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"You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell."

If you cast Alter Self (which is a polymorph spell) to turn into a half-elf, could you then cast Paragon Surge? You count as a half-elf at the time of casting, and you could allow Paragon Surge to work and Alter Self to wear off.

So, my Aasimar Sorcerer could burn some spell slots to gain a temporary feat?


Are there any options available (not third party tho) that will allow some spells to last all day?

I understand Extending a caster level 12 1 hour/CL duration spells will be all day. (or basic variations of that)

But magic gear, or anything, that allows something like a 10 minute/Caster Level duration, or even less, spell last all day?

EDITED TO ADD: As well as third party, I'm not interested in things like custom magic items or whatever. Those rules are dodgy, and I never want to use them as a player.


Which weapons are "treated as X". I mean, the Dueling Dagger has slightly different stats, but says "Any effects that apply to daggers apply to dueling daggers."

Does anyone happen to have a list of which all weapons can be treated as other weapons?


If you can trip during a flurry, then you use strength or dex for your bonus, depending on weapon finesse and such (not on all combat maneuvers, but trip is one).

I have weapon finesse. Even though I'm using the buckler, would it still count as the unarmed strike that the maneuver replaces, and be based off dex?

Or, since it's unspecified, does it go to the default strength?


Also, if this monk has three levels of swashbuckler, would this count as "attacking with another weapon in the other hand" for precise strike?


If a monk has buckler proficiency, and the unhindering shield feat, can he exchange one attack with a trip combat maneuver using the hooked boss buckler?

You're not making an attack with the buckler; you're using a combat maneuver in place of an attack. So I dunno.

And if this monk can do this, is there any raw about using his Dex for his bonus, as he would be able to with, say, a dagger?

And do I keep my buckler AC even when I try to snag people with it?


Can somebody explain this interaction to me as though I were really slow?

Quote:


Sipping Demon (Su)
A 13th level, a hungry ghost monk gains 1 temporary hit point each time he hits an enemy with a melee attack. The monk gains a number of temporary hit points equal to his Wisdom modifier when he scores a critical hit. The maximum number of temporary hit points the monk can have is equal to his monk level. The temporary hit points disappear 1 hour later. The monk can only use this ability when he has at least 1 ki point in his ki pool. This ability is a proscribed manipulation of ki considered by many good monks to be a corruption.

The ability replaces diamond soul.

Quote:


Lifesurge Weapon
...In addition, whenever the wielder receives temporary hit points from any source, he adds the weapon’s enhancement bonus to these temporary hit points; this does not stack for temporary hit points from multiple sources, and these points are lost if the lifesurge weapon is not being wielded.

So, even though Sipping Demon stacks, the bonus temp HP from lifesurge does not stack? I assume each attack giving temp HP counts as HP from multiple sources.

So, at level 20, with a +5 lifesurge weapon: I attack and hit, gain 6 temp HP. Every attack after that adds just 1 temp HP, up to a max of 20.

Is that correct?


Oh, this works even better then.

From what I understand, from what yall are saying, if I had a mithril Tatami-do, I can still enchant it with Advancing, which requires heavy armor.

That was my main goal in all of this. That, and have a good, high Max DEX, which I will have. +3 Base, another +2 for mithral, and +3 for the armor being barding for a Charger (so, eventually up to +3). The cat's dex mod will be +8, so it works.


If I have a mithril Tatami-do, it has an AC bonus of +7, max dex of +5, and a -3 ACP, and it counts as medium armor. If I add an armored kilt to it, does it now have an AC bonus of +8, max dex of +5, -3 ACP, and count as heavy armor?


Well, it'd be 60% evade, but only when you'd normally have 50% evade. Seems like a lot of feat tax, for only a lil. I mean, I'm assuming you'd be relying on your auto blur/displacement for your main source of concealment, but those tend to fall by the sidelines sometimes, the more you level. Hell, anyone can even see in magical darkness with 32k gold. And even then, with all that, you can feint once a turn, but only to deny them their dex bonus to AC. You're not trying to land sneak attacks, or do any tricks. Just a better chance of hitting.

There are much better options to accomplish that, using way less feats.

Unless I missed something.

But yeah, if I were you, I'd see if your DM will let you retrain those two feats, and abandon that chain.


I mean, it doesn't say "Add X damage, where X is the number of damage dice." It just says "Add +1 damage per die". But, now that this dead horse is thoroughly beat, if a DM wouldn't allow that, the fireball does 2 damage per damage die less.

70d6+350 averages to 596 fire damage. Cast twice in a turn is 1,192. It's not really overkill, though, considering how rare it'll be to narrow it all the way to only 5 ft.

Either way.

I did realize that in my notes, I had this item, but it didn't make it to this post.

Amulet of the Spirits (flame) 10k gp

Twice a day, as a swift action, give a target fire vulnerability for one turn.


