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Can an Amulet of Mighty Fists without either a +1 bonus or Ghost Touch damage incorporeal creatures?
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![]() I wasn't worried about dealing full versus half damage, just the possibility of none at all. I don't think Ki Strike covers this though. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Being incorporeal isn't a type of DR, so I need a magic item to deal any damage to them.
Can an Amulet of Mighty Fists without either a +1 bonus or Ghost Touch damage incorporeal creatures?
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![]() I took a look, but with the great number of Monk based threads, I wasn't able to find an answer to this question. My understanding is that my Monk would have at least three methods available for damaging incorporeal beings. 1) Wield a magic weapon, such as a +1 Kama.
My question is, if I purchase an Amulet of Mighty Fists that only has a special property such as Shocking or Holy, will it still deal damage to Incorporeal creatures? I'm not looking to start a discussion on whether or not Monks are good. I just want to make sure I have a method to hurt incorporeal creatures before I decide what type of Amulet to get. Thanks. ![]()
![]() Boon Companion is worthwhile. I'd rather delay other feats than delay this. Also note that you could afford a one level dip into another class and your pet won't suffer. In our group, my small fox (dog template) might just be the best front liner we have. Your pet could be an asset in keeping you at range, and shooting your bow. ![]()
![]() Elamdri wrote:
Okay, I have a major problem with (A). It doesn't matter what alignment something is. If I kill a good cleric or an evil cleric in their sleep, that is murder. I have a Paladin of Shelyn, and I don't see Detect Evil as proof something deserves death. It mostly tells me two things: I can smite it if I need to, and I'm going to be very suspicious of that creature. There is also an in between when it comes to redemption. If it picks a fight with me, there is a chance it will die. However, if the creature begs for mercy and doesn't appear to just be getting me to lower my guard to stab me, I'm willing to take a prisoner. ![]()
![]() Don't forget the time frame for some of these actions. If a Fighter swings and misses a few times, maybe only 30 seconds have passed? It seems much longer to the players, but time passes very slowly when you're going in six second increments. Sure, you might be missing, but if your character thinks it only will take a single strike to bring the Wizard down? Especially if the GM describes the Wizard's actions as dodging versus magic force field, I'd be much more likely to try and plant a better strike. ![]()
![]() I tend to prefer short names. Fantasy names only get frustrating when you don't know how to spell it upon hearing it or pronounce it based on reading it. Character names I've used:: Alexander Whitestone Ume Lynn Elizabeth Hamilton Miranu Pinak Anna McDougal Sen Picnic Lance Iriedove Hollysword (Always shortened to Irie) Adair Moonfire Krisdove Hollysword (Always shortened to Kris) Inaba Pegason Naan ![]()
![]() My suggestion would be to see what type of game he is looking to play. I can see a stealthy type (Rogue, Monk, etc.) almost working better with a single character. Alternatively, a high charisma character (Bard, Paladin, etc.) could avoid resorting to violence. Trick, befriend, or scare your encounters instead of stabbing them. You'll probably want to tone down the fights, but you could always offer opportunities to pick up temporary companions or offer a familiar/animal companion to fight alongside him. You could also let him play two characters, but that could potentially hurt character development. ![]()
![]() Yeah, I'll second that the archetypes seem a good bit stronger. Maneuver Masters, Martial Artists, and Master of Many Styles all look like they'd be much more competent than the average Monk. With the core Monk, I think the only really easy combat maneuver to advance to Greater would be grappling; all of the others would require power attack or combat expertise. It will only help so much, but at least there are some core Monk weapons (flurry friendly) that would support maneuvers: Sai (Sunder, Disarm), Kama (trip), and Nunchuck (disarm). ![]()
![]() Exploit Weakness (Ex) Full Text:
"At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn.
