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Awesome thanks!


I am writing from my phone so please forgive any errors.

Looking at the Sphere’s Surgefist Monk: http://spheresofpower.wikidot.com/surge-fist-monk

QUESTION:
Using a combination of Ascetic Form style feat and Surge Fists is it possible to throw flaming blades like Cloud Strife with a Large Temple sword?

DEETS:

Ascetic Form:
Benefit(s): You can use the chosen melee weapon with any class ability that can be used with an unarmed strike, such as an unchained monk’s style strike ability. In addition, you are treated as a monk with a level equal to your character level for the purpose of determining the number of times per day that you can use feats with uses per day that depend upon your monk level, such as the Stunning Fist or Perfect Strike feats.

Surge Fist (Ex):
: The surge fist monk’s signature technique involves drawing threads of latent elemental energy from the world around them and infusing it into concussive blasts.

At 1st level, the surge fist monk selects an element, as per the kineticist’s elemental focus class feature, and learns one simple blast from this element. Unlike a kineticist’s kinetic blast, the surge fist monk deals damage with this blast as if using an unarmed strike (adding their Wisdom modifier in place of Strength) and it always targets normal AC and ignores spell resistance regardless of what type of damage it deals. Telekinetic blast cannot be used in this way; a surge first monk that chooses aether instead gains force blast and reduces its burn cost to 0, treating it as a simple blast. Blasts which deal untyped damage instead deal force damage when used this way.

A surge fist requires two free hands to use and can be used in place of any attack in a full attack or flurry of blows. In addition, the surge fist monk’s kinetic blast is treated as having the monk weapon property and being in the monk fighter weapon group for effects which affect such weapons, and counts as an unarmed strike for any feat which requires unarmed strikes. If the surge fist monk has levels in any other class which provides a kinetic blast, this ability alters the kinetic blasts provided by that class as well. Kinetic blasts used this way can only have substance infusions applied to them. A surge fist monk uses their Wisdom modifier in place of their Constitution modifier to determine the effects of substance infusions.

This ability replaces the bonus feats learned at 1st and 2nd levels.

Style Strike (Ex):
A surge fist monk can apply style strikes that can be used with attacks made with one’s fists to surge fist.

With these three items it should be easy to see what I’m aiming for. Can I use my temple sword as a focus for my Surge Strike? Also we are assuming that my DM will not have holding the weapon count against me for the attack (originally it states that I must have my hands free to use the for Surge Strike as you use your hands for it)

Appreciate your thoughts


*squeak* still need original q's answered


avr wrote:
Focus in this case refers to the focus component - an item which is used but not consumed by the spell. It doesn't refer to concentration and you can still be interrupted when casting a spell from a scroll. Rage will interfere I'm afraid.

Ah, Focus != Concentration. Noted, thanks!


Grandlounge wrote:

I think you are multi classing to much. You're way behind in spells, bab and your hex dcs are 2 behind where they should be.

If you want to get to your goal quicker enforcer is a common choice. Add that to rime frostbite and cruel.

Thanks, that's all been considered and accounted for via Magical Lineage Trait and a Focus of CON, WIS, AND INT as my main stats. DM also approves of Increase Supernatural Ability Monster Feat. Hitting hard isn't a focus, nor is spell casting. I'm a tanky de-buffer, and general pain in the ass for my DM. Stricken heart has no saving throw ;)


Adding onto this chain of questions, I just read up on scrolls:

Using Scrolls wrote:
Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.

Emphasis mine. Does this mean that I can cast from a scroll when raging? I cant cast spells when raging as I need to focus/concentrate, but as scrolls already have that component provided it should be alright...right?


Also thinking of maybe going Dragon Style instead of Boar since Dragon Ferocity makes my stunning fists and critical hits give the shaken condition...but that's a side note.


