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![]() Making sure. @Secret Wizard: Yeah. Also, I'm going for pinning knockout. Pinning Knockout wrote: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light or one-handed weapon, double your damage result. Any creature that is immune to critical hits is immune to the effects of this feat. Have to take IAS, Imp. Grapple and Grtr. Grapple, but the non lethality would be devastating. Was also planning on going 10 Bounty Hunter/10 Strangler(Brawler). Same amount of sneak attack as maxed bounty hunter, maneuver training will give me an extra +2 to grapple, three feats from martial flexiblity, two more instant KO attempts and no penalties for the grappled or pinned conditions. ![]()
![]() So, I was planning on running a bounty hunter(slayer), and saw this ability. Submission Hold wrote: At 6th level, when a bounty hunter attempts a grapple combat maneuver check to deal damage, he can choose to add his sneak attack damage to the grapple damage for that attack. He takes a –5 penalty on the combat maneuver check if he does this. This sneak attack damage is nonlethal damage, unless the bounty hunter is able to deal normal damage with a grapple and chooses to do so. This ability replaces the slayer talent gained at 6th level. And going through the feats, I found this feat. Strangler wrote: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling. So, does this mean on a successful grapple check, including the -5 penalty, I can apply my sneak attack damage twice? ![]()
![]() Well, on the one hand, I am using a gm-homebrewed racial archetype that gets rid of grabbing appendages. On the other, still have those backplates. So, yeah. Well, thanks guys. My GM already said I would probably have to pay x4, but he's more than fine with me asking things like this, just in case. He'll let me get away with a lot, but unless sanctioned by the general public of the almighty rules forums, I don't get it all. Above comment is not meant to sound condecending. That was me legitimitally giving lots of cred to everyone on the forums. Who says theres no wisdom from strangers on the internet? It averages to about 16 around here. ![]()
![]() So, I'm playing a trox. Specifically, a trox magus. He and his clan were have dwarves as patrons, as they rescued his clan from duergar long ago. Back on point, I'm buying armor. For a large, the price is doubled. For a non-humanoid, it's quadrupled. Now, trox are monstrous humanoids. Do they technically count under humanoid, or do I have to pay 4 times as much? This is not me trying to start any rules lawyering arguements, it's just about a guy trying to save some money. On what could be a technicality. ![]()
![]() My GM wants to know if the unnatural aura evolution effects vermin. He thinks it would because all the vermin are technically animals, and in multiple fantasy stories and movies, when a creature or person with a similar ability would walk through an area, even the rats and bugs run or don't approach them. So, flat out, do they? ![]()
![]() Alchemy wrote: Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. No, sir, you are quite correct. Dispellable potions that emulate spells. ![]()
![]() So, in the spell description of transformation, it says that you can't casr spells. But under the alchemists alchemy class feature, it says you don't technically cast spells. Alchemy wrote: Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level. So, can I still use extracts while under the effects of a transformation spell? ![]()
![]() James, why did you guys decide to make the combat inspirations of the investigaor so high? I'd been planning on running an infiltrator (investigator)/slayer, but their combat oriented talents require you to be at least 5th, and the good ones don't really show up until 9th. Not the best for multiclassing. I know that the investigator is meant to be a bit more of a support class, but the high level requirements make it pretty hard to multiclass for combat. Studied combat and strike are good combat abilities, I just wish the talents didn't require such high requirements. ![]()
![]() Dafydd, that's not what the equation is. It doesn't say you can trade enhancements for enchantments. It says when adding any new ability, you subtract the cost of the original magic item from the new cost. Using the example from the CRB: A +2 vorpal longsword costs 98,015 gp, as it's total enhancement bonus is +7. The cost of a +1 longsword is 2015 gp, as it's a +1. To upgrade from +1 to +7, you subtract the original(+1 enhancement and weapon price) from the new item(+7 enhancement and weapon price). So the price to upgrade, as shown here, would be 96,000 gp. Perusing over the book, I found no mention of what you said. Just like class features, once your choice is made, you cannot change it later. Add to it, yes, but not change past decisions. ![]()
![]() Yeah, I figured I'd get that answer. I only brought it up because it takes two hands to wield each, which I meet since I'd have four arms, and could treat it as normal for twf and its improved forms because you could assume a race such as the kasatha would come up with some crazy fighting style like that. Well, thanks for the help. ![]()
