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Sergeek The Mad's page
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Ultimate Equipment wrote: A dispelling weapon functions like a spell storing weapon, but it may only store dispel magic; however, 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 or sunder enchantment combat maneuver check So how do I get this bonus on my spell sunder check? I already add weapon's enchantment bonus to sunder maneuver, will I get it the second time, only as an untyped one? Should I discharge the stored dispel magic, or is this bonus constant?
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?
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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.

Rules wrote: Artisan's Tools: These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.
Masterwork Artisan's Tools: These tools serve the same purpose as artisan's tools, but masterwork artisan's tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.
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.
When fatigued character gets more fatigue - he becomes exhausted.
But what happens when exhausted character gets more fatigue/exhaustion? Can exhaustion become more severe?
Is there a way to make a person unconscious without lethal/nonlethal damage? Like an effect? Maybe a spell or poison.
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?
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.
Looking at example in this exact table - Cloak of Resistance +5 - grants +5 for every save.
Why is it only 25,000? I mean, cloak of +5 to fortitude will cost as much, according to the table (5 bonus squared multiplied by 1000).
What am I missing?
How do you figure out the bonus to it?
Rules wrote: When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type What to do if my levels are non-casting?
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?
So I saw the formula for wand prices
SRD wrote: level of the spell × the creator's caster level × 750 gp Does it mean that wands can be bough in more powerful forms?
Greetings! So I'm currently toying with a pretty wealthy character who has ranks in UMD, and I thought about getting some wands.
He'll use it out of combat, so it is either long lasting buffs, or utility/after combat care.
I thought about "False Life, Greater", but it is only handful of temporary HP, so I'm not quite sure.
If I'm turning from medium to large creature, I'm getting +1 size modifer to my CMB/CMD. But at the same time, I'm getting -1 size modifer to my Attack Bonus and Armor class.
So this means, maneuver wise, those bonuses cancel each other out?
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?
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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.
Why? It says that it grants you more AoOs. It doesn't say that enemies you hit with your AoO provoke additional AoO, it says you can make a second AoO.
Can someone explain? Because I can't really interpret it that way.
So my Barbarian build will have to rebuff after every two rounds as standart action. It leaves open move and swift actions in that buffing turn - how can I utilize those to benefit as a melee damager at high levels? I have an empty featslot and aren't restricted in ammount of gold.

It's me again, with my dreamy (he has nice charisma score after all) Barbarian.
Riding through high CR bestiary I couldn't help but notice that a lot of creatures are huge+, which means 15+ reach.
I can pounce right into them and if it won't kill them outright - I do the whole CaGM thingy. But they can use 5-foot step before full attacking me and avoid it completely.
And what if baddies will actually come for me, like engaging me first? I mean, with 15+ ft reach they can maul me from a safe distance without getting those counterattacks.
I saw the suggestion of using a reach weapon - but I don't think it will help at all. If I pounce them - they still can 5-foot step back if I don't pounce with claws (horrible idea, since way less bonuses and no DR penetration). You can go full stand still and unexpected strike, yet it will burn all those more useful powers and feats and nerf my DPR. And even then - enemies still will be unharmed if they'll engage first.
Summing everything up - should I pursue CaGM on high levels at all? Most of creatures will die in one pounce anyway.
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?
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.
How lethal it will be? I mean, I will have lots of hp, better DR from Invulnerable Rager. But still, even if I can cut down a Balor Lord with one pounce, what about his friends?
What are your thoughts? Can Barbarian survive without relying on AC?
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.
Maybe there is a feat or trait that will help to work around it? An item perhaps? I know about "Unnatural presence" trait, but it helps only against animals and swarms.
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:
1) What is the maximum level Cohort can achieve? 17 or 18?
2) Is there more rules other than those about custom items creation? What if I want to build an item with luck skill bonus? Or with a bonus to critical confirmation?
Can't really decide between those two materials.
I don't see a lot of purpose for adamantine in the long run.
DR penetration and durability will be achieved with enchantments.
Ignoring hardness is good for combat sunder, but sunder itself is situational.
Bronze, on the other hand, gives you +1 to damage and to attack after successful strike against two quite large categories of enemies. Also cheaper.
Your thoughts?
How do you use "Improved Damage" evolution with it? For creatures in Bestiary it is easy - Rake in there states that it grants two claw attack. But eidolon evolution specifically calls those "rake attacks", not claws.
Should I go "Improved Damage: Rake" or "Improved Damage: Claws"?
