I'm currently homebrewing some items: The first one lets you grow small scales on your body to protect vital areas. Acts like the shield of fortification spell. Should this item have abjuration or transmutation aura? The second one lets you harden your skin to make melee attackers reel from resonating vibrations. Acts like the jarring armor enhancement. Should this item have evocation or transmutation aura? Give me a rule of a thumb - should I base auras on spell effects emulated or on their general flavor?
Do plus bonuses from those feats apply to my combat maneuver check when I spell sunder?
Core Rulebook wrote: you receive a +2 bonus on checks made to sunder an item But I'm not sundering an item, I'm sundering a spell effect. Also, can I spell sunder an effect from spell-like ability?Ultimate Combat wrote: the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check Not spell-like effect, spell-like ability effect, but spell effect. Ultimate Combat wrote: the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level Moreover, it only specifies the "effect's cater level", but doesn't say anything about "CR of the effect’s creator" as in Eater of Magic, which works against spell-like abilities also.
Drahliana Moonrunner wrote:
Sergeek The Mad wrote: To clarify myself - I'm not talking about Masterwork Tool - I know that Alchemist's Lab is the equivalent.
graystone wrote:
Ah, I'm sorry, I meant Masterwork Artisan's Tools.
Rules wrote:
Cost 55 gp and weights 5 lbs. Rules wrote: Alchemist's Lab: This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides. Costs 200 gp, weights 40 lbs. Masterwork Artisan's Tools are clearly superior - is there anything that stops me from using those to craft alchemist things? To clarify myself - I'm not talking about Masterwork Tool - I know that Alchemist's Lab is the equivalent.
Hazrond wrote: what do you need it for? To make someone unconscious :^) Just wanted to know if it is still possible to get this condition if you are immune to nonlethal and have ferocity.Thanks for replies! It seems that dedicated poisoner can do it, but maybe there are other option? I know some illusion color based spells to knock you out, but only if your HD are scarce.
Fuzzy-Wuzzy wrote:
Yes, thank you! It seems hard to pull of though, since bonuses to sunder checks won't apply.
Here is this critical strike maneuver feat.
rules wrote: Whenever you score a critical hit with a melee attack, you can sunder your opponent’s weapon, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may deal damage to your opponent’s weapon as if from the sunder combat maneuver (roll normal damage to the weapon separately). This does not provoke an attack of opportunity. I can't really understand how it goes. If I crit successfully - I can roll for sunder also. But if my confirmation roll exceeds CMD - then what?
Does HP loss in ferocity state is the same as when dying?
Rules wrote: A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score. Can I stabilize to end the HP loss?
Skylancer4 wrote:
Eh? Why do you consider having item that grants bonuses for single save minmaxing? I want to craft a neckslot charm shaped like boar - figured it shouldn't be too expensive.
This article is pretty straightforward, formulas in pricing table are simple enough. BUT when I try to compare calculated prices with already existing items - it gets confusing.
Can this spell fix, say, beads on bracelet of second chances?
SRD wrote: This bracelet is adorned with seven coral beads carved in intricate designs. When a critical hit or sneak attack is confirmed on the wearer, as an immediate action before the damage is rolled, he can choose to convert the critical hit into a normal hit. Each time the wearer negates a critical hit or sneak attack in this manner, one bead shatters. When all seven are used up, the bracelet itself crumbles into powder. I'm not talking about repairing hp, since it works like mend. But if a caster twice the level of this bracelet casts it - will it restore the beads?
Greetings! So I'm currently toying with a pretty wealthy character who has ranks in UMD, and I thought about getting some wands.
So there is this bodyslot item from Melee Tactics Toolbox, page 29:
Swordmaster's Shirt wrote: This stylish silk shirt has a loose and flowing fit except for the sleeves, which cling snugly to the wearer’s arms from elbow to wrist. The sleeves guide the wearer’s attacks to take advantage of brief gaps in a foe’s defenses. Five times per day, the wearer can make a lunging melee maneuver and extend his reach by 5 feet for a single melee attack. If the wearer has the Lunge feat, he can instead use that feat five times per day without taking the normal –2 penalty. So how do I make this maneuver? What kind of action do I spend? Can I use it for attacks of opportunity?
claudekennilol wrote: If I give you a dollar and tell you that you can buy two candy bars, but each candy bar costs a dollar, are you going to make the clerk sell you two for a single dollar? I understand from where you're coming from, and I would agree, if ability description didn't say outright that it grants you more AoOs. Chess Pwn wrote: Getting a free attack from speed is a +4 right? 2d6 from holy is a +2, so I don't feel that it can be too strong. And there is dueling ability. So, yes, as I said before - ruling things buy powerlevel is not a wise thing to do. Weirdo wrote: Mighty Cleaving is a good example. It specifically calls for the Cleave feat though.
claudekennilol wrote: That's like saying if I provoke twice by doing something like trying to trip you then trying to disarm you (without having the feats to not provoke), that you get an AoO against me for each even though you you don't have Combat Reflexes. They both specifically provoke. Does that negate the rule about you only get one AoO per turn because they both specifically provoke? No, it doesn't negate the rule, because it is specifically stated in trip/disarm rules that those maneuvers provoke, not allow your enemy to make an AoO. But I see nothing about "the target you hit with Fortuitous weapon provokes additional attack of opportunity". You're just making it, and only the initial attack must be provoked. _Ozy_ wrote: Once again, your interpretation falls into the 'developers are idiots' category, whereby they created an enchantment utterly useless to a large majority of PCs. I'm not implying anything, but there is a huge amount of situational abilities, as well as abilities which are more of a hindrance than help. You can't really judge mechanics like that, it's 3.X after all.
claudekennilol wrote: You are limited to one AoO per round unless you have Combat Reflexes (or something similar). But won't specific rules trample the general ones? claudekennilol wrote: Here, read THIS thread about it. It supports both points well. There was no official clarification on that subject?
