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Only if the archetype doesn't replace Speak With Animals of It's Own Kind -ability.
There are animal companion archetypes that replace the Multiattack with something more useful, like Totem Guide which gets Eldritch Claws in stead.
But are they SECONDARY natural attacks, that take -5 when making full attack with natural attacks?
Answer to your question 1 is yes, since hte combat style in APG (an another legal source) grants access to those feats.
For the question 2, I believe you'd have to wait for level 10 before taking Multiattack, as it's the combat style that allows a feat that you wouldn't normally be able to take.
I should probably mention, though, that Multiattack does nothing unless you have secondary natural attacks.
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Flutter wrote: joe kirner wrote: Can a pc wear horseshoes?
If you're a druid sure... just buy the horseshoes and a masterwork farriers kit, Shoeing a horse should be a DC 10. I guess that also requires the druid not having anything magical in hir feet slot before horsing around...
My educated guess? One hour, as with mutagen.
I do not think you'd need the boon for druid, as the options in it are open for druid anyway. I could be mistaken, though.
So, I got myself Legacy of the Dragons, and possible familiar, calligraphy wyrm, got my interest. Little dragon in question has ability to turn into a golden pen, which counts as a masterwork tool for the purpose of Craft (calligraphy) checks.
What I'm asking is, can this ability used with Day Jobs?
I'm going for Monk/Rogue, both Unchained. If I'm not mistaken, he should be able to take vanishing ninja trick as a rogue talent once he has ki pool from monk levels. I'm not sure, however, whether I'm planning to take fifth rogue level or not, since I'm not sure about the rogue's edge and skill unlock.
Sir Godfrey wrote: Scabbard of Many Blades, it even lets you hold things in it that can't go in scabbards. And you can switch whatever weapon is in your hand for another weapon in the scabbard as a move action, instead of 2 move actions (or dropping one to draw another). It's further reduced to a swift action if you have quick draw. Unfortunately, it requise belt slot, which usually is occupied by some kind of physical enhancement belt.
Tallow wrote: Interestingly enough, underwater combat penalizes blunt and slashing attacks. Rightfully so. But animals, such as dolphins, who live their whole life in the water, take the penalty. Well, the Underwater Combat rules start with "Land-based creatures can have considerable difficulty when fighting in water." So I guess we can assume that it's up to GM to decide if water-based creature (or even player character with right racial traits) could ignore the penalty.
claudekennilol wrote: Sebastian Hirsch wrote: I have a local player who rides in his animal companion I hope that's a typo.. Unless it's a giant kangaroo or something...
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I'm sure UC Rogue could use it with Finesse Training, but I'm not sure if you'd get 1 1/2 times DEX for the damage.
edit: I checked the FAQ, and apparently you do. This means Finesse Training is better than Agile weapon special ability.
Zahariel wrote: Sure, you can have a sword made of darkwood.
Linkify!
It literally will give you no benefit, but if it's a flavor decision, I'd suggest it as the way to go.
I don't think that sword counts as "wooden or mostly wooden item".
Simply shifting his alignment from CG to CN won't make him lose his powers, since he would still be within one step from Cayden Cailean's alignment.
Hilary Moon Murphy wrote: Would the mantis lunge ability count as reach for paired opportunists? Lunge (Ex) A giant mantis's limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a giant mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A giant mantis cannot make attacks of opportunity with its lunge.
Apparently not.
Let's use another example, a feat called Rending Claws. It's prerequisites are Str 13, BAB +6 and two claw natural weapon attacks.
If the strenght and BAB prerequisites are met, could alchemist with feral mutagen discovery (grants two claw attacks when under effects of the mutagen) or sorcerer with abyssal or dragonic bloodline (able to gain two claw attacks for a number of rounds per day equal to 3 + Cha modifier) take that feat?
I'm not completely sure, but I'd say yes for the first example, since you'd meet the prerequisites temporarily, every day, but no for the second one.
So if medium character buys a large one-handed weapon made on silver, does it cost +90 gp like one-handed weapon, or +180 like two-handed weapon?
I think it depends on how the boon is worded.
Drahliana Moonrunner wrote: torrquan wrote: The Kinetic Chirurgeon (Archetype) which oddly gets more Mercies than a paladin, because one every 2 levels starting at level 3.
I believe that both she and her target have to accept Burn to use them though. No, that's when she uses her Kinetic Healer as Breath of Life.
If you're going for tiefling magus, you might as well add Fiendflayer archetype since it stacks with every other magus archetype.
Steven Stewart wrote: I would do 16 str (racial), 12 Dex, 14 Con, 13 Int, 14 Wis, and 10 Cha.