Oof, I completely missed that on Blissful Spell, you're right. That'll change the whole build.

Yeah, I think we'll just leave it to the DM. I'm a pretty strict DM, but I don't see anything questionable here (except my mistake about Blissful Spell).

I don't know why people think +1 per damage die is different than +1 to attack per ray. If the feat said "Evocation spells deal +10 damage", would Spell Perfection double that? What about if it said "Evocation spells deal extra damage equal to the spell level"?

And is there rules spelled out talking about the order in which metamagic feats are applied? I didn't think there would be any problem customizing a spell with a feat, and freely insert the effects of metamagic.

Either way, I agree, I don't really feel like debating it any further. I'd have to clear it with a DM to play, because there are obviously concerns other people have, but I don't feel like I'm abusing any rules, or misreading how things work.

I mean, honestly, I thought I was pretty strict with this build. Instead of a trait that gives me +1 CL for Fireball, I could have taken Magical Knack, and instead gave all my Sorcerer spells +1 CL. But I thought there may have been issues with "to a max of your HD". I think it would work. But I could see how some people would say "Since your effective caster level (with Blissful and all that) is higher than your HD, that trait doesn't give any benefit." And as much as I'd love to allow this character to use the half-orc favored class bonus for Sorcerer, and I count as having the Orc subtype (see the Orc bloodline)...but no. Half-Orc isn't the same as Orc (though it can be used the other way around). So I didn't build on that.

So bringing the thread back on track....

What do you think? Should I go gnome instead? I could get +1 CL to fire with that. Or a race that gives Spell Focus at level 1? With Blissful gone, I could find room for Varisian Tattoo.

And I'm not wanting to eek out every last point of damage. I still want this to be an effective, all around good character. I know my AC is abysmal. I'm very fragile. I could just say, "Well, it's a caster", but if I can overcome weaknesses, I'd like to.

With a DM's permission, I *could* taken Nature's Whispers at level 2 (once I get my first level of oracle). With that and Mage Armor and my +1 DEX mod, I'd have an AC of 20. As soon as I can afford and find a Ring of Revelation, I'll get one of Nature's Whispers, and retrain my revelation into Misfortune. I love Misfortune, especially earlier on. But I dunno. I normally don't like planning retraining like that. While legal, it feels cheap.

Or I could change the draconic bloodline to Psychic, and be able to wear medium armor. Once you get +8 bracers of armor, medium armor isn't worth +1 damage/die on all your main dps. So I don't want to do that.

Either way, I do think I want to make him Chaotic Neutral. And he'll try to eventually get a Fast Black Dragon Skeleton to ride. After all these years, I still don't know the rules on how riding a mindless undead would work. I assume it wouldn't be handle animal checks, but...

BUT, his patron deity would be like, some NG or LG mystical goddess of goodness. He's not learned or devout, but one of his parents was, and always told him that the goddess was looking out for him. And he wears an amulet holy symbol under his shirt.

Would definitely play up his Wisdom only being 7. He's very rash, and doesn't have a good handle on things. But he's fun to be around. Witty.


Mysterious Stranger wrote:
Dice are by nature a variable, not a set number. The value ranges between 1 and the number of sides, in this case 6. That means spell perfection cannot affect the number of dice.

I'm high currently, but is this addressed to me? I'm confused.


And if you were a dm up a game I wanted to play, i'd concede the point and still not lose a lot of damage output. Wouldn't change the build any.


" It is not a feat in and of itself." I wasnt implying that it was. It is not improved by spell perfection. But someone else said i couldn't get it because I had a bloodline familiar.

"Flumefire Rage adds a variable bonus to spell damage..."

Agree to disagree. I don't call +1 variable, even if it's added to something that is variable (like in my example of weapon focus). It's a set number when applied to a spell. It is not randomised upon casting. So it's set and numerical (widen spell or magic trick are not improved by spell perfection).


Wow, a lot to cover. I didn't spell it out,but yes, Im using the magic tricks clusterbomb and concentrated fire. This is not caster level capped. For the same reason, they would not benefit from intensified spell.

Blood rage says, "Otherwise, this benefit is the same as the bloodrage class feature". It acts as bloodrage. Mad magic says I can cast during bloodrage. The feat, Raging Blood, doesn't say I can't cast while raging. But we know that's true, because its told us it's bloodrage.

I have three traits, and one drawback, which is an optional rule.

There are many items contending for my neck slot, but most DMs I've had allow the rules that I can make it a ring for 1.5 the cost, or slotless for x2. Worse case, I can switch necklaces as necessary.

