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Sorry if this has already been asked, but I didn't see the specific issue addressed anywhere.

Can a monk (or brawler for that matter) who initiates a grapple use flurry of blows? Rules seem to suggest that the monk can only do this if he is the graplee, not the initiator of the grapple. Yet that seems at odds with the flavor. Why would I want to be a brawler if starting a grapple puts me at a disadvantage?

Thanks in advance.


Are there any mechanics that describe how one could change an enchanted item back to a mundane item? So the +3 Flaming longsword just becomes a masterwork longsword.


So at maximum you are only going to get three extra attacks from the whole TWF chain?


Thanks everyone.

As for Weapon Training I am using the Two Weapon Fighter Archetype which removes that.

So the two extra attacks from TWF and ITWF don't grow when when you get another primary attack. Unless you take GTWF correct?


Ok I feel really stupid asking this but for some reason I just cannot wrap my head around two weapon fighting.

Example:
8th level fighter
16 Str, 17 Dex, 12 Con, 10 Int, 10 Wis, 8 Cha

Using 2 +1 warhammers. Standard bonus is +14/+9

Character has the Weapon Focus, Gtr Weapon Focus, Two Weapon Fighting, and Improved Two Weapon Fighting.

So how many attack can he make in a full action and what are their bonuses.

Is it 4 attacks at +14/+14/+9/+9?


Lvl 12 Procrastinator wrote:
Introducing a Lawful Good Paladin PC into the party paradoxically increases chaos at the gaming table. Discuss!

I'm not a big fan of the Paladin simply because of the LG/code. I would love to play one if that wasn't an issue. I think the class would make so much more sense as a Templar that choices which god to serve. Using the same basic character options that a cleric uses. It opens up so much more gaming opportunities.


Elghinn Lightbringer wrote:
Stuff

I love these archetypes as I feel like they work so much better. I use Hero Lab and was wondering if you had an issue with me creating these in Hero Lab? I would love to use them in my next game.


bugleyman wrote:

Pure fluff.

If you want them to have a mechanical effect, one reasonable suggestion I've seen is apply a penalty to AC vs. confirming critical hits if a helmet is not worn.

I like this idea.

I think using them for standard AC is tricky. But for certain skill checks I think you could make them semi useful. Certain helms can boost your intimidate, but they also incur a penalty to perception.


Lvl 12 Procrastinator wrote:
Delusion. I highly recommend delusion.

Ha Ha.

Lathiira wrote:
Brilliant energy

I too was thinking about Brilliant Energy. Normally I have Shocking Grasp on it.


Currently my character has a +2 Spell Storing longsword. I'm wondering what would be a good secondary ability to add to it. I am torn between Speed and Flaming Burst, but am open to other suggestions.


How do Metamagic feats effect the spells that are able to be stored in a Spell Storing weapon? My assumption is that the modified spell level is used. Meaning you can't store a Maximized 1st level spell as the Maximized feat adds 3 to the spell level.

Am I correct in my thinking?


MendedWall12 wrote:


How exactly did a PC lose an eye? Are you using a critical hit deck or something? The core rules don't have anything in them about specific wounds, they only have hit points and their loss. Thus having a PC lose an eye would have to come under GM fiat, in which case what happens after that would also be under the realm of GM fiat.

This actually hasn't happened yet. It is something that popped into my head earlier today. I thought it would be interesting to see how the rules would handle something like it. Thanks for the response.


If a character has one of their eyes permanently damaged/destroyed what penalties are involved? Is it the same has having a permanent Blind condition? Or are those penalties halved? Also the PRD states that “Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.” At what point would the character no longer suffer these penalties?


I'm looking for some ways to boost a character's strength without breaking the bank. Currently the character has a strength of 14. The normal choices of Belt of Orge Strength and such are available, I'm just unsure if its better to start off buying lesser ones, +2, and then upgrading later or trying to get a +6 to start. At the moment there is about 100,000gp to be used.

Any thoughts?


I see that lots of the post here are stating that the medusa was raped. No where in the description is that stated. All that is said is she was chained and masked. Being masked makes sense, giving birth she would be looking all around.

Basically we don't know that she was forced to have this child. She could have been a willing participant. Also its good to note that this took place in a prison.


I would like to say I would like a Fighter based page. Other than that, these sheets are the best I have ever seen.