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The sarissa (Giant Hunter's Handbook pg. 24) is a fifteen-foot spear that you need to orient before attacking due to its girth.
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I'm trying to build a Foehammer Fighter for a future campaign, and so far it hasn't been fun.
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Friend's considering a gestalt campaign, maniac that he is.
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So once my group gets back together, long story, we're going to try our hand at Giantslayer.
Any help is appreciated. ![]()
So the Gingerbread Witch's (Horror Adventures pg. 72)Familiar is a little baked construct, follows the rules of constructs, and can be easily replaced on the daily.
If I give my dessert-themed cockroach, Cuproach, the Mauler archetype (Familiar Folio pg. 11), when it increases in size, does it gain an extra twenty HP?
Any help is nice, thank you kindly. ![]()
So a Stalwart Defender can't move when in a Defensive Stance with a few exceptions, like taking a five-foot step at "ninth" level, Lunge, and some third thing.
Any help is appreciated. ![]()
Good evening.
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Good afternoon.
Long and short, I'm playing an ysoki Mechanic, because everyone makes one of those when Starfinder first dropped, and I have a medium Combat Drone.
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Good evening.
Any help is appreciated. ![]()
Yes.
So here I am now, asking for help.
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So, the Mirror Witch.
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So Piranha Strike, from Sargava, the Lost Colony, came out as a kind of "meet you halfway" deal for giving Dex builds access to Power Attack.
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For sake of reference, I shall use the White Haired Witch as an example, as I am most familiar with the archetype, if you've seen me complain about it enough. So. White Haired Witch. Great in concept. Become Sedusa, from the Powerpuff Girls. By RAW, big letdown in execution. Still willing to pay someone here to errata it and make it complete bs. Hint hint. You have a hair attack, that deals 1d4+int. Meaning at best, that's 1d4+7 damage. That's pretty good, but past level four, the bloom on the rose fades when everyone else is able to pump out more damage than you by other means, either with more attacks, or with Power Attack. Or Piranha Strike if the DM rules that it counts as a proxy to Power Attack. Which it should, but moving one. Level two, you gain constriction. Assuming a Dex of +2, you're human and take Improved Unarmed Strike, Improved Grapple and Agile Maneuvers at level three, with a king crab familiar, and taking Grab into account, that's a +10 to grapple someone, and begin making your DM very uncomfortable with how your hair gets everywhere on that orc. And you end up dealing 2d4+14 badtouch on your next grapple, if the orc doesn't break free and turn you into finger paint. Now, questions at hand. How exactly does Constriction work when you apply the damage? Is it 2d4+14 as I said above, or 1d4+7 twice, meaning you end up dealing way less damage against DR? Does applying Power Attack, Piranha Strike, or even Vital Strike increase your constriction damage? What if you increase in size, or bite the bullet and take Improved Natural Attack? Does Constriction apply to coup de graces if you take throat slicer? What if I use a touch spell? Cast Frostbite, hit somebody with my hair. Connects, 1d4+7 hair with 1d6+2 cold. Does that get doubled too, to 2d4+14+2d6+4? Any help is appreciated. ![]()
I'm curious about something with the tiefling and they're availability, though I suppose this could also extend to anything needing a racial boon to use. If I were to acquire a tiefling boon, what exactly does it give me an allowance to use? Racial feats, traits, all that jazz. Is it all free range with the sheet, or are there more restrictions behind it? What about alternate racial traits? FCB? Those weird one-hundred racial abilities, such as not having a shadow, scent, or being able to detect evil once a day? Or am I overthinking all of this and there's a list on here, and I'm an idiot? ![]()
Ultimate Wilderness released several new animal companions for Druids, Rangers and Hunters, as well as more than a handful of plant and vermin companions. But the wording of who can use what is a little concerning. Are the plant companions able to be used by a Treesinger Druid or Plantmaster Hunter, and can a Verminous Hunter or Dungeon Something Ranger use the new list of vermin companions, such as the caterpillar or mosquito, or is it all just purely for base Druids? Page 182, if curious. ![]()
So I've been told I need to stick to a character in my Society meetups or I'll lag behind the other players. And since I've always wanted to play one, here I am, playing a Fated Skald. So since crafting is not allowed, Gunslinger notwithstanding, the Skald gets Extra Performance, which is nice. But then there's the problem with Spell Kenning. Without Scribe Scroll to get some actual use out of it and slowly stock up on potentially useful stuff, Spell Kenning is uselessly paralyzing in "I might need this"ism. So I'm wondering, since I can't utilize Spell Kenning in the way it was (possibly?) meant to, what good is it for? ![]()