It seems three's confusion on the numbers though. If you see how my caster level gets to 28, then I can cast fireball. Clusterfire, widen. That's a 14 blast fireball, each doing 2d6 damage with a 20ft area.. Using condensed, for every 5 ft I shrink the range, the damage goes up by 1d6. So if I shrink it down to only 5 ft, that's 14 balls doing 5d6. The bonus damage per die is maxed at +7. +1 each for orc and draconic bloodline. +1 for blood havoc (which can be taken as a feat, even if I have otherwise gotten my 1st bloodline ability). I would get +1 for Flumefire Rage, or +2 if I'm raging. This would be doubled with spell perfection (this and spell specialization are the only things improved by spell perfection). So I'm raging, and getting a total of +7 fire damage for every damage die of the spell.

I did just notice wrong numbers in my notes. 28d6 damage is correct for a 20 ft blast, but at 5 ft, it is increased only to 70d6 (14 blasts, at 5d6 each).

70d7 would then get +490 (+7 per die). When empowered, even those +7 per die points are empowered ("All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.")

One last point, then i think we're all caught up. Flumefire Rage gives a flat bonus to a spell, and it is a feat. +1 damage per die is flat. If weapon focus (ray) gives +1 to hit, you don't call it variable because sometimes you get more rays per spell.

If it added 1d3 points of damage per spell die, then we'd agree it was a variable bonus, and wouldn't be improved by spell perfection.


Or you could run him Chaotic Neutral. He rides around on a Large Fast Black Dragon Skeleton. He has goat horns, and no pupils. Eventually, he'll have wings himself, but he still rides the skele. He has his own timeless dimension. How boss.


At level 20, this caster can strip immunity to fire, then deal (84d6+588)1.5 per fireball (a five foot fireball), and cast two fireballs a turn.

These are all the relevant stats to him.

The format is terrible. I don't care.

At level 2, he picks up the single level of oracle. He's casting 10 Burning Hands a day, that do either 5d4+10 or 4d4+8 damage each. Every turn, he's picking his least favorite enemy, and making him reroll something he did well. In a pinch, he can make his allies reroll 1/day/ally.

So he doesn't start out weak and get super strong. He's just always gonna be fun.

Angelic Rage Caster:

Male Agathion-Blooded Aasimar (Heavenborn, Scion of Humanity)
NG (deity?)

1 Oracle (Duel-cursed)(Blackened, Legalistic)
19 Sorcerer (Crossblooded - Orc/Red Draconic)(FCB: +1/4 CL on Good Spells)

STR 7
DEX 13
CON 14 +2 Racial
INT 13
WIS 7
CHA 18 +2 Racial, +5 Level

TRAITS
- Celestial Contact (race)(+1 CL to Good Spells)
- Wayang Spellhunter (Fireball)(region)(reduce the spell level cost of metamagic by 1)
- Gifted Adept (Fireball)(magic)(+1 CL to Fireball)

DRAWBACK
- Meticulous

FEATS
1 Raging Blood
3 Flumefire Rage
5 Mad Magic
7 Magic Trick (Fireball)
8* Widen Spell
9 Blissful Spell
11 Spontaneous Metafocus (Fireball)
13 Elemental Spell
14*Bloodline Mutation - Blood Havoc
15 Spell Perfection (Fireball)
17 Spell Specialization (Fireball)
19 Empower Spell
20*Quicken Spell

REVELATIONS (Nature)
1 Misfortune
* Nature’s Whispers

BLOODLINE POWERS
1 Bloodline Familiar (Sea Krait - Sage, Figment)
3 Fearless
9 Strength of the Beast
15 Wings

EQUIPMENT

Robe, Blazing (body), 11k gp (+1 CL for spells with fire descriptor)

Amulet of the Spirits (Flame)(neck), 10k gp

Star Cinder (neck), 50k gp
Sash, Diminishing (belt), 5k gp (+1 CL on spells that don't require components, 50 uses)
Headband of CHA +6 (k gp)
Comfort's Cloak (shoulders)
Torc of Bloody Rage, 8k gp (1/day, free action, Rage as spell for 6 rounds)
Ring of Revelation (Lesser)(Nature’s Whispers)

Mithral Spiked Gauntlet
+1, Dueling (+14k gp), Training ()(+1)

Mithral Buckler (1,015 gp)
+5 (k gp)

Karma Bead ()(standard action, 1/day, +4 CL for 10 minutes)

Fire Fragment (350 gp)(Fire spells +1 CL for damage, give Flaring Spell)

Widen Metamagic Rod (Lesser)(14k gp)
Wand of Lesser Restoration

Implanted Orange Prism Ioun Stone (30k gp)(+1 CL)
x3 Implanted Onyx Rhomboid Ioun Stone (72k gp)(+6 CON)

Altar of Nethys (8k gp) (+1 CL to Fireball)

FIREBALL NOTES
28 Total
19 CL
+4 Equipment (including sash)
+4 Bead
+6 Good
+1 Trait
+4 Feat

+2 Bloodline
+1 Blood Havoc
+2/+4 Flumefire Rage

Widened, Blissful, Empowered (free) Fireball (Spell Level 4)
Widened, Blissful, Empowered, Quickened (free) Fireball (Spell Level 6)
28d6 for 20 ft
42d6 for 15 ft
56d6 for 10 ft
84d6+588 for 5 ft


Java, it looks like that's the answer. +6 from strength and +4 from Greater Magic Weapon. Thanks.