![]() So, I was planning on making a kasatha ranger(a regular one, not the one who uses two bows). I was planning on taking the two weapon fighting combat style, but my friend pointed out that... Multiweapon fighting wrote: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms. Now, I was wondering, since I was planning on using a ranseur and a guisarme, can I follow the rules for two weapon fighting, or am I forced to forever only have one off hand attack? I am only using two weapons. ![]()
![]() So Iwas reading through the Technology Guide, and found the Savage Technologist, and am reaalllly interested in playing one, but I am confused by their rage. Savage Technologist Rage wrote: A savage technologist can enter rage as a barbarian, except she gains a morale bonus to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist's Strength while raging, it increases her Dexterity instead. This ability alters rage. The part I'm confused on is the entries of adding the dex into the rage. It says it replaces con when you rage, but that when you would gain a bonus to strength, instead apply it to dex. This gives me three possibilities, one given to me by a friend. 1. It's a typo, and it's supposed to replace any con bonus through raging with dex. 2. You get the base strength bonus, the dex gets the increases and you get the con bonuses as normal, but only increasing by the same amount as the difference between rage and greater rage, so you'd get +2 con at greater and +4 con at mighty. 3. My friend thinks it means that other effects from rage effect it as so, but for greater and mighty rages, it effects both str and dex. I really don't know which is right, if any of them are. ![]()
![]() Are class abilities special qualities? I ask this having been looking at a thread discussing the skeleton template. It says that the skeleton loses most special qualities, keeping qualities that improve their melee or ranged attacks, as long as the ability is extraordinary. If you animated the body of a barbarian, would it stll be able to rage, and if so, use surprise accuracy while raging? Would a fighter's corpse keep it's +2 for axes and +1 for bows? Would a monk skele keep it's unarmed strike damage and FoB? Would a ranger keep his +2 favored enemy bonus against humanoid(human) and still be able to mark quarry? Now before anyone says it, the template says they lose class HD, not class levels, so if this does work, a 1 HD human skele could have up to 20th level class abilities, provided that: 1. Class abilities ARE special qualities. Most important part. 2. Are extaordinary abilities. 3. Improve the skele's ranged or melee attack rolls. I really do feel a little dumb asking, but I just want to be sure. Else and zombies could be stronger than we thought. I expect a resounding 'No.' But, stranger things have happened. ![]()
![]() So I was reading through the archetypes of the ACG, when I found this little gem of what I assume is ignorance. Channel energy, pg. 132 of ACG wrote:
Now here's the abuse:the extra hex feat. You can take it multiple times, and as the bold shows, every time the hex channeler is able to learn a new hex, they can instead gain 1d6 of channel energy. As there is no limiter, such as max of 10d6, you can get a max of 19d6 channel energy. Am I reading it wrong, or can you actually get 19d6 channeling with this archetype? ![]()
![]() Jabbing Dancer wrote: Each time you hit with an unarmed strike while using jabbing style, you can move 5 feet without provoking an attack of oppurtunity as long as you move to a space adjacent to the opponent you hit with an unarmed strike. If you use this feat, you cannot take a 5-foot step during your next turn. No where does it say it uses your 5-foot step on your next turn, just that you can't use it. It also says that you can move 5 feet everytime you hit someone, not just once. It lets you dance across battlefields as long as you can strike, so pairing it with ICF just let's you go farther. Edit: And why would I have to one shot them all? I just have to down one and it would start the chain of pain. ![]()
![]() So, would these two feats work together to let you just move through groups of enemies? Say you opened with jabbing style, stepped past the first guy, downed him with two more hits plus extra damage from jabbing style, activating ICF, and since you are using jabbing style still, could you just strike and 5-foot step through the crowd, smacking everyone in the face because of jabbing dancer? ![]()
