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Tumuch Raydeation


Whoops, I completely goofed there by saying drain instead of damage. And wow I partly didn't expect the item to work like that, because it seemed almost too good (my DM tends to send hordes of shadows and other ability damagine effects at us).
Thanks to both of you :)


Hi,
I was looking at some of the new rings that ultimate equipment has added and the Ring of inner fortitude caught my eye, but I'm not sure if I'm understanding it correctly.
Does it prevent the ability damage/temporary penalties each time they would be applied, or overall.

i.e. a Shadow attacks someone wearing a minor ring of inner fortitude with it's strength drain touch and rolls a 2. Would the ring mean that there was no effect at all?
What if the next turn the Shadow rolled a 5. Would the total damage from both turns be 3 str damage?


Adding onto what others have suggested, what about making it an Imp, the hag a beast bonded witch (for the additional feats given to it).

If the hag was level 10, then they would have up to 4 feats to give to the imp (after taking improved familiar).

Personally to make it fit with the potential intimadating that was done, I would say have the hag also take Evolved familiar for the skilled (intimidate), and the imp take Skill focus (intimidate) and possibly weapon focus (sting) and Dazzling display so it could debuff slightly in combat.
The Imp could also have the lycanthrope template added on, to make it part wererat allowing it to use diplomacy to comunicate and possibly lead the wererats.
Also if the hag was human, then the Imp could take an additional +2 to any ability score due to 'Eye for Talent'.

If the imp was still too weak, then maybe add in the advanced template, give it class levels or have it use it's allies (the wererats) in clever ways.

p.s. with the feat selection given above it could have 10 skill ranks in intimidate, a +8 racial bonus, a +6 skill focus bonus, a +2(3 if eye for talent was used for charisma) charisma modifier for a total of +26/27 intimidate


I'm my particular case I gave up 'poison use' for an archetype, but the idea for shuriken seems good. I just wanted to make sure that I wasn't making this more difficult for myself than I needed (touch vs. normal ac).

Thanks everyone for all the help


Okay, I was just curious whether my alchemist character would be able to throw a vial of a contact poison he found and have it affect an enemy, and if so what type of roll would be required (ranged touch vs normal ranged).

I was thinking that because it was a contact poison it might just require a touch attack like a splash weapon rather than a normal ranged attack like a injury poison, but I can see CaptnB's point about a ranged touch attack possibly being too strong.

And I'm not too sure about the aspergilium mainly because I would like to avoid melee range as much as possible, but it is a cool idea I may have to use for another character.


1 person marked this as FAQ candidate.

Hi,
I was wondering if it was possible rule-wise to throw a contact poison, and if so how would it work?


Okay :) I didn't know if having a cestus equipped meant it wasn't technically an unarmed attack anymore and therefore you wouldn't get any of the effects that the feat calls out for unarmed attacks.
(ex. using the str bonus from dragon style with a cestus)

This makes some of my concepts for characters work so much better. Thank you ^_^


Hi,
I wanted to confirm that no unarmed style feats (mainly the dragon line) could be used with a Cestus, brass knuckles, gauntlets, etc.

Am I correct, or did I miss something?


Hi, I'm going to try to play a mounted/melee summoner for my next pathfinder game, but I know how easy it is to make mistakes making one. I was hoping people could go over my character and make sure it is all legal, and possibly give me advice to improve my characters.

Half Elf Summoner (+2 Con) with all favoured class bonuses going to evolution points. First 4 Ability increases go to Cha, last one went to Con.
*NOTE: All attack roll bonuses are before Strength modifier and size modifier*

LVL 4
Summoner Stats
Str 16 Dex 14 Con 16 Wis 12 Int 11 Cha 13

Summoner Feats:
Spell focus conjuration
Augment summoning

Eidolon (Quadruped) Evolutions
(1) claw
(1) tail
(1) Tentacle
(1) improved Damage (Bite)
(1) Improved Damage (Claw)
(1) Improved Damage (Tentacle)
(1) pounce
(1) skilled (sense Motive)
(0)Bite
(0)Limbs (legs)
(0)Limbs (legs)

Eidolon Feats:
Improved unarmed strike
Dragon Style

Bite +3(1d8) , Claw +3(1d6), Claw +3(1d6), Tentacle -2(1d6)

LVL 8
Summoner Stats
Str 16 Dex 14 Con 16 Wis 12 Int 11 Cha 14

Summoner Feats:
spell focus conjuration
Augment summoning
Resilient eidolon
Improved Initiative

Eidolon (Quadruped) Evolutions
(1) claw
(1) tail
(1) Tentacle
(1) improved Damage (Bite)
(1) Improved Damage (Claw)
(1) Improved Damage (Tentacle)
(1) pounce
(1) skilled (sense Motive)
(1) Mount
(4) Large
(0)Bite
(0)Limbs (legs)
(0)Limbs (legs)

Eidolon Feats:
improved unarmed strike
Dragon Style
Improved Natural Attack (Tentacle)

Bite +6(2d6) , Claw +6(1d8), Claw +6(1d8), Tentacle +1(2d6)

LVL 12
Summoner Stats
Str 16 Dex 14 Con 16 Wis 12 Int 11 Cha 15

Summoner Feats:
spell focus conjuration
Augment summoning
Resilient eidolon
Improved Initiative
Extra Evolution
Arcane Strike