The Deathsnatcher gets 1d8+10 damage on his claw attacks. His strength is only 23 (a +6 mod). It doesn't look like it's a secondary attack, or using Power Attack. When I do Monstrous Physique to turn into one, I need to know what's going on. Should I just do 1d8 + full STR mod?


I'm trying to find a site or something that will let me do searches like this:

Monstrous Humanoids with pounce
Monstrous humanoids, with all their natural attacks showing
Monstrous humanoids with flight
etc

I haven't had much luck other than manually searching each monster, and that's a pain.


Oof, I didn't see that it swapped that. So, if I don't do Prophecy school, I can have "always act in the surprise round"....correct?


Making a level 10 gestalt character. One class is Occultist Arcanist. Will have 20 INT and CHA, so I can summon monster 5, using my points, about six times a day. With School Understanding (Prophecy Divination), I always act in the surprise round, which means I could Summon and Inspire, before combat really starts. I know I want the other class to be bard, but there are a ton of archetypes, and I'm not sure where I'd be best served. Bardic Knowledge, Lore Master, and Versatile performance are things I know I want to keep.

Anyone have any archetype ideas for me? Bonus points for general build ideas, also, but I feel I have an okay grasp on it.


If I had the draconic bloodline, and gained:

Quote:
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

And I had an Amulet of Natural armor:

Quote:
This amulet...toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.

...would the two natural armor bonuses stack?


Okay. I kinda gave up on this build a while ago, but I've finally got back to it, trying to make it work. I've conceded that Outflank with Dimensional Savant can't give myself attacks of opportunity; I just have it for an extra +2 flanking bonus. If a DM won't allow that, menancing on my weapon should still surely work, and I'll trade that feat to something else. And maybe even Savant in the first place, I dunno. So I'm just looking for massive oversights, or options that I haven't thought of. Either way, the barebones of the build:

Male Archon-Blooded Aasimar (Scion of Humanity)
LN (Nalinivati)

16 Unchained Monk (FCB: +4 ki points)
1 Cleric (Crusader)
3 Fighter (Weapon Master)

1 Monk, 1 Cleric, 9 Monk, 3 Fighter, 6 Monk

STR 16 +5 level
DEX 12
CON 14 +2 Racial
INT 8
WIS 14 +2 Racial
CHA 10

STR 21 +5 (27 +8)
DEX 12 +1 (18 +4)
CON 16 +3 (22 +6)
INT 8 -1
WIS 16 +3 (22 +6)
CHA 10 +0

TRAITS
- Group Fighter (Regional)
- Reactionary (Combat)

FEATS
1 Power Attack
1* Stunning Fist
2* Exotic Weapon Proficiency (Urumi)
2* Weapon Focus (Urumi)
3 Ascetic Style (Urumi)
3* Deflect Arrows
5 Ascetic Form (Urumi)
7* Combat Reflexes
9 Dimensional Agility
11 Dimensional Assault
11*Medusa's Wrath
12*Improved Critical (Urumi)
13 Dimensional Dervish
13*Outflank
15 Dimensional Savant
17 Critical Focus
19 Staggering Critical

KI POWERS
4 Wholeness of Body
6 Empty Body
8 Abundant Step
10 Qinggong Ability: Ki Leech
12 Qinggong Ability: Retrocognition
14 Thought Shield
16 Unshakeable Zeal

SKILLS
Intimidate +6: 1+0+3+2
Perception +29: 20+6+3
Sense Motive +31: 20+6+2+3
Know (Religion) +3: 1-1+3
Escape Artist +17: 10+4+3
Stealth +11: 4+4+3
Swim +13: 2+8+3
Acrobatics +9: 2+4+3

Celestial Resistance - acid/cold/electric resistance 5
Darkvision 60 ft.
continual flame (Sp) 1/day

EQUIPMENT
Adamantine Urumi
+5, Menancing (+1)
Dragonhide Hilt
Locking Gauntlet

Ring of Ki Mastery
Bracers of Armor +8
Gloves of Dueling

Heward's Haversack
Bronze Gong
Wand of Replenish Ki

EDITED TO ADD: I would personally prefer to retrain feats like crazy the whole time, but I'm assuming a DM wouldn't care for it, and could easily say I can't find trainers for everything at all the levels I need them.


I agree it's up to interpretation. My arguments are that the critical hit throws and enemy off just enough to allow an opening that a flanking ally gets to come in and attack. As I'm able to teleport up to a couple times per second at later levels, I'm assuming that opening would still be there for me if I teleported there.

But I'd get it if a GM vetoed it. Either way.


