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   Hello!
 Thank you!  
   Hello! 
 There's 7 players total in this campaign (plus the GM), so I'm trying to find something that fills the niche I currently fill, but I'd also like it to feel different.
 Does anyone have any suggestions? I'm not looking for fully fleshed out builds, but if there's a particular archetype or feat that enables something new, I'd like to hear about it :) I hope that made sense, feel free to ask for clarification if I was unclear. I realize this is a kind of vague question, which is why I'm looking more for bread-crumb trails I can go follow than fully fleshed out builds.  
   Hello!
 I realize this is a long shot, but is there any items I could have been thinking of that work similarly of the AoMF or the Gloves, but for non-improvised thrown weapons?  
   Hello! 
 I am aware of the Martial Artist Monk, and the Steel-Breaker Brawler, but I'm wondering if there's any other archetypes/abilties that function similar to the Exploit Weakness ability of those two archetypes. Is there any others, or is it just those two?  
   Hello! 
 If you just have to meet the construction requirements (no Spellcraft check required), does that mean it's impossible to upgrade magic items if you don't meet all the new construction requirements? When crafting brand new items you can just increase the DC for requirements you don't meet, so it'd be a pity if you were unable to do the same when upgrading items.  
   How would you adjust a party's APL to compensate for additional player wealth? For example, how would a party being 4 levels over WBL effect their APL? Coming at it from another angle, how much additional wealth could you dump on a party of 2 to help bring them up to par (or close to it) with a party of 4? 
 Thanks for your thoughts!  
   Heyo!
 If there's anything you can do, I'd appreciate it!  
   I was theory crafting a Shield Champion Brawler, and I found this: Throw Shield from the Shield Champion Brawler Archetype wrote: At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack. The way I read this is that for the purposes of the bull rush, dirty trick, disarm, reposition, or trip combat maneuvers when throwing my shield I am treated as if I am making a melee shield bash attack. Would that mean that Shield Slam would proc? Shield Slam Feat wrote: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check.... The Throw Shield class ability is careful not to say that throwing the shield is simply a ranged shield bash attack. However, the quoted section does say that for the purposes of making those specific combat maneuvers, it does count. Does it count enough for the purposes of Shield Slam?  
   Hello! 
 Specifically, I'm making a 12th level shield champion brawler, focussing on using a shield as opposed to fists.  
   Hello! Let's say we have a monk with 5 attacks in a full-round action. He uses Pummeling Style, and the first 4 attacks miss. However, the last one is a critical hit, which confirms. Does the monk simply treat the attacks that hit as criticals, or does the crit mean that all 5 attacks hit? My guess is that only the attacks that actually hit are multiplied, but at the same time, there's enough ambiguity that I think it could go either way. Can anyone clarify this for me?  
   Boar Style wrote: While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack. My question is: When using Boar Style, do the two unarmed strikes need to be part of the same action (for example, landing two strikes with Flurry of Blows) or do they merely need to occur at some point within the same round (for example, hitting once during a standard action and again with an AoO, with the bleed occurring when the second blow hits? I’m not worried about the fuss over how the bleed damage works - I will ask my GM to make a ruling about that (unless there’s been an official FAQ released, in which case please link me to it). I’m trying to make a Master of Many Styles Monk. I am reasonably certain that I will be selecting Snake Style (and whatever the 3rd feat in that chain is). The problem is, MoMS gets rid of flurry (and thus, the Monk’s main source of damage).
  
   Hello! 
 The only problem is, we've never played 1e before. I've been looking around the internet, and I can't really find any crash courses in 1e (nobody pays attention to it anymore!). We're playing out of the 1981 revision Basic Set, if it matters. Basically, I'm hoping someone could give me a crash course in 1e. I'm just looking for the bare necessities of the game - base mechanics, stuff I can show to my players the day-of to give them the basic idea of how to play. Everything else, we'll improvise or scour the basic rulebook for (that's part of the fun!) If that didn't make any sense, please ask for clarification. I appreciate your help!  
   Hello!
 The problem is, the Paladin is completely overshadowing him in every way except for perception checks and disable device checks. This is partly due to the Paladin min/maxing, partly due to the Slayer underoptimizing due to a lack of understanding of how the rules work. How can I help the Slayer feel like he is contributing? What should a Slayer's role be in combat and other situations? The slayer has no compunctions against modifying his character in order to function more effectively.  
   So, in the rules on the Grappling combat maneuver, it says: The PRD wrote: If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. When do I start applying the bonus? Do I apply it the round after I succeed the grapple check to begin grappling?  
   Hello!
  
   Hello!
  
   Hello! I recently began GMing for an Emerald Spire campaign. My group had it's first meeting last night. One of the requirements for an adventuring group to go adventuring is a Letter of Warrant, which means that they donate 30% of all income to the Hellknights.
  
   Hello!
  
   Hello.
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