I have an upcoming game that I expect to have a couple of scenes where we will be stripped of eq or be in a completely magic free zone. What classes or designs will be able to function well in such a situation? Any classes that are virtually non-eq reliant? I was thinking about either a zen archer or a rage bred natural attack style rogue/slayer hybrid.
Plasma weapons do both Electrical and Fire damage in their description. When applying Energy Resistance does either type of energy resistance apply to the full damage? Or, do you have to have both resistances to get any reduction in damage? Is the damage considered half electricity and half fire? So, for example the Red Star Plasma Pistol Level 7 does 1d8 E & F and for our example lets say the PC rolled max damage 8 plus half their level 8 for the weapon specialization in small arms 4 for a total of 12 damage. The Target has Fire and Electrical resistance of 5. Does that mean that the Target only takes 2 Damage (12 - 5 - 5 = 2) applying both resistances separately or 2 Damage (12 as 6 E - 5 = 1 and 6 F - 5 = 1) or 7 Damage (12 - 5 = 7) applying the resistances together? And, if the Target only had one resistance Fire 5 for example would the Target take full damage of 12 because you can't apply both resistances? The source would be appreciated. Thanks for the help.
Starlord does it with his jump boots multiple times. I would say that barring anything that would harm you on the ground you can at 1/2 speed. I do not feel it is over powered nor does it truly affect game play. As a side note if you have true flight like the fly spell there is no reason to "stand up" you can just fly. Superman flys prone all the time...
NaeNae wrote: Thanks for all the replies, helped a lot. Sadly due to differences between me and DM I left the group. But if I ever find another one for Starfinder, I will surely use the info from here. If you are located in the Baltimore, MD area shoot me an email we are always on the look out for more talent.
I imagine the people would become so use to the wild and wacky that shapeshifting for fun and kinky reasons would become a thing. Whole industries would completely become useless, so in spite all of the advancements in magic the economy would suffer because of a permanent underclass. Don't worry they wouldn't starve but they would be either teleported away or possible choose to sell themselves into slavery.
So, I was thinking just going with a Zen Archer and using UMD but it feels like I wouldn't get the most out of the spell so I was considering some dips to get additional bonuses to damage or other cool attachments to the arrows. Maybe after the 6 levels of Zen Archer that seem pretty much required I can start dipping into Slayer or Ranger? Sorry I know this is super vague but it is all I have at this point.
So, I have only every really built one archer and I didn't even play the character. But, I was looking into an archer build around a 2nd level spell I plan on getting access to through either wands or a wondrous item, Arrow Eruption.
Arrow Eruption:
Arrow Eruption School conjuration (creation); Level ranger 2, sorcerer/wizard 2 Casting Time 1 standard action Components V, S, M (arrow or crossbow bolt) Range long (400 ft. + 40 ft./level) Area 30-ft.-radius burst Duration instantaneous Saving Throw none; Spell Resistance yes Description: You create exact duplicates of the arrow or crossbow bolt you used to kill a creature in the previous round and launch one at enemy creatures within a 30-foot radius of the corpse. You can target one creature per caster level (maximum 15) within range of the burst and must make a single attack roll and apply it to each arrow. These duplicate arrows possess all the intrinsic magical properties of the arrow that killed the original creature as well as those passed on to it by your bow. They also enjoy the full benefit of any bonuses or modifiers you applied to the attack from other magical items, feats, and class or racial features. However, this spell cannot reproduce any spells or other limited-use magical effects that you used to enhance that particular attack. This includes such effects as the true strike spell, as well as any area spell you might have placed on the arrow by means of the arcane archer’s imbue arrow class feature. I know it is kind of a niche build but just think of the look on a DM's face the first time you drop this into a crowd of mooks. So, what I need is a list of the feats, magic items, class and racial features that I can stack on this killer arrow.
Chalk
Earplugs
Smoked Goggles
Weapon Cord: 1SP Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a swift action, and it never moves any further away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hp). Unlike a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions. Wrist Sheath, spring loaded
Filter hood
I remember a version of this in a novel. The army had archers and whenever there was a place in the battle their warriors were not currently engaged but had been in battle they fired a colored whistling arrow with a mass cure X spell and the warriors all knew to run towards that arrow if they needed healing. I thought it was pretty ingenious and crafty.
Dastis wrote: Is that all you are worried about? Seriously my contingency kit is currently 3 pages long and growing. I agree completely with Daw. That said if not dying is causing you to not have fun, feel free to die. There is no such thing as paranoid enough I would love to get a copy of this as well.
