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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 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?


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?


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


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.


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.


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.


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


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?


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)


I want to use a one-handed waveblade (a large waveblade) What's the easiest way (or different options) to get rid of the -2 penalty? Effortless lace would work, but it says it's only for one-handed weapons.


A +10 (+5 and modifiers) temple sword using being used with the Ascetic feats. I have a +7 Body Wrap of Mighty Strikes. Can I add any modifiers from the body wraps to the temple sword?


Concept:

3 levels of

Drunken Master

40 gp for some

Tea of Transference

One of these

Flask of Endless Sake

and

17 levels of caster/barbarian/magus....anything that has limited class resources.

Crafting your own tea would cost you 13 gold per spell recharged (two levels less than the highest you can cast), or 2 rounds of barb rage, etc. Accelerated Drinker to swig liquor, turn that into a temporary ki point. Then drink the tea and refill something. Rinse. Repeat.

Step 3: ?

Step 4: Profit.

Is there any magic item that provides free daily alchemical products, or something? Like the poisoner's jacket, but with alchemical stuff?


Does a Quickened True Strike count as a level 1 spell, or level 5, when it comes to Metamagic rods. Would you need a normal one, or could you use a lesser?


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Thinking about how a warpriest can cast a lot of spells as swift actions....I know some deities will let their followers cast unique spells, so I'm wondering if anyone knows of a way I can gain Dimension Door, or even something weaker....so I can fake a pounce? There was a Word of Power, Accelerate, but it's not divine. I may even be willing to go Samsaran to nab spells from another divine class that give me this ability. I might be willing to do Beast Shape 2 somehow, but would prefer just movement. (note, I'm not looking for a movement bonus, I'm looking to be able to move during the spell)


Title pretty much sums it up, but if it helps, more info:

Agathion-Blooded Aasimar (Scion of Humanity)

Dipped one level into Unbreakable Fighter for heavy armor, and prereqs for Fast Healer. Dual Cursed. Primary Curse is Consumed, secondary is Wasting.

Looking for a deity that grants neat/useful boons, with hopefully not too bad of a daily obedience.


So, if I'm a caster who has both these feats, can my Cord of Stubborn Resolve keep trading my fatigue for 1d6 non-lethal?

Quote:


Flumefire Rage
Source Elemental Master's Handbook pg. 7
Your meditation before a rune-engraved stone in the Flume Warrens unlocks the secret of its blazing flame.

Prerequisites: Cha 15; bloodrage class feature, elemental focus class feature, or Varisian Tattoo (evocation) (Pathfinder Campaign Setting: The Inner Sea World Guide 289).

Benefit: When casting an evocation spell that deals fire damage, you can deal +1 point of fire damage per die. If you do, you must succeed at a Fortitude save (DC = 15 + the spell or blast’s level) or become fatigued. You cannot use this feat while fatigued or if you cannot become fatigued.

If you are raging (such as when using bloodrage or affected by the rage spell), this damage increases to +2 points per die and you roll twice when attempting the Fortitude save and take the better result. This feat does not otherwise grant you the ability to cast spells while raging.

Quote:


Raging Blood
Source Advanced Class Guide pg. 155
Your blood boils with latent energy, filling you with an intense fury.

Prerequisites: Eldritch Heritage or sorcerer bloodline class feature.

Benefit: You gain the 1st-level bloodrager bloodline power for your bloodline. In addition, you gain the ability to enter a state similar to (but less powerful than) a bloodrager’s bloodrage. You can enter this lesser bloodrage twice per day, for up to 4 rounds. During this lesser bloodrage, you gain a +2 morale bonus to Strength and Constitution, and no morale bonus on Will saving throws. Otherwise, this benefit is the same as the bloodrage class feature.

If you have more than one bloodline, you choose the bloodline this applies to upon taking the feat.

Quote:


Cord of Stubborn Resolve

Aura moderate transmutation; CL 8th; Slot belt; Price 15,000 gp; Weight 1 lb.

