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First off, this is NOT a "look at me devs, i want a faq on this" post as this is more of a corner case or combination of rules/FAQ's, it is more of an "could you rules knowledgeable forum posters give Your opinions on this matter"

1st question: If a Magus (normal or an archtype) gets access to the Druid spell Flame Blade (from level dip into druid, UMD with scroll or Wand, or custom spell at DM's discretion) Will it work with Spell Combat and/or Spell Strike ?

I think it does, based on the wording of the spell (You wield this blade-like beam as if it were a scimitar, so any feat or special ability one might have would work) AND this FAQ stating that a Bards inspire courage (Su) works on a Flame Blade.

As a Magus' Spell Strike is an Su that shouldn't be a problem, Spell Combat is Ex, but if a Flame Blade counts as a Weapon (and is a scimitar, therefore it meets the "while wielding a light or one-handed melee weapon") I think it should work.

2nd Question: Is this to powerful ?
A magus having a 15-20 X2 (assuming Imp crit Feat) vs Touch AC with his shocking grasp infused scimitar does seem powerful (the bonus of having a higher crit chance on his shocking grasp spell is offset by targeting normal AC instead of Touch AC)


Does a Shadow Dancer's Shadow Jump qualify for the Feat Dimensional agility ? (and the other feats in that chain)

Shadow Jump:
Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Dimensional Agility:
Dimensional Agility

Teleportation does not faze you.

Prerequisites: Ability to use the abundant step class feature or cast dimension door.

Benefit: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.


Is as if by means of a dimension door spell equal to cast dimension door for the prerequisite ?


Starting up a Druid (of a Long lived race) and it's a replacement char, so he starts at level 8.
My DM had a question that i had no ready answer for, does an AC age like normal animals ? (and then die of old age)
To me it seems that the Nature Bond grants a lot of "magical" stuff to the AC, increased stats, skills and feats and size change, it's not a big stretch to imagine it gives it an extended life span is it ?

What Alignment does an AC have ?
Base animal (think most animals are neutral) or does it follow the Druids alignment ?
This has an effect when you encounter enemies that can use some for of Smite (paladin or Anti-paladin, casters with celestial or fiendish summoned creatures, and various alignment based spells (chaos bolt F.ex.))
and if your AC can wear an Amulet of mighty fists with a holy OR unholy enchant (if the animal is neutral it COULD wear an AoMF with BOTH holy and unholy, and not get any negative lvls from it)


Demon Armor:
Demon Armor

Aura strong necromancy [evil]; CL 13th

Slot armor; Price 52,260 gp; Weight 50 lbs.

Description

This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This +4 full plate allows the wearer to make claw attacks that deal 1d10 points of damage, strike as +1 weapons, and afflict the target as if she had been struck by a contagion spell (Fortitude DC 14 negates). Use of contagion requires a normal melee attack with the claws. The “claws” are built into the armor's vambraces and gauntlets, and cannot be disarmed.

A suit of demon armor is infused with evil, and as a result it bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level cannot be overcome in any way (including restoration spells) while the armor is worn.

Construction

Requirements Craft Magic Arms and Armor, contagion; Cost 26,955 gp

Just to make sure, the claw attacks from a Demon Armor are counted as normal weapon, not a natural attack?
As the armor states that you get to make Claw attacks (sounds like natural attacks there) that counts as +1 weapons (normal weapons there) that can NOT be disarmed (again normal weapons) yet the use of contagion requires normal melee attack, I'm not a 100% sure what to label those attacks as.
Normal weapons would make it follow BAB (and could then maybe be used with two weapon fighting, not sure about that tbh) If used as Natural attack/s it would be 2 claws ? on a full attack (assuming both arms and hands are free to do so)

On a side note, is it possible (way to OP / broken) to "enchant" the Armor more to give a Weapon bonus on said Claw attacks? Like a higher enchantment bonus, weapon special abilities like unholy and such. (disregarding the fact that most named armors and weapons are considered as is, not to be enchanted more)


Is it possible to use Elemental Fist on a Natural attack ?

Elemental Fist (Combat)

You empower your strike with elemental energy

Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.

Was Thinking along the line of a Shapeshifter Ranger with Claws, IUS is one of the Prerequisites, but there is no wording in the Feat itself that says it needs to be with an Unarmed attack.
(as it is written, there is nothing to prevent you using it with a weapon either, although that seems a bit weird to me)

Sure, for a Ranger you'd get a total of 5 attempts each day (at lvl 20)

And as i haven't found that many Feats to augment the Natural weapon style a shapeshifting Ranger needs to take, it seemed to be an option, assuming it actually can be used on a Natural attack.

EDIT:

hmm, just found Feral Combat Training. and based on the wording from that Feat, it seems Elemental fist can NOT be used with natural attacks

Feral Combat Training (Combat)

You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.
Prerequisite: Improved Unarmed Strike, Weapon Focus with selected natural weapon.

