Chung Po

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I am no concerned with early game really its the fact that most late game monsters have low dex and just stack natural armor to the roof. Touch gets by the natural armor. but thank you all for the suggestions all and more are appreciated


Hey guys need your help here. In my next campaign i wish to play a ninja and wish to hit as close to all of my attacks as possible. In 3.5 i did this by using a spell that allowed my player to always touch attack every attack. To my knowledge this does not exist in pathfinder. So I ask the community is there any way to hit many or all of my attacks. I have already explored the option of brilliant energy and the whole glows like a torch kinda ruins it for a sneaky character. Higher hit is obvious so no need to suggest this option. What im trying to find is something along the lines of always doing touch attacks. Thanks guys


so far the cleric dip seems the most viable, thank you rasmus, Starbuck your idea would work but i am attempting to avoid checks and saves.


Alright boys and girls here is what i need advice on. I am making a monk in my upcoming campaign and I am very interested in the bonuses that Medusa's Wrath provides. However I have a problem at hand. The conditions that need to be met for Medusa's Wrath to activate are inconvenient. I realize that stunning fist is the plain jayne answer to use Medusa's Wrath however high fortitude characters have the ability to neutralize this tactic. I want a easy and guaranteed way to to inflict one of Medusa's Wrath's required conditions. I looked into dirty trick but it does not work. idc whether the answer lies within an item or feat or what have you. I only wish for it to be reliable, possible, and able to implement without anyone's help. Your help is as always appreciated and I look forward to your suggestions.


Hey guys im looking to play a ninja in an upcoming campaign and was just wondering how to optimize one. we are going to high levels but only core races and no 3rd party stuff. If theres a link or excepted guide please throw a link thanks


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thank you so much grick the link was a life saver, now i can go about my marry way of delivering disintegrates through a scimitar as i dimensional dervish my pansy self all around the battlefield.


spell strike is as worded
(At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

as stated above spells are used like a second weapon. If i deliver a touch attack i get a free weapon strike to deliver that spell with.

with a quickened spell would that indicate that i get an extra weapon strike with each as long as both spells are touch spells.

i come to this conclusion because i understand this (a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell) to mean that only one bonus attack is granted per spell, not that only one bonus attack is granted regardless of how many spells there are.

thoughts thank you


Hey guys i have an interesting question for you. I am in the process of designing a campaign of my own creation and am working on creating a npc that specializes in taking out spellcasters or in general people who are not the front line fighter. My idea was to make a tetori monk with vampirism. The reasons behind this are they effectively restrain players and deal a whole slew of nasty effects while grappling such as con drain and negative levels plus constrict. My problem is i would like to find a monster that is very good at grappling ( better than an average monster ) that i can give vampirism to in order to make a truly nasty encounter where he is the guy who neutralizes and attacks from behind. What i wish to know is what monsters do you suggest for this. Thanks guys any suggestions would be good.


Hey guys been trying to optimize a beastmaster now for about 2 days and was wondering what your guys suggestions are. mainly i would like to create a ranged beastmaster with a high damage companion. I looked into boon companion so maybe possibly having two high damage companions would be cool if that is possible. I need to know which animals are the highest damage, (Tiger and Trex) appeared in alot of what i read but something different is cool as well. What feats should i take if any and what feats should i give my animal companion when he gets them. Also since boon companion exists is it even worth taking beast master, i imagine with the possibility of having multiple companions at equal to character level benefits it is worth it. Thanks guys looking forward to the comments. Oh the level of the campaign is going to 20 just to add that.


I need a ruling concerning the final ability arcane sorcerers receive and its implications with metamagic rods.

The arcane sorcerer's last ability is Arcane Apotheosis which allows him to cast metamagic spells without increasing casting time and also allows him to burn 3 spell slots in order to not use a charge off an object.

so first question is when using a metamagic rod other than a quicken, does this ability allow you to not increase the casting time when using a metamagic feat through a metamagic rod. Metamagic rods specifically say they act like the metamagic feat they contain when concidering the increase in casting time, thusly if they act like the feat does arcane apotheosis work for the rod the same way it works for the feat.