I was under the impression that you can count yourself as "an ally", in Pathfinder. Normally, this combo wouldn't work, because you're not flanking with yourself. With Dimensional Savant, though, you are. Think there was a post about it a while ago, and that was the general consensus of those present, but I don't know if it's raw legal or not.

And they're probably looking at the SRD. It has waveblades mentioned as being in the monk fighter group, I believe. Either the srd, or the Archives of nethys, I don't remember.

EDITED TO ADD: One level dip in Crusader Cleric gives proficiency and weapon focus with a katana. Being a human, two level dip in fighter (will eventually be three, so that weapon master and the magic gloves buff me even more), and having my katana have the Training magic weapon ability, I'm able to get all the requisite feats by level 13, including Combat Reflexes so that I can AoO more than once a round. And still have enough left over for Extra Vested Power (Divine Power), Medusa's Wrath, Improved Critical (Katana), and Power Attack. I could just as easy trade out the Training enhancement for Keen, and be in the same place, though.


I thought about a large sized waveblade (looking for something I can two-hand), but even then, waveblade isn't in the monk fighter group. With the ascetic feats, I can use my unarmed damage for the base damage anyway, but you can't two hand power attack with a light weapon.

And even then, that's a -2 penalty I'd have to pay 4k gold to get rid of.

None of it worked, so I'm trying something new. And yeah, I really want that 18-20 crit range.

EDITED TO ADD: It IS a lot of work to make it work, but if I'm burning 1 ki point each turn to dimensional dervish, I'd like to get some back through Ki Leech, if I can. Plus, with Dimensional Savant and Outflank (plus a menacing weapon and a trait for flanking), I'd get +7 to hit when flanking with myself, and anytime I crit, I get an attack of opportunity. With Improved critical, a 15-20 threatens a crit about 1/3 of the timme, compared to 17-20 when threatens 1/5 of the time. Kinda worth the work, if I can do it.


Okay. A nodachi, modified, requires exotic weapon Prof. You take that feat, then weapon focus in Modified (monk) Nodachi. All modified (monk) nodachis ARE in the monk weapon group.

It's not in the blog list as being native to monk weapons, but that's because all modified weapons can be in different groups.


Ascetic style requires weapon focus with a weapon from the monk weapon group.

If I had Modified Weapon Proficiency (katana), and weapon focus (katana), could I get ascetic style, with the chosen weapon being "versatile design katana", and use use a monk katana with the feats?

I want the chosen weapon to be katana, so I can still use it with Ascetic Form, not just Ascetic Style.


Temperans wrote:
Neither Stunning Fist or Quivering Palm use ki or are actual "ki strike feature", but they work. Why wouldn't UMonk be able to use Style Strike?

They work because it's specified, in the text, that they can work. Style Strike wouldn't, because you can't use style strikes with weapons, and this feat doesn't say that this changes.

It's in the flavor of it all, but the mechanics don't support it.

Temperans wrote:


You can 100% percent pick a Versatile Monk weapon, the issue is having the proficiency to use it.

In Ascetic Style, you pick a weapon from the monk fighter group of weapons, and have to weapon weapon focus in it. If I had weapon focus (Katana), I don't see how I can pick that as the chosen weapon for Ascetic Style, as it's not in the monk fighter group of weapons. As a DM, I would probably allow it, but can only use the style if you have a monk modified katana. However, the feat seems to be more restrictive than I'd want. A strict reading, I think, wouldn't allow that.

Temperans wrote:


As for the special line, it depends on how the GM rules it since I know of no FAQ about it. While I understand Derklord's reasoning behind saying it doesn't work, that is not the only possible interpretation. You csn just as easily
say that the following feat are modifying how you use the Ascetic Style weapon, which includes the special line. For example Startoss Style has very similar wording, but with thrown weapons; Are you going to say that you cannot use the later feats because those...

Well, just reading the feats, Startoss style tells you to pick a weapon (and it's designated as the "chosen weapon"). While Startoss Style will allow other thrown weapons, the latter two don't, and are restricted to just the chosen weapon. I thought they worked the same way you're saying, until Derklord pointed out that they don't say they do that.

I'm just gonna rebuild this monk. Crusader's Flurry with a katana. One of the first attacks will be unarmed. If it can, it'd be both a style strike and a stunning fist. Medusa's Wrath and Ascetic Style (and having a modified katana), and I could get two more katana attacks if they get staggered/stunned.


Temperans wrote:


What you want is the Ki Intensifying weapon quality. Also the weapon modification to make the chosen weapon into a monk weapon works.

Ki intensifying only allows a couple stated abilities to be used through it. The ki Strike, allowing it to be counted as adamantine, etc, but not everything. Couldn't do a style Strike with it.

I'm not sure that you can make the chosen weapon something other than one from the monk group. As a katana isn't from the monk group, you can't choose it for the feat, even if you can get a monk katana. Be cool if I was wrong, but I don't see it.