DESCRIPTION

When fastened about the waist, this stout length of rope grants a +2 enhancement bonus to Constitution along with prodigious stamina. Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn.

Any effect which would cause the wearer to become fatigued deals an additional 1d6 points of nonlethal damage instead. Any effect that would cause exhaustion likewise causes 1d6 points of nonlethal damage and leaves the wearer fatigued instead of exhausted.


Recently stumbled upon the Flumefire Rage feat, and I love it.

With a one level dip in Sorcerer (Crossblooded - Orc and Red Draconic) will give me +2 damage per die on fire spells, and two levels of Unchained Barbarian (Drunken Brute archetype, and the Calm Stance) will let me turn my move action into a free round of rage to fuel my Flumefire Rage boosts.

This is effectively all the ideas I have for such a build, but I want to build off it.

I love spontaneous casters, but as I'm burning my move action to drink each turn of casting, I might want to go prepared so I can use metamagic normally (not full actions to cast).

A one level dip into oracle wouldn't kill me either, as I love the Misfortune ability, and the ability to add my CHA to my AC.

I've no idea what my main class would be, or any other possibly synergy between abilities or gear.

And of course, I'd like to figure out a way to deal with fire immune enemies.

I'm not married to my main caster levels being arcane. Anyone bored enough to help me piece together some semblance of a build?


I am a sorcerer with the Psychic bloodline, so my spell slots don't count as arcane, but psychic. Mnemonic Vestments require me to expend an arcane spell slot. I'm not too up on Use Magic Device, but I do have the skill fairly high. Can I use it to emulate arcane spell slots? Or is that not how it works?


Sorry for the terrible format of this post. Meds. Blegh.

About to start a new game. Starting at level 1, and this DM doesn't mind if our characters die, so I'm trying to make something fun, but has a good chance of surviving.

So, thinking of this so far:

Aasimar Sorcerer Build:

Aasimar (Heavenborn: +1 CL to Good and Light spells)
CN
20 Sorcerer (crossblooded - Orc/Psychic)(FCB: +1/4 CL for Good spells)

STR 7
DEX 12
CON 12 +2 Racial
INT 13 +1 Level
WIS 10
CHA 18 +2 Racial, +4 level

STR 7
DEX 12
CON 12 +2 Racial
INT 13 +1 Level
WIS 10
CHA 24 +7 (30 +10)

TRAITS
- Gifted Adept (Magic): +1 CL bonus to Battering Blast
- Wayang Spellhunter (Battering Blast)(Region)

FEATS
1 Spell Focus (Evocation): +1 DC for Evocation Spells
3 Mage’s Tattoo (Evocation): +1 CL for Evocation Spells
5 Bloatmage Initiate: +1 CL for Evocation Spells
7 Blissful Spell (metamagic): +1 SL, adds Good Descriptor
9 Spell Specialization: +2 CL Battering Blast
11 Intensify Spell (metamagic): +1 SL,
13 Maximize Spell (metamagic): +3 SL,
13* Quicken Spell
15 Spell Perfection
17 Tenebrous Spell
19

BLOODLINE POWERS
1 Bloodline Familiar
3 Fearless
9 Strength of the Beast
15 Thoughtsense

BLOODLINE FEATS
7 Blood Havoc
13 Quicken Spell
19 Blood Intensity

SKILLS
Knowldge (Arcana) 20
Spellcraft 20
Use Magic Device 20
Ride 10
Fly 10

An aasimar sorcerer can get +1/4 CL for good spells, and can get a variant racial ability to get +1 CL on good spells. The Blissful Spell metamagic feat can make any spell "good".

Thinking about making Battering Blast my go to spell at higher levels, and stacking massive amounts of Caster Levels.

Crossblooded Orc and Psychic lets me wear armor without spell failure and not require my hands to cast. Eventually, I can get Mithral Fullplate with the comfort enhancement, and a steelbone frame, as well as a mithral heavy shield. And with that, I'd have no armor check penalty (so my attacks don't get negs to hit), even though I don't have armor prof.