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I just spotted this one peculiarity in wording of aforementioned ability:
Rules wrote: Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Does it mean that I can use this ability only when damage was done to me on my turn (like from AoO?).
I want to switch places of some abilities and I don't know how this will work, so please help me to get it using simple example:
1 lvl - I'm picking a feat that grants extra class ability
3 lvl - I'm getting a class ability that has feat granted extra class ability as prerequisite
5 lvl - I'm choosing another class ability then retraining it for that exact same class ability I got through feat, afterwards retraining now useless extra class ability feat to something else
All prerequisites are met and I'm eligible for all those things on their respective levels - then question is - can I have a class ability twice on my character in this case?
How do those correlate? If I have a bonus to touch AC - does it improve my overall AC?
If it doesn't - what if I get touch AC that is higher than overall AC?
Is it worth to pump initiative through Improved Initiative and Reactionary? It seems that trading a featslot and a traitslot for +6 bonus is somewhat steep. The higher you go, the harder it will be to outroll your magic enemies, you are a mundane class after all and aren't pumping your dex.
I'm not doubting the benefits of going before your enemies - you need to activate your rage as soon as possible. But for that exact purpose you have Headband of Havoc to rage as immediate or you can just roll a good perception check to spot someone before the combat even begun and rage in advance.
I have two questions regarding this subject:
1) If I swap level 4 blood power for rage powers - can I get this blood power later in place of 8 level one?
2) Can I retrain bloodline powers for rage powers? You can retrain rage powers as any other class ability - but what about those?
I'm currently playing natural weapons Barbarian and as such I rely on full attacking. Since I'm level 4 and campaign will last only till level 6 - I won't have pounce.
What should I do? How can I lock an opponent down to utilize full attack? Thought about trip - but it seems you can just stand up and then use your second move action to get away.
I'm at loss.

Abilities - 20 point buy, +2 STR/WIS, -2 CHA Oni-Spawn.
18 (16+2) STR, 12 DEX, 16 CON, 10 INT, 14 (12+2) WIS, 5 (7-2) CHA.
Don't know how to allocate 5 bonus points from leveling.
Racial - can I swap alternative racial traits even with alternative heritage in place?
Skilled -> Fiendish Sprinter (+10 ft to charge/pounce)
Alter Self -> Over-sized limbs (BoF says you can ask GM for it, not to roll)
Fiendish Sorcery -> Prehensile Tail (Retrieving potions as swift)
Rage powers - (2 lvl) Beast Totem, Lesser, (4 lvl) - Reckless Abandon, (6 lvl) - Beast Totem, (8 lvl) - Superstition, (10 lvl) - Beast Totem, Greater, (12 lvl) - Come and Get Me, (14 lvl) - Witch Hunter, (16 lvl) - Spell Sunder, (18 lvl) - Eater of Magic, (20 lvl) - Strength Surge
I'm getting "Come and Get Me" just because everyone says it's good. But I'll only have 2 AoO with "Combat Reflexes" - do you think it'll work?
Feats - (1 lvl) Power Attack, (3 lvl) Raging Vitality, (5 lvl) Reckless Rage, (7 lvl) Horn of the Criosphinx, (9 lvl) Critical Focus, (11 lvl) Combat Reflexes, (13 lvl) Raging Brutality, (15 lvl) Improved Sunder, (17 lvl) Staggering Critical, (19 lvl) - ???
Combat reflexes are here only because of "Come and Get Me". Still thinking about "Improved Sunder" - do I really need those +2 and no AoO? Last slot - thinking about "Raging Deathblow" to replenish ragerounds, but really don't know for certain.
Traits - (1st) Superior Clutch (+1 DMG for large weapons), (2nd) - ???
I really don't know anything about those, always went reactionary and something for flavor.
Equipment - Large Falchion with "Keen". Thinking about "Courageous", "Furious", "Impact". "Cord of Stubborn Resolve" for rage-cycling.
I'm not sure about anything - you can see all those questions in every category. Also I don't know how should I manage powers/feat order and I'm not sure about going critbuild. Any feedback will help, every though will be appreciated.
It all started from weird desire to use large two-handed weapon and now I'm stuck with this fella because of variant heritages.
I have two questions regarding those:
1. Will over-sized limbs make your character eligible to swing two-handed large weapons? From the exact wording it seems it'll just cut penalties from light/1H weapons, but I saw some threads/builds where it was used exactly like I want.
2. How do I get those variant heritages? There is a feat for it, but there's also this line in "Variant Abilities and Physical Features":
Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability or may take the Fiendish Heritage feat
Does it mean I can use it without spending featslot if my GM allows so?