So lurking around these forums I stumbled upon a fellow who said that you must be able to make additional AoOs, like per Combat Reflexes, to benefit from Fortuitous ability.
Chess Pwn wrote: you know, I'm curious if your overall DPR is going down by doing this buffing. Also is quickened SLA allowed? It's a monster feat, but can be picked up by players in some games and it'll make that buffing a swift action. It is allowed - but it's only 3 times per day and I already have raging brutality as swift. Yes, I know it will drop my DPR, but I want to make at least some use of this ability, hence why I asked if I can put something in those swifts and moves to increase the efficiency of that buffing round.
Bandw2 wrote:
Chess Pwn wrote: Um... why are you needing a standard action to buff every two rounds? Touch of Rage with Community Minded. At level 20 it's +12 to hit and damage for 3 rounds - can't leave those numbers behind.NerfPlz wrote: Battle Cry is a great feat to use a swift on, assuming you have some charisma. Hm. To hit bonus is wasted and I don't know about saving throw against fear - can general and specific bonuses to saving throws stack even if they are of the same type? The ability to reroll a failed saving throw is always good though. NerfPlz wrote: Otherwise, there might be some good magic items that have swift action abilities. Yes, I mainly thought about those - I can max UMD if required, but I don't think there is a way to use wands and potions as swift.
Cheburn wrote: In addition to a reach weapon, you can always also Enlarge Person (with a potion) if necessary. It is a hit to my action economy. Cheburn wrote: If every enemy steps out of your reach before attacking, that's a bit metagamey on the part of the GM. The first baddie may not realize that, but when he goes down in his own turn - his friends will take notice. Cheburn wrote: Though if an enemy with superior reach hits you on the first attack, then 5' steps back before the rest of its attacks because you damaged them . . . that's totally legit. Yes! Never thought about that - another issue. Bran Towerfall wrote: snowstride regional trait lets you trip/bullrush 2 sizes larger than you. step up feat lets you move with 5ft steppers. use drag reposistion manuevers to keep the enemy where you want them. overrun them maybe knocking them prone and set up a nice flank on them with your frontline ally. Spending another featslot and traitslot. Also reliance on combat maneuvers will force me to use ragecyclicng more often for strength surge - and this is dangerous. I'm not saying you can't work around the reach issue - I just don't think it is cost-effective at high levels.
It's me again, with my dreamy (he has nice charisma score after all) Barbarian.
Cyrad wrote: The spell storing effect requires that your weapon deals damage. Spell Sunder doesn't deal any damage. It just uses lets you perform a combat maneuver check to dispel a magical effect. So dispelling ability will let me to add weapon enhancement bonus to spell sunder check without spending stored dispel magic? It is somewhat strange, though, since I will benefit from enhancement bonus anyway, because sunder maneuver adds all attack bonuses to its check anyway.
kestral287 wrote: You can have a +5 Bane Keen Flaming Frost Shock weapon, and it will become a +7 weapon that does another 2D6 against the designated type when Bane is active. Even with Bane active, it's not breaking the +10 cap. Are you sure about that? It seems the last bit of the faq above was written precisely to keep the bane under the ten. kestral287 wrote: Dispelling and Spell Sunder are separate effects Rules wrote: the caster level check to dispel gains an additional bonus equal to the weapon's enhancement bonus. This bonus also applies to a magus's dispelling strike arcana or a barbarian's spell sunder
First question - according to this faq bane/furious won't work past 10 effective enhancement? And if I want to benefit from those abilities on highly enhanced weapon - I must leave an empty +2 slot? If I'm getting this right - it is somewhat silly and underwhelming. Second question - how does dispelling ability work with Barbarian spell sunder? I store dispel in it, and when I spell sunder - it is used up as per spell storing ability, so I need to "restore" dispel again?
Aelryinth wrote: Increased DR from Rage powers and Stalwart, I'd imagine. Then I'm good with my 10 DR. Aelryinth wrote:
But I'm using two-handed falchion and I can't really drop those 2H bonuses - they are just so huge.
Many thanks for all the input! After rethinking my shopping list and dumping reckless abandon I managed to get AC up to 38 points - 11 from +5 Mithral Breastplate, 5 from Dex Bonus, 6 from Beast Totem, from 5 Amulet of Natural Armor, 5 from Ring of Protection, -4 from Rage and Pounce.
Wiggz wrote: A well made Invulnerable Rager should have at least DR 20/- by that level Teach me your secrets! How do you do that? Flesh Wound? Guarded Life? Those powers seem rather limited to consider if I read them correctly.
Aelryinth wrote:
I just don't have those bonuses from amulet, ring, jingasa, stone. I do have bonuses from beast totem, but -8 from rage and reckless abandon drops it down a notch.
Worked with a plan for Barbarian build of my dreams and stumbled upon this problem - AC is really low. And I mean REALLY. I can barely hit 30 notch at level 20.
I have a really neat idea of utilizing cornugon smash with hurtful, but the main problem is - intimidate doesn't work against a lot of enemies.
Paizo wrote: Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage. So I don't add those 1d10 of fire from Flaming Burst to my additional damage rolls, but I swap them?
Hell’s Knight wrote: At 10th level, a Hell knight can grant a weapon he wields or touches the axiomatic, flaming burst, or unholy weapon quality. Magic Weapons wrote: A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10 So if Jolly the Hell Knight will touch +10 greatsword it won't become axiomatic because too much magic?
So I'm trying to build crafting stronghold via "Leadership" feat, so here is two questions:
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