At level 1, I could use an armored coat and a buckler, so my Ray of Frost would get -3 to hit because lack of armor prof, but my dex would make that -2, and it would be a ranged touch attack, so maybe sometimes it'd still land?

The biggest question is should I swap Gifted Adept for Magical Knack, and do some dipping? I know that's generally not a good idea for a Sorc, but one level in Nature Oracle could get me +5 AC starting out, eventually up to +10 AC. I could pick up a level in that at level 2, so now I can wear medium armor and shields with ease, and get a boost to AC. If I made him dual-cursed, and retrained later on and bought a Ring of Revelation, I could also add on the Misfortune ability. While it doesn't add to my battering blast, it can still be hecka handy in many situations, and with many other spells.

Not to mention, I'd get a couple more spells:

Level 0
Guidance
Enhanced Diplomacy
Create Water
Stabilize

Level 1
Dream Feast
Touch of Truthtelling
EDITED TO ADD: And Cure Light Wounds ;)

If I did get Magical Knack, then I can even dip one level further into a completely different class, but I'm really not sure what would be worth it. Or I could dip one level into a prestige class later on, but...I dunno. Ideas?

Also, as always, I'm trying to look at what all gear would be useful for me.

So far, some gear I'm looking at:

Gear:

Mithral Fullplate
+5, Comfort (+5k gp)
Steelbone Frame (6k gp)

Mithral Heavy Shield
+5,
MW Reinforcing Boss (+15 shield hp) gp

Karma Beads (1/day, standard action, +4 CL for 10 mins.) (20k gp each)

Ring of Spell Knowledge

Robes of Arcane Heritage (Orc), (16k gp)

Vestment, Mnemonic (1/day, cast any Sorcerer spell holding scroll/Spellbook of it, as if it were a spell known), 5k gp

Spellbook - Permanency, Animate Dead

Greater Eye Piercings (gains See in Darkness) (32k gp)

Darkskull (Deeper Darkness)

Major Chest Piercings (+5 competence bonus on concentration checks) (3,750 gp)

Wings of Flying, Lesser (22k gp)
Muleback Cords (1k * 1.5)

Belt, Heavyload (2k gp)

Implanted Orange Prism Ioun Stone (+1 CL) (30k gp)

Crown of Heaven (150k gp)
Orb of Golden Heaven (22k gp)
Scepter of Heaven (74k gp)

Runestones of Power

+6 CHA/CON items. Maybe INT, too. Then the basic items good for everyone: +'s to natural armor, deflection, saving throws.

A darkskull and Greater Eye Piercings is decent defense anyway, but would also go with the Tenebrous Spell feat.

Casting Animate Dead would eventually get me a Mature Adult Black Dragon Fast Zombie mount.

Any must have items for my build that I overlooked?


So, a character has a Mature Adult Black Dragon fast zombie cast through Animate Dead (ruling that it counts as x2 the HD).

1) If I slap a saddle on it, would I still use the ride skill to ride it?

2) Being large, it gets +2 HD. I assume these new HD are counted towards how many HD I can have under my control at any time, right?

3) Does it lose it's normal natural armor, and only get +3 for being large? Or is the +3 in addition to its normal natural armor?

4) I don't see it anywhere, but even if it is a fast zombie, it's flying speed still drops to clumsy. Right?

5) Can I equip this zombie mount with magic items (maybe treating it's available item slots as you would an animal companion)?

5b) Could I equip it with a Amulet of Mighty Fists with the Training weapon enchantment? I don't know if the Run feat works with flying, but if so, dope. Otherwise, Hover would work, right?

5c) What about a headband of INT +2? I would still control the undead. Would it have animal intelligence and 1 rank for Fly per HD?