I would be very careful with this because the ability of any tom dick or harry to reduce a spellcaster to a commoner is extremely potent. If you are going to do this then there needs to be a counter as well. To avoid causing an issue by introducing a new mechanic I would suggest using the Spell Resistance rules to make this work. Look at the highest spell resistances offered by magic items and cap it the same way. For example the Robes of the Archmagi on provide an SR 18. This is especially important if you are going to forge it into weapons and have it affect a character struck by these weapons. This will allow higher levels of spell penetration to counter these mundane items.
If you are planning on trying to do this to teach the PCs you need to make it completely and insanely obvious. This like a cartoon super hero team shouting attack pattern ALPHA and doing X then Y then Z to make their team more effective. So for each tactic you are trying to instill make the bad guys use them vs. the PCs and announce them with super villain style over the top commentary. For example if you are trying to get your players to target the spell caster 1st because they are the biggest danger the have the super villain dream sequence have someone point out their cleric or wizard and bellow orders to take out the caster, then the martial leader scream focus fire and a stream of attacks go right to the caster. But be clear that it is the tactics and the teamwork that is making them super dangerous. Maybe even make out of character statements like wow that worked even better than I thought. These guys are your power level but the tactics are really taking it out of you. Again if you aren't crazy blatant expect some people to miss the lesson. I also suggest a letter or something you hand to someone who is out of the fight with something like please stay quiet, sit still and you are not dead. Afterward are you going to explain where the warning came from? Is it a divine character's god trying to warn them? Something like your cleric's face spreads wide in a smile and looks totally at peace as a voice not their own issues from their mouth and says something like take this knowledge and make it your strength, your lives are at stake. I hope this helps. I would love to hear how it turned out.
So, if they are all playing melee combatants how about handing out teamwork feats like candy... This idea was bandied about a while ago and I worked up a very doable and powerful version that can seriously increase the power and versatility of any melee focused group. Hell if the group has hunters, rangers, druids and summoners this gets ridiculous!!! This build alone adds 2 feats to EVERY character by 4th level and increases the number of AOO in a group as well as having a bardic inspiration and the ability to give extra bonuses to saves in clutch moments. By 7th level you are handing out 3 teamwork feats. 9th level is 4 team work feats. Honestly when I get a chance to play this PC I will rework the feats a little and avoid feats that are combat feats because with the martial flexibility I can grab the combat feats including teamwork feats whenever I need them. I included some suggested equipment at the bottom as well. I hope he serves you well. Drop me some feedback if you give him a shot. LVL Class/LVL Special
Equipment
Banner of the Ancient Kings (18,000 gp): +4 initiative, +2 vs. mind-affecting and re-roll, doubles flagbearer bonus, +4 to bardic performance level
Depending on the level you could always use area of effect spells or splash weapons to make them staying bunched up like that stupid. Lightning Bolt, Alchemist Fire and Burning Hands are just begging to be used here.Also don't forget the creatures they are fighting often are intelligent. They can take advantage of the situation tactically or feel free to have them call for back up/alert the remaining monsters in the area. And, don't forget that there could easily be a monster that comes up from behind and attacks the rear of the group.
OK, this is an odd ball question... If you get an AOO from a NPC moving past me and I choose to do a sunder on the NPC's weapon can I add the SA damage? Kazaan said: Yes because, even though you're damaging the object, the Sunder maneuver is against the creature. It'd be no different than if you sneak up on a flat-footed opponent and Sundered instead of attacked. Objects are immune to critical damage, but not against precision damage (which SA is). Effectively, you are aiming your attack for the weakest structural part of the weapon. claudekennilol said: PRD, Core, Rogue wrote: Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. p.s. You'll find better help in the rules forum.
So, I am building a character that I am having a hard time deciding between a couple of weapons. I definitely want a reach weapon and one of the classes I am using gives me finesse so I was considering using the Elven Branched Spear but the Fauchard fits better for a little crit phishing and will synergize with the build. I did not want to worry about a rebuild in the middle of a campaign so I was looking into options that would help me be flexible with weapon choice in case theory craft fails to take something into account that I have not considered. Any suggestions and guidance would be appreciated.
Spear Dancing Style (Combat, Style)
I had an idea of doing this with a rogue and the Elven Branch Spear. This would be an amazing character that gets to be almost entirely SAD Dex based with very little investment required. I would love to see if anyone had similar ideas for brainstorming.