Temperans wrote:


One could say that they indeed work, but the opposite argument is also possible. Depends on if the special makes all monk weapons the "chosen weapon".

It seems that the chosen weapon is a specific weapon. Ascetic Style says that you can use the feat with any other monk weapon also, but doesn't have any language that says they are now the chosen weapon, so it seems as though you can't.


So....it looks like you can't use Ascetic Form with any weapon that has a 18-20 crit range.

Waveblade isn't in the monk fighter group. Even getting Crusaders flurry with a katana with a weapon modification making it a monk weapon won't let you do an Unchained Monk's style strike with it. That's lame.


So, you don't even have to be in Ascetic Style to get the benefits of Ascetic Form. I've never knew any of that.

Edited: nevermind. I looked up style feats. You can't use a feat that has a style feat as a prereq unless you're in that style.


Derklord wrote:
Mechanical Pear wrote:
But even then, at level 5, I can apply the Ascetic Style feats to my waveblade, because it has the monk ability.

Ascetic Form doesn't have such a section, and it's the more important of the two feats.

Is that how it works? I've always thought that Ascetic Form boosts Ascetic Style, thus, the chosen weapon can, in that feat, also be exchanged.


That's why I tried to airways include smilies and all that. As soon as it was pointed out that the dust was thrown, I had my answer.


Oh, but that last FAQ says multiple enemies would take the sneak attack damage? That's cool.

I dunno if I should start a new thread about this, but would sniper goggles apply to any spells?


If an Arcane trickster was invisible, then cast battering blast, sneak attack would only apply once, correct?


I dunno where yall are getting this "Hard cap" thing, where not even Arcane Pools can boost it. It may be there, I just haven't seen it. And if that's the case, does it specify that a Furious weapon can go above the +5? Or bring it above the +10 hard cap?

I've always assumed a magus can add abilities to a weapon, even if it has a +10 total.


A sheek thin veiled baggie then. And if that doesn't work, then I'll point out it has the same line of effect as heavy smoke, and spells DO work even with smoke soooo....

;)

EDITED TO ADD: IRL, that's a lot of Gold pieces worth of dust. If my character has a free day, and he's anything like me, maybe he could get a magnifying glass and tweezers, and get his dust back in a bottle. Show me the RAW that says not so.


Derklord wrote:

Nah, that takes two feats (plus three other feats that you might want anyway), and even then you have to wait until at least 5th level.

There is one major problem with the waveblade not mentioned yet: It's not in the monk weapon group, meaning it's not eligible for Ascetic Style/Form. Which means no improved US damage, no DR penetration, no Stunning Fist with it, no style strikes with it, and no bonus ki attack with it.

You don't need Ascetic Style/Form, but it makes play smoother, and usually matches the flavor better.

Hm. I'm seeing a couple different places saying it's in the close and monk weapon groups. But archives is saying it's just close.

But even then, at level 5, I can apply the Ascetic Style feats to my waveblade, because it has the monk ability. Just weapon focus (unarmed) for the win. Because of the nature of the feat, that weapon focus isn't a feat tax, I'd get to add that +1 to my waveblade, also.

Quote:
Just so you know, mechanically, this is objectively bad until you can afford Irongrip Gauntlets without spending too much of a portion of your WBL on them.

Yeah, I don't really care about the crit profile until later, when I'm crit-fishing for Ki Leech, and giving myself bonus attacks when I do a dimensional dervish (Savant) with paired opportunist and outflank.

Nothing wrong with shuriken and fists the first few levels.


willuwontu wrote:

1) No. The monk weapon group is different from the monk special weapon quality which lets monks flurry with a weapon.

2) A monk with ascetic form would already be able to use it with all monk weapons regardless of the chosen weapon for Ascetic Style, because of the special line in Ascetic Style. Also note, monk weapon refers to weapons with the monk special weapon quality, not weapons in the monk fighter weapon group.

1) I misread, was thinking that UMonks are proficient with monk fighter group weapons.

2)

"Benefit(s): Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks.

Special: A 5th-level monk or character with the weapon training (monk) class feature can use Ascetic Style with any monk weapon, in addition to the chosen melee weapon."

The feat talks about picking a weapon from the monk fighter group of weapons. Then says if you *this* then you can use it with any monk weapon, not just the one you chose.

How do you know that last mention of a "monk weapon" was a weapon with the monk ability, and not a weapon from the monk fighter group?

But if I did have a Nodachi with the versatile design weapon modification (and had proficiency) then I would be able to flurry with the Nodachi, if that Special line was for monk fighter group. And I would get the +1 to hit from weapon focus (unarmed), as the nodachi gets augmented by Weapon Focus, too.