6) A portable hole can open 6 ft. in diameter, and is 10 ft. deep. Surely I can store my mount in there, right? It doesn't need to breathe after all. And how quickly could I get my mount out? I'd assume move action to get the hole, standard action to open it? Then free action to tell it to fly out. I guess next turn, I'd need another move action to mount it before I could fly away, though.


I'm sure this is very clearly spelled out somewhere, but my meds have made me groggy enough, I wonder if someone can help me.

Pretend I'm a sorcerer that has the Orc Bloodline. I have a Spellstoring piece of armor (it can hold up to level 3 spells). I have abilities that raise my CL for vampiric touch (maybe power components, maybe traits, whatever). I also have Wayang Spellhunter, so I actually want to put a +1 metamagic on Vampiric Touch.

How much is actually transferred? If I was a level 10 Sorc doing all this, would the Vampiric Touch trigger, doing the min (5d6 points of damage, no add-ons)? Or does all my class nifty-ness get stored in as well?


If I've got a crossblooded Sorcerer, is there any way to get a third bloodline's arcana? Eldritch Heritage wouldn't do it, a level dip in Blood Arcanist wouldn't do it. But even then, I wouldn't want to dip into any other level.

EDITED TO ADD, IF IT HELPS: I don't care about gaining any of the other functions of the bloodline, only in gaining the Bloodline Arcana.

EDIT Number II: If it further helps, I'm just trying to find a way to gain this ability:

Quote:
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline.

At will, to be able to change my spells to my element, AND changing the Spell Descriptor of the spell (which is, probably, more important to my plans, heh)


1) At least 4 levels of Drunken Master Monk, and 6 in Magus, and I can get Ki Arcana. Can I, between battles, refill all my spell slots through spell recall, just by chugging booze? Meaning, does the temporary ki points from Drunken Ki count as arcana points, through Ki Arcana?

If this doesn't work, I'll go a fifth level, and instead go Hungry Ghost Monk. It's not infinite, but I'm crit-fishing in this build anyway. I could get a familiar as a Magus, make it a Nycar, and coup de grace it over and over in the downtown (auto-crits) to refill my ki/arcana, and the familiar would stay alive and awake.

2) If my Magus levels were Eldritch Archer, I could hold my bonded ranged weapon in one hand, and a +1 Throwing Waveblade in the other, while I wear a Blinkback belt. I would not be two weapon fighting. The bonded ranged weapon would never attack. I would make all my attacks with the Waveblade, which is a monk weapon. I don't need a free hand to do Spell Combat, so the bonded weapon is just for holding. Can I flurry with the thrown waveblade, while doing Spell Combat? This would give me an extra effective points of base attack bonus, or two, and an extra attack.

3a) Onto the bonded ranged weapon. Could I have it be a Wrist Launcher (heavy or not), and be able to use my hand to hold a flask of endless sake, or write my name in a guest book?

3b) If I can hold a flask (not a shield or a weapon or anything), can I use my hand to drink, while still being counted as "wielded" for the purposes of being a bonded item....and maybe the Training weapon enhancement?

4) If, instead of a wrist launcher, I used a dagger, that would count, I assume. It can be thrown, and thrown weapons are ranged weapons. I'm good so far? If I never attack with this dagger, can I still enchant it with melee only enchantments, like Menacing and Dueling?

.....yall, don't kill me, but I just saw the Transformative weapon ability. That means, my bonded weapon will start a dagger (a ranged weapon), and once I enchant it with Throwing and Transformative, it'll be the only weapon I use. Which makes questions 3 and 4 no longer relevant to my build, but still questions I don't know the answer to.

I've been working on this build for way too long in one sitting. I don't even remember what other rules questions I had about it, but I'll stop here.


Not sure if this is the right place for this post. But, I feel like this is a bit ....culturally appropriating? I understand using influences of other cultures, but it just feels distasteful to use this religious term. I get that fantasy genre makes all mythology larger than life (prayers, spells, etc). So, maybe I shouldn't feel weird about a Koan being some Lovecraftian thing-that-should-not-be question, instead of a tool for mindfulness. Yeah, maybe it's not disrespectful. I take this part back.