Aspect: Skilled (UMD), Improved Natural Armour

Eidolon (Quadruped) Evolutions
(1) claw
(1) tail
(1) Tentacle
(1) improved Damage (Bite)
(1) Improved Damage (Claw)
(1) Improved Damage (Tentacle)
(1) pounce
(1) skilled (sense Motive)
(1) Mount
(4) Large
(1) tail slap
(4) Spell resistance
(0)Bite
(0)Limbs (legs)
(0)Limbs (legs)

Eidolon Feats:
Improved unarmed strike
Dragon Style
Snake Style
Power Attack
Improved Natural Attack (Tentacle)

Bite +9(2d6) , Claw +9(1d8), Claw +9(1d8), Tail Slap +7(1d8), Tentacle +7(2d6)

LVL 16
Summoner Stats
Str 16 Dex 14 Con 16 Wis 12 Int 11 Cha 16

Summoner Feats:
Spell focus conjuration
Augment summoning
Resilient eidolon
Improved Initiative
Extra Evolution
Arcane Strike
Improved Share spells
Lunge

Aspect: Skilled (UMD), Improved Natural Armour

Eidolon (Quadruped) Evolutions
(1) claw
(1) tail
(1) Tentacle
(1) Tentacle
(1) improved Damage (Bite)
(1) Improved Damage (Claw)
(1) pounce
(1) skilled (sense Motive)
(1) Mount
(10) Huge
(1) tail slap
(4) Spell resistance
(0)Bite
(0)Limbs (legs)
(0)Limbs (legs)

Eidolon Feats:
Combat style Master
Improved unarmed strike
Snake style
Dragon Style
Power Attack
Improved Natural Attack (Tentacle)

Bite +12(2d8) , Claw +12(2d6), Claw +12(2d6), Tail Slap +10(2d6), Tentacle +10(2d6) , Tentacle +10(2d6)

LVL 20
Summoner Stats
Str 24 Dex 12 Con 21 Wis 12 Int 11 Cha 16

Summoner Feats:
spell focus conjuration
Augment summoning
Resilient eidolon
Improved Initiative
Extra Evolution
Arcane Strike
Improved Share spells
Lunge
Toughness
Iron Will

Greater Aspect: Skilled (UMD), Improved Natural Armour, Large

Eidolon (Quadruped) Evolutions
(1) claw
(1) tail
(1) Tentacle
(1) Tentacle
(1) Tentacle
(1) improved Damage (Bite)
(1) Improved Damage (Claw)
(1) Improved Damage (Tentacle)
(1) pounce
(1) skilled (sense Motive)
(1) Mount
(10) Huge
(1) tail slap
(4) Spell resistance
(1) Bite (1.5 str)
(2) Rend
(0)Bite
(0)Limbs (legs)
(0)Limbs (legs)

Eidolon Feats:
Skill Focus Sense Motive
Improved unarmed strike
Snake style
Dragon Style
Combat Style Master
Iron Will
Power Attack
Improved Natural Attack (Tentacle)

Bite +15(2d8) , Claw +15(2d6), Claw +15(2d6), Tail Slap +13(2d6), Tentacle +13(3d6) , Tentacle +13(3d6), Tentacle +13(3d6)

Thank you to everyone who read through this and replies


And this is probably an even stupider question on my part, but how would I go about doing that? (I only created an account a few hours ago so I know nothing)


3 people marked this as FAQ candidate.

Okay, I wasn't sure if that was how it went, because the progression given in strong jaw differs, and the progression from small damage to large damage given for monks doesn't match the progression in Improved Natural Attack from level 8 on (example 1d8->1d10->2d8 at level 8 through 11 compared to 1d8, 2d6, 3d6 given in Improved Natural Attack).

If I cast strong jaw (a spell that increases natural damage as if you were 2 sizes larger) I would just look at the the size of a monk 2 larger (medium level 12 monk 2d6 ->4d6), or if they were large I would use the progression to see what it would be at 2 increases from large or one from huge because they are different (2 sizes up from large damage would be 6d6, but one size up from huge would be 6d8 instead)?

I'm sorry if that was difficult to understand.


7 people marked this as FAQ candidate. 1 person marked this as a favorite.

Hi everyone,
There may be an obvious answer to this question, but I can't figure it out. How does a monk's unarmed strike damage scale at the various levels with different sizes. I'm asking because I was trying to stat out a monk with strong jaw active, and the monk at various sizes from small to huge.
So far I only know what the small to large would be at each increment (without strong jaw). The unusual way that unarmed strike die increase with size really confuse me, and I was hoping someone might be able to help me figure this all out.
Thank you

p.s. below is all that i have figured out
Level 1-3
Small 1d4
Medium 1d6
Large 1d8
Huge

Level 4-7
Small 1d6
Medium 1d8
Large 2d6
Huge

Level 8-11
Small 1d8
Medium 1d10
Large 2d8
Huge

Level 12-15
Small 1d10
Medium 2d6
Large 3d6
Huge

Level 16-19
Small 2d6
Medium 2d8
Large 3d8
Huge

Level 20
Small 2d8
Medium 2d10
Large 4d8
Huge