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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?


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)?


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


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?


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"


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...


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)?


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


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)?


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?


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)?

About Skäne “Countless” Ingvârssonn

Skäne “Countless” Ingvârssonn

Male Human [Ulfen] Fighter (Shielded Fighter)2
XP: 3275
N Medium Humanoid
Favoured Class: Fighter
Speed: 20ft [30ft unarmoured]
Init +2
Senses: Perception +1

DEFENSE
______________________________________________________________________
AC 19 (10 Base, +2 Dex, +4 Armoured Coat, +1 Armoured Kilt, +2 Light Wooden Shield*)
Touch AC 12 (10 Base, +2 Dex)
Flat Footed AC 17 (10 Base, +4 Armoured Coat, +1 Armoured Kilt, +2 Light Wooden Shield*)
HP 20 (2d10; +4 Con; +1 favoured class)
Fort +5 Ref +2 Will +0**
CMD 16***

* Shield Focus Feat
** Bravery Ability: +1 bonus on Will saves against fear.
*** Favoured Class option: +1 to CMD when resisting two combat maneuvers of the character’s choice [Bull-Rush & Trip]

______________________________________________________________________
OFFENSE
______________________________________________________________________
BAB +2 CMB +5
Melee: MW Battle Axe +7 (1d8+3/x3) or Light Wooden Shield +5 (1d3+4*/x2)
Ranged: MW Chakram +5 (1d8+3/x2 30ft. range) or Throwing Axe +4 (1d6+3/x2 10ft. range)
CMB: +3 (+3 Str)

* Shield Bearer trait
______________________________________________________________________
STATISTICS
______________________________________________________________________
Str 16 (+3)
Dex 14 (+2)
Con 14 (+2)
Int 12 (+1)
Wis 10 (+0)
Cha 13 (+1)

Class Abilities
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear.

Feats
Berserker's Cry: 1/day self and all allies within 60 ft receive +1 on damage rolls for 2 rounds [half level + Cha bonus. Activation is a move action].
Weapon Focus [Battle Axe]: +1 bonus to attack rolls.
Shield Focus: AC bonus granted by shield is increased by 1.
Saving Shield: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.

Trait
Shield Bearer (Ulfen): You have survived many battles thanks to your skill with your shield.

[Benefit]: When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.

Skills: 2 per level [+1 race bonus; +1 intelligence]

Climb +5 [2 Ranks, +3 Str, +3 Class, -3 armour penalty]
Intimidate +6 [2 Ranks, +1 Cha, +3 Class]
Perception +1 [1 Rank, +0 Wis]
Survival +5 [2 Ranks, +0 Wis, +3 Class]
Swim +4 [1 Rank, +3 Str, +3 Class, -3 armour penalty]

Languages Skald, Common

Combat Gear: Armoured Coat [remove/don is a move action], Armoured Kilt [w/ Armoured Coat treated as wearing Heavy Armour], Light Wooden Shield, MW Battle Axe, Throwing Axe (2), Dagger (3), Black MW Chakram (won in Shot O'Drink competition).

Other Gear: Backpack (holds): Bedroll, Trail Rations (2 days), Waterskin, Empty Burlap Sack, Iron Cooking Pot, Sunrods (0); Traveller's Outfit & Furs; Belt Pouch #1 (holds coin), Belt pouch #2 (Flint & Steel; Tobacco & Clay Pipe); Whetstone (worn round neck as pendent); Signal Horn; 74.5 lbs (Light Load)

TRACKED RESOURCES
--------------------
Berserkers Cry (standard action) (2 rounds/day) - 1/1 (2/2 rounds)
Shield Bearer ally bonus (free action) 1 round - 1/1
Throwing Axe - 0/2
Dagger - 0/3

Coin & Treasure

Gold 109
Silver 10
Copper 8

Appearance
Age: 24 Height: 6’3 Weight: 227 lbs.

Deity

Desna (for luck) & Gorum (in battle)

Berserker's Cry

Skäne will typically open combat with this grim song:

deyja skepna, deyja frændr,
Við sjálfir deyja einnig.
ÉG vita einn hlutur þessi er ódauðlegur:
Heiður af orrusta dauður!

translation from Skald:

Beasts die, kin die,
we ourselves die also.
I know one thing that is deathless:
The honour of the battle dead!

For DMRandall - Default Combat Options:

If unarmoured [in situations when already armoured and "combat ready" jump straight to Berserker's Cry]:

Round 1: Don Armoured Coat [move action], draw battle axe* [free action**] and ready shield [free action**]
Round 2: Berserker's Cry [standard action]
Round 3: Close to opponent using either 5 foot step or Charge [Distance dependent & target most immediate threat or if tactics have been discussed follow these]
Round 4: Continue to engage or repeat Round 3 to next opponent.

During combat if other member of the party looks to be overwhelmed or dropped in combat - disengage [risk AoO] and Charge & Bullrush their opponent [+2 CMB for Charge] in heroic fashion!

* Unless in tactically ranged combat Skäne will typically arm for melee.
** Due to +1 BAB

Background How Skäne might look

Skäne “Countless” Ingvârssonn appears to be the archetypal Viking; Tall and brawny who bears a number of scars, wears his wild reddish-blond hair braided and sports an unkempt beard which frames his ice blue eyes.

About his person he wears a battered leather coat reinforced with iron plates and overlayed with a fur cloak. Skane's waist and thighs are further protected by an mended armoured kilt of Easterner design. The inside of his coat clinks with a due of throwing axes, and at his hip sits a black metal chakram throwing blade; in his hands Skäne holds a battleaxe whose sharp blade is bitten with use and the signature small wooden shield of the Viking reaver - upon its face a faded sea wyrm.

As one of the many bastard sons of Ingvâr Sharptunga - an infamous skald of the North, Skäne's life to date have been a series of blood feuds, duels and shieldwall battles all caused by his father’s questionable honour and reputation. The North has made this boy into a hard-bitten man, as cold as the land that spawned him.

Exiled from his homeland, Skäne plies his trade as a mercenary with axe and voice wherever there is a reason to fight, the coin to hire him and a potential place in the sagas to claim for himself. Recently he fell in with the crew of longship “The Haar-Witch”, but their last raid went sour and Skäne and his oarbrother Bjorn Helsingrson were lucky to escape with their lives. After weeks in the wild, the Northmen have healed up and hired on as caravan guards bound for Deeptown...

Planned Advancement:

2nd Level: Bonus Combat Feat - Saving Shield
3rd Level: Bonus Feat - Intimidating Prowess or Improved Shield Bash????????
4th Level: Ability Increase (+1 Int) & Bonus Combat Feat - Combat Expertise
5th Level: Bonus Feat - Weapon Specialisation or Improved Shield Bash??????