Kobold Devilspeaker

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Organized Play Member. 17 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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"Smokeside exists within a permanent null-magic bubble!"

We have that quote from Impossible Lands, but i can't find anywhere what the hell are the rules for dead magic zones!

Anyone have an idea of how are we suppose to rule this?


How many times can a Rat Swarm (Bestiary pg 276), use its Swarming Bites in a turn??

Bestiary pg 276 wrote:

Swarming Bites [one-action] Each enemy in the swarm’s

space takes 1d6 piercing damage and must
attempt a DC 17 basic Reflex save. A creature
that fails its save is exposed to filth fever.


"If that's the intent, it's not spelled out in the rules."

There are a lot of things intended that was still left out in the rules, for exemple:

Your proficiency in simple weapons is also what your proficiency in unarmed should be, including the wizard. Monk is an exception as they are better at unarmed.

This could just be another one!

https://www.reddit.com/r/Pathfinder2e/comments/crgobt/pathfinder_2e_errata_ from_the_designers/


Berserker's CloakItem 12+
Source Core Rulebook pg. 606
Usage worn cloak
This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear’s ferocity. If you have the Rage action, while raging you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait. This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a striking rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the weapon damage dice by one).


Bestial Rage (Instinct Ability)
When you Rage, you gain your chosen animal’s unarmed attack (or attacks). The specific attack gained, the damage it deals, and its traits are listed on Table 3–3: Animal Instincts. These attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits.

I think it is enough evidance for the "natural attacks" are brawling!


I made an edit, were i added the description from unarmed and the razortooth goblin, i hope it helps!


Glutton's Jaw Focus 1
Source Core Rulebook pg. 404
Cast Single Action somatic, verbal
Duration 1 minute
Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.
Heightened (+2) The temporary Hit Points increase by 1d6.

Dragon Claws Focus 1
Source Core Rulebook pg. 403
Cast Single Action verbal
Duration 1 minute
Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline.

Unarmed
Source Core Rulebook pg. 283
An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though it’s categorized with weapons for weapon groups, and it might have weapon traits. Since it’s part of your body, an unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage follows the same rules as a free-hand weapon.

Razortooth Goblin
Source Core Rulebook pg. 48
Your family’s teeth are formidable weapons. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits.

Your answer is right there, you just need to read it more carefully.


shroudb wrote:

no, it's in the sidebar explaining the rogue traits in the beginning of the rogue class:

"Debilitation: Debilitations apply conditions and other
negative effects to a creature. When the creature is
affected by a new debilitation, any previous one it was
affected by ends."

tks, I'm using the SRD and it doesn't have that sidebar!!


Does the Debilitating Strikes Debilitations Stack?

Exemple:
Precise Debilitation Feat
Trigger: Your Strike hits a flat-footed creature and deals damage.
You apply one of the following debilitations, which lasts until the end of your next turn.

Debilitation: The target takes an additional 2d6 precision damage from your attacks.

FIRST TURN

First Attack: The Rogue Hits with the Debilitationg Strike and choose the above Debilitation.

Second Attack: The Rogue Hits, causing +2d6 precision damage and choose the same Debilitation.

Third Attack: The Rogue Hits, causing +4d6 precision damage and choose the same Debilitation.

SECOND TURN

First Attack, +6d6, Second Attack, +8d6, Third Attack +10d6...

At the end of the turn the Debilitations of the First Turn ends!

THIRD TURN

The Debilitations of the first turn had "ended", so the damage again is, First Attack, +6d6, Second Attack, +8d6, Third Attack +10d6...

Is this right? Tks for the insight!


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If a Rogue, with the Ranger Archtype, with the Animal Companion Feat and the Gang Up Feat, is using his Companion as a Mount, does the Mount/Companion count as an ally for the Gang Up Feat??


Ok, so let's level up the question, because this is the "wrath of the righteous" adeventure path!

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

If i have Mythic Tier 2, with Amazing Initiative and use it and the hero point would it be 2 vital strikes on top of my full-attack???


Attack Action: An attack action is a type of standard action. Some combat options can modify only this specific sort of action. When taking an attack action, you can apply all appropriate options that modify an attack action. Thus, you can apply both Greater Weapon of the Chosen and Vital Strike to the same attack, as both modify your attack action. You can apply these to any combat option that takes the place of a melee attack made using an attack action (such as the trip combat maneuver), though options that increase damage don’t cause attacks to deal damage if they wouldn’t otherwise do so (such as Vital Strike and trip). You can’t combine options that modify attack actions with standard actions that aren’t attack actions, such as Cleave.

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Vital Strike (Combat)
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Here is the question: Can i make a full-attack and then use a hero point extra action and make a Vital Strike??


