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guess with powerattack it will go .. using arcane strike aswell .. a ka-choing bard decent cha . semi high str and go for it ..

str + . power attack , bardic song ( vocal ) arcane strike


the bard spell and the level 0 spell .. summon instrument and the feat . throw anything .. is this an option what work .. and do you need power attack or deadly aim for more damage ?


so if i read the chart right , a butchering axe would go from 3d6 with a mythic enlarge to 6d6 and with arcane strike mythic adding the impact enchantment to 8d6 with a crit of 24d6

awesome ...


claw blades aswell can be made of differant materials like silver/cold iron/ adamantium beside the weapon enhancement


long arms (spell)+ enlarge person (spell) + natural attacks eidolon slam /evolution (reach) + feat( lunge )= what reach then ?

For both the secondary slam attack and a long spear wielded ?

is this combination even valid ?


arcane strike made mythic .. rays and AS .. add arcane blast when you are a tank/buffer/support ( summoner synthesist )

oh i cant reach the target its flying above me .. within 30 feet ..
eat rays ?


ray uses Touch ac ... bow uses normal ac..

and i wonder myself . using an AOMF and arcane strike mythic . that could add bane + holy , would still be nice , for natural weapons

for the bard assistance get flag bearer feat and banner of the ancient kings for some nice added to hit/ damage .

lastly .. the feat arcane blast comes to mind ..making any spell yer dont need , a ray .

A magic missle for 5d4 or a ray of 2d6+1d6 + arcane strike mythic effect ,, legal ?

Makes it very usefull to make a buff support caster and still deal semi decent damage


* evil grin ** notice the trap .. sent in any Summoned critter to take the hit


so the spell" snapdragon fireworks" , doesn't get 1/2 orc bonus per shot ? only on the 1st round ?

Snapdragon Fireworks

School transmutation [fire, light]; Level bard 2, sorcerer/ wizard 1

CASTING

Casting Time 1 standard action
Components S, V, M (a bundle of sulfur wrapped in cloth)

EFFECT

Range long (400 ft. + 40 ft./level)
Effect dragon-shaped fireworks
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes

DESCRIPTION

A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. Once per round, as a move action, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.

still nice to get targets what got concealment ..


so with the spell snapdragon fireworks this extra 1d4 would only affect the first shot and not the rest ?

An 1/2 orc using the favored bonus on fire ( 1/2 a level ) would still make well use of it .. 1d4+1 at lvl 2 1d4+2 at lvl 4 etc .. for a lvl 1 spell that's a nice hit .. hitting the square and not the person aswell avoide concealment/ mirror image ( i hope) .

Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes

DESCRIPTION

A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. Once per round, as a move action, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.


What are the penalties when a hunter uses bowspirit and then with his animal companion engages in melee combat ?
At the moment no ranged combat feats have been taken !

At the moment lvl 10 hunter , dex 16 .
And would the bowspirit gain benefits from animal focus snake and paired opportunist + precise strike ?


atm my slam does indeed have reach and bleed , should it be needed , i have the spell long arms as well


hope so .. group of 6 paladin . cleric . warpriest . a mage/thief . a witch and a synthesist


my synthesist is a bipidal form not the quad form so it wont benefit from the pounce , my synthesist is merely for tank purpose and support .. yes atm i do more damage then our paladin , but as we fight in mythic campaign near the world wound ..i do intend to take the celestial form to stage 3 and be large .. this eats alot of my points

The reason i asked about the summons is , i like the archon lantarns , when i get to lvl 7 , the spell will call 1-3 lantarns , the extra fire support only lasts in rounds but the rays of light will shine in our brightests night m till no evil will remain in their sight


Can a synthesist still cast from his spell list the summon monsters or from scroll/wand/ other clickie ?

And can a sythesist use summon monster 3 , as he has summon monster 2 at lvl 4 and gets summon monster 4 at lvl 7 . i am talking about his spell list not his SLA wich he cant use while the eidolon is active


how does the call out from intimidate work exactly ./ it says it works as a duel .. but if used during a battle .

situation .. lvl 9 to be ..

in a mythic campaign

a paladin gets 2-3 enemies

the summoner/synthesist uses call out on one of the enemies ./intimidate is +29

9 ranks +3 cha +8 racial ( skilled intimidate eidolon ) +9 (feat intimidating prowess )
Number might get higher depending on to be gained magic stuff

how are the duel rules then .. can yer team backstab/ flank etc ?


what happens when yer use a rod of maximize on the call lighting . ?
Will it be 3d6= 30 3d10 = 30 damage on ALL the bolts you call down ?

( sorry to placing it here .. haven't figured out yer how to make my own question in the forums yet )


would an lantarn's beam bypass the DR from a myhtic creature ?


About that 1 hander fire arm option

THere is a way to get Sneak Attack Damage with Bombs, sort of. Take the Explosive Missile Alchemy Discovery. That lets you put a bomb on a regular piece of ammunition such as an arrow or musket ball. You aren't technically getting SAD on the Bomb: you get SAD on the Musket Ball. And you get Bomb Damage on the Musket Ball. You get Deadly Aim on the Musket Ball.

would a small musket count as a 1 hander for a medium sized person ?