Benefit: Choose one of your natural weapons. While using the selected natural 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.


I'm currently in a house game where we can have an evil alignment, and I've got a Cleric that's taking levels in the Prestige Class Soul Drinker.(with the DM's approval)

First off, I've read somewhere in a post here on the forum that Improved familiars special abilities increase when the familiars HD goes up, but I can't seem to find that post now. A soul Drinker gets a Cacodaemon as a familiar (and assuming it uses SD class levels as a base for when it gets better natural armor and share spells and such) I am uncertain about what it's special abilities are based off, and how to increase them as it's HD goes up.

Second, the PC has got the trait Magical Knack and is currently a cleric 5 / Soul drinker 1.
RAW the trait doesn't do anything as it's +2 trait bonus would put him above his total HD (RAI, with DM approval, i'm getting a +1 bonus as that gets me to my total HD)
At Cleric 5 / SD 2 the trait works like normal, BUT the SD PrC then gives a +1 level of existing class, but this is restricted to Spells only (spells per day, spells known and DC of spells)
Question is, how does the Trait work, same way as the SD PrC +1 caster level ? Or does the trait give all level dependent effects ? The trait is set to the Cleric class. (would it increase my channel ability ? would it effect my BAB and saves ?)
Would the trait and the SD spell level bonus stack ? so from C5 / SD2 I'd count as a C8 (+2 from trait,+1 from SD(limited to spells only)) This last way seems a bit powerful, as it would put me above my own HD in regards to spells per day and spell DC. While it would only happen in the level range of C5 / SD2 to C5 / SD6 it is still very powerful.

In advance, thank you for any and all help.


Magical item creation

"Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites."

In other words, if u can't cast the spell yourself, getting it from a wand or scroll, or a friendly party member is ok, and does NOT increase the DC, but by "skipping" the spell it goes up by +5 for each spell you don't do ?

"This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5." This can only be done once right ? I remembered the wording a bit different, but as it stands here i belive it can only be done once.

Onward to something different.

Djinni Style. Efreeti Style. Marid Style. Shaitan Style.

in Efreeti, Marid and Shaitan style it says, "While using the this Style and Elemental Fist feats to deal" (a specific energy damage that corresponds to the style), you gain a bonus to damage and some other stuff, depending on the style. but Djinni Style has "While you are in this style you must use Elemental Fist to deal electricity"

Is it:
1: A typo in Djinni style and the other 3 are correct (this i think might be the right thing)
2: A typo in Efreeti, Marid and Shaitan, and that Djinni is the correct wording (seems a bit more unlikly imo)
3: They are all correct, and Djinni Style was considered to powerful if it could be used with a different energy type from Elemental Fists


as the Subject say, this is purely Rules As Written, not if you as a DM would approve, nor Rules As Intended.

Link to the guidelines for creating magical items.

Link to the Amulet of mighty fists

By RAW, is it possible to get two Amulets of mighty fists, assuming you make one "unslotted" ?

They way I can see it get done is if the first one, (the one around your neck) is a pure +5 enhancement bonus (at the "low" price of 125K gold) and the 2nd is ONLY melee weapon special abilities (f.ex : Holy, flaming, shock and cold) and is then made "unslotted" (No space limitation, an item that does not take up one of the spaces on a body costs double.) by paying double the base price, or 250K gold in this case

As enhancement bonuses does not stack, you can't have it on both amulets, but the melee weapon special abilities are not defined as enhancement bonus.

by RAW, this i believe is possible, then again, most DM's would most likely not accept it.


I've got some questions regarding elemental / energy damage of the same type stacking, and resist energy stacking.

a small explenation of the setting first. It's a House game (not published by Paizo) but the rules are all based on official Paizo published products (some minor house rules regarding HP / Identifying magical items and how flanking works, and the setting is in faerun 3.5 dnd)

I am currently playing a Suli - Jann Monk of the four winds with the Efreeti Style feat. (will at later levels get most of the other elemental style feats)

1: Does the Suli racial ability Elemental Assault (1d6 energy dmg of your choice) stack with the energy dmg from Elemental Fist if it is of the same type ? (based on my intuition, and 3.5 rules that float around in my head, it shouldn't, but i can find any rules in Pathfinder that says it does not.)

2a: Does the Suli racial +5 resist fire stack with the resist fire effect from Efreeti stance ? or would it be a case of highest bonus is in effect ? (once again 3.5 based intuition says its the highest / biggest bonus that counts)

2b: above mentioned situation but throw in a Resist Energy spell.

Any guidance or links to rules regarding these questions would be greatly appreciated.

In advance, thank you for the help, and i appologize for any misspelling or bad english.