Going to be making a fist magus soon. Since I won't have the same level of up-front damage as a normal magus I have decided to go the de-buff route. For now my class build is showing Kineticist(2)/MoMS Monk(2)/Hex-Crafter Magus(X) using Hex Strike. My normal set-up would go like:

1) Move action forward, spell-strike Stricken Heart, or stunning fist if I need to conserve the spell slots. Swift action Hex-Strike (Misfortune). Adding Boar Style, Boar Ferocity, Cornugan Smash, and a Cruel weapon enchantment I should be able to get the opponent some combination of Shaken, Sickened, Staggered, Stunned, and Hexed on any given round. Might even get some scrolls of Ray of Enfeeblement so that I can have some ranged openers that stay within theme.

2) Chill Touch/spell combat until enemy is paste under fists.

Now, I had some questions about some interactions with this:
1) Can I hold Stricken Heart or Chill Touch in a spell storing amulet of mighty fists, and cast it at the same time as the spell-strike of the other spell on the first hit?

2)If I cast both of these spells first (one in spellstoring, one actually cast) and then cast Rage can I keep holding the charge of the cast spell? Can I still give the mental command to release the spell from the spell-storing amulet? Can I still use HEX STRIKE if I'm raging?


Bump. I am also interested in learning this template.


Hi all,

I am looking at the staff magus and wondering if someone could help me with the following spell (emphasis mine):

Spellsword:
When you cast this spell on a weapon, you cause an extradimensional space to open within the weapon. As part of the casting, you can insert a single magic rod or magic staff into the weapon’s extradimensional space, after which the space closes.

For the spell’s duration, a character wielding the transmuted weapon is also considered to be wielding the rod or staff as well. If the rod or staff can be used to make attacks, you can attack normally with the weapon or use the weapon as if it were the merged rod or staff. If the effect created by the rod or staff requires an attack roll to successfully strike a foe, you can make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the rod or staff—doing so does not allow you to add the weapon’s damage to the attack, but instead allows you to use your skill with the weapon to boost your chance of hitting with the rod or staff’s attack, spell, or effect.

At the end of the spell’s duration, the merged rod or staff is ejected from the weapon. If you have a free hand, you can catch the rod or staff as a free action; otherwise, it drops to the ground.

If the merged weapon is broken or destroyed during the duration of this spell, the merged rod or staff is similarly broken or destroyed.

The staffmagus gets quite a number of perks for wielding a magical staff as well.

Staff Magus:
Weapon and Armor Proficiency

A staff magus is proficient with simple weapons only. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
This replaces the normal magus weapon and armor proficiency feature.

Quarterstaff Master (Ex)

At 1st level, the staff magus gains the Quarterstaff Master feat as a bonus feat, even if he does not meet the normal prerequisites. He only gains the benefit of this feat when wearing no armor or light armor.

Quarterstaff Defense (Ex)

At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by +3.
This ability replaces the medium armor and heavy armor class abilities.

Staff Weapon (Su)

At 10th level, a staff magus treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff’s caster level divided by 4 (minimum +1). The staff must have at least 1 charge for the magus to use this ability. A staff magus can restore 1 charge to a staff by expending a number of points from his arcane pool equal to the level of the highest-level spell cast in the staff, as long as at least one spell in the staff is on the magus spell list. The magus cannot restore charges to more than one staff per day.
This ability replaces fighter training.

By now I'm sure most of you will have already understood my question: What abilities would I get by combining these elements? In example, let's say that I put a 13th caster level magical staff into a Medium scythe using Spellsword. Would I get the +3 enhancement to the scythe? Shield bonus, too? How about the Quartermaster feat, do I get to wield the scythe in one hand? The spell explicitly states that I wield the staff, so I am assuming that I would indeed get these benefits, but I've been wrong before.


Scud422 wrote:


"Use-activated or continuous: Spell level x caster level x 2,000 gp"

My price quotes are based on personal crafting, so I cut the 2000 in half.

Scud422 wrote:


"If the duration of the spell is 1 minute/level, multiply the cost by 2"

Did NOT know this, but I see it in the fine print under the table now, thanks ^_^

Scud422 wrote:


"An item that does not take up one of the spaces on a body costs double."