Well, since usually specifics matter, I was wondering about a Metamagic Rager (Bloodrager) using rounds of Rage to (for free) Maximize spells and stuff. It says "The metamagic effect is applied without increasing the level of the spell slot expended," when you do this. So the Vampiric Touch would still be a level 3 spell, in all aspects?


zza ni wrote:

i don't see how they can stack though? both are 'enhancement bonus' to the same attack and they same damage. these never stack. (not anymore then a magical weapon get both it's magical enhancement bonus to hit and the +1 enhancement from the fact it's also masterwork).

even the arrow and bow example you had doesn't stack. a +5 arrow shot from a +5 bow still only get +5 to hit and damage. the bow grant the arrow a +5 enhancement to hit and damage if the arrow already have it they just don't stack.

The AoMF wouldn't get a static bonus, but, hypothetically, would have Holy, Flaming, Shocking, and Frost. Or whatever. Things that the weapon itself doesn't have.


If I have Ascetic style with a waveblade, can I have a +10 blade (+5 enhancement, +5 other stuff) and +5 AoMF (with other abilities), and they all combine when I attack?


1) At what Caster Level is the spell cast? That of the weapon, or the original caster?

2) An Intensified Vampiric is cast by someone with the Wayang Spellhunter trait, making this spell only use a level 3 slot. Can this spell be store in the weapon, or does the spell still count as a level 4 spell?

3) Do any of the original caster's abilities bleed through into the spell? A crossblooded Orc/Draconic Sorcerer who stores some fire touch spell in...does it get +2 damage/die?

I want to say that 1) once the spell is stored, the weapon casts the spell. Using its own CL, with probably a min ability score modifier. That would be cool, cause it can up the CL of spells from wands. 2) I would think the spell can't be stored. 3) As one, I would say that the original caster no longer casts the spell, it's the weapon, so no.


1) Is an unchained monk automatically proficient with any weapon that has the versatile design modification, which adds it to the monk group?

2) Hypothetically, if a 5th level monk had Ascetic Style an Ascetic Form, can their chosen weapon be "Unarmed Strike", which then gives its bonus to all monk weapons, including other weapons that are modified as the previous question?


TxSam88 wrote:
my first question is why? aside from it being a monk weapon, all you gain is that it now does 1d8, and if that's what you want, I suggest looking at the Nine-ring broadsword.

The crit profile, for a monk, and dealing more damage with power attack and wielding it two-handed.


Right. Just clicked that it was a powder, cause am dumb.


Root of the World Tree

Quote:


Source Mythic Adventures pg. 156
Aura strong conjuration; CL 17th
Slot none; Price 300 gp (Lesser), 1,000 gp (Normal), 2,500 gp (Greater); Weight —
Description
This fibrous powder is ground from bark harvested from the roots of trees growing across planar boundaries. When thrown in the air as part of casting a conjuration (summoning) spell, it grants the creatures summoned the advanced simple template. If the caster also expends one use of mythic power, the summoned creatures gain DR 5/epic, or DR 10/epic if they have at least 11 HD. Lesser root affects conjuration (summoning) spells up to 3rd level, normal root conjuration (summoning) spells up to 6th level, and greater root any conjuration (summoning) spell.
Construction
Requirements Craft Wondrous Item, Mythic Crafter, Augment Summoning, heroism; Cost 150 gp (Lesser), 500 gp (Normal), 1,250 gp (Greater)

Race

Dwarf

Classes/Levels

Bladebound Magus 2 [HP: 25/25 | AC: 15/11/14 | SR 7 | F+6 R+1 W+3 (+2 vs. Poisons, Spells, and Spell-like) | Init +3 | Percep +1, SM +0] [Arcane Pool 3/3]

About Nurin Jarnthane

Nurin Jarnthane
Dwarf Magus (Bladebound) 2
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +0

Defense
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 25 (2d8+11)
Fort +6, Ref +1, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

Offense
Speed 20 ft.
Melee dagger +4 (1d4+3/19-20) and
. . masterwork dwarven waraxe +5 (1d10+3/×3)
Ranged throwing axe +2 (1d6+3)
Special Attacks ancient enmity
Magus (Bladebound) Spells Prepared (CL 2nd; concentration +4):
. . 1st—Shocking Grasp, Shocking Grasp, Shield,
. . 0 (at will)—acid splash, arcane mark, detect magic, read magic

Statistics
Str 17, Dex 12, Con 16, Int 15, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)

Racial Abilities
Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.

Class Abilities
Arcane Pool (+1, 3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Feats
Accursed (SR 7 vs. all magic) SR 7 vs. all magic but your own that can't be lowered, even voluntarily.
Toughness +3 HP; +1 HP/level after 3rd.