This ability replaces ki pool." Does the second half of this ability - the bonus to: sense motive, reflex saves, and armor class require the wisdom check? I see threads where people claim it was just an oversight to not include it, but it makes sense to me that the defensive boost would be more reliable. Thanks. ![]()
![]() I agree with Dudemeister, it is only as difficult as you want it to be. Do they currently have the body? You could make it that an NPC (someone the party helped or someone from the dead character's back story) worked to revive the character by themselves. Then the newly resurrected player was either recovering or having a side adventure until the point they rejoin the party. It could also serve as a good excuse for bringing that character back in line for XP/gear. ![]()
![]() Seriphim84, that is important to note, thank you. I was assuming each half of the double weapon would count separately, but that does mean it would be rather expensive. Assuming 1,312 gold would be the correct base cost for a MW Cold Iron/Mithral double-chained Kama, the cost would rise to 7,312 gold once it became +1 magical for each part. That version should still be covered under the always available, but upgrading either half to a +2 would make it 13,312 gold, requiring a fame of 31, which would be Lv.6 at the earliest. It does feel like a double-chained Kama would be really hard to upgrade. Then again, given all of the other magic item slots, would I have enough extra money for my weapon right away anyway? EDIT: Actually, it looks like I'll be okay. I checked the Guide to Pathfinder Society Organized Play pdf, and on page 26 it says you count each end of the double weapon on its own. "The character must still actually spend the gold to receive the desired item. For double weapons, calculate the cost of each end separately when considering Fame purchasing limits." Chernobyl, I'm pretty sure the Mithral cost applies prior to halving the weight. ![]()
![]() Thanks, 1,312 gold is about what I thought it would be. The biggest question was over whether or not Mithral really was only half. Since this is a Society character, it isn't as easy as just clarifying with a specific GM. Unfortunately, I realized I'll need to spend a feat to actually use this weapon effectively, but the weapon concept outweighs that. Question, is it worth making your primary weapon(s) Cold Iron/Mithral? Getting around DR is useful, but doing so will add 3,000 gold to the total cost between Mithral's standard price and enchanting Cold Iron. An enhancement bonus of +3 will bypass both Silver and Cold Iron DR. Now I'm going to look up silversheen. ![]()
![]() I'm currently reconsidering my weapon option for my Monk. Instead of going with unarmed combat as my primary method, I want to switch to using Kamas. I'd want to make one MW Cold Iron and the other Mithral (inherently MW). Ideally, I'd rather use a double-chained Kama. However, I'm unsure exactly how the costs go for making one half Cold Iron and the other Mithral. If both halves need to be MW, the Cold Iron half should cost 312 gold? How much does the Mithral portion cost? If only one half is Mithral, is it still 500 gold multiplied by the full weight of the weapon? Would it be half the weight? Ultimately, how much would a Cold Iron MW/Mithral double-chained Kama cost? Thanks.
About InnisAttack:
You're kidding me right? ---- Nope? ---- BAB:2 CMB:3 Melee: dagger(+4, 1d4+2) or 2 claws (+3, 1d4+1) Range: dagger(10ft, +5, 1d4+1) Defense:
HP: 34 AC: 13 (+2 Dex, +1 Nat) CMD: 15 Fort: 3(+1, -1) Ref: 6(+1) Will: 11(+1) Trained Skills:
Bluff: 10 Diplomacy: 8 Disguise: 8* (+2 kit) Heal: 7 Perception: 7 Sense Motive: 8 Intimidate: 12 Perform (String Instrument): 5* (+2, Harp) Perform (Sing): 12* (+4, Harp, tome of epics) Stealth: 8 Spellcraft: 8 Knowledge Arcana: 7 Knowledge Nobility: 5 Knowledge All: 3 Profession (Courtesan): 7 *= base not including tools
Feats / Trait / Class traits / Race Traits:
Turn Undead Antagonize Battle Cry Eschew Materials --- Omen Magical Knack (Sorceress) --- Archetype (Ecclesitheurge) Domains (Trickery, Luck*) Domain Mastery Bloodline: Infernal --- Object of Desire Darkvision 60ft --- * = can change during rest period for the purpose of spells NOT powers Class & Other Abilities:
Blessing of the Faithful +2 (+atk, skill & attr checks or saves, or AC)* 30 t Channel (+) 2/7 A Bit of Luck (+) 6/7 (777) Corrupting Touch 0/7 (touch attack, shaken) Copycat 0/6 (1 mirror image as move action; 3 rounds) Omen 0/1 Bardic Performance 0/9 Battle Cry 1/5 - + 1 Att (Morale), +4 save vs fear 1 min *Can determine which set Spells Known, Sor:
LVL-0 ghost sound prestidigitation message daze DC 15 --- LVL-1 3/4 Charm Person (DC 19, 3 hrs) Vanish (3 Rounds) Spells Known, Bard:
LVL-0 mage hand open close dancing lights lullaby --- LVL- 0/3 Timely Inspiration Saving Finale Spells Memorized, Clr:
LVL-0 read magic detect magic Mending spark --- LVL-1 Murderous Command (DC 14) x2 Songbird true strike ; Domain spell --- LVL-2 x2 Bestow Weapon Proficiency ~
~ = used
/*Scrolls / potions / wands /Mic. Magic:
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Pearl of Power 0/1
