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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.
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?
i mentioned making boots of the earth to my gm, who is is stickler for raw.
Is that actually correct, or is "draw strength from the earth" only fluff/flavor text?
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?
Piercing Grapple (Combat)
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)
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
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?
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)
aasimar oracle of nature 8 Aasimar
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?
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
Gendarme wrote:
these are in ADDITION to the standard bonus feats (since it doesnt REPLACE that ability), but alters the list they must be chosen from
Is this Right? Masterwork Tool +2 Perception(Goggles) 50 gp
Spell Effect
Craft cost 600 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)?
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?
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
can anyone do better?
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?
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:
Anything else?
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?
I'm trying to combine every gaming cliché in a "over-the-top" game.Current ones I have are: Save kings daughter from dragon
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
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? |