Traits
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Relic of Dwarven Smithy Begin with a Masterwork weapon, may be upgraded to a magic weapon

Skills
Skills Acrobatics +0 (-4 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +5, Intimidate +3, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (planes) +6, Perception +1, Ride +3, Spellcraft +7, Swim +5, Use Magic Device +3

Misc and Equipment
Languages Common, Dwarven, Gnome, Undercommon
SQ arcane pool, rock stepper, spell combat
Other Gear chain shirt, dagger, masterwork dwarven waraxe, throwing axe, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, pot, hemp rope (50 ft.), spell component pouch, trail rations (5), waterskin, 8 gp, 5 cp

Spellbook:

1: Burning Hands, Expeditious Retreat, Frostbite, Magic Missile, Shield, Shocking Grasp, True Strike
0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark

Background:

The Axe will be our redemption as it was our failure. As he had done every night since he found it, Nurin gazed into the pitted head of the waraxe, knowing redemption was impossible.

Nurin Jarnthane is the eldest son of five children of Runil and Glorna Jarnthane of Shieldwall, a waning dwarven settlement on the edge of Northern Reaches. His father ran an inn in the city. Nurin grew up with sad tales of the great dwarven holds and the fall of Dammerhall. The Jarnthanes had been sworn to house Tharnhammer, battle-squires and weapon-bearers to the King and his family. When Dammerhall fell, most of the Jarnthanes perished too. Now they were a disgraced name.

During the chaos surrounding the fall of the seat of Tharnhammer, Runil had been attached to a cousin of the Tharnhammers, Grunwald Tharnhammer. They were leading a force against a series of drow raids. The dwarves were divided and confused at that time, leaving the force much smaller than it should have been. The drow ambushed Grunwald, and in the slaughter of battle, Runil’s nerve broke and he fled. He had been carrying Grunwald’s axe and shield, and his departure left the Tharnhammer nearly defenseless against the drow. As Runil fled the caverns, he could hear Grunwald’s fury at his cowardice. With his last dying breath, Grunwald cursed Runil and his whole line. The few survivors of the battle told of Runil’s treachery, and honor was stripped of what remained of the Jarnthane house. The Axe of Grunwald was lost.

It was this legacy into which Nurin was born. After the battle, Runil had little choice but to retire and he became a simple innkeeper, never allowed to know the glory of battle again, never to hold a weapon again. His wife, Glorna had been a captain herself, and she joined her husband in his exile. Nurin grew up as a innkeeper’s son, but he dreamed of restoring his family’s name and taking his place beside the king’s family again. Without his father’s tutelage, the task fell to Glorna to train her son. Between time serving tables, preparing beds, and cooking meals, she drilled her son in combat and weapons. Still, Grunwald’s death curse was tangible. Magic washed off the Jarnthanes at times, meaning a simple cut or injury might take days to heal rather than a simple trip to the temple. The great songs of battle and dwarven might seemed not to touch their hearts, and the blessings of Torag had no effect on them.

Eager to understand the curse, Nurin sought out the secrets of arcane lore. He studied every book he could get his hands on, noting anything about magical curses. When he was old enough, he left Shieldwall seeking human mages who might give him insight where dwarves had no experience. He learned much about magic and learned to blend spell and blade into one. He learned of death curses and the power they contained. Over the years, Nurin believed he understood the nature of the curse. It was linked to the axe Runil had stolen and the only way to break it was to return to Dammerhall and wield the Axe of Grunwald in defense of the Tharnhammer line once again. But the Axe was lost and with Dammerhall closed, it was all but impossible.

Several years later, Runil fell ill and without magical help, he could not recover. Nurin returned home too late. His father had died three days before. Among his things, however, Nurin found an old ironbound chest. Inside lay old blankets, but at the bottom was a old waraxe. The Axe of Grunwald, thought long lost had been sitting in his father’s study this whole time! Whatever magic the axe had held seemed to be gone, and Dammerhall still remained closed, but this was first time in his whole life Nurin believed that the curse could actually be ended.
His father had been the coward, and he was dead now. With the axe in hand, Nurin decided to seek out those who might help redeem his family.

Appearance/Personality:

Nurin is an average sized dwarf, but his strength is clear. Many looking at him would believe he is a strong warrior. They would be both right and wrong. While Nurin can wield a blade as well as many, his real power comes from his years of magical study. Stemming from his arcane study, Nurin has a patience other dwarves may not with magic and the unknown. Still, he bears a hated disposition toward elves, seeing little distinction between the drow and their cousins. His family’s disgrace has put a chip on his shoulder as well, making him defensive to other dwarves and quick to try to prove himself.

He now travels with the Axe of Grunwald, a fine dwarven waraxe, his armor, and his spellbook. His body is fit and his mind is quick. He has a ruddy complexion and light sandy brown hair and beard. His arms are burned and scarred in many places, not from battle but from his magical experiments. Fire, lightning, acid and frost have all touched his skin and marred it in some way.

Relationship to Tharnhammer Family:

The Jarnthanes were sworn sword-bearers and squires to the Tharnhammer family until Runil's cowardice put the family to shame. Nurin seeks to restore that lost heritage and end the Grunwald's death curse on his line.