But, you know, I don't care if y'all have a second edition, I vote y'all go back and make the ability last, like, a number of turns equal to something or another. For only one round (and it doesn't even boost damage?)....I like the concept, but mechanically, it's weeeeek.

I love this build I have....a Zen barbarian. Pick up the trait that allows a monk to be Neutral Good. Levels of monk, some levels of barbarian (depending on the version, may be dex based Urban Barbarian, or just str). Reskin "Rage" as a higher state of awareness and control that will exhaust you after. The inability to use concentration is due to the fact that the higher state requires you to only exist in the present moment, with no concept of their before a "before" or an "after". I think made him a middle aged half-orc, with a level dip in cleric for Shizuru, flurrying a katana, walking the earth, trying to do good.

Welp, time to stop typing, I guess.


Dervish Dancer is confusing me to. I am able to go into different dances, but I'm not sure which are exclusive dances, and which are benefits that aid any dance I do.

If I'm doing Leaf on the Wind, that seems to be it's own battle dance, and doesn't augment other dances.

Fleet seems to augment any dance I do.

Dance of Fury and Battle Fury are abilities that I can use during any battle dance, and are not battle dances themselves.

I don't know if any of that is correct.

Is Razor’s Kiss and Rain of Blows exclusive battle dances, or augments on other dances I do?


I can mount this on a pole. Do I physically have to be wielding it in one hand to receive +4 effective bard level, or can the pole be strapped for my back, or my mount's saddle? I realize I won't receive the full benefit of the item, but I'm wondering if I'll get that.

"A bard who carries a longspear or pole to which a banner of the ancient kings has been attached is treated as four levels higher than his actual bard level for the purposes of determining the bonuses granted by his inspire courage bardic performance ability."

"Carries" being the key phrase. It cannot be mounted, it has to be carried by hand, correct?


I want to dual wield Dwarven Light Pelletbows. I'll take -4 to attack. Each pelletbow can be reloaded as a free action, but I find myself without a free hand to reload the weaponry. I had initially been okay with shadowshooting or endless ammunition enchantments on the weapons, but honestly, I really want to be able to use custom ammunition early on, especially early on. I'm looking for feats or random magic items that will not require me to have a free hand to load the weapon.

Something like a Monkey Belt, but I'm not sure that the belt can reload my crossbows, and I really don't want to be limited to 5 minutes a day.

There may be shenanigans possible with Glove of Storing, and me using 17 free actions a turn to do a full attack. But I'd like to not go that route. I may end up with a glove of storing anyway, though, cause I'm dual wielding weapons, but sometimes would like to cast (I'm a Warpriest). I know that I can align my weapons if I needed to, but dunno about material DR bypasses. And, I really, really don't want to have to cast any spells when combat starts, just to be able to fight as I please.

EDITED TO ADD: Also, poison items, etc.


"The struts on this reinforcing boss bear large, sturdy hooks, which can be used to snag an opponent’s clothing or armor, causing it to stumble. You can attempt trip combat maneuver checks with this shield. If the combat maneuver check is successful, the opponent does not fall prone, but is considered flat-footed until the beginning of its next turn."

Trying to make a Sap Master using this mechanic. However, in the limb that has the buckler, can he wield a hammer or something as well, and on other iterative attacks, use the hammer?

Does it make a difference if he has Unhindering Shield?

"You still gain a buckler’s bonus to AC even if you use your shield hand for some other purpose. When you wield a buckler, your shield hand is considered free for the purposes of casting spells, wielding weapons, and using any other abilities that require you to have a free hand or interact with your shield, such as the swashbuckler’s precise strike deed or the Weapon Finesse feat."

I thought there was some rule about how many attack types a certain limb can do, but I think that was geared towards natural attacks. Also, I'm not sure if that allowed for different attacks on different iteratives.


