Xakihn

Name Violation's page

Organized Play Member. 4,416 posts (4,479 including aliases). No reviews. No lists. No wishlists. 10 Organized Play characters. 9 aliases.



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Dark Archive

what it says on the tin. which pc race is the "best" to just slap a new name on and call a super mutant?

Dark Archive

At 1st level, a battle host forms a supernatural bond with a specif ic weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost.

So a siege engine is a valid option?

Dark Archive

how do these 2 abilities work together? Do they stack to make a higher fear effect?

Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.

With sufficient ranks in Intimidate, you earn the following. An asterisk (*) indicates the total duration cannot exceed 1 round plus 1 round for every 5 by which you exceed the DC.

5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.

10 Ranks: If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened or panicked condition, but the target is still shaken, even if it has the stalwart ability.

15 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1 round or panicked for 1d4 rounds (your choice) and frightened thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering, panicked, and frightened conditions, but the target is still shaken, even if it has the stalwart ability.

20 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1d4 rounds and panicked thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering and panicked conditions, but the target is still shaken, even if it has the stalwart ability.

Dark Archive

most worn magic item that aren't weapons or armor resize to fit the wearer.

Does that mean if a small sized creature puts on a belt of dex +2, for example, the belt now weighs less? or is the weight of a magic item unaffected?

I know items made for small characters weigh less, but is that also true for resizing magic items since they aren't specifically made for small size?

Dark Archive

We just started a skull's & shackles game, and one of the players has the endurance feat. Does it apply to their constitution checks vs fatigue for a days work?

Dark Archive

Can you take racial heritage for vampire?
they're undead with the augmented humanoid subtype. not 100% how those interact

Dark Archive

What type of damage does the bane weapon ability add?

I always thought the 2d6 is untyped damage that bypasses all DR.

What about vicious? Is that also untyped?

Dark Archive

i mentioned making boots of the earth to my gm, who is is stickler for raw.
he is interpreting the line " As a move action, the wearer can plant her feet and draw strength from the earth" as must be in contact with unworked earth. not floors, not worked stone, not linoleum, etc.

Is that actually correct, or is "draw strength from the earth" only fluff/flavor text?

Dark Archive

Quote:
you get to add your dex to damage when making ranged attacks with a firearm. Throwing a weapon is a ranged attack, and also adds strength. And your rage boosts your dex and str scores. And a buckler gun is a firearm which can gain the throwing property, and which can qualify for feats that let you ricochet thrown shields.

am i missing a RAW reason this doesnt work on a 5th savage technologist?

Dark Archive

Piercing Grapple (Combat)
You can use small but deadly weapons to restrain a foe, forcing it to choose between pain and capitulation.

Prerequisite(s): Dex 13, Improved Grapple, Improved Unarmed Strike, Quick Draw, Intimidate 7 ranks.

Benefit(s): You can draw a light or one-handed piercing weapon and stab your opponent with it when you initiate a grapple. You take a –2 penalty on your combat maneuver check to initiate the grapple, but since you pull the weapon out as part of the grapple, you don’t take the usual –4 penalty. If you succeed, you grapple your opponent as normal, and the weapon doesn’t count as being in your hand either for the purposes of the –4 penalty or for dealing damage while maintaining a grapple. If your opponent successfully breaks the grapple, it takes an amount of damage equal to the base weapon damage of the weapon you used to initiate the grapple plus an additional 1d4 points of bleed damage. A successful DC 15 Heal check or any magical healing ends the bleed effect. If you choose to end the grapple, you can opt to not deal the bleed damage, but either way, your opponent still takes the base weapon damage. While maintaining this grapple, you gain a +2 circumstance bonus on all Intimidate checks made against your opponent.

Hamatula Strike (Combat)
You can catch your opponents on your weapon and hold them in place.

Prerequisites: Improved Grapple, Strength 13, Base Attack Bonus +7.

Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a -4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple.

So I can stab with weapon
Free grapple (Hamatula strike)
Free stab with weapon (piercing grapple)
Repeat?

Dark Archive

can a standard action still be converted into a move action, allowing 2 move actions in a turn?

Dark Archive

i dropped out of pfs play for about 4 months, what errata, major game changes, and ridiculous cheese did i miss while i was gone?

Dark Archive

in the week one blog, it says there will be an update in a few days, did anything ever come of that?

Dark Archive

How should it be done?

Bard of some sort?

Bard/Cavalier Battle herald?

Gunslinger/ ??

a little stumped on this one, but wanna make a PFS build based on him.

Dark Archive

15 people marked this as FAQ candidate.

Weapon Proficiency

A pistolero only gains proficiency with one-handed firearms. She must take Exotic Weapon Proficiency (firearm) to gain proficiency with two-handed firearms and firearm siege engines.

This means they are only proficient with with one-handed firearms and nothing else.

Is this intentional, or an oversight?