I'm playing a wyrwood Preservationist for Iron Gods. It's been fun so far, and I'm one level away from getting Summon Nature's Ally II. Two questions. How does summoning a creature actually work? Does it just pop up beside me, or can I whip a bottle of Stirge at a guy's head and have it grow into form right beside him? More importantly, being an Alchemist, can I craft bottles of Summon Nature's Ally, and later Summon Monster? ![]()
I'm planning out a Viking build for when my group does Wrath of the Righteous, or whenever I can play one in Society, whichever comes first. Would like opinions on this setup. Dorf
>Level one: power attack, Exotic Weapon Proficiency (Bastard Sword)
Does this look good? Should I put more focus on rage powers? Which ones? ![]()
So I'm doing my DM a solid and trying to draw out some of the maps for Iron Gods. I've finished Konnir Bhain's house, and I was about halfway through the underwater caves when I caught a glimpse of the Habitat Dome. Does anyone, uh...happen to know just how friggin' big this thing is, dimension wise? ![]()
Something I thought of yesterday. Some spells have different casting times. Cure Light Wounds is a standard, as is most things. You get punched trying to cast it, you have to make a concentration check to make it go through. Some spells have a swift action, like Blood Money, letting you ignore getting punched. Then there's a full-turn action. So the Druid casts Summon Monster III, which finishes after the start of his next turn. What happens if someone shot him on their turn, or someone punched him, before his next turn? Does he have to make a concentration check each time as the DM sends every NPC he has on hand to avoid flooding the field with cyclopes, or is he free to cast without fear? ![]()
The Dorf Witch has an FCB that grants it's familiar a +1/4 Natural Armour bonus per level. The Mirror Witch Archetype, from the Villain Codex book, gives the witch a mirror familiar that slowly grows more durable as levels go by. Long and short, does the Dorf's FCB apply to the Mirror Familiar? And if so, what would happen to said bonus if it died? Or got broken, whatever. ![]()
For reference, I'm using Hero Lab. So my Society Strangler has reached level two. Go team. And I'm struggling to work out a concise feat list to use Martial Flexibility on. And I'm wondering whether or not a couple feats work or not with the Strangler's weird "sneak attack only when grappling" thing: >Sap Adept: When dealing non-lethal damage, add +1 to each sneak damage die.
If not, why not, since the Strangler's sneak attack damage is still sneak attack damage, even if it's specialized to grappling people. ![]()
Afternoon folks. I have a Half-orc Strangler in Society, and I've noticed something odd. To get to the meat of it, the Strangler archetype for Brawlers lose their scaling unarmed strikes in exchange for dealing sneak attack damage during a grapple, ignoring the fact that you have to retake Improved Unarmed Strike to begin grappling. However, one of the options for a Half-orc as an FCB is to "Add ¼ to the brawler’s effective level to determine her unarmed strike damage." How does that work with the Stranglin'? Do I slowly regain my punch damage? ![]()
IN THE ONE CORNER, Knight’s Charge (Su) At 11th level, whenever a mounted shining knight charges a foe, her movement does not provoke attacks of opportunity, for either her or her mount. In addition, if her target is also the target of her smite evil ability and the charge attack hits, the target must make a Will save or be panicked for a number of rounds equal to 1/2 the shining knight’s level. The DC of this save is equal to 10 + 1/2 the shining knight’s level + the shining knight’s Charisma modifier. This ability replaces aura of justice. IN THE OTHER CORNER, Traits An undead creature possesses the following traits (unless otherwise noted in a creature’s entry). No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
AND SO ON! Putting it blunt, which one wins out? Are liches immune to Knight's Charge? ![]()
Happy (belated) new years, everyone. So, I've made a Thug/Scout Rogue for an upcoming evil campaign. Mean guy, great ability to spook people. But I've noticed a way something is worded, and it concerns me. Frightening
So, when you get someone shaken for four rounds, you can instead make them frightened for one round. But what happens when you get it high enough to make it more frightened? Like, say you fight a high-level thing, you spook it, bam, twenty rounds shaken. Can you make it frightened for five rounds, or only for one? ![]()
Good morning everyone, it's time to bother you with more white witch nonsense. So the white-haired witch gains a natural hair attack, which nothing else to my knowledge has. Neat. However, it never scales up past 1d4+int.5 aside from constriction, so you're dealing, at best, 1d4+int.5+2d4+int.5. lame. But that's not what I'm here for. It concerns the hair and touching people with them. Since your hair can deliver touch spells, and as your hair lengthens, your sphere of influence on the field grows uncomfortably large. And seeing as, again, your hair does the spell and not you yourself, I ask this. Can a white-haired witch wear armour and cast spells without incurring an arcane failure, since he doesn't need to use his hands? ![]()
Moonbeam (Su): You can fire a ray of moonlight as a ranged touch attack at any creature within 30 feet. This ray deals 1d6 points of damage + 1 for every 2 oracle levels you possess. In addition, the target must succeed at a Fortitude save or become blinded for 1 round. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1). What's the save DC? ![]()
So let's go over the basics. Devolved Companion
