The Peacock - Harrow Deck

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Think it only behaves as a tangle foot bag in regards to its effect on hit, not its range, Protoplasm is a 30 foot ranged touch attack with no range increment, same as most other 1st lvl bloodline ability ranged attacks.


Cao Phen wrote:

Ring of Spell Knowledge with Mighty Strength?

As a Brown-Fur Transmuter at Level 9, you can give your fighter friend +8 - +10 STR (Enhancement)

I'm not sure that would work, reading the text for the ring of spell knowledge it seems like even for out of class list spells its still restricted to arcane spells, and mighty strength appears on no arcane spell lists.


Could try and take advantage of the performance diversity among your teammates and play a court bard to debuff the enemy, there isn't really a bard archetype or race that helps with the juggler side of the idea though, just feats and gear.


Zhayne wrote:
If it doesn't explicitly say you can take it more than once, you can't.

^


blackbloodtroll wrote:
OilHorse wrote:
blackbloodtroll wrote:
So, under the assumption that the unarmored bonus to AC from Monk, and Sacred Fist Warpriest stack,
Do they stack though?
It's sort of in the air.

I honestly wouldn't make that assumption by default, common sense clause, while the warpriest doesn't share a parent class with the monk, its still the same named ability, the same stat to the same score, and is more closely now a hybridization of cleric/monk, and should follow the hybrid class rule of clone features not stacking unless specified, the warpriests AC Bonus feature doesn't specify it stacking with the monk's so it shouldn't, at most it could maybe continue to progress it, but not double dip the wisdom, no way.


Me and my GM have gone with the 1 size fits all bit, since it would be kinda wonky with the splash weapons that don't do damage, just weighing less for no drawback.

I do plan on eventually getting a handy haversack as I tend to be a pack-rat, only thing is I like most of my splash weapons to be ready on my body for quick drawing (going the TWF bomber route), but I suppose having 5 or so of each on hand, and the rest in the sack for after battle reloads would work fine.

Thanks for all the quick feedback, its been helpful! This was my first time starting a rules thread to ask a question, u guys made a great first impression! :)


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Can alchemical weapons be crafted to be smaller for small sized wielders?
Would they weigh 1 half or 1 quarter?
would they do reduced damage?
Or are they mostly one size fits all?

I'm asking because I'm making a goblin alchemist for a upcoming game and I wanna figure out how many alchemical weapons I can reasonably pack on my person while keeping a light load, and reducing the weight of my stock of alchemical weapons by half could very well be worth the 1 step reduction in damage dice to me.


Pupsocket wrote:
Sneaky Snake wrote:
First worlders are the other master summoner, their SNA ability is not limited by amount of summons in play or even having the eidolon out, and unlike the master summoners eidolon, it doesn't lose hit dice and therefor still gets full evolution points, their summons are also not as susceptible to protection from <alignment> spells.

This is the interpretation that makes the First Worlder remotely viable. The basis of the interpretation is "The Summon Nature's Ally ability works as described, not as the Summoner's Summon Monster ability modified as described". Thus, it doesn't "inherit" the restrictions of one summon or one eidolon.

Not only is this interpretation dishonest, it also doesn't make the First Worlder good. Because if Summon Nature's Ally doesn't inherit from Summon Monster, then it has a one round casting time and a duration of 1 round/level.

Either way you slice it, First Worlder is s@#+.

EDIT: Well, maybe it has a casting time of one round. But the duration is 1 round/level.

Huh, I didn't think about that, your right, damn.

Another 'possible' pro is being able to benefit from the SNA feats like moonlight summons...but that's still doesn't match up to standard action 1min/lvl summons.

Boo. :(


First worlders are the other master summoner, their SNA ability is not limited by amount of summons in play or even having the eidolon out, and unlike the master summoners eidolon, it doesn't lose hit dice and therefor still gets full evolution points, their summons are also not as susceptible to protection from <alignment> spells.


Your AC should be 15 with leather lamellar, and as a hexcrafter you get some curse spells added to your spell list, this includes the brand cantrip, perhaps a more appealing alternative to arcane mark.