Dark Archive

Weapon:

Net.

Damage is -

Bonus to damage apply? (Favored enemy, Weapon specialization, smite, challenge, bane, ect?).

how/or can you deal damage with a net or other - damage item? (also not trying to use it as an improvised weapon)

Weapon:

Club

cost is -

masterwork cost apply? (easy one?)

Crafting cost/time of non masterwork item with - as a cost?

Damage of item with - as damage with damage bonus?

when is - +numbers different (other than when dealing with ability scores)

Dark Archive

4 people marked this as FAQ candidate. 1 person marked this as a favorite.

aasimar oracle of nature 8

Aasimar
Add +1/2 to the oracle’s level for the purpose of determining the effects of one revelation.

picks bonded mount At 7.

thats a 12th level horse... ok. cool

now add feats

takes feat natures soul (from faiths of balance) at 1st, or 3rd ...

takes animal ally at 5th. gains service of animal companion, chosen from a small list, at level -3. pre reqs are no animal companion and natures soul. level 5 companion at 8....

feat says if you later get a companion, the levels stack...

level 8 oracle has a level 17 companion at 8th level?

Dark Archive

Can you take a favored class bonus before you have the class feature?

There are quite a few favored class bonuses that contribute to a class feature gained after first. When can you start taking the favored class bonus?

Dark Archive

bodyguard while only adjacent

invisibility for easy reference

can you aid another without breaking invis?

Dark Archive

Aasimar
Add +1/2 to the oracle’s level for the purpose of determining the effects of one revelation.

do you need to know the revelation, or can you get the bonus to a revelation (you don't yet know) early so when you pick it up later its better when you do know it?

Dark Archive

can an animal companion take extra traits to get the trait adopted?

Dark Archive

racial heritage says you count as the race for feat selection, and how spells effect you. the faq says you can take the racial classes, but can you use it to get racial spells. in particular, paragon surge

Dark Archive

2 people marked this as FAQ candidate.

Patron (Su)

A witchguard learns something of arcane magic from the witches he defends. At 4th level, when a witchguard gains the ability to cast spells, he must also select a patron, as the witch class feature. This patron is usually the same as the patron of the witch he is sworn to protect, but the witchguard may choose any patron. The witchguard adds the first four spells from his patron’s spell list to his ranger spell list. The witchguard cannot cast patron spells of a level he is unable to cast.

doesnt call out changing/replacing spells

Hunter’s Tricks

At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once.

This ability replaces the Ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.

is the combo legit

Dark Archive

There's a feat. Shaonti something. First level only. 6 hp and other ability. Anyone know the name of the feat?

Dark Archive

My search-fu failed me....

Robe of useful Items

info in question

"In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature."

Does the crafter pick how many or what, or is it a a surprize to them too?

Dark Archive

Gendarme wrote:

Bonus Feats

A gendarme trains to be a mounted terror, almost to the exclusion of all other abilities. He gains bonus feats at 1st level, 5th level, and then every three levels thereafter, but must select these bonus feats from the following list: Improved Bull Rush, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Spring Attack, and Unseat. If the gendarme has already selected all of the listed feats, then he may select his bonus feats from those feats listed as Combat Feats.

This ability replaces tactician, greater tactician, master tactician, and the standard cavalier’s selection of bonus feats.

these are in ADDITION to the standard bonus feats (since it doesnt REPLACE that ability), but alters the list they must be chosen from

Dark Archive

Is this Right?

Masterwork Tool +2 Perception(Goggles) 50 gp
Craft Masterwork Item cost = 16 gp 5 silver

Spell Effect
continuous (Identify) Spell level (1) x caster level (1) x 2,000 gp = 2,000 gp
Item Requires Skill to Use (Perception): -10%
Item Requires Specific Class (Alchemist) to Use: -30%.
Spell Effect Total = 1200 gp

Craft cost 600 gp
Hedge Magician -5%
Craft Total = 570 gp

Total Item cost to craft = 586 gp 5sp

A pair of goggles that give an Alchemist the benefits of the spell Identify every time they look at something, and grant a +2 to perception checks?

Is there a reason not to add the "Requires Skill to Use (Perception)" to an item of detect magic or its upgrades (identify, arcane sight, ect)?

Dark Archive

hypothetical situation

magus, channeling a shocking grasp crits. The group is using a crit deck. Does the magus just get the weapon crit on the card, or should they get the weapon and the spell crit, since both would normally deal double damage?

Dark Archive

1 person marked this as a favorite.

does anyone else hope this game has collision, and not just running threw people to get behind them.

maybe even let you run threw people in towns, but not on the open field.

Dark Archive

Cant chess a lot of stuff right now. Anyone know of a good build to do this?

Alchemist (Vivisectionist)

any level build, 20 pt buy

Dark Archive

Planning on being a healer and enchanting/battlefield control

what 5th 7th and 9th level Wiz/Sorc spells should I learn?

any good Cleric/oracle enchantment spells?