In the spirit of a couple of posts I have read in the past I want to design a PC that for his/her action is buffing the party by taking a group of PCs and adding teamwork feats to the group. There seems to be plenty of classes that do this and I wanted to design a PC from 1st - 20th taking advantage of dips and feats that will maximize this concept. I do want to give credit to General Dissa Ray and claudekennilol who inspired this concept and I think the build will be a significant addition to any party. I have cut and pasted their links below for reference. So I was looking at 1 Level of Guided Blade Swashbuckler, 3 Levels if Holy Tactician Paladin and at least 3 levels of Exemplar Brawler or VMC into Bard. BUT, I want to find a class that offers similar abilities and has an animal companion because Pack Flanking is too good to pass up. Any of the classes that offers the ability to shares these teamwork feats must meet only 1 requirement and that is to share those feats to anyone and not require them to have the prerequisites. I prefer only Paizo material but am willing to expand to 3rd Party. http://paizo.com/threads/rzs2tn1k?Instant-Teamwork#3 http://paizo.com/threads/rzs2tjzm?Teamwork-fighting-character#1 Can't wait to see what the community comes up with for this build!
So, Our characters are 10th level and have a significant amount of cash on hand for preparing and crafting magic items. We have hired two talented crafters dedicated to making us whatever our little hearts desire. We know we are heading into a land heavy with undead. What items are good calls for dealing with undead? I would also love some suggestions on spell selections for an arcane caster when dealing with vampires and ghouls. One note is the undead are not necessarily any specific alignment because in this home brew nothing has hard alignment restrictions.
Tiny Coffee Golem wrote:
Wow, that is mighty interesting! Pretty cool ideas are now rolling around in my head! Thanks
Tiny Coffee Golem wrote:
I would like to read more about this for some places I am designing. Tiny Coffee Golem where is the deep discount written up for MI that are immobile? Thanks
SpectralTimer wrote: But the rules for fast healing specifically describe it as being "just like natural healing," while the healing from spelleating is not mentioned as being magical. With the fact that fast healing works just like natural healing You should only be applying the Fast Healing feat bonus HP once a day on any fast healing benefit. I think there is a lot of twisting to the RAW and intended meanings to get this to give a PC the increase to their fast healing 1 and jumping it up to fast healing X because of a beefy con score and a single feat. Considering there are plenty of other ways you can get fast healing and better fast healing than this method I am not sure why people are focusing on this so strongly.
Morlaf wrote:
Yeah, you wipe out a party of Werewolves in the opening scenes of a WOD game and no one lets you forget it. But, I say this because I really do like a gritty game. If at no time during a session do I have a true concern that my character might not make it then MEH... But, if PCs are dropping like flies and I am watching the dice like a hawk praying I don't get one shotted, and NOW we have a game.
About PninMale Catfolk Unchained Rogue 7
5'10''/160lbs ; Black fur, orange eyes ==DEFENSE==
==OFFENSE==
==STATISTICS==
==FEATS & TRAITS== Canny Observer:
When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
From Rogue Talent Level 2 Rapid Shot:
Additional attack -2 penalty per attack.
When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. Point Blank Shot:
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot:
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Weapon Focus (Shortbow):
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Deadly Aim:
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Reactionary:
Benefit: You gain a +2 trait bonus on initiative checks. Inspired:
Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check. ==ROGUE ABILITIES== Weapon and Armor Proficiency:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. Sneak Attack:
+4d6 damage if enemy caught flat footed
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding:
+3 to Perception for traps, Disable Device can Disable magical traps
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Finesse Training:
Weapon Finesse for Composite Shortbow Dex for attack and damage
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion:
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Danger Sense:
+1 Perception to avoid being surprised by enemy, +1 to Reflex & AC against traps
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). Rogue Talents:
Level 2 = Canny Observer Level 4 = Combat Trick: Rapid Shot As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made. Debilitating Injury:
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge:
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Rogue's Edge:
Level 5 = Disable Device 5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action. At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
==SKILLS & LANGUAGES== Skills:
Ranks: 60 (8 Class +2 INT)
Languages:
Common, Catfolk, Draconic ==RACIAL ABILITIES== Cat's Luck:
Once per day, reroll Reflex saving throw take the better result. Must decide to use this ability before the saving throw is attempted. Natural Hunter:
+2 to Perception, Survival, Stealth Sprinter:
+10 feet when charging, running, or withdrawing ==EQUIPMENT== Eyes of the Eagle:
+5 to perception Cloak of Resistance:
+2 to all saves Masterwork Thieve's Tools:
+2 to Disable Device Special Composite Short Bow:
+1 magical enchantment. Combined with Weapon Finesse uses Dex for Damage and attack! Ring of Protection:
+2 to AC Masterwork Mithral Chain Shirt:
+5 AC No Dex Penalty Belt of Incredible Dexterity:
+2 Dex |