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![]() 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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() OK, so normally when I build a caster I just use the familiar for the basics and do not invest in them. However I am playing with an idea for a Mutagen Warrior, Martial Master and Eldritch Guardian, so I going to go a different direction with my familiar and make him a serious part of my combat plans. I love the fact that the Eldritch Guardian allows the familiar to share all combat feats! Combining that with Martial Mastery is going to ridiculously complex and fun! So, with the insanely long list of improved familiars at this point what is the strongest combat wise? I plan on using the mauler template if that helps. ![]()
![]() So, with Sohei Monk you get to act in every surprise round. So, my question is does that you mean you can act prior to initiative even if there isn't a real surprise round? Example, the encounter starts and the PCs and BBEG both know each other is there and therefore no one is truly surprised. Does the Sohei monk get to act before everyone rolls initiative? ![]()
![]() So, I am planning on a dex based monster of absurdity. I am happy to dip for fun and profit. Plan a swashbuckling high dex character. I will go from 1st to 20th. Please suggest feats, traits and any eq that fits best. I am hoping for an annoying and insane combat beastie. I would prefer for something above and beyond just a boring combat monkey. ![]()
![]() If you take Weapon Focus for your Natural Attacks do you need to take a feat for each type, such as claws, bite and gore? Does this apply to other feats and abilities as well? I am thinking about a natural attack rogue and was reading through the Weapon Finesse rogue ability and the 3rd level gives you Dex bonus to damage. Does this only apply to one type of natural attack such as claws or would it apply to all Natural Attacks? ![]()
![]() I know this build is probably not optimal but I like it. I think it has great potential to remove the threat of an enemy by making them as weak as a kitten. There is one house rule in effect that if you provide a fully painted mini to represent your character on the battle map you get an extra trait. My GM also allowed the old 3.5 feat Practiced Spellcaster which gives you a +4 caster levels that cannot exceed your character level. Please give me your feed back and suggestions of how to improve the character. Elf +2 Dex, +2 Int and -2 Con
Traits
Rogue (Thug) and Magus Wielding a Sap at low levels and Rapier when available to be enchanted with Merciful and Cruel Lvl Class Special
2nd Rogue 2 Evasion, rogue talent (Slow Reactions) 3rd Magus 1 Arcane Pool, Spell Combat and Rime Spell
7th Magus 3 Magus Arcana (Silent Magic) and Intensified Spell
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![]() I have an old Arcane Trickster Level 9; 3 Wizard, 3 Rogue and 3 Arcane Trickster; that I need to update with unchained. I built this guy to be a feint master and to basically get SA every attack but with the new updates and rules I am a little at a loss of where start. I know that I can get to the prestige class quicker by taking a feat that increases my SA to the prerequisite of 2d6 but that means I would be giving up some good rogue abilities and I wanted to know how people felt about that as well as what new abilities should I be considering. As a side note I picture him more of a rogue that knows magic versus a sneaky wizard. ![]()
![]() OK, I have built a pretty effective BBEG beat stick. Basically I have been able to spike out enough damage to take down all kinds of CRs bigger than my GM expected. However we have just stepped into something I am concerned about. We are going into a war that seems to be run by fire giants with all kinds of lesser giants and goblinkin. Well I don't really have anything to deal with larger groups of lesser enemies. Is there anything y'all would suggest? ![]()
![]() So, I have never made a Necromancer just because they are inherently evil and even my hood characters ain't that good. But I was playing around with a juju oracle Necromancer focusing on creating undead minions. So what options do you have for making skeletons that go boom or zombies that freeze? I found Final Combustion in Deep Magic but wasn't sure what else was out there. Ideas please! And filling a zombie full of oil was kinda the direction I was heading... ![]()
![]() Will the Eldritch Heritage feat meet the requirements to become a Dragon Disciple. For those of you looking at me like I am just crazy here is the basic mechanical premise... Toppling spell feat and STRENGTH from every option available... Crossblooded Goblin/Orc blooded with the magic missile Magical Lineage trait to add toppling spell for free and later add things like Intensify spell and Quicken spell to get multiple trip attempts on a level 1 spell. Wield a Long spear for AOO, combat reflexes and the trip feat tree. Greater Trip will allow all tripped opponents to get a smack from the other PCs, even if this is done by spell. I am buying the minotaur Eldritch Heritage as well so between Orc and Minotaur blood lines and Dragon Disciple the PC is getting strength and constitution bonuses from everywhere. I will trip on every AOO and if someone ever gets to close combat I drop my long spear and use the claws, bite and gore from the various level 1 abilities from all the different bloodlines. So, am I crazy or is this genius? ![]()
![]() I love the feel of the Staff Magus but there are a few unanswered questions. Since this style character will not be getting the massive Spellstrike damage by criting 30% of the time I was looking into using him to buff his Staff using his arcane pool and then TWF for all he is worth. With that concept in mind I keep reading the section on the arcane pool and its many uses. But, there the writers have left us lacking. Arcane Pool (Su)::
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. When a Staff Magus uses his Arcane Pool to enhance his quarterstaff does his increase in the enhancement and weapon properties affect both sides of the weapon since it is a double weapon? If it does not affect both sides of the double weapon can the Staff Magus split the Arcane Pool bonuses and weapon properties between the two sides? And, lastly if neither of the two options are currently in the RAW and RAI does anyone know of any feats or arcana from 3rd parties that can be used to accomplish this build? Creating Magic Weapons:
To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price of the item based upon the item's total effective bonus. Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic weapon must have at least a +1 enhancement bonus to have any melee or ranged special weapon abilities. If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.) At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding. Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities. Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details. Crafting a magic weapon requires 1 day for each 1,000 gp value of the base price. Item Creation Feat Required: Craft Magic Arms and Armor. Skill Used in Creation: Spellcraft, Craft (bows) (for magic bows and arrows), or Craft (weapons) (for all other weapons). The only line that makes me think this is not possible with out a feat or arcana affecting the build is here in the crafting magic weapons section. Thank you for your input. ![]()
![]() I want each character in the party to buff the party, so that they are significantly better together than apart. Even some teamwork feats might be a good call. I know the Cavalier and Bard are just designed for this. But, I also think that the Paladin, Cleric and Ranger could be good classes. So, give me some ideas and build suggestions. ![]()
![]() OK, So I was thinking a Suli Sorcerer Dragon Disciple for the Strength bonuses on the race and class sides to help with the fact the character's BAB would not be as high as I would like. With the Draconic Claws ability I thought Aspect of the Beast Feat would allow for Claws to be used as often as needed. Thoughts? Suggestions? |