Search Posts
The Bully Animal Companion Archetype reads: Ultimate Wilderness wrote:
It says nothing about ignoring the Int 13 requirement of those feats, which doesn't seem intentional because with an Int of at least 3, they can take those feats without them being on the Animal List anyway. Is this a mistake?
1. Do Armor Spikes deal their extra damage on the grapple check initiate a grapple, to damage during a grapple, or both? 2. The Strangler Archetype for Brawler deals scaling 1d6 sneak attack damage when you maintain a grapple to deal damage. Does this qualify it for the Strangler feat, which requires 1d6 Sneak Attack (but not the Sneak Attack class feature)? 3. The Dan Bong is a weapon with the Grappling feature. That means this could be used as a weapon to grapple, and therefor use the Heirloom Weapon (Combat Maneuver) Bonus, correct? 4. Related to the last question, Heirloom Weapon gives a trait bonus to combat maneuver checks. Bred for War gives a trait bonus to CMB. In such a case would these stack, since the bonuses are going to separate places? 5. If Armor Spikes are enchanted, do they deal their additional Enhancement damage on each grapple check? If I had Spiked Armor +3 would it add 1d6+3+STR to each check? It's listed on the weapons table, and even directs you there for its damage in the description, so it seems to deal damage like any other light weapon. 6. As Dan Bong are grappling weapons, could I use their damage and Enhancement Bonus as well? Sorry for all the questions, just want to be crystal clear on the rules before I make anything.
About Captain Neil CarverFluff
Spoiler:
Belief: Goal: Instinct: Virtue: Vice: Basic
Spoiler:
Captain Neil Carver Male Human Slayer (Vanilla) 6 N Medium Humanoid (human) Init +2; Perception +11
Human Racial Traits: Bonus Feat, Imposter-Wary Traits: Indomitable Faith (Faith), Heirloom Weapon [+2 Trip] (Equipment)
Offense and Defense
Spoiler:
AC 20, touch 13, flat-footed 18 (+10 Base, +2 Dex, +7 Armor, +1 Deflection) Fort +8, Ref +8, Will +7 (+1 Trait, +2 Illusion) Base Attack +6 CMD 23 (+10 Base, +6 BAB, +4 Str, +2 Dex, +1 Deflection) Speed 30 feet Melee Attacks
Ranged Attacks
Common Buffs
Statistics, Skills
Spoiler:
Str 18, Dex 14, Con 14, Int 10, Wis 13, Cha 10 Skills (36 Ranks total, 6 Sense Motive, + 10 background*) Acrobatics +8 (3 Ranks, 3 Trained, 2 Dex, 0 ACP)
Gear, Magic and Other
Spoiler:
Weapons and Armor +1 Voidglass Great Sword ["Seasplitter"] - 3050 Cold Iron Boarding Axe - 12 Silver Morningstar - 32 MWK Composite Longbow (4) 750 + 14 (+ Cold Iron Arrows, Silver Arrows) +1 Mithral Agile Breastplate – 5350 Wondrous Items and Rings
Equipment, Tools and Gold
Gold 2636 GP Class Features
Spoiler:
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. --- Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks. --- Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made. --- Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer 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 slayer cannot use sneak attack while striking a creature with concealment.
Feats and Talents
Spoiler:
HD 1: Iron Will Human 1: Enforcer Slayer 2: Ranger Style (Power Attack) HD 3: Intimidating Prowess Slayer 4: Jaguar Grace HD 5: Pushing Assault Slayer 6: Ranger Style (Cleaving Finish) FCB 6: Jaguar Pounce Tactics
Spoiler:
|