![]() Well, this is all interesting, but quick side question. Say you are a wizard and you are using stealth to hide. If you haven't been noticed, could you use the stealth skill to snipe with, say, fiery shuriken? Sniping wrote: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location. And it says under fiery shuriken that you make a ranged touch attack for each shuriken, so if you only attacked with one per turn, you could snipe with them. Obviously you wouldn't be able to snipe with any spell that didn't have you make a ranged attack roll, like fireball. You also wouldn't be able use sneak attack with it either, unless you were a 10th level arcane trickster. But it would make stealth a little more of an asset to casters so they could better stay away from the battlefield while still utilizing their range. Make multiclassing for better stealth nicer too. ![]()
![]() As I've said before, I have to agree with the RAW answer that it says 'gunslinger 11th desn't equal swashbuckler 11th'. If it was written like the other grit deed feats from that book, and had been written as such while stll requiring a character level of 11, I'd argue this till such time as there was an errata. So, until changed, RAW is swashbucklers can't take signature deed. My other arguement about grit and panache users I stand adamantly behind. But that isn't what this thread is about, and I won't continue it here. I might post it as a seperate thread so we can argue it there, but I won't force it on this thread. If people do want to try to tell me I'm wrong, we can do it there. ![]()
![]() I never said, nor did I insinuate, that having the ki pool class feature made you applicable for taking monk feats. I am, however, of the mind that, by the wording of the sidebar of page 56, that having the grit class feature satsifies prerequisites for feats that require the panache class feature, and vice versa. I agree, by the wording of the signature deed feat, that by RAW, a swashbuckler couldn't take it, as he isn't a gunslinger. But by the same RAW, any class, not just gunslingers and swashbucklers, that have the grit class feature or the panache class feature can take any feat that has either class feature as a prerequiste, that they gain the benefit and use of any magic item that effects grit or panache, and that any other effects that affect said class features effect both. That means kata master could take the No Name grit feat, anyone(yes, anyone) with the amateur gunslinger feat could take any feat that had the panache class feature as a prerequisite, and anyone with either class feature would benefit from a plume of panache, gaining the panache point and being able to use it as a grit point as outlined on page 56 of the ACG, as it says... Grit and Panache sidebar, pg. 56 wrote wrote: ...For feats, magic items and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa. But also, after reading the sidebar, the RAI seems to agree. Does it say that you have to be a gunslinger or swashbuckler to gain the benefits? No. It says you have to have the grit class feature or the panache class feature. By RAW, a holy gun's holy grit wouldn't meet the criteria, nor would an inspired swashbuckler's inspired panache, as neither are the grit or panache class features. But we can all say that the RAI for the inspired swashbuckler is that he can still do this, as his class feature is altered. But that same RAI applies to the holy gun. His ability is basically an altered version of the grit class feature. How can we say RAI is different for these two classes, given the intention seems to be that the panache class feature and the grit class feature interact to the point of being the same thing for feat prerequisites, magic item use and activation, and being affected in the same way for other effects? It even states that they,'represent two paths to gain access to the same heroic pool.' The class features are clearly the focus here, not the classes themselves. And just to point it out as others have done, the precise strike deed even says that it can't be chosen for the signature deed feat. Either a mistake or RAI showing that the wording in the UC will be changed because we now have these two pools that interact in this way. And if the RAI is that swashbucklers can take the signature deed feat, then the wording could change to 'the grit class feature and character level 11th.' If that change were made, it mean anyone with the grit class feature or the panache class feature could take it. Even the amateurs. But unless such a change is made, only gunslingers can take signature deed. Every other feat that lists the grit class feature or the panache class feature as a prerequisite can be taken by anyone who has either class feature, not just gunslingers and swashbucklers. Edit: And as for the ki pool thing, if something says it requires the ki pool class feature and not any levels of monk, then anyone with a ki pool could take that feat, anyone could use ki to activate that item, and any other effects that affects a ki pool would effect that character's ki pool. ![]()
![]() Rhatahema wrote: Agreed that this needs to be clarified. It's an important question when it comes to archetypes that gain the panache class feature. If swashbuckler levels count as gunslinger levels, what about daring champion or the kata master? Well, since the information I posted says 'a character with the panache class feature' not 'a swashbuckler', then any class that gains panache would be able to take things like signature deed or a character that gains grit can take any feat that requires the panache class feature, like the disarming threat deed feat. ![]()