I may need tutoring on how paizo officially prices these things. Looking at the Wondrous Item Bone Razor, which gives the effect of the spell Animate Dead, the item should be priced (w/o crafting feat): 3x5x2000 + the cost of the dagger + double spell price since it doesn't take up a slot = ~60,002 gp (As far as I can see). Even if you want to reduce the amount using special qualifiers like alignment (which they don't) or charges per day(which they also don't), it doesn't justify a 92% decrease in price to 5,000 gp...and this item is specifically introduced as slotless. I'm not saying that my item deserves special exception, but I would like to see a bit more rhyme and reason in the system before I change all my prices. Of course, if there is a rule I'm missing on the item creation page (have you seen that thing? Very possible) please help me clarify.

Scud422 wrote:


So your crafting cost would be 4 times as much, which would make it cost more than a +10 weapon.

That being said, I could see a +3 Force Sword/lightsaber just costing around 25k base, maybe less.
I wouldn't say that this sword can't be sundered, just very difficult to sunder because you have to target the handle. This is almost equivalent to the Impervious enhancement. This weapon is much more easily concealed, the closest equivalent I can find is Glamored. The downside it has is that it is more prone to Dispel Magic effects as a normal magical longsword would still be a masterwork longsword afterwards.

Not much I can say to defend myself here (I still wonder if this price is x2 or x4), though I am content with the sunder/dispel tactic. It gives DMs a way to hinder the wielder theatrically without breaking everything permanently.

Scud422 wrote:


As far as adding Weaponwand to it goes, that would probably be 8000/4000.

I see that it is also 1 min/level. Thanks.


Warlock's Aegis

Decription:
This enchanted klar has been crafted from the skull of a demon. The horns and fangs have been replaced with adamantine, each tooth aplty fitted thanks to a mold made from the original pieces. The entire skull has been magically inscribed with arcane runes that glow a purpl-ish hue when the item is activated.

Upon activation the aegis revolves eerily around it's master, providing cover as per the spell Defending Bone. Each activation lasts for twelve hours, though if the spell ends due to 50 points of damage being sustained by the aegis it becomes unresponsive until the next day (though it can still be wielded as a normal klar). The aegis’s Armor Class, Hit points, and Hardness are as normal for its size and materials. It does not gain attacks of opportunity, nor does it provoke them.

If a command word is uttered while it is protecting a caster, the aegis will also protect its caster from attacks of opportunity as per the spell Warding Weapon for five rounds. Any and all feats or abilities that bypass the spell Warding Weapon also bypass this protection.

Crafting Cost:
6 + 2000 = 2006 gp (+1 Impervious Bone Light Shield)
5 + 1500 = 1505 gp (Masterwork Adamantine Shield Spikes
(2x12x1000/(5/3)) = 14,400 gp (Defending Bone, 3/day)
1.5(1x5x1000/(5/3/)) = 4,500 gp (Warding Weapon, 3/day)
22,411 gp Grand Total

Optional Add-ons
As this item actually has three different components to it (the klar itself being a spiked light shield, plus the imbued spell) you will have to have both the Craft Magic Arms and Armor AND the Craft Wondrous Item feats for this. This means that when upgrading this item you would have to separately upgrade the shield, the shield spike, AND the spell. It doesn't all happen at one time, be prepared.

Please also note that the shield portion is made out of bone, while the horns and teeth (aka the spikes) are made out of adamantine. As the shield will be brittle, I would suggest adding the Impervious armor ability, but I still suggest a wand of Make Whole.

You can also add the spell Continual Flame, adding a flame in each eye for theatrical effect.

Additional Crafting Cost(s):
Total Enhancement^2*1000 gp (Upgrading the Shield Spike)
1gp (Shield Sconce)
50 gp/eye (Continual Flame Spell)

-Incorporated Weapon(s) + Spell(s) + Material(s)-

  • Klar:
    The traditional form of this tribal weapon is a short blade bound to the skull of a large horned lizard but but a skilled smith can craft one entirely out of metal.