Second question is a little more complicated. If you look at the item creation table on page 550 of the core book under charges per day an item is given as an example. That item is boots of teleportation. So if you go to that item and look at the wording it does not mention charges per day it mentions being able to use it a number of times per day. If we look at the wording of metamagic rods the wording of (times per day) is the same. This infers that metamagic rods have 3 charges per day. If this is true then a sorcerer with arcane apatheosis can then expand 3 spell slots in order to prevent the use of the charge on the rod for that day. This would allow a much larger use out of a metamagic rod than normal. (IMO would break the arcane sorcerer)

I would like opinions on this but in the end i need a head rules guy to solve this.


Maybe i just try to hurt my PC's to much and can't fathom the idea of not hitting them as hard as i can. thank u regardless.


I was looking at the grab ability some monsters have. It goes on to describe that they are allowed a grapple check if they hit with either a bite or claw attack. Then it goes to describe that at a minus 20 on the check they can do this thing called hold, i understand that. Then it says u cannot deal damage with a hold unless u have constrict, ok i understand that. here is where it gets confusing for me. It then goes to say when u make a successful grapple check i assume while holding u deal damage equal to the natural attack (that has grab) that established the hold plus constrict damage. Then it says if the monster doesn't constrict it does only natural attack damage. If you have constrict why would u ever not deal constrict damage.

i guess my question is, is the entire second half of the grab definition only pertain to holding a monster (-20 on grapple).
And can someone put the rules of grab in more understandable terms for me.


I have read all the post and have seen some people mention things like the orc bloodline and other unique bloodlines. I only have the core, advanced players guide, and the ultimate magic. Do these other unique bloodlines exist somewhere else if so please tell me where.


In my personal opinion i say it is arcane. The bonus spells are for the most part great, and no matter what you can do with your spells if the enemy makes all his saves there is no point. Arcane provides bonuses to save dcs so they are the best equipped to make there spells stick.
Would love to hear your opinions.


So at level 17 in the life of a barbarian you gain tireless rage. This allows you to not become all tired and s@&$ty after a rage. Rage can be jumped into and out of as a free action. This effectively allows a barbarian at the beginning of his turn jump out of and back into rage to regain access to all those fun rage powers that say only once per rage.
In the description of free action it says infinite number of free action within a reasonable limit. Thusly i am asking for your guys opinion should i as a GM allow this rage stance dancing nonsense or use the definition of free action to stop it before it starts. Also discuss the pros and cons of this jumping into and out of rage and the overall effect it would have on a campaign and character at this stage in the game.


From the way i am reading this metamagic rods only give you access to the feat a certain number of times per day you still take the level and cast time increase. Am i correct in this?


does greater invisibility then cause all your attacks to add SA damage?


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My friend who is a fellow player pointed out that the only condition required for a sneak attack is the creature being flanked or denied dex in order to add sneak attack damage to an attack. He also pointed out that no where does it say that only one sneak attack can be made in a round. So can a rogue sneak attack multiple times in a round if a creature is being flanked or is stunned?
Also there is a rogue ability that allows what seems to be multiple sneak attacks in a round. I forget the abilities name but it allows you to mark someone as your prey.


thank you guys for your help. I see that dimension door is just going to end my turn and not let me palm anything. I think I am just going to work on a fighter for right now.


What I really wanted to do was be able to use abundant step to get behind enemy lines, then use quivering palm and hopefully kill a healer or sorcerer, then empty body and move away.


In the advanced players guide on page 112 there is a monk variant (monk of the four winds). In the variant is (Slow Time) which allows the monk to have 3 standard action instead of just one. It explains what you can and cannot do with these extra standard actions. However it never says you are or are not aloud to us supernatural abilities with the standard actions. It says you can not use spells or spell like abilities but supernatural abilities are specifically stated as not spell like. However you are aloud to use extraordinary abilities with the standard actions. I was just wondering what the ruling is on this matter?

Simplified question - Are you aloud to use supernatural abilities with the extra standard actions you get from the slow time ability from the monk of the four winds variant from the advanced player's guide?