Kobold Devilspeaker

RDSBrazil's page

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




"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.


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!


1 person marked this as a favorite.

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??


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??


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??


1 person marked this as a favorite.

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!