    Benefit: A traditional klar counts as a light wooden shield with armor spikes. A metal klar counts as a light steel shield with armor spikes.

  • Defending Bone/SL 2/CL 12:
    You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks.

    You gain damage reduction 5/bludgeoning. Once the bone has prevented a total of 5 points of damage per caster level (maximum 50 points), it is destroyed and the spell is discharged. This spell has no effect if you have damage reduction from another source.

  • Warding Weapon/SL 1/CL 5:
    The focus of this spell flies upward above your head and takes a defensive position within your space. It lunges at opponents, as if guided by a martially trained hand, parrying and turning back melee attacks aimed at you, but does not strike back at any opponent nor does it damage them. The weapon serves only as a defense. While it protects you, you can cast spells without provoking attacks of opportunity, without the need to cast them defensively. A creature with the Disruptive feat can easily bypass this spell’s defenses. You provoke attacks of opportunity for casting spells against these creatures even when subject to this spell, though you can still choose to cast defensively.
  • Shield Sconce:
    This metal frame holds a torch and straps to the front of a light, heavy, or tower shield.
  • Continual Flame/SL 2:
    A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

    Light spells counter and dispel darkness spells of an equal or lower level.

    Material Component
    You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.


['b']Item Name['/b']

['b']Decription:['/b']
<DESCRIPTION>

['b']Crafting Cost:['/b']
<COST> (MAGIC ITEM TYPE/SPECIAL MATERIALS)

['b']Optional Add-ons['/b']
<DESCRIPTION>
['b']Additional Crafting Cost(s):['/b']
1.5<COST> (MAGIC ITEM TYPE)

['b']-Incorporated Spell(s)-['/b']
['list']['*']['spoiler'=NAME/SL/CL]<SPELL DESCRIPTION>['/spoiler']['*']['spoiler'=NAME/SL/CL]<SPELL DESCRIPTION>['/spoiler']['/list']

Magic Item Creation and Pricing

Special Materials List

Weapon List

Weapon Special Abilities List

Armor/Shield List

Armor/Shield Special Abilities List


Lightsaber - Wondrous Item

Decription:
8-inch, cylindrical handle made of any material deemed desirable. Enchanted with the spell Force Sword. Can be in increments, or continous. At 13th CL it acts as a +3 Longsword.

Crafting Cost:
2x13x1000 = 26,000gp (Continuous Spell)

Optional Add-ons
If you have the correct feats, you can role-play whittling out the middle of the handle and additionally enchanting it with the spell Weaponwand. Different wands could be inserted into the core of the weapon and used instead of a melee attack. Suggested spells could range from Shocking Grasp if a front line Magus to Ear-Piercing Scream for the supporting Bard.
Additional Crafting Cost(s):
1.5((1x1x1000)/(5/5)) = 1,500gp (5/day usage 1 min each)

-Incorporated Spell(s)-

  • Force Sword/SL 2/CL 13:
    You create a +1 longsword of pure force sized appropriately for you that you can wield or give to another creature like any other longsword. At 8th level, the sword functions as a +2 longsword.

    At 13th level, it functions as a +3 longsword. A force sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.

    If a creature you attack with the sword has spell resistance, you must attempt a caster level check (1d20 + your caster level) against that spell resistance the first time the force sword strikes it. If you fail the check, the spell is dispelled. If you succeed, the weapon has its normal full effect on that creature for the duration of the spell.

  • Weaponwand/SL 1/CL 1:
    When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.

    At the end of the spell’s duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or destroyed during the duration of weaponwand, the encased wand is similarly broken or destroyed.


Hi All,

I will be using this space to keep a list of wondrous items that I think would look cool in a campaign or just in general. There wont be a specific theme, other than that each item must be unique in some fashion. Feel free to comment, add suggestions, etc. Or do nothing :)


Hi all,

At my game last week a Magus brought up the question on exactly what empowering the spell Force Sword would do.