Misfortune (Su) (Advanced Class Guide pg. 37 (Amazon)): The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Chant (Su) (Advanced Class Guide pg. 36 (Amazon)): A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman’s charm, evil eye, fortune, fury, or misfortune hex has that effect’s duration extended by 1 round. A shaman cannot select both this hex and the witch’s cackle hex.

Those 2 thing alone will make any shaman annoying as hell and with your friends don't getting hit you wont's need that much healing...

If your Party can Survive until level 4, is better to take Healing Spirit as a Wandering Spirit at level 4 and choose a more useful spirit at the beginning.


Oh yes, i just forgot to put it in the list!!


Feats: Power Attack [-4/+8], Furious Focus, Combat Expertise, Improved Trip, Greater Trip, Vicious Stomp, Felling Smash, Vital Strike, Improved Vital Strike & Greater Vital Strike.

Weapon: Greatsword, 2d6 damage
Strength: 18 [+4]
Base Attack: +12

Vital Punishment: The vigilante gains Vital Strike as a bonus feat, though he does not have to meet the prerequisites for this feat. Once per round, before he makes an attack of opportunity, he can declare it to be a vital punishment. If the attack hits, the vigilante can apply the Vital Strike feat. The vigilante can apply the Improved Vital Strike or Greater Vital Strike feat as his vital punishment instead if he later gains those feats. A vigilante must be at least 6th level to select this talent.

1) Move & Attack With Power Attack and GVS for 8d6+18 [strength +6, power attack +12] damage and swift Trip.
2) Vital Punishment with the AOO of Greater trip for 8d6+18 damage.
3) Vicious Stomp with normal AOO for 2d6+18 damage.

Is this correct???
Any tips on how to make it better??


Here you go, you are not crazy!!

Extra Rings

( Eberron Campaign Setting, p. 53)

[Item Creation]

Your familiarity with forging magic rings allows you to make use of more rings than normal.
Prerequisite
Forge Ring (PH) , caster level 12th,
Benefit
You can wear up to four magic rings, two on each hand, and all function normally.
Normal
Without this feat, you can only wear and use two magic rings at one time.


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Indiana Bones Half-Orc Fighter [Dirty Fighter]

“When a problem comes along, you must whip it…” Devo – Whip It

Epic Fantasy 25 pts: Strength: 14; Dexterity 16; Constitution 14; Intelligence 10; Wisdom 14; Charisma 10

+2 to One Ability Score: +2 Dexterity.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Shaman’s Apprentice: Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
City-Raised: City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

01: [Feat: Weapon Focus Whip]; [Bonus Feat: Weapon Finesse]; [Bonus Feat: Endurance]
02: [Bonus Feat: Whip Mastery]; Sidestep +1
03: [Feat: Dirty Fighting]; Armor Training 1
04: [Bonus Feat: Improved Trip]
05: [Feat: Improved Dirty Trick]; Maneuver Training
06: [Bonus Feat: Greater Dirty Trick]; Sidestep +2
07: [Feat: Fury’s Fall]; Armor Training 2
08: [Bonus Feat: Serpent Lash]
09: [Feat: Combat Reflexes]; Speedy Tricks
10: [Bonus Feat: Greater Trip]; Sidestep +3
11: [Feat: Dirty Trick Master]; Armor Training 3
12: [Bonus Feat: Two-Weapon Fighting]
13: [Feat: Improved Two-Weapon Fighting]; Double Tricks [two different conditions]
14: [Bonus Feat: Greater Two-Weapon Fighting]; Sidestep +4
15: [Feat: Vicious Stomp]; Armor Training 4
16: [Bonus Feat: Greater Weapon Focus Whip]
17: [Feat: Improved Critical]; Double Tricks [three different conditions]
18: [Bonus Feat: Lunge]; Sidestep +5
19: [Feat: Weapon Specialization]; Armor Mastery
20: [Bonus Feat: Greater Weapon Specialization Whip]; Weapon Mastery Whip

I use the same rules for the NPCs and PCs.
The idea behind this is to be more of a “controller boss”!
He is good to go as a level 11 npc! As the level goes up he gets more annoying!
- He can make Dirty Trick maneuvers as an Attack Actions instead of a Standard Action.
- Since is an Attack Action he can use it with Opportunity Attacks.
- Dirty Trick need an Standard Action to get rid off and can be worsen with multiple uses.
- He should be using Trip followed by Opportunity Dirty Tricks on the PCs. While the minions do the damage.

Anyone has any insight about Armor and Weapons Enhancements [besides Speed], Wondrous Items, changes on the build and different strategies for him??
Thanks!