Jirelle

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4 posts (6 including aliases). No reviews. No lists. 1 wishlist. 1 alias.




So I'm building a cavalier to hit hard with mounted charges, and I plan on getting rhino hide armor for that extra 2d6 charge damage. With spirited charge, I'm going to be able to do triple damage with my lance. What I'm wondering is if the rhino hide armor counts as a different damage source for the purposes of what gets multiplied. Basically will I do (triple lance damage) + (rhino hide armor damage), or will I do triple (lance damage + rhino hide armor damage)? I know where multiplication is concerned there are some things that don't multiply (like sneak attack on critical hits), so I'm just unclear.


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So several friends of mine and I are fencers, and I thought it would be cool to have an adventure where everyone is some child of a noble/learned in finesse swordplay type character. Possibly even a three-musketeers type thing. I'm curious about a few things, though,as far as a build for a finesse duelist goes.

1. Classes: Swashbuckler is the obvious answer as it uses actual swordplay-based things (such as parrying) and gets several of the must-haves for free (nimble, finesse, etc.). However, I know that duelist gets a few of those things as well, and that taking rogue until you can prestige can give you a few of those benefits ahead of time, plus a plethora of other useful abilities (such as sneak attack, trapfinding, uncanny dodge, etc.). So what would be the most optimal class/class combination to build a finesse-based precision fencer?

2. Feats: All of the normal finesse feats that I can think of are included as class abilities in the three classes listed above. I am curious if Paizo has any dex to damage feats (I know they are less lenient with that idea than WotC) or things that would help a finesse-focused character scale and not drop off after the early levels. I'm thinking stuff focused on crits, and I'm also curious about a called shot build (I know called shot can be pretty weak, but I feel like with the right build it could be an effective option for CC).

3. Equipment: Rapier is the go-to choice here, no questions asked. As far as armor goes, probably mithral something (eventually) so I could keep my dex bonus but have a viable AC and still not carry too much weight.

Any suggestions or recommendations would be appreciated!


So I'm building an arcane archer for my friend's upcoming campaign, and I'm a little fuzzy on two of the abilities, having found nothing specific in the CRB or other books to give me any clarity.

1. When using imbue arrows, you cast aoe spells attached to the arrow. If the arrow hits a person, they become the center of that aoe spell, but do they still take weapon damage from the arrow? I would assume getting hit with an arrow still hurts, even if it was immediately eclipsed by a cloud of fire or a burst of force.

2. The seeker arrow specifies a target "known" to the arcane archer, and goes on to talk about cover, concealment, and moving around corners. What if there is an invisible enemy that the archer has seen? Scenario: encounter begins, everyone is visible, enemy casts invisibility and is no longer visible but the arcane archer knows that the enemy is there (just maybe not exactly where he is standing). Would seeker arrow hit the guy? My argument for this is that if someone is standing around a corner and you can't see them, they're about as good as invisible (you don't really know where they're standing but you know they exist and the arrow does the rest). So why should that not work if the enemy is not behind cover or around corners, but is instead magically invisible?

Any rulings or advice on this would be helpful. Please no build advice, I already have my heart set on a build and just want some clarification for two of the rules.


So I'm kinda new to this, and I was looking at magic weapons and getting very confused. I have a couple of questions:

1. Do effects like flaming, frost, etc. cost the same as a +1 enhancement, or do you have to have a +1 enhancement on the weapon before you can get the effect? Like, would I have to have a +1 rapier (that gives +1 to attack and damage) before I put flaming on it, or do I just pay the same as a +1 bonus and it becomes a flaming rapier (not a +1 flaming rapier)?

2. Why on earth is everything phrased in terms of +1 enhancements and such? Why can't they just say 1,000 GP? I saw the cost for adding effects and it was like:

(cost of existing enhancements + cost of new enhancements) - cost of existing enhancements

Is there a reason for it being drawn out like that and not just "pay the cost of the new enhancement?"

Essentially I'm wanting to make a character with a Keen flaming burst rapier and I'm really confused on how much that costs. Someone please help me figure this out.