Force Sword:
Force Sword
School evocation [force]; Level bloodrager 2, magus 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 0 ft.
Effect one sword-shaped weapon of force
Duration 1 minute/level
Saving Throw none; Spell Resistance yes

DESCRIPTION

You create a +1 longsword of pure force sized appropriately for you that you can wield or give to another creature like any other longsword. At 8th level, the sword functions as a +2 longsword.

At 13th level, it functions as a +3 longsword. A force sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.

If a creature you attack with the sword has spell resistance, you must attempt a caster level check (1d20 + your caster level) against that spell resistance the first time the force sword strikes it. If you fail the check, the spell is dispelled. If you succeed, the weapon has its normal full effect on that creature for the duration of the spell.


Empower Spell:
Empower Spell (Metamagic)
You can increase the power of your spells, causing them to deal more damage.

Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.

Saving throws and opposed rolls are not affected, nor are spells without random variables.

Level Increase: +2 (an empowered spell uses up a spell slot two levels higher than the spell's actual level.)

The magus wants to know if the empowered version of this spell would not only increase the bonus to attack, but also the weapon damage. My cleric got quite upset at this, stating that it could not be as only the spell damage would get increased, not the weapon damage. This makes good sense...until the magus stated that as an evocation spell the WHOLE THING is spell damage, and as such the sword's damage would increase as well. He goes on to state that the rules the cleric brought up would only effectively restrict to the spell Greater Magic Weapon.

I believe both sides make sense, and I don't want to restrict someone more than is needed...opinions?

Thanks in advance~


That is correct ozy. I want to do ability damage opposed to normal damage in theme with the debuff build. The rod has a good ability, but I need it to be a quarterstaff to be usable as a staff magus.


Hi all, I'm on my mobile so forgive me if I get screwed by spell check.

I am trying to create a hexcrafter/staff magus who focuses on debuffs, and I was wondering if it would sound plausible to have a rod of withering turned into a staff as my weapon.

Link to rod of withering: http://www.d20pfsrd.com/magic-items/rods/rod-of-withering

I haven't shown this to a DM yet, so I was wondering: would it be acceptable to have to get the effects on a staff? How would you rollplay it? Just let it transfer over? Make a special item? Is it too much to ask for? Thanks for the help/advice :)


Hello,

Playing a new campaign soon. Liked the look of the "Runic Berserker":

http://www.pathfindercommunity.net/classes/multiclass-archetypes/barbarian/ ruinic-berserker

Never seen it played before. What do you all think of it. Too much at the table? Too little? Better build suggestions that do the same thing and stay in theme? I like the class for the flavor, but I'm not trying to tick off my DM. On the other hand, I dont want to be weak in game.


Hi All,

Was looking to do a summoner. Is it possible to have summon monster spells supply varied/random elements with each cast? In example summoning 4 elementals, but 2 are fire, 1 is earth, the last ice?

Wanted to specialize in elementals, but the one element per cast is kinda limiting, though I understand why the rule was made (connecting to each plane takes concentration, yata yata).


I will Bump this thread with an additional question:

With a conductive weapon, does this mean that he can effectively spellstrike AND pool strike in 1 round? Is the pool damage still longer crit-able? It's not being used with spellstrike anymore so I can see this being debatable.

In example: Fred the Magus has two attacks at +9/+4. He uses spell combat, opting to take his two attacks first, then spellstrike. His first attack hits (we won't bring up whether he crit or not, as really I want to hear everyone's opinion on whether it CAN crit the pool damage). Fred decides to expend 2 points from his arcane pool to apply pool strike damage. Fred misses his second attack, but hit's with his spell strike applying (insert touch spell here).

Is this viable?

Regardless, this starts to get crazy in dpt. Especially if you add in feats like Butterfly's sting to set up for spellstrike critical and wyroot weapons to gain pool points every critical.


Bump


1 person marked this as FAQ candidate.

