Sintog's page

Organized Play Member. 43 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




So the charge rules state, "You must move to the closest space from which you can attack the opponent."

This means if you threaten the squares around you as a size small or larger creature does, your charge is stopped as soon as you threaten the target, resulting in not being able to perform overrun Manuever?

Edit: How did this come up? It's all about move to closest square from which you can attack. Let's look at a wizard polymorphed into a tikbalang weilding a spear.

Is the closest space

A) 15ft. Away where it can attack with it's spear?

B) 10ft. Away for natural attacks

C) In the Target's square for trample

D) Some place past the Target's square assuming successful overrun / trample

Follow-up: how does the charge restriction interact with pounce? If A, does he just full attack with spear? If D, can he take all attcks at any point during movement?


This is a bit of a strange spell. It's conjuration (summoning) spell, but works like an evocation spell. Soo...

1. Can the Dazing metamagic spell be added? Is it the spell doing the damage, or the summoned ancestor?

2. Can the summoned ancestor spirits provide a flanking bonus?

My guess is;

RAW dazing works because spiritual weapon strikes as a spell and is subject to SR. Can't flank because spiritual weapon can't flank.

RAI dazing doesn't work. It's the ancestor guardian that is dealing the damage, and the entire reference to spiritual weapon is just there to govern how attack and damage rolls work. Sure, they can flank.

What do you all think?


When do you get access to the poison? I could see at level 4 as it lists sting. But then later at level 15 it calls out using the poison specifically for AoO, which suggests you don't get the poison until lvl 15 and when you do get it, it only works in specific circumstances.


Am I reading Savage Slam right in that
1. You do not get the +5 bonus for maintaining a grapple because the feat specifies instead of maintaining a grapple you can do x as a standard action instead?
2. Similarly, if you have the grab ability, you also do not get the +4 bonus since you are neither maintaining nor initiating a grapple
3. You cannot combine a Savage Slam and a whirling hold because whirling hold lists it's effect as an alternate option to maintaining a grapple and so it's either but not both?
4. Finally, you do get the bonus for maintaining a grapple and the grab ability with whirling hold.


Polymorph description notes that natural attacks use strength modifier for damage

An unchained rogue with a natural attack and finesse training (natural attacks.... Or claw if you aren't using feat tax rules) applies dex damage to that attack.

But if the unchained rogue is under a polymorph effect, which trumps the other? It seems like finesse training is the more specific of the two, but polymorph subschool is also a specific rule I believe. At least, I can't think of any other ability that overrides polymorph rules.


Mighty Strength requires a one hour devotion to gain access to this spell, granted by Trudd or one of his family members. Does shield of Wings have some kind of similar requirement?


Say I have a cleric with BAB +6, an active (previously cast) lightning Lash, and take a full attack action.

Does the cleric take two normal attacks at BAB +6/+1 and then an additional lightning Lash touch attack at +6 BAB? Or replace one of the normal attacks with the lightning Lash attack?

I'm pretty sure I get to use the lightning Lash as a free action on the round the spell is cast but am unclear how it works after the first round.


Anyone know how these are priced?

https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Boots%20of%20the %20Battle%20Herald

I'm interested in increasing CL, adding extend spell, or otherwise improving the duration but can't figure out how to break down the calculation to figure out the cost of such improvements.


Hi all, I'm going to be in an Eastern Flavor gestalt (no multiclassing or PrC) game and I wanted to check and see if anyone has recommendations.

Existing builds are

gestalt Samurai (warrior poet archerype with Order of the Songbird) / Sorcerer (maestro archetype) - Flavor: Artistic Noble daughter

Gestalt unchained monk / druid - Flavor: Brother of the Perfect Garden Spiritual Advisor

And the last one is what I'm asking for advise on. Here is what I have considered so for

A: Gestalt Samurai (sword saint archetype) / Arcanist (blade adept archetype) - Flavor: Kensai/blademaster

Problem: Blade Adept archetype is messy with confusing abilities about arcane pool and so on.

