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
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.
spell strike is as worded
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.
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).
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.
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.
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?
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? |