Dark Archive

I could have sworn in 3.5 there was a rule about getting weapon finesse as a bonus feat for tiny and smaller sized things.

Does this still exist?

Am i wrong and it never existed?

Dark Archive

the idea is leave AC untouched, and add the armor as DR variant rules.

Thoughts?

Dark Archive

1 person marked this as a favorite.

Thanks to piecemail armor, we finally have things in a "leg" slot

PANTS!!!!! REJOICE!!!!!!

Dark Archive

so how balanced is this idea:

Whenever a gun is hitting touch ac with a non called shot, or a called shot to an armored area the target gets to add 1/2 base armor bonus (rounded down) + armor enhancement bonus as dr/- vs guns, and it stacks with any existing DR (apply first).

Creatures with natural armor add 1/3 the NA bonus (round down) to DR/- vs guns.

Shields other than bucklers ad their total shield bonus as DR vs guns if they are not flat footed.

so a creature with a +3 NA, a +1 chain shirt and a +1 heavy shield has DR 7/- vs guns.

The worst i can figure for a PC is 13 na, +5 admantine full plate, +5 tower shield, 2 feats for =1 shield ac giving DR 27/- to guns at 20th or 32/- for a fighter, or 45/- for a full tilt barbarian .

it makes gunslingers the best gunmen even more so since they should be the only ones hitting high end things with guns anyway

Opinions?

too harsh? only use 1/2 base shield bonus +feats + enhancement?

Dark Archive

this came up yesterday.

Should it help you fish better?

Dark Archive

at 20 heres what i can figure: orc BArb11 / sorc1/ dd8 with eldritch heritage(orc), improved eldrich heritage orc, greater eldrch bloodline orc

as long as he has a 17 cha by 17th level, he's fine
if you start with a 22, have a +6 item, +4 DD, +6 inh, +5 levels, +6 size +6 raging, you can get a 55 str, amplified rage can bring that to 59... hmmm

can anyone do better?

Dark Archive

i just realized Barbazu beard is a light slashing weapon, and is therefor eligible to be a magus' black blade.

Maggy the Blackbeard... Will it work? is it worth it?

Dark Archive

unless you think "Getting use out of Ultimate Magic" or "Katanas are over/under powered" are good names

Dark Archive

like it says in the title.

from a balance stand point, is it bad?

we all have our views on the d8 19-20/x3 one handed exotic weapon... leave those at the door please.

what if we gave it the "bastard sword" treatment and let it be a martial 2 handed, exotic 1 handed?

is it ok? kill it with fire? alright?

Dark Archive

not really a discussion, just a list of errors and things that need clarification please. No screams of this needs to be included because its OP.

so far people have brought up:
Antagonize feat (needs the 10+)
Cold Ice Strike (missing part of stat block)
Echo Spell (clear wording about stacking with spell perfection)

Anything else?

Dark Archive

I'm curious, what houserules people have come up with to make things "realistic".

More range on thrown weapons?
Facing for shields?
Shiney armor giving bonuses to being spotted?

Dark Archive

Has anyone else given class levels to things that shouldn't? Anything from a dog fighter to an intelligent item wizard.

I once made a npc who was a commoner 3, but his mullet hair-do had 7 levels of barbarian (based on a weird old guy we knew. If you saw his super-mullet you'd agree it has barbarian levels)

I had a player request to play a wolf fighter (not even an awakened wolf. We compromised on him being baleful poly'd into a wolf)

Anyone else ever do anything like this, or have any fun ideas?

Dark Archive

I've been wondering, is there a use for a new 3/4 BAB class that isn't a caster? What role should it fill? Currently we only have rogue and monks (alchemists are casters in denial).

What would be a good class?

Dark Archive

I'm trying to combine every gaming cliché in a "over-the-top" game.Current ones I have are:

Save kings daughter from dragon
PiratesÓbtain the sacred "macguffin"
GoblinsBlack guard terrorizing the country side
Zombie/vampie/werewolf army

So far the basic story is " king santa's daughter was kidnapped by the werewolf-goblin pirates ruled by a vampire red dragon who sails the seas in a solid gold war ship, and they need the black guards "macguffin" but have to fight his zombie army to get it".

This hypothetical campaign is ment to be tounge-in-cheek

Dark Archive

2 people marked this as FAQ candidate. Staff response: no reply required.

WHen the entry for alchemist bombs say "Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb." does that mean i can drop 3 inferno bombs and stack the damage in the same spot for 3 reflex saves each for 6d6 every round?

Dark Archive

Lose-mount
gain- good will save, Armor training 1 at levels 7 and armor training 2 at 14, or bonded weapon (as palidan), ignore "mounted" requirements of class feats/order abilities

Lose-expert trainer
gain- 1/2 level to intimidate or diplomacy

thoughts?