Dipping brawler is also viable, but you would want boon companion in there somewhere.
Boon Companion isn't even required, if you choose Wild Child archetype.
My character, Sarogan Dreys, has reached level 12 as ranger 10 / Pathfinder Field Agent 2, and is ready to face the Eyes in the saddle of his trusty steed, Emladain.

Nils Janson wrote: leonvios wrote: I believe it is a minimum of 1d6 ergo you would not get 2d6 till level 6. staying at 1d6 through 5. No it isn't.
painful stare wrote: When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round. It is 1d6 per 3 class levels with no minimum So it's only 1 point of damage till 3rd. level?
Doesn't really matter though, pregens don't follow all the rules anyway.
andreww wrote: Sin of Asmodeus wrote: Ever seen a hasted, blinking, shadow delivering touch spells?
No? Come play with me than!
Whenever I see comments like this I wonder if people remember this line from the incorporeal special quality which does not distinguish between beneficial and harmful effects:
Quote: Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature Indeed. Luckily force effects work normally, so my geist channeler can give shield to her phantom within range of 50 ft. You can guess how that works.
They only stack if they grant same animal as companion, so hunter/cavalier needs first to get dire bat companion from their cavalier levels before they stack or the PC will have two companions.
Lukaas Penn wrote: Is it possible to change faction on a PFS character you play only online here on the forums? I think so, but it still follows the same rules of not playing after level 1.
Does Celestial of Fiendish template affect alignment?
SCPRedMage wrote: Out of curiosity, what about shuriken? As far as I know, shuriken count as ammunition when drawn and crafted, despite it being a throwing weapon. So, propably?.

From Ultimate Combat:
If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm's wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.
Also, an enchantments to help with the misfire:
Reliable
Aura: moderate transmutation; CL: 8th; Price: +1 bonus
Description
This special ability can only be placed on firearms. A reliable firearm is enchanted so that it is less likely to jam than other firearms. This enchantment reduces the misfire value of the affected firearm by 1 (minimum 0). This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm.
Reliable, Greater
Aura: moderate enchantment; CL: 12th; Price: +3 bonus
Description
This special ability can only be placed on one-handed or two-handed firearms. A greater reliable firearm is enchanted so as to be less likely to jam than other firearms. It reduces the misfire value of the affected firearm by 4 (minimum 0). This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm. A firearm with greater reliable cannot have the reliable special ability.
If you have the Gunsmithing feat, which Gunslingers have, you can take one hour to fix one broken firearm for free, no check required.
I don't think so. It only gives you slow and steady and stonecunning racial traits.
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Jared Thaler wrote: Lunar Oracle 1, Primal Companion Mystery, Bear
Unchained Barbarian 4
Boon Companion Feat
Rage Prophet Prestige class.
There you go. You now have a bear animal companion, on a barbarian, and your effective druid level is your character level.
That would work, if you have two oracle levels, since Rage Prophet requires BAB +5.
If creature is incorporeal, it doesn't need to fly to go up, since gravity doesn't affect it. This is said in the rules for incorporeality.
BigNorseWolf wrote: Streamwalker wrote: Okay, my question was ignored, but after reading the rules I've come to the conclusion that by RAW incorporeal creatures can't deal critical hits or precision damage to other incorporeal creatures, unless they somehow have ghost touch ability. Its a ghost.
They touch other ghosts.
I know, and I agree with you.
Okay, my question was ignored, but after reading the rules I've come to the conclusion that by RAW incorporeal creatures can't deal critical hits or precision damage to other incorporeal creatures, unless they somehow have ghost touch ability.
Can incorporeal creatures deal precision damage to other incorporeal creatures with natural attacks, even without ghost touch ability?
I guess the summoner is going to be unchained one.
I'd say it's treated as a flat 10, so phantom's slam damage would be just 1d8 with no modifiers.
If you want combine alchemist with gunslinger, Explosive Missile alchemist discovery would work, though not with two-handed firearms.
MisterSlanky wrote: Streamwalker wrote: It's a martial weapon for for gnomes so Martial Weapon Proficiency is enough. Which druids do not have, which is why there are suggestions of the best manner to get the proficiency for the Gnome. I meant the Martial Weapon Proficiency feat.
It's a martial weapon for for gnomes so Martial Weapon Proficiency is enough.
Two-Two wrote: so... after GenCon, can I take one of my GM Babies and create it as an Ifrit?
Say my -22 character, who has 6XP all earned before today, but it has never actually played (well... he did play We B4 Goblins...but that doesn't count)... Can I then use it to produce a 3rd level Ifrit the first day of GenCon?
I think you can. It's within the free rebuild rules.
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