equipment / Skill tools /tools / other items / notes & key items / jewellery:
SLWS = Spring Loaded Wrist Sheath 3 sets of 3 daggers light crossbow x7 ammo Magic Dagger +1 (Honor, Duty, Loyalty) Cloak of resistance +1 ring of Protection +1 -------
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Ferista's set of 5 keys
group treasury:
group treasury: (900 sp, 339gp, 14 pp) -----(Claimed)------ a pair of matching jade figurines carved to resemble winged elephants (worth ??? gp each) a small black velvet pouch holding 12 uncut bloodstones (worth ??? gp each) cloak of resistance +1 x 2 Faces:
Elleste:Her strongest feature is definitely her icy blue eyes. You see that her black hair has been short to be fall just at the middle of her neck. Her oval face and slightly pale complexion only go on to further compliment this rather attractive young woman. Ferista: Plump and middle-aged, with a pig-like nose and dark beady eyes, Ferista wears tight-fitting leather armor, a flashy embroidered robe, gaudy jewelry, and an ill fitting blond wig in a vain attempt to cling to her lost youth. Priestess Attire: A blonde wig and voluminous white hooded robe as always accompanied with an assortment of jewelry. The pieces of this outfit were composed with the masterful and mischievous intent to reflect the fantasy of what Cassomir's residence would think a benevolent priestess might look like. Innis successfully established a point of contact with the city watch (Sargent Ezeriz). Innis has shed this skin during her ritual of crafting her holy symbol anew. The bonds of her faith as established by this powerful relic connect her to her goddess' power in ways uncommon of other priestess'... Looks:
Height: 5'10 eyes: amber (left), Red (right) Hair: shoulder length wavy crimson locks Other: abstract tattoos running from neck(left side) down to the finger tips(left), often scantily clad in dark gold or yellow. Wearing: *Courtier's outfit* A gold, sleeveless and extremely low-cut shirt, black boots and travelling pants. a necklace on a silver chain the design is abstract it has small ruby in the center. A few other minor bits of jewellery and piercings. Bonded Object: An elaborate golden necklace with many golden links and threads. It is like a golden web draped in front of her. At the centre is a mastercrafted symbol of Calistria, is a gold emblem of three dagger and a ring of fire encompassing them.
*numerous other guises see faces
Special:
- Missing Ingredient - ; Musings of a wandering bard Should my wit ever take leave of me seeking a docile life not so littered with ad- and mis- venture may I be left with one speck of self-preserving truth, all women are beautiful. I preach this truth to all who listen, naturally I am branded as a fraud or fool such is the irony. But Truth is Truth, it cares not if you attempt to prove in its honor and flinches not at your disbelief. But what then separates the beautiful women of which there are countless and The Few? The ones that haunt your dreams, make your heart flutter so fast you believe it still, the one’s you allow to sting you endlessly like a wasp yet you would ask no balm for the pain, the true Objects of Desire?
So what then is the missing ingredient, the thread that leaves so many incomplete?
- E Bio:
Beautiful, willful and passionate to a fault Innis finds herself welcome seemingly wherever she pleases. However her capricious nature and bouts of whimsy tend to exhaust her reception just as quickly, often becoming a source of conflict between men and women alike. As such she never stays in the same place for too long lest she get burned by the fires of jealousy she remorselessly helped stoke and has few true friends she can number. But passion is energy and even the most wild of fires can be honed and put to use, a hard learned lesson Innis discovered after running afoul of a priestess of Calistria. Innis had never encountered another whose passions burned just a fiercely but the woman she would come to know only as Phoenix was her match and more for all the chaotic focus the priestess had mastered. Outplayed in all of her games and little schemes Innis was at the mercy of the Calistrain priestess (legendary for their vengeances). A choice was offered she and Lady Phoenix would part ways or Innis could submit herself and become a daughter of The Lady in the Room. Non-negotiable was the retribution Lady Phoenix was due. Innis chose the latter even after the scales were mercilessly balanced, for power is the most seductive aroma. But even now memories of those seven days remain to hot to touch... Cassomir
Shortcut:
Status Party: +2 save vs Fear (morale) | ∞ Innis: +8 Temp Hp, luck (held), +1 AC +2 saves, +2 skills | R 3/10 Ami: +2 AC, +2 saves | R 1/10 Merry: +1 AC , +2 saves| R 2/10 Boros: AC = 19 Innis: 1 mirror image | R:0/3
Ami: +2 Attack (sacred)
Ready: next harmful action targeting Kirzon: +2 AC or Saves (sacred R:0/2) Merry : PfE, +2 AC, +2 saves (resistance) | R: 3/10 W:12/43 Innis: 9 => /25
:infernal Healing 46/50 => /50 [dice=antagonize insight]1d20+8[/dice] [spoiler=fluster]DC= 10+HD+Wis mod
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