Skeleton Horse

Tertius Faust's page

Organized Play Member. 10 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS

Dark Archive

James Risner wrote:

Isn't this the same as the Crit Multiplier not stacking with a Crit Threat range doubler? They do totally different things, but they didn't stack. It got FAQ that means essentially pick one.

Using that logic, wouldn't this be "pick between +1 CL and +1 DC", as the two effects don't stack.

I'm pretty sure that Crit Multipling effects do stack with Crit Threat range doublers. Although, multiple effects that double the Crit Threat range do not stack with each other (but they do offer the same benefit).

Dark Archive

Azten wrote:
Remove the sentence about it stacking with Spell Focus. Done. The rest is merely because it's a feat tax for getting into the Bloatmage prestige class. Feats are not balanced against each other, or even at all.

You could be right of course. The thing is that there is more than one coincidence here and this is why I believe that the topic is more investigation-worthy.

Dark Archive

Bloodmage Initiate
Your introduction to the ways of the bloodmage allows you to use elaborate rituals and gruesome rites to expand your reserves of magical energy.
Prerequisite: Spell Focus (any school).
Benefit: You learn the basics of the ancient art of hemotheurgy.
Pick one school of magic in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level. THIS BONUS STACKS WITH THE BONUS FROM SPELL FOCUS.
Unfortunately, the side effects cause you to be constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).

Okay so call me crazy, but I think that the last sentence (from benefits) does not make any sense. That is because I'm pretty sure that caster level does not increase the DC of any spell out there.

So I came up with this two conclusions;
1st The last sentence is completely wrong.
2nd This feat also increases DC of all saving throws against spells from the selected school by +1, exactly like Spell Focus does.

Now I would be certain that the 1st conclusion is the right one, if only it wasn't for the feat named Mage's Tattoo.
Mage's tattoo also has Spell Focus as its only prerequisite, also allows you to pick one school and cast spells from this school at +1 caster level and it even gives you a spell-like ability as a bonus (in contrast with Bloodmage Initiate). On the other hand Bloodmage Initiate will (only) give you the +1 caster level bonus (which is really good), but in exchange for some really heavy penalties.
I believe that all feats have to be balanced, it might be difficult to compare two completely different feats, but in our case the two feats are not so different. Mage's Tattoo benefit includes the whole benefit that Bloodmage Initiate gives without any of its penalties. Now I am not a Libra but I can tell that this is not well balanced. And there is also that last sentence (it's just too fishy).

So yeah I think that my 2nd conclusion is the right one, but unfortunately I cannot be sure.
I searched for other threads about this topic and only found one which was also a dead end.
If there is anyone who has an actual answer, or can give more insight in this topic... please let me know. Thank you.

Dark Archive

I have in my mind a character that deals damage by throwing cards and is also able to cast divine spells. So I obviously need the Deadly Dealer feat..

Now I'm familiar with the rogue talent Card Sharp, but rogues can't cast divine spells.

So here's the question; is there any way to take rogue talents without having to pick at least two rogue levels?

Dark Archive

Stephen Ross wrote:
Movement wrote:

Tactical movement is used for combat. Characters generally don't walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.

...
Run: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
Combat wrote:

Run

You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.
You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
You can't run across difficult terrain or if you can't see where you're going...

So during combat those 4-6 squares you move is at a hustle or run, not a walk.

But since you said Run, the common assumption is a double move/full round action in a straight line.

Can you attack after a Run (Full Round action)? Yes, if you make it so that you threaten your target then you can attack them as a full attack action on your NEXT round (assuming they are still there). I assumed that the creature making the run action is attacking. You might get an AoO if they move away, so placement is critical.

I think what you are looking for is a Charge. You can Charge and then attack in the same
...

Thank you for answering this thread, I guess charge will do.

Dark Archive

Mysterious Stranger wrote:

Running is a full round action so you cannot perform other actions while running, except for free actions.

If you use two move actions in a round (sometimes called a "double move" action), you can move up to double your speed. If you spend the entire round running, you can move up to quadruple your speed (or triple if you are in heavy armor).

If you are using mythic rules there are a couple of ways you can gain an additional action without it counting against your other actions. Outside of mythic I don’t think there are any way to gain an attack while making a run.

I see, that's all I need to know, thank you :)

Dark Archive

So here's the question? Is there any official way to make an attack after using run action.
I wasn't able to find anything by myself, but still I might just missing something.
A certain answer would be very helpful. Thank you in advance.

Dark Archive

CampinCarl9127 wrote:

I'm about 98% sure that Trained Grace came out after Slashing Grace.

It's my pleasure Tertius Faust, glad to be of help!

Thank you a lot :D

Dark Archive

CampinCarl9127 wrote:
No. Trained Grace only worked when you are adding your strength modifier on damage rolls. Slashing Grace makes it so that you are adding your dexterity modifier instead of your strength modifier on damage rolls, so the two abilities do not work together.

Yeah that was my first thought too, but I hoped that Trained Grace came before Slashing Grace and the proper text wasn't including in the decryption. What I was actually looking for was an errata or correction in the rules about those two.

And thank for answering this post. :)

Dark Archive

I really need to know if Slashing Grace feat and fighter's Trained Grace (ex) ability from Advanced Weapon Training, can work together.

Slashing Grace (Combat)
You can stab your enemies with your sword or another slashing weapon.
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.
Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.
You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

* Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature

Trained Grace (Ex) When the fighter uses Weapon Finesse to make a melee attack with a weapon, using his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. The fighter must have Weapon Finesse in order to choose this option.