Additionally, what of the magus, who can cast this ability on a weapon of his choosing for a costly 4 points from his pool? Does he not get the ability for a full minute, as his other abilities would give, but instead 36 seconds? Would he have to use another standard action to activate it for the remaining 12 seconds?

Arcane Pool:

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.


What about enhancements on the weapon itself then? By that I mean, if i had a dancing keen kukri, does the weapon still get increased critical threat range? Can a dancing weapon crit at all?


Arcane Mark:
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, the effect gradually fades in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Runic Overload:
This spell charges magical runes to an explosive degree. If cast on a creature with magical runes on its body, such as a rune giant or a runescarred creature, it deals 1d6 points of sonic damage per caster level (maximum 20d6) to the target and stuns the target for 1 round. When the spell is cast in this way, it must overcome the target's spell resistance. A successful Will save halves the damage and negates the stun effect.

The spell can also be cast on other magical runes, such as those from arcane mark or explosive runes. In this case, the resulting explosion deals 1d8 points of sonic damage per 2 caster levels (maximum 10d8) to all creatures within a 5-foot radius. Creatures in the area that succeed at a Reflex save take half damage. This spell doesn't destroy runes; targeted runes continue to function normally. Mundane runes, such as ones in writing or runic tattoos, cannot be affected by this spell.

What would you rule if I were to place the Arcane Mark not on the floor next to the target, but on the target itself, then cast Runic Overload? Would the enemy then get a roll to evade a blast attached to their own body? This situation seems to be in favor of the first paragraph with "If cast on a creature with magical runes on its body", but paragraph 2 specifically speaks of Arcane Mark.

Also what if multiple Arcane Marks are attached to the target? Would only one mark explode?


So then the duo works together? Or no?

And thanks for helping the time to help me with this guys, regardless of answers. I'm new to this game, and a lot of classes, feats, and abilities overlap and synergize in ways that get hard to keep track and make sense of.


Ah, ok. So then follow up question: Is the benefit of gaining a life point contingent on getting the "effect of a critical" or merely "confirming the critical"?


1 person marked this as FAQ candidate.

Hi guys,

Working on a Bladebound Magus. Going to use Monstrous Physique to take the form of a BSGS. Looks like it'll be fun.

Question:

Butterfly's Sting:
When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits that creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally to hit the target automatically confirms the attack as a critical hit.

Wyroot:
The root of the wyrwood tree has a peculiar quality. When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature struck. The struck creature is unharmed and the wyroot weapon gains 1 life point. As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point. Most wyroot weapons can only hold 1 life point at a time, but higher-quality wyroot does exist. The most powerful wyroot weapons can hold up to 3 life points at a time. Any unspent life points dissipate at dusk.
Wyroot can be used to construct any melee weapon made entirely of wood or a melee weapon with a wooden haft. Constructing a wyroot weapon that can hold 1 life point increases the weapon's price by 1,000 gp, constructing one that can hold up to 2 life points increases the weapon's price by 2,000 gp, and constructing one that can hold up to 3 life points increases the weapon's price by 4,000 gp.

Using these two together, if I have 3 attacks, crit on the first, and then just pass the crit on every other attack I perform, could I gain near infinite magus points?

Changing title for a clearer purpose of post.


No, your right. Just looked up the polymorph school. Not allowed. Jeez, this whole build is scrap, huh. Oh well, no Beast Boy in my future ^^; I'll try something else I guess. Thanks.


Cap. Darling wrote:
The wildshape and anthro. Animal dosent stack since they are polymorph effects both. And you dont get a AC.

Wildshape is a poly effect that -only- effects humans, yeah.

AA is a poly effect that -only- effects animals, yeah.

I automatically qualify for human poly effects, but with Animal soul don't I get to qualify for animal effects as well? And if not, why? I've already read a forum post on just Wild shape and AA, but Animal Soul was never introduced.


