Wizard

Qai's page

26 posts. Organized Play character for Mattaus.


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Lantern Lodge

I knew that.. just making sure you did haha
As you wrote 'skinwalker werewolf-kin '

Thanks for the tip on the Pelt of the Beast though.

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skinwalker werewolf-kin ?

I thought skinwalkers were a separate thing to werewolf-kin in the book?

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Yes, but I suppose the advantage is they're all at full BAB at lvl 16

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Bite plus 2 Claws

These are primary attacks

If a PC has 1 attack on their stat table, do they still only get 1 attack or 3 like above?

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hmm yeah ammunition. oh well.

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Good, but im looking for a feat. That would get expensive for 4 or 5 shuriken with flurry of blows

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Cheers

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Master working a single unit of ammunition?

Does this mean 1?
OR
Is the number in brackets the unit?

Arrows (10)
Bolts (5)
Shuriken (5)

Thanks.

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Thanks

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More Modules set in Tian Xia please!

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I appreciate this happened a while ago, but as I only play pathfinder Society games once a year (no where near me has any stores or groups that play PFS) I was wondering why it is no longer a playable faction?

Thanks.

Actually, same for Shadow Lodge?

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Sounds good - cheers.

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Hayato Ken wrote:

Yeah catfolk would make that problematic probably.

A Tian Xia theme might be possible, Kitsune, Tengu and Wayang, maybe add Samsaran and Nagaji. But that would already be a bit much for a player companion i guess.

Id like to see all of those in a Companion Book - along with a more in-depth look at Tian classes; such as Ninja and Samurai\Ronin.

Also more Ninja APs or Modules.

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Can anyone suggest any Modules with Werewolves in them?
Thanks.

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Cheers for that.

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OK thanks.

On the table for Natural attacks it lists the Bite and Claw as primary attacks. So they both use full BAB?

As per their example as well -

Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 (1d4+1);

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From Blood of the Moon.

Bite and 2 claw attacks - are all these at full BAB, and if not why?

The Witchwolf seems to favour the Monk class - what happens to the claw attacks damage when using the Monk's unarmed strike damage? As unarmed strikes are not natural weapons.

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Rich2346 wrote:
Me im down on the south coast. Weymouth in Sunny Dorset ; )

Im in Bournemouth - just up the road!

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Cheers.

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Thank you Darling... (says blackadder)

But medium 2d6 Unarmed Damage becomes what for large and huge?

And is there a table I can look at?

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Hello
Can some one point me in the direction of a table that tells me how Unarmed Damage increases from Large to Huge, thanks.

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Also don't forget that the treasure is also on every monster or npc you have to look up in the Bestiary, under Treasure: Standard, Double or Triple also NPC gear. These are related to the table on page 399 and 454 of the PF CRB.

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Be above the Dragon and jump down
Use acrobatics to run up the tail
Cast Fly and land on its back that way..

Im sure theres lots more!

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larsenex wrote:

My player is arguing that his Tiefling IS humanoid and qualifies to be able to use the spell. IS there any official ruling on Teiflings and being humanoid in the Advanced players guide?

I need to be very clear here.

Tiefling Racial Traits

+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.

Native Outsider: Tieflings are outsiders with the native subtype.

Theres your answer from the PRD

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Out of your examples.. only traps.. the rest are included in the xp for killing the caster.

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As the (Natural attack) Secondary attack gives the creature's base attack bonus –5
how come the tentacles aren't at -5?