A level 1 Swashbuckler can use Charisma instead of Intelligence when it comes to feat prereqs. At level 1, this Swashbuckler could take the Artful Dodge feat, which says "You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite."

Can this swashbuckler, and his 19 Charisma, take Greater Two-Weapon Fighting, even if he only has 7 intelligence and 7 dex?


Alianna, a winged strix, was enslaved at an early age. She always found comfort in reading, and especially loved the fairy tales of Ragathiel, and his struggles against evil. When she was 18, her owner, a human arms crafter and designer, was killed by a party of raiding elves. The elves freed the slaves, and Alianna set out into the world.

Alianna is very agile and frail, and she's quite in tune with her surroundings. However, her incredible shyness and her inability to hold her anger makes it hard for her to get along with others.

Advice for the build would be super helpful, as this may be my next character I play.

BUILD TO LEVEL 20:

Female Strix (Tough, Dayguard)
LN (Patron: Ragathiel)

5 Gunslinger (Bolt Ace)
1 Unchained Monk (Black Asp)
14 Warpriest (FCB: +14 Skill points)

PROGRESSION
5 Gunslinger, 2 Warpriest, 1 Monk, 12 Warpriest

STR 7
DEX 18 +2 Racial, +4 Level
CON 12
INT 7
WIS 17 +1 Level
CHA 7 -2 Racial

STR 7 -2
DEX 24 +7 (30 +10)
CON 12 +1 (18 +4)
INT 7 -2
WIS 18 +4 (24 +7)
CHA 5 -3

TRAITS
- Outlander (Missionary)(Campaign)
- Magical Knack (Warpriest)(Magic)
- Fate's Favored (Faith)
DRAWBACK
- Meticulous

FEATS
1 Rapid Reload
3 Point Blank Shot
4* Precise Shot
5 Deadly Aim
6* Weapon Focus (Heavy Wrist Launcher)
7 Rapid Shot
8* Deflect Arrows
9 Crossbow Mastery
9* Two-Weapon Fighting
11 Improved Two-Weapon Fighting
12*Weapon Specialization (Heavy Wrist Launcher)
13 Greater Two-Weapon Fighting
15 Quicken Blessing
15*Greater Weapon Focus (Heavy Wrist Launcher)
17 Improved Critical (Heavy Wrist Launcher)
18*Greater Weapon Specialization (Heavy Wrist Launcher)
19 Point Blank Master

SKILLS
Perception +42: 20+7+3+2+2+3+5
Spellcraft +8: 1-2+3+2+3+1
Craft (Crossbow) +8: 1-2+3+2+3+1
Fly +24: 10+7+2+3+2
Knowledge (Religion) +11: 3-2+3+2+3+1
Sense Motive +17: 1+7+3+2+3+1
Sleight of Hand +20: 1+10+3+2+3+1
Linguistics +6: 2-2+2+3+1

LANGUAGES
Strix
Common
Common (Sign Language)

BLESSINGS
10/day, Standard (2 uses, swift)
- Destruction
-Destructive Attacks: 1 minute, +7 morale bonus to damage
-Heart of Carnage: 1 minute, +4 insight bonus to confirm crits; 50% negate crit/SA
- Nobility
-Inspiring Word: one creature, 30 ft, 1 minute, +2 morale (+4 self, Ioun Stone) to attack
rolls, ability checks, skill checks, or saving throws
-Lead by Example: Swift action, next attack/skill, each ally within 30 feat get +4 morale on same attack (against same foe) or same skill (same obstacle)

FERVER
14/day
5d6 heal
Swift, cast a spell on self

SACRED WEAPON
14 rounds/day
swift action (free to sustain)(1 use of Ferver, free while Sacred Armor swift)
+3 enhancement bonus to heavy wrist launcher
(+1 Flaming)
(+1 Frost)
(+1 Shock)
(+1 Ghost Touch)