I'd like to play this fighter archetype, but I can't really get the background. So dervishes are supposed to be followers of some deity - but which one?
Looking at similar bard archetype I can picture them following Sarenrae.
But there is also this 3rd party prestige class and it's pointing towards the idea of having any good aligned light related deity (look at last line in "Requirements")
Moreover, there there is plain Dervish Dancer bard archetype which isn't dawn/light related and the infamous feat also doesn't have any ties to religion.
How should I decide this worshiping moment? Will it be justifiable to re-flavor it under any deity I want?
Also, judging from "Desert Stride" ability of fighter archetype and background of prestige class, dervishes are native to deserts, right? I know it is partially because real life dervishes are of Persian origins, but in realities of Pathfinder - are dervishes supposed to have Middle Eastern motifs and be restricted to sandy regions?
Greetings, pathfinders!
Currently I'm curious about building straightforward fighting character and I need your advice!
What I mean by straightforward - with minimum battle management. I don't want any grit-like pools, barbarian rages, spell like abilities, and #/day powers. Or if those are crucial - at least with keeping them low. Styles or maneuvers are okay, though I want to have an emphasis on dealing damage directly. You may say it is quite simple, just go full fighter - but I want to maximize the potential. To be blunt assault force, and be good at it.
He should be melee, if he'll go full glass cannon - it is okay (though it would be awesome to wear a heavy armor). Any rules are good, any dipping is allowed.
I'm currently having bite+claw+claw, all of them are primary type.
My party and DM say that you can only have one primary attack, every other of them will be secondary, no matter the initial type.
Still can't find where this is written. You do treat them like secondaries if you're attacking with nats after manufactured weapon, but I never saw anything regarding combination of solely natural attacks.
Greetings, pathfinders! I'm at loss and require your help!
My DM allowed me to build up a race on 15 racial points, so it means it will be an advanced race.
I want it to be a monstrous creature with barbarian class that will use its natural weapons extensively. So it will have "Monstrous Humanoid" subtypet, bipedal, no tentacles and other limpy stuff.
What size will work better? Is there a need to go for "Large" category? What kind of traits should I buy? I guess I'll need as much natural weapons as possible - can I put talons on my legs and pass those kicks as primary attacks?
I also never played barbarians before - what kind of build will be workable for natural attacks anyway?
As you can see - I'm new to the game and when I look at all those racial traits - it is somewhat overwhelming. So, please, any advice will be good!
Greetings, fellow players!
I'm starting a new campaign and I'm growing more interested in synthesist archetype. It has a nice flavour and from what I understand it can be a pretty solid melee attacker. But being a new player I'm at a total loss when it comes to min/maxing, and there are no proper guides for this archetype. I managed to find this sample build that suits the role I want just fine
http://elderwyrm.com/synthesistsummoner.html
But it has some conflicts with current rulesets, so I need something more legit and fresh.
Help would be really appreciated.
We start at level 3 with 20 point buy.

Greetings from a beginner bard player!
It's my first pathfinder character and I'm really excited about it, trying to grasp how the things work. Excuse me if this topic was already discussed to death, but I couldn't find any proper overview of TH weapons even in this awesome bard guide you have here. I want more of a hitter and less of a caster, but still arcane enough for RP reasons.
-Stats-
18 STR, 14 DEX, 16 CON, 14 INT, 12 WIS, 16 CHA.
He is lvl 3, being human with total of 3 feats.
At first I decided to use longsword/shield as guide suggested, but some builds suggested to take two-handed weapons to maximize damage output. Now I'm full of doubts.
I'm also using string instruments(unwise, but cool), even though I can preform then draw both shield(quickdraw) and sword(combat sheath) in a single turn it is still better to have as much offensive/mobile actions as possible, right?
-Feats-
Need a heavy input on those too.
I thought I would use longsword with two hands, then switch to a shield if enemies are too strong, so choice was - Power Attack, Furious Focus and something for a third level, maybe Weapon Focus(Longsword).
If I'll go two handed - Martial Weapon Proficiency(Greatsword because of pure badassery, but if spears are vastly superior I can pick it), then again Power Attack/Furious Focus combo.
But Furious Focus is criticized by majority of players even on TH characters, mainly because you spend a feat just for the first attack in round. Following this logic - do I need Power Attack at all? You need it for some feats that apply different statuses(disarm, sunder, bullrush) on your enemies to help your fighter kill them faster, but I want to be more selfish in this regard and butcher them myself. Maybe there is more stable feats damage-wise?
Any kind of advice will be appreciated.
Thank you.
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