace that allow the adding of Dex to damage.
Other than feats, there are also class features such as the Unchained Rogue's Finesse Training.
Does anyone have a full list of this, though?

Bob Bob Bob wrote: ...is this a serious issue? I ask because it's a 24 hour cast time, Will negates, touch range spell. I'm not sure if the Will negates refers to the save required by the spell or if the animal also gets its own save, so it could require two saves. So it's not really a combat spell. Out of combat you can replace a lost animal companion (who returns at pretty much the same strength as the last one) in 24 hours.
In addition, the second the animal companion is awakened it no longer qualifies to be an animal companion and loses the part making it "strong-ass". I don't know what most of them become (as many are nothing like the animals in the bestiary) but it doesn't keep any of the bonuses from being an animal companion. Because it's not anymore.
Just precaution. Most characters I make are quite emotional, and I'm feeling Hunter for a new game. I figure the character would be heavily attached to the animal, and would be devastated if someone were to kidnap the animal and then break their bond forever.
Again, just a precaution.
Is there any way to make your Animal Companion Immune, or at least essentially immune, to the Awakening spell? Because it'd really suck to lose your strong-ass buddy because they got smart suddenly, and have them turn on you because of the spell.

Sorry, but prepare for three paragraphs of background info.
I am currently playing an Unchained Web Walker Ninja with a 1-level dip into Unchained Far Strike Monk (for that tasty level 2 Quick Draw, Precise Shot, and 2nd attack). I am going for what I call the "Fisting Shurikens" build, where my plans were:
Level 3 or 5, get Weapon Focus on Unarmed Strike
Level 5, get Style Master Ninja Trick for Ascetic Style
Level 7, get Ascetic Form for my Feat and get Combat Trick Ninja Trick to get the Martial Focus: Monk Weapons Feat
Level 9, get Ascetic Strike Feat.
This way, I would be able to apply Weapon Focus and Unarmed Monk Damage to Shuriken, doing massive damage with every attack. At level 13 or So, I might retrain Ascetic Strike into a different feat for the sake of getting the Unarmed Combat Mastery Master Trick, which, unlike the Ascetic Strike feat, stacks with stuff like Monk Robes for even more damage.
Now, here's my issue. I am stuck between two mini-build paths now, while I'm getting the Ascetic line of feats. Here are the two option that I thought of:
IF I GET WEAPON FOCUS AT LEVEL 3, I could get Dazzling Display at level 5, followed by Shatter Defenses at level 11. wrote:
- BOON: This would allow me to not only get Sneak Attacks off easily.
- BOON: This would allow me to weaken a lot of our enemies at once... hopefully.
BUT
CURSE: What if the DM puts up a lot of Fear-Resistant/Immune enemies against us?
CURSE: Missing out on the other option.
CURSE: I am essentially wasting the first turn of combat to scream and punch the ground.
CURSE?: I am already going to get Invisible Blade at level 11, the same level that I would be getting Shatter Defenses.[/list]
OR
IF I GET WEAPON FOCUS AT LEVEL 5, I could get Point-Blank Strike at level 3, followed by Clustered Shot at level 11. wrote:
- BOON: Gets me past the enemies that have high damage resistance.
- BOON: My build results in me doing quite a bit of damage with my Shuriken, so this would really help.
BUT
CURSE: What if the DM doesn't put us up against a lot of stuff with strong damage resistances?
CURSE: Missing out on the other option.
CURSE: I am wasting a feat that I don't see being TOO useful on Point-Blank Shot.
CURSE?: I don't have that many attacks... Ninja get slow BAB progression, and I have 1 extra attack from my Flurry of Blows. That's about it.[/list]
Note: I can probably get the other one afterwards, but I'm wondering which I should get first, if I should get the other at all, and if there is a better option for this.
In case anyone wants to ask, I am planning to get the Fatal Finesse Ninja Trick at level 3 (yes it's 3rd Party, yes DM approved it) and Vanishing Trick at level 9 (I want Invisible Blade, especially since our only caster is our Unchained Summoner.)
Claxon wrote: This is a very weird situation, because the damage calculation could get very weird on a multiclass monk or brawler character.
The only good things is that the damage table does not scale above 20th level, capping out at 2d10 for medium creatures.
A 10th level character with 5 levels in monk would have:
5 actual monk levels + 2 effective levels from monastic legacy + 6 effective levels from ascetic strike. Making you count as 13th level monk for determining damage with your weapon.
Don't forget +5 from Monkcs Robe
Aziraya Zhwan wrote: I would say that they do stack. Otherwise there would be no reason to have the "In addition, you ignore the still mind class feature prerequisite for the Monastic Legacy feat" stuff at the bottom of the Ascetic Strike feat. If they didn't stack, then why would one of the feats specifically point you toward taking the other?
There's still the potential RAW "no" answer due to things from the same source not stacking (in this case you're getting effective levels in Monk due to overall character level from both feats), but I feel that RAI is very clear in this regard.
Would Monk's Robes stack on top of this, then?
Chess Pwn wrote: what do you mean having them stack? They both provide Monk levels in terms of calculating Unarmed Damage. So... In the case of a level 8 with both of these feats:
8-4=4
8÷2=4
So 4+4=8 Monk levels total?
Otherwise, why would getting Ascetic Strike be a potential prereq for Monastic Legacy?
Yet, I don't think it should stack...
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