Angvar Thestlecrit

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Hi all,

I am uncertain how these two combine:

Aerial Assault:
Aerial Assault (Su)

You can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, you can expend one use of mythic power to include a single Acrobatics check made to jump, adding 10 feet per tier to the height or distance you jump. You take no falling damage from the height gained as part of this leap. If your attack hits, you may deal an amount of additional damage equal to the falling damage appropriate for the height you reached. Alternatively, you may replace your melee attack from this charge with a grapple check. If you successfully grapple a creature, you bring it to the ground with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.

Rod of Balance:
[Unimportant stuff]...The wielder of the rod receives a +10 competence bonus on all Acrobatics checks involving long jumps and high jumps; additionally, the wielder covers double the normal distance for a jump when making an Acrobatics check...[more unimportant stuff]

My questions:

1) How is the jump distance/height calculated? Is it:
(Jump x 2) + Mystic Tier Bonus or
(Jump + Mystic Tier Bonus) x 2?

2) Aerial assault adds 10ft per Tier to the height or distance. How does this interact when the Rod of Balance doubles the distance only? Normally a jump apex is 1/4 of its distance. This kind of dependent on the first question...

3) Aerial Assault gives bonus damage based on the falling damage. How is this rounded?
For example, when my jump check gives a 44 (11ft height), is the bonus damage +1D6 or +2D6?

Thanks in advance for opinions.
Greetings


4 people marked this as FAQ candidate.

Hi all,

sorry to bring this up "again", but my search-Fu did not give helpful results....

Were there any conclusions on the question, if Crane Wing also works against melee touch attacks???
As far a I read the combat section, a melee touch attack is he same as a normal melee attack, except that it ignores stuff like armor bonus and that the attack is considered armed for the purpose of AoO.

So, how does Crane Wing work in the following situations (assuming that all conditions for its application like fighting defensivly, using an AoMF with ghost touch against the spectre etc. are given):

1) Crane Wing vs Spectre´s drain touch
2) Crane Wing vs Spell-Caster with e.g. Shocking Grasp charged
3) Crane Wing vs Nualia

RotRL Nualia:
Her Touch of Evil from the transplanted claw...

Some reference to official ruling - if any - would be helpful....
Thanks and best greetings...


Hi all,

short question. The Craft-Feats are the only requirement mandatory to create a magic item. For the AoMF the requirements say:

PFSRD for AoMF wrote:
...plus any requirements of the melee weapon special abilities..

which always include Craft Magic Arms and Armor.

Is the craft feat being mandatory for the creation of the magic item only the one relevant for the specific kind of item created (in this case craft wonderous items for a AoMF) or must all craft feats be available?

THX


2 people marked this as FAQ candidate.

Hi all,

I have a question and would like to hear some opinions:

Is it possible to put the Dueling ability on an Amulet of Mighty Fists?

Dueling:
Dueling

Source: Advanced Player's Guide

Aura Faint transmutation; CL 5th; Craft Magic Arms and armor, cat’s grace; Price +14,000 gp.
Description

This ability can only be placed on a melee weapon.

A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder.

Amulet of Mighty Fists:
Amulet of Mighty Fists

Aura faint evocation; CL 5th

Slot neck; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5); Weight —
Description

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as Additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.

AoMF may grant melee weapon special abilities if they can be applied to unarmed strikes. Dueling must be applied to melee weapons that can be used with weapon finess - so unarmed strikes would qualify. Seems too good to be true for a Monk: +14K GM instead of a valuable +1 bonus as cost for AoMF giving an ongoing +4 to initiative and +2 to feint/disarm....mhhh.

Thanks and best regards


Hi all,

Question is the subject - can extraplanar Outsider be raised with Breath of Life or not???

Breath of Life:
Quote:

Breath of Life

School conjuration (healing); Level cleric/oracle 5
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text

DESCRIPTION

This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).

Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects cannot be saved by breath of life.

Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.

Outsider:
Quote:

Outsider

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

An outsider has the following features.

* d10 Hit Dice.
* Base attack bonus equal to total Hit Dice (fast progression).
* Two good saving throws, usually Reflex and Will.
* Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.

Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).

* Darkvision 60 feet.
* Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
* Proficient with all simple and martial weapons and any weapons mentioned in its entry.
* Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
* Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Greetings


2 people marked this as FAQ candidate. Answered in the FAQ.

Hi all,

Short question: how far can a Lvl 20 Monk move with these feats within 1 round?

Quote:
Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

Gettings


Hi all,

I have a question concerning the use of Medusa´s Wrath against multiple opponents:

Quote:

Medusa's Wrath (Combat)

Benefit: Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.

According to my reading you ALWAYS get the opportunity of two additional unarmed attacks during a full-attack action with this feat (when using at least one uarmed strike), but you are only allowed to use these attacks against foes meeting the listed conditions.

My question now is if I fight 2 foes and one of them meets the requirements, can I use all "normal" attacks on the other foe and only make the 2 bonus attacks against the dazed, flat.footed etc. enemy? Or does the feat require at least one "normal" unarmed attack against this enemy, before the 2 bonus attacks trigger?


3 people marked this as FAQ candidate. 2 people marked this as a favorite.

Hi all,

I am a little confused how an when Defending Weapons can be used (and to which effect...).

PRD wrote:
Defending: A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn.

Ok, RAI are in my view: wield a weapon - either attack better or defend yourself by transfering the bonus to AC.

Now my questions:

1) Do you have to attack with the defening weapon to gain the AC benefit?
Typical scenarios:
- using a total defense action
- wield two weapons, but you only choose to attack with your primary hand while the defending weapon is in you offhand
- only one side of a double weapon is defending. but not used for an attack

2) How is "wielder" defined. Do you just have to "wear" or "carry" the weapon in your hands or do you actively have to make an action with the weapon? What about an Defending Gauntlet you wear but in this hand you carry a sword for attacking? Do you "wield" the gauntlet or only the sword?

3)The defending ability states that the bonus stacks with all others. Does that mean that multiple defending weapons "wielded" all add up to AC or does this effect exclude same sources?

Perhaps someone has a good advice...

Greetings
Ploppy


1 person marked this as a favorite.

Hi all,

in our new PF campaign my DM allowed my Monk to use a Meteor Hammer:

:
Meteor Hammer: The meteor hammer is a deceptive and unpredictable weapon, as simple as it is versatile. A typical meteor hammer consists of two spherical metal weights like flail heads attached via a 5-foot length of rope or chain. These weights are whirled and wrapped around the wielder’s body, and can be used for strikes, grabs, and trips. With a meteor hammer, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the meteor hammer to avoid being tripped. If your trip attack is successful, you can choose to forego the knockdown in favor of dragging your opponent 5 feet closer to you. Using a meteor hammer always requires both hands and gives you a 10-foot reach. In addition to the above abilities, the meteor hammer has different effects depending on what style is being used. Switching between styles is a free action and must be declared at the beginning of the combat round.

* Fortress: In this style, one of the hammers is held close in the off hand and used to parry attacks as if it were a shield. When using this style, you gain a +1 shield bonus to AC.

* Meteor Storm: This style involves spinning both heads in complex patterns, occasionally smashing in from the side or coiling the rope around a forearm before launching a weight forward in a punching motion. This style allows the meteor hammer to be treated as a double weapon.

- it can be used as a double weapon, requiring seperate enchantments of each side of the weapon.
- The Fortress style allows using one side of the weapon for attacking and the other side defensively providing a shield bonus.

My question is can the offensive side of the weapon be enchanted with a weapon bonus for attacking and the defensive side with an AC bonus giving a higher shield bonus in fortess style???

or

If the defensive side is enchanted with a weapon bonus and the defendig ability, may I transfer this bonus into AC when using Fortress style or do I have to attack with this part of the weapon to gain this benefit?

Greetings Ploppy


Hi all,

I have a question about the combination above.

Quote:
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham)...
Quote:

Power Attack (Combat)

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls...

When I start my Flurry in melee with power attack and my first strike downs the foe, what will be my modifier for using shuriken on my next attack(s)?

Are all ranged attacks within a Flurry also affected by the Power Attack modifier or only the melee attacks?