Hi Guys,

Looking at the Feral Hunter in pathfinder, looks pretty sick. Want to go "Beastman" at level 13. A few things need clarification for me though:

1) Animal Soul + Wild Shape + Anthropomorphic Animal (AA)

Animal Soul:

Prerequisite(s): Animal companion or mount class feature.
Benefit: You can allow spells and effects that affect animals, animal companions, and special mounts to affect you, even if the spells do not normally affect creatures of your type. For example, you could cast animal growth or reduce animal on yourself, even though those spells normally affect only animals. An ally could cast raise animal companion on you to bring you back from the dead. An opponent could not cast charm animal or dominate animal on you unless you chose to allow the spell to affect you as if you were an animal.

Wild Shape (Su):
At 4th level, a feral hunter gains the ability to change shape. This ability functions like the druid wild shape ability, except the hunter can take only animal forms (not elemental or plant forms). The hunter's effective druid level is equal to her class level.

Anthropomorphic Animal:
You transform the touched animal into a bipedal hybrid of its original form with a humanoid form, similar to how a lycanthrope's hybrid form is a mix of a humanoid and animal form. The animal's size, type, and ability scores do not change. It loses its natural attacks except for bite (if it had one as an animal), all types of movement other than its land speed, and special attacks that rely on its natural attacks. One pair of its limbs is able to manipulate objects and weapons as well as human hands do; limbless animals like snakes temporarily grow a pair of arms. The creature's Intelligence increases to 3, and it gains the ability to speak one language you know. It is not considered proficient in any manufactured weapons. It can attack with unarmed strikes, dealing unarmed strike damage for a creature of its size (unless it has a bite attack, which is a natural attack).

Putting all three together, is it possible to create a humanoid beast with all my wild shapes? Basically a synthetic werebeast. Wild shape changes me to the -shape- of a beast but is a polymorph. It doesn't actually change my type (humanoid), so I can't use AA to assume a humanoid shape. Animal Soul allows every spell that affects animals to effect me as well as if I were an animal myself. Yes, I know that I would lose out on special abilities such as rake, pounce, and the like from the wild shapes, but I'm going more for the role than the roll.

2) Assuming that I can do this, would I still have to take Natural Spell to use spells? By the very definition of AA I get the ability to speak a language.

3) All the above + Animal Focus

Animal Focus:
At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

A druid with a +4 Wisdom headband keeps his bonus when he turned into an elemental as the bonus is an enhancement, so I'm pretty sure these should stack, right? I don't really do Casters, so most of these rules are new to me.

4) Solitary + Animal Ally

Solitary:
Unlike most hunters, a feral hunter does not gain an animal companion.

Animal Ally:

Prerequisites: Nature Soul, character level 4th, must not have an animal companion or mount that advances as an animal companion.

Benefit: You gain an animal companion as if you were a druid of your character level –3 from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper), or wolf. If you later gain an animal companion through another source (such as the Animal domain, divine bond, hunter's bond, mount, or nature bond class features), the effective druid level granted by this feat stacks with that granted by other sources.

This one I really need a second opinion on. The Feral Hunter does not naturally gain an animal companion, and also misses out on the teamwork feats. Does Solitary also keep me from acquiring one through other means, such as this feat, or is this animal companion considered an exception? It states that I have to treat the animal companion as if I were a druid, so the animal still won't get teamwork feats, but this feat basically allows any and all characters without an AC to get one right? Though at 3 levels lower (might get Boon Companion to compensate)

4) Solitary + Animal Soul

I've been assuming that I can take Animal Soul (who's pre-req. is that I have an Animal Companion class feature) with Solitary because while the options to have said AC is unavaliable to me, I still very well have the "class feature" itself. Solitary doesn't replace the AC ability, merely states that you can't naturally have it...but I may be wrong, and need another opinion. Might also be a RAW vs RAI.

5) For what I'm going for, would it be better to go for Feral Shifter (Druid) or stay Feral Hunter? Feral Hunter is very summoner based and I don't think I'll be doing much summoning...and outflank only applies to my summons, not the animal companion I'll adopt through the game...but it FEELS more front line based? Idk, I might just be judging from looks and not objectively analyzing both classes.