So I have questions about this. Since this says devolved 'humanoid', does this mean I can cast humanoid-affecting spells such as Enlarge Person on It? Secondly, since it's fairly implied to be a former human, does that mean it gets the free +2 to any of its stats? ![]()
Say you're playing a Barbarian. You want to grab people, and bad touch their faces with your mouth. So you get Animal Fury. Now let's say, further along, you somehow get constriction damage. Maybe you're a serpentfolk, or the DM likes you. Who knows. Now, Animal Fury automatically does a bite attack every time you maintain a grapple, separate from your damage as you punch them or bite them again. Constriction is applied when you start a grapple, reverse a grapplr, or anything that really involves anything you do to someone when you're holding them. So. Question is, when you bite someone with Animal Fury, do you add Constriction damage to the bite, and when you maintain the grapple and hit them again, do you apply constriction once again? ![]()
So we're wrapping up in Reign of Winter, and after a cooldown session or two where we just hang out and play one-off campaigns, we're gonna start on Iron Gods. On of our players has opted to be the Techslinger, and I gleefully pointed out that the Gun Tank meshes with it. He declined the suggestion, seeing as the heavy armour would screw with his dexterity, and in his words, "I would be a sitting duck for all the lasers flying around." Now, long and short, does Bullet Deflection apply to laser attacks? Bullet Deflection says to apply half of your armour plus enchantment to your touch AC against non-magical touch and splash attacks. How does that work with a cryo, sonic or inferno pistol? ![]()
I was looking at some Barbarian archetypes the other day, and I realized that some rage powers have some odd effects on them, and was wondering how they would work with some of their key features. Take the Titan Mauler, for instance. Kind of crappy, wasted potential, >-6 attack, that sort of thing. But then you look at the Elephant Totem Rage Power, from Heroes of the Jade Oath. Elephant Totem
How does that work with Jotungrip or Massive Weapons? Does this mean a Dorf can lug around a huge-sized pickaxe? On that note, can he only use the huge pickaxe when he's raging? Would this also effect your ability to throw rocks at people, or people at other people? Secondly, the Wild Rager has a feature where, after killing someone, he has to make a save or become confused, which becomes harder the further you level up. Now, there's another totem in Jade Oath, the Mantis Totem. Mantis Totem, Greater
How would that tie in to the Wild Rager's confusion? ![]()
I want to build a Gun Tank, and I want him primarily use two-handed firearms. Preferably a blunderbuss. A dorf riot control officer scuttling around like a crab with a shotgun, if you will. Problem is, the Musket Master archetype doesn't stack, since it loses Gunslinger's Dodge as well. I asked my DM to make an exception, told me no. So, the crux of the question is: is there a way to reload a two-handed firearms faster than a move action without needing to take Musket Master? It's been almost four years since ultimate combat dropped, surely something has come out to help deal with it. ![]()
I want to build a Gun Tank, and I want him primarily use two-handed firearms. Preferably a blunderbuss. A dorf riot control officer scuttling around like a crab with a shotgun, if you will. Problem is, the Musket Master archetype doesn't stack, since it loses Gunslinger's Dodge as well. I asked my DM to make an exception, told me no. So, the crux of the question is: is there a way to reload a two-handed firearms faster than a move action without needing to take Musket Master? It's been almost four years since ultimate combat dropped, surely something has come out to help deal with it. ![]()
Skalds can't use Rage Powers that require a standard action to use, so stuff like Terrifying Howl wouldn't be allowed. But what about Boasting Taunt? It says you make an intimidate check to demoralize, and demoralizing, if I recall, is a standard action. But the Rage Power itself doesn't actually say "use a standard action to something something." ![]()
Lpmg and short, Hungry Ghost/Ironskin, just about to hit level thirteen. Which means I'll get Sipping Demon, which gives me a temporary hitpoint each time I hit someone, and if I kill someone or something, I regain my level in hp from Life Funnel. But what would happen if I put Vicious on my Amulet of Mighty Fists? Say I deal a killing blow, what would be the order of events between the temp hp, the recoil damage, and the lifesteal? ![]()
So I'm a level thirteen monk, with 2d8 damage from a Monk's Robes. Now, with Deadly Grappler and Enlarge Person, that goes up to 4d8. With an Anaconda's Coils with Final Embrace, that gives me another 4d8 damage on every grapple check. And when I get Final Embrace Master, that's 4d8 punch+8d8 crush. What would happen if I took vital strike? Since I have grab from Final Embrace, I can use vital strike on a punch, and then roll on the punch to grapple them. So since I just dealt 6d8, and I get the constriction damage on starting the grapple, does that mean the grapple damage goes up to 12d8? Or if I'm already grappling them, and I use a move or swift action to maintain. Does my bonus damage get boosted as well? ![]()
Got a question. >Anaconda's Coils (belt)
>Final Embrace (feat)
>level nine monk.
Does that mean Final Embrace basically doubles that damage, to 6d6+24, half punch and half constrict?
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