B: Gestalt Magus (Kensai archetype) / full BAB or Full caster class - Flavor:Kensai/Blademaster

Problem: if I go full caster then BAB will fall behind the Noble daughter (who he would be responsible for protecting) and if full BAB class why bother with the high int no armor approach of the Kensai, which is a problem because I want the PC to have high int to compliment the raw charisma of the Noble daughter and Wisdom of the Monk.

C. Gestalt Ninja / wizard - flavor: Spymaster

There aren't really any problems with this build. It's a sick combination except a bit squishy and can't do the Kensai thing.

D. Gestalt Ninja / fighter - flavor: Kensai

Problem: no spell casting, but since other two members get full casting don't really need it. But here again, run into the Intelligence compliment problem.

Thoughts?


2 people marked this as FAQ candidate.

Let's say you somehow manage to get a cleric high enough level to cast harm and pick up sneak attack somewhere along the way.

You manage to flank, succeed on your touch attack with harm and deal enough damage with the spell to kill it, but harm stops that from happening leaving the adversary with 1hp. Now you add sneak attack.

If I remember correctly, sneak attack damage for spells is of the same type as the spell. Does it also follow the same restrictions? Does the sneak attack damage bring the affected creature below 1hp?


Casting the spell is identical to Ward Shield. Same casting time, target, duration, etc

Spell Level 5: Based on the observed pattern protection from evil lvl 1, protection from technology level 2. Circle of protection evil level 3, circle of protection technology level 4. Antimagic Field 6, antitech field 7. So Ward Shield 4, Tech Shield 5.

Benefit 1: The shield grants it's bonus to AC against attacks from technology sources (e.g. laser rifles and the like)

Balance Note 1: Not apples to apples. Ward Shield grants SR 10 + CL vs similar things like magic rays. To my knowledge, there is no Technology Resistance (TR) to work similarly. On the other hand the SR mechanic doesn't have a lot of modifiers and is usually just 1d20 + CL (and spell penetration if you've got it), whereas attack roles have all kinds of modifiers that can be added.

Balance Note 2: The campaign this will be in uses the feat tax rules, which means that someone with Shield Focus will gain an additional +4 against ranged attacks and with this spell that bonus would apply here.

Benefit 2: +5 bonus to reflex saves against technology sources requiring a reflex save (like bombs).

Balance Note: This looks apples to apples to me

Purpose of Thread: I'm playing Iron Gods, but am still pretty low level. Before I approach my GM with this new spell to research, I would love to get feedback from the greater community to help iron out problems I didn't foresee.


Okay so I'm in a mostly rules as written (RAW) game, with the sole exception that players are gestalt. I'm rocking a cleric/Wizard and after a bit of research have discovered that a high base attack bonus for the master + polymorph familiar plus level 7 to get beast shape ii with the polymorph familiar spell means that riding an imp improved familiar polymorphed into a tiger (a creature specifically called out in RAW as suitable for riding) could actually be formidable in combat (str 10 start, +4 poly rules for starting at size tiny, +4 str from spell, +x from other buffs. Anyway, all those mechanics I have worked out.

The problem I'm running into is a saddle. And it is frustrating. Mount gives you a mount and a saddle for 2hrs/level. I can conjure armor ala instant armor. There is even a magic saddle in RAW that specifically says is made for unusual creatures and resizes to fit magically, but, like all other equipment would meld into the body when the polymorph familiar spell is cast.

The only thing I can think of besides carrying the right saddle around and then putting it on the creature (which I can't find rules for but in real world I guess takes about a minute) is to make a wonderous item granting a +5 ride bonus to offset the penalty for bareback.

Does anyone know a better way to solve the saddle problem, such that I can cast the spell and mount with saddle in the same turn?

Edit:
"Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function)."

A saddle is neither armor nor shield, and the War Saddle does give a constant +5 competence bonus to ride. The +5 competence bonus is clearly still in effect, but does that "contue to function" clause also apply to the saddle offsetting the bareback penalty?

If I were splitting hairs, I'd say it's plausible. My gut says no.