Lots of question, I know. Any insight/opinion would be appreciated.


Created a summoner. Eidolon is going to be a mount. I want to ride him bareback (already have this covered) but i'm also planning on standing on his back as well like so:

http://s6.photobucket.com/user/shyam69/media/Croatia%20travelblog/onhorse.j pg.html

...except with a lance.

What kind of save would I have to make to do this? Acrobatics or Ride? Would the feat Trick Riding cover this, if it's ride? I couldn't see the DC being more than 15...


The Oread monk gets an increase to their confirmation rolls on criticals for their unarmed attacks as a favored class option. The Zen Archer is trained to FoB with the bow, not with his unarmed strikes. Does this option transfer to the bow? It would basically make the option useless for Zen Archers otherwise...


So Reach Weapon States:

d20 wrote:
Reach Weapons: A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

So then when my character has a reach weapon he can attack like this...

(copy and pasted from another topic)
R R R R R
R X X X R
R X P X R
R X X X R
R R R R R
R = Reach Attack Area
X = Not attackable Area
P = Player
* Assume each letter is a 5 ft square on a grid

My question is this: If an ally is in one of those X's, and an enemy is in the R right in front of him, can i attack through the ally's square to hit the enemy? A friend and i wanted to make a cool combo with his tanky character in front and myself tripping in the back...


1) Improved Balance states:
Improved Balance (Ex)

At 11th level, the attack penalties for fighting with two weapons are reduced by –1 for a two-weapon warrior. Alternatively, he may use a one-handed weapon in his off-hand, treating it as if it were a light weapon with the normal light weapon penalties.

Does this mean that only the off-handed weapon hand got strong enough to hold a one handed as a light, and not the primary? Or do both hands get it, and it's just specifically stated this way to dissolve any disputes that might occur with dms concerning the offhand? It seems weird that while using BOTH hands to attack only one gets stronger, but weirder rulings have been made lol.

2) Since I treat one handed weapons as lights now with normal light weapon properties I'm assuming that Weapon Finesse is usable now (woot). What kind of action is it to change a light weapon from one hand to another? I dont need to physically hold a weapon in each hand to get the buffs two weapon warrior gives, just attack with multiple weapons during the full round action, so I was planning on possibly attacking first with a weapon with designating, greater (+4 to hit, +6 to damage on all attacks made to target until my next turn for all allies), dropping the weapon(might get lucky with a dm that allows me to quick sheathe as well when i get quick draw, but I try not to assume in my favor), quick drawing a second weapon with furyborn (+1 to attack rolls if used against the same enemy, self stacking up to +5) to finish the full action attack, then switching my weapon to my off-hand and continuing the TWF feat I already have.

I noticed that physically moving 5 feet is a free action that can be done in the middle of a full action attack and switching weapon hands cant possibly take the same amount of time right?


So I want to make a nondeminsional bag, but I want it to be in line with my character concept. As a monk, do you think I could make my monks robe (body slot item) into a nondeminsional item? I like the thought of my monk pulling all sorts of items from his sleeves like a magician


Loup Blanc wrote:
I personally think it should work. The feat says that you have to "confirm a critical hit" to pass it on, and also says the next ally "automatically confirms the hit as a critical." So, it should work.

Yeah I agree. The idea was to have a support fighter. I would throw keen kukri from a distance to rack up crits and pass them on. Was also planning on having a knife that was anchoring+called+impervious to keep baddies back. Maybe put designating, greater on a kukri huehuehue


1 person marked this as FAQ candidate.

If I had Improved Crit/Keen while TWF kukri, and I confirmed multiple crits with Butterfly Sting, can I choose to give all those crits to my team mates or do I have to take the remaining crits? I looked around and no one else seems to answer the question, and if it doesn't stack the d20 normally says it blatantly but...I don't wanna assume anything haha.