SACRED ARMOR
14 minutes/day
Swift
+3 enhancement bonus to armor
(+2 Energy Resistance)
(+1 Light Foritification)
(+3 Moderate Foritification)
(+2 Spell Resistance 13)
(+3 Spell Resistance 15)

CLERIC SPELLS (CL 17 - 18 for Divine Power, Break Enchantment, and ?)
0 5/day (Detect Magic, Guidance, Light, Read Magic, Mending)
1 5+2/day (Divine Favor, Abundant Ammunition)
2 5+2/day (Find Traps, Visualization of The Mind, Visualization of The Body)
3 4+2/day (Channel Vigor)
4 4+1/day (Divine Power)
5 2+1/day (Breath of Life, Break Enchanment)

DEEDS
7 grit/day (regain: crit, or killing blow (=> 10 HD)
Sharp Shoot: 1 grit, shot within 1st range increment is against touch AC
Vigilant Loading: as long as you have 1 grit, reloading doesn't provoke AoO
Shooter’s Resolve: 1 grit, standard action, make one attack that ignores concealment
and cover (not total)

Crossbow Training (heavy wrist launcher): +DEX to damage, +1 to crit multiplier

EQUIPMENT

Darkwood Heavy Wrist Launcher
+5, Seeking (+1), Distance (+1), Holy (+2),

Darkwood Heavy Wrist Launcher
+5, Seeking (+1), Distance (+1), Holy (+2),

Mithral Spiked Gauntlet (505 gp)
+4, Couragous (+1), Training (+1), Dueling (+14k gp)

Mithral Spiked Gauntlet (505 gp)

Bracers of Armor +8

Eyes of the Eagle (2,500 gp)
Ring of Protection +5 (50k gp)
Griffon Mane (50 gp) Cloak of Resistance +5 (25k gp), Muleback Cords (1.5k gp)
Amulet of Natural Armor +5 (50k gp)
Belt of DEX/CON +6 (90k gp), Heavyload Belt (3k)
Headband of WIS +6 (36k gp)

Efficient Quiver (1,800 gp)
Efficient Quiver (1,800 gp)

Bag of Holding III (7,400 gp) 15 lbs. (holds 1k lbs.)

40 Obsidian Crossbow Bolts (3 gp), 2 lbs.
10 Cold Iron Crossbow Bolts (2 gp), 1 lb.
10 Adamantine Crossbow Bolt (601 gp), 1 lb.

Weapon Blanch (Silver) (5 gp), 1 lb.

Luckstone (20k gp)

Implanted Pale Green Prism Ioun Stone (30k gp)

Implanted Flawed Pale Green Prism Ioun Stone (28k gp)

Implanted Orange Prism Ioun Stone (30k gp)

Implanted Flawed Vibrant Purple Prism Ioun Stone (2k gp)

Pearl of Power
1st lv. (1k gp)
2nd lv. (4k gp)
3rd lv. (9k gp)

NOTES

+16 BAB
+10 DEX
+2 Weapon Focus
+5 Enhancement
+1 Competence (Ioun)
+1(+3) Morale (Ioun + Couragous)

+1 Point Blank Shot
-5 Deadly Aim
-2 Rapid Shot
-2 Two Weapon Fighting
+7 Luck - Divine Power / +4 Divine Power
+4(+3) Competence Channel Vigor
+1 against Humans

Full Attack (TWF, Deadly Aim, Divine Favor)
+34/+34/+29/+29/+24/+24/+19

Full Attack (TWF, Divine Power, Channel Vigor)
+45/+45/+45/+40/+40/+35/+35/+30

DAMAGE (Deadly Aim, Destructive Attacks, Divine Power: Average 51.5)(against evil 58.5)
1d10 (Sacred Weapon)
+10 DEX
+5 Enhancement
+4 Weapon Specialization

+10 Deadly Aim
+7 Divine Power
+1 PBS
+7(+9) Blessing (Destructive Attacks)
+2d6 against Evil