![]() Grit and Panache sidebar, page 56 ACG wrote:
Grit, Luck and Panache sidebar, page 102 ACG wrote:
While gunslinger and swashbuckler are their own classes, as stated above, a swashbuckler's levels count as gunslinger levels for meeting prerequites of feats. A sleuth's luck class feature doesn't. Both class features are called out on their respective pages, and each specify what levels of that class do and do not count as. A swashbuckler could take the signature deed feat, but a sleuth could not. ![]()
![]() christos gurd wrote: mutagenic mauler does though But does he get 3rd level extracts? Unless multiclassed, he couldn't do it. ![]()
![]() Investigator's do get mutagen, but that's iffy, as both feral and infuse mutagen go off mutagen. Of course, infuse mutagen works with a mindchemist's cognatogen, so I guess I was wrong. So yeah, if you take the mutagen alchemist discovery investigator talent you can be an investigator/master chymist. Beyond that, I don't understand the OP's question. As the master chymist's abilities go off mutagen, when you use a mutagen, the master chymist's abilities modify mutagen as written. ![]()
![]() So in the ACG, there's a rogue archetype called the underground chemist. He has the following ability. Precise Splash Weapons wrote: At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. So, would this deal damage against just the single target, or if all enemies in the splash area, would they all take splash damage? The lack of specificity made me want a definite answer so that this ability cannot be abused. ![]()
![]() I take it this is for the kasatha ranger archetype from people of the stars? Yes, if you multiclass zen archer with bow nomad(Don't have book in immeadiate vicinity) you could flurry with both bows. First level you could shoot one twice or both once. As you get more more attacks through FoB, you can with switch between bows for each attack. But since FoB is basically a monk using two weapon fighting, substituting his monk levels for BAB, you might as well go don the two weapon fighting tree instead of multiclassing, as rangers get +20/+15+10/+5, meaning they get the full three extra attacks from greater and improved two weapon fighting. And the extra attack you get from spending a ki point while flurrying can be replaced by putting speed on one of the bows. ![]()
![]() I'd recommend you and your wasp take the stealth synergy teamwork feat. It'll help with your sniping technique, which I agree it still counts as a sniping attempt. ![]()
![]() So I am confused to the point of my head hurting. Under the verminous hunter's vermin focus, I'm confused on the woriding of the leech. Vermin Focus, Leech wrote: Leech:The creature gains a +2 competence bonus on grapple combat maneuver checks, and deals 1 point of bleed damage every time it succeds at a grapple to damage an opponent(this bleed stacks with itself). These benefits increase to a +4 bonus and 3 points of bleed at 8th level, and a +6 bonus and 5 points of bleed at 15th level.Bleed damage from this ability does not stack with itself. So, which is it? Is it another typo in the new book, or does it only stack at one stage of progression, but not at other levels of progression? ![]()
![]() So I was reading through the ACG, and I started reading the skald. I got to song of strength performance, and I had to ask this question: Do melee attacks and combat maneuvers count as strength checks or strength based skill checks? Song of Strength wrote: At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald's level to a strength check or strength based skill check. Obviously, it wouldn't work with weapons modified by weapon finesse, or combat maneuvers modified agile maneuvers, but would it work with it normally? ![]()
![]() Well, the first sentence of Automatic states... Automatic wrote: An automatic weapon can act as a semi-automatic weapon (see below) or it can fire a burst of shots with a pull of the trigger to attack all creatues in a line... Semi-automatic wrote: A semi-automatic weapon normally fires one shot as an attack. However, the user can take a full-action to fire twice, as if using the rapid shot feat(including taking a -2 on all attacks). If the wielder has the rapid shot feat, she can use the additional shot from that as well, but the penalty for all shots fired in that round increases to -6. So yeah, you get penalties to hit, but you're not wasting your 10 charges to attack one creature. ![]()
![]() Darksol the Painbringer wrote:
Especially since they auto crit on any critical threat. With all the super buffs to hit you can get, they'd have a high enough bonus to to beat most ACs, and as I said before, they'd be critting 2/5ths of the time. That's 40% of the time, btw. It seems like one point wouldn't make a difference, but it would.
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