Now that i know that the int bonuses wont stack , i will stay pure alchemist . i wanted the extra int to splash damage . a solid double int would be more then 2d6 . 2-12 or +10 , i know what i would chose,so unless i get more sneak dice . like precise strike and/ or such items mods .. pure alchemist is better , and with strafe/ explosive bomb i would be hitting up to 80 feet , doubt sneak works that far .


just checked with hero-lab a lvl 4 underground chemist + 5 levels alchemist maxed int ( half/orc ) int 20 .. +2 from lvl 4+8 . headband of vast intelligence +4= int 26 after cognagen int 30 .

damage 3d6+20 +2d6 precise ... with at the moment +10 to hit . ( haven't given myself Dex bonus items yet nor weapon focus )

at level 3 it was underground chemist 2 and 1 alchemist for 1d6+12 //

so unless hero-lab is calculating it wrong both int to damages stack

haven't added the 1/2 orc favorite bonus in alchemist 1/2 damage to fire based bombs ..

with strafe + explosive bomb discovery and drinking invisibility potions/ infusions/ stealth ..

lacking alchemist 8 for fast bomb so that still an issue .. but if not for sneaking then 2 underground is enough for added int damage


rogue/underground chemist
Chemical Weapons (Ex): At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion.

Alchemist/grenadier
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier.

if bombs count as alchemical do those 2 stack ?


splash weapons dont get the sneak from a bomb will the spell target bomb admixture allow it then ?

Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.

When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.


wow nice info possibilities here .. i am making a half-elf synthesist for wrath of the righteous so mythic i have chosen bipidal form/ slam as basic so cant change that , current task of the synthesist TANK ..

Other party members are .. a ratling witch , a paladin , a war priest. a cleric and a rogue/mage going trickster

My mythic path is gona be guardian , so any idea . advice , we are lvl 4 already and i am known to make crazy idea's the feat mwf is not permitted , i already asked the GM.


pity , was looking even at the spell long arm.. but my AC doesn't have arms , guess its gonna be feat intensive to get aoo on enemies .. bluff is currently at +9 so a basic feint got a 50 % to get through , if an enemy loses it dex bonus doe that mean my AC get an aoo, as the AC and me got the same init ?


If i give my AC the LUNGE feat

https://www.d20pfsrd.com/feats/combat-feats/lunge-combat/

if an enemy closes the distance from 1o feet to 5 feet my AC gets an aoo will i get the aoo as well when the enemy completes his step to 5 feet within my normal range as paired opportunist allows me to take an aoo when my AC gets 1 ?


hmm i was looking at the scorpion whip .. but it seems to be useless for reach combat as it doesn't threaten the 15 feet range , unless i misinterpret the rules of the whip effect


* smile * as half-ling i don't have reach "yet " thinking about that eventually .. with the 4th level spell animal growth my velociraptor would become large and thus would get reach . but as long i don't have a reach weapon i cant make use of those openings yet.


if ( after retraining some feats ) i go into the improved feint, feint partner + improved feint partner .

i start my turn next to an enemy as does my AC .. i can use feint as move and as standard action , does this meas i ( if my feint gets through ) i provide 2x an aoo for my partner ? and so i get my aoo aswell ( thx to paired opportunist) and when i am done, my AC still get its full attack ?


yeah halfling hunter with velociraptor companion .. its currently at ac 32 without bark skin .. when i get to 11 . i take thorn body ( lvl 4 spell ) 1d6+11 combined with planar focus ( cold)(5d4) it be very bad idea for enemies to attack it.. i was using fire alot but most of the enemies got fire resist . we are in a desert


oh so the action they mean is the aoo the enemy provokes .. not the additional aoo you and pet gain when yer make use of it ..
Would be a bit much that's why i asked .. the paired feat +4 and animal focus "snake" +4 ( as i am lvl 10 atm ) with the +4 from outflanking . still +12 helps .. thanks for confirming .


If a hunter has an animal companion and the teamwork feat . paired opportunist , and a creature we both fight wants to get away . not using withdraw or 5 feet step .. do we then get 1 or 2 aoo EACH ? as the 2nd aoo we get is in the action of yer partner !!


it still is usefull for aegis and or synthesist who can have more then 2 arms . 1 dip in bard for inspire courage and you look at a +2 bonus , unless i am mistaken , that makes them usefull for melee battle and support yer party members


does the astral skin from the aegis count as armor for a synthesist ?


would an eidolon with 4 arms or more or an Aegis with ( extra arms greater ) be able to launch 4 boulders same time ?

when 4 hands are holding a mace in each hand


would a sneak damage work with the boulder head mace . for the first 30 feet in the line ?

The head of this +1 heavy mace is made from a single piece of roughly spherical granite. Once per day the wielder can command the mace to release this head, which grows to the size of a Large boulder and rolls quickly in a direction the wielder specifies. The boulder rolls in a straight line up to 60 feet, trampling everything in its path for 3d8+5 damage (Reflex half DC 19). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over, creating a 10-foot-square area of difficult terrain. A new stone mace-head grows on the weapon's haft over the next 24 hours, and it is unusable as a weapon until the head regrows.