CRIT
17-20/x3

RANGE
60 ft.
-2 additional increments
Max 10 increments

HP 180
HD 6d10+14d8+80

AC 45: 10+10(DEX)+8(Armor)+7(WIS)+5(Deflection)+5(Natural Armor)

Fort +33: +4+9+4+2+5+1+3+1+5
Ref +34: +4+4+5+2+10+3+1+5
Will +31: +1+9+5+0+7+3+1+5(+4 Morale against fear)

Low-Light Vision
Darkvision 60 ft.
30 ft. Speed
60 ft. Fly Speed (Average)
Hatred: +1 racial bonus attack rolls against humanoid (humans)
Tough: +1 racial bonus to fort saves
Dayguard: +2 racial bonus to perception

Light 0-594 lbs.
Medium 595-1197 lbs.
Heavy 1198-1800 lbs.

6 ft.
165 lbs.
Black skin, wings
White hair
Lavender eyes
18 years old


So, I have improved feint, ranged feint, a shadowshooting heavy wrist launcher, and a flying viper familiar. My bluff is high (so my viper's bluff is high). But, for an extra buff, could my familiar aid me with my bluff skill check when I feint?

As a DM....I don't know how I'd rule that. I mean, it might be too much to say that the aiding character has to have the ranged feint feat as well.

In close combat, I'd say there wouldn't be any issue for the familiar to help me. But how would the viper effectively help here?

I'm sure I could work up some way, with magic items or whatever, to get the viper a ranged attack. In which case, would that be good enough? It uses a standard action to "aid another", which would be present as shooting a ranged attack (one that is designed to not hit the enemy, so it wouldn't be doing damage). It rolls bluff, tries to hit 10, and I get my bonus.

That would be agreeable to most DMs, yeah?


I've done searches on this forum, read the books...I'm still confused.

Nothing in the wizard ability says I can't have a familiar and a bonded item. As I'd be a Runesage, my bonded item would be an ioun stone.

Then I take a level into Tattooed Sorcerer, and it's saying "This doesn't allow you to have both". As though I weren't allowed to have both in the first place.

I want a familiar, obvious (because familiars), but if there is a rule out there saying I can't have both, I could still take Tattoed Sorcerer, and just not gain a familiar, correct? I'd keep my bonded ioun stone instead.


Does Improved Vital Strike usually count as a Vital Strike? Rule in question is Gorum's Swordsmanship.

"Initial Benefit: If you have the Vital Strike feat, you can apply its effect to an attack you make with a greatsword at the end of a charge. If you don’t have the Vital Strike feat, that attack deals 1 additional point of damage instead. The first time you make an attack of opportunity with a greatsword after using Vital Strike with a greatsword on your turn, you can apply Vital Strike to that attack of opportunity."

If I had Improved Vital Strike, can I apply that to a charge?


If I had one level of Darkfire Adept, it gives me the ability "A darkfire adept gains Sacred Summons as a bonus feat at 1st level, as if she had an evil aura (regardless of her actual alignment)."

Evil alignment? If I actually was evil, and picked up Summon Evil Monster, what about the other axis? Can I summon Lawful Evil monsters as a standard? Neutral Evil? Any evil?


1 person marked this as a favorite.

First, this ability of a bloodrager:

"Greater Bloodrage: In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself."

A Ring of Spell Knowledge:

"Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list."

I assume that, while you can cast as though it appears on the list, it wouldn't count on being on the list for Greater Bloodrage, correct?

It would be real nice to have a Magus fill the ring with Blade Tutor's Spirit for my Power-Attacking bloodrager, if this does work.


If a PC has Weapon Prof and Focus (Katana) and Weapon Adept (Versatile Design), does he qualify for Ascetic Style (Katana) as long as it's used for a Versatile Design (Monk) Katana?

Or would he need Weapon Focus (quarterstaff), and five levels of Monk, to be able to use his katana with it?


Ascetic Style:

"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."

Feats, as well as "effects", it says.

So my weapon can benefit from an Amulet of Mighty Fists? Brawling armor?

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