Ghoul

Tom S 820's page

1,272 posts. Alias of Tom Saksa.




1 person marked this as FAQ candidate.

Blasting Boulder what Stat?

Blasting Boulder
The boulders you hurl explode upon impact, laying waste to nearby creatures.
Prerequisites: Smoking Boulder, base attack bonus +13, heat rock special attack.
Benefit: You can infuse rocks thrown as part of an attack action with volatile fire energies, adding one of the following effects to a thrown rock affected by your Smoking Boulder feat.
Choking Smoke: All creatures in the affected 10-foot-radius spread are nauseated for 1 round.
Concussive Blast: Creatures in a 10-foot-radius burst are deafened and staggered for 1d4 rounds (Fortitude negates).
Incendiary Explosion: The creature struck by this rock takes 4d6 points of fire damage, other creatures within a 10-foot-radius burst take 2d6 points of damage, and all affected creatures catch on fire. A successful Reflex save halves the fire damage taken and negates catching on fire.

Source
Giants Revisited


Tom S 820 wrote:

Feat Blasting Boulder Source Giant revisited
The boulders you hurl explode upon impact, laying waste
to nearby creatures.
Prerequisites: Smoking Boulder, base attack bonus +13,
heat rock special attack.
Benefit: You can infuse rocks thrown as part of an
attack action with volatile fire energies, adding one of
the following effects to a thrown rock affected by your
Smoking Boulder feat.
Choking Smoke: All creatures in the affected 10-footradius
spread are nauseated for 1 round.
Concussive Blast: Creatures in a 10-foot-radius burst are
deafened and staggered for 1d4 rounds (Fortitude negates).
Incendiary Explosion: The creature struck by this rock takes
4d6 points of fire damage, other creatures within a 10-footradius
burst take 2d6 points of damage, and all affected
creatures catch on fire. A successful Reflex save halves the
fire damage taken and negates catching on fire.

What Stat do you use to set the DC?


Any one got good magus arcane archer build ?


Can anybody tell me why the Magus and the arcane archer do not get them?


Is there list of pathfinder mod by location?

I want to may add them in as side quest for some of the APs.


Are style feats also Combat Feats?


Can not rember what the name is but it feat that combines Ki pool an Arcanca pool?


Can monk/ magus furry and spell combat in same round?


Is this feat or a trait?

Insignifcant: When you use the withdraw action you do not take AoO for the first 2 squares you move.


I see him as Human Bard (Court Bard) min level 3 and Alchmist level 12

Human skill focus 1 Nature,8 Craft Alchemiy
Feats
1 EWP Mual (Big Freaking Hammer)
3 Eldritch Heritage(Fey blood line Laughing touch)
5 Antagonize
7 Combat Exptrise
9 Improved Dirty Trick
11 Greater Dirty Trick
13 Quick Dirty Trick
15 Extra Discovery

Discovery 6
Fast bombs
Smoke bomb
Stink bomb
Explosive bomb
Confusion Bomb
Madness bomb

Bard Spell
Disguise Self
Touch of Gracelessness
Innocence
Confusion, Lesser


1 person marked this as FAQ candidate.

Yet another thread about Eldritch Heritage and blood line....
Yes in RAW ruling Eldritch Heritage can not take wild blood line powers.

But in simple A+B=C thinking it dose work... Here is why.

Now let us look at game with a different point of view. Not as GM or player but as writers and publishers.

What is a Archetype for a class?
It is Template that you lay over a base class that swap ability A for ability B at equal level.

Why do you make Archetype for a class not Prestige class or new base class?

WORD COUNT and PAGE COUNT for a book. First off it cheaper it saves on the page count higher the page count the higher book price lower profit for game producers. Gamers want small low priced books. Look at all the 8-12 page books for $2.99 or $4.99 for sale in the on sell now part of the web site.

What is a Blood line, Domain, Mysteries, Arcane School Specialist and or Patron?

It is a base set powers that you sub in for base class to change it. That are left blank till chosen.

What is Wild blood line, sub school or sub domain?
It is subset of powers that you sub into base set. That changes the base set equally.

Conclusion there for since we take it as all base blood lines are equal to each other. Also that power swap form base blood line to wild blood line are equal. Then taking wild blood power in place of base blood line power via feat is equal as well.

If as consumer if you say you can not take wild blood power via feat. You are say I want to pay more for bigger books that spell every thing out to me because I can not think on my own.

If as consumer say you can then take wild blood power via feat. You are say I want to pay less for smaller books that do not spell every thing out to me because I can think on my own.

What camp are you in?


How can you both Bite and gore in a round?

Both attacks come off your head?
Both are Primary attacks if your have both should one be secondary?


A Harpy talons is it on it foot or a hand?

Can some thing have both a talon and claw?


First off... If this has been fixed some where will some just show me where? K here we go.

Evisceration (Ex)A mi-go's claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or creatures it has grappled. When a mi-go makes a successful grapple check (in addition to any other effects caused by a successful check), it inflicts its sneak attack damage on the victim. A creature that takes this damage must make a DC 18 Fortitude save or take 1d4 points of ability damage as well from the invasive surgery (the type of ability damage dealt is chosen by the mi-go at the time the evisceration occurs). The save DC is Dexterity-based.

Melee 4 claws +14 (1d4+4 plus grab)
sneak attack +2d6
Copyed from Path Finder Thorn Keep

So it 4 claws +14 (1d4+4 plus grab)+2d6 Sneak attack + Fort DC 18 for 1d4 abilty damage DC 18... Should be DC 20 do to highter DEX.. So when it all said and done it 4d4+8d6+16 damage Plus 4d4 ability damage per round? For a CR 8? That 84 damage on average wich is equal CR 16 or 17.
Plus a average 10 ability point damage per turn to any Stat? Is this little strong?

Also Selective Channeling for a monster that cast summon Monster III and IV off a scroll with no other allies that would be all fiendish and there for not need to be seltively cut out of the group?

Also this Mi-go cast spell as 3rd level cleric.... but can not speak???? So as it is the spells are useless...Should it be Oracle with deaf curse? Dose it need still spell instead?


Boon Companion
Your bond with your animal companion or familiar is unusually close.
Prerequisites: Animal companion or familiar class feature.

Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.

Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

By the RAW I would say no. But the base idea is the same?
The Black Blade is pet like and serves the same role.


Hi I am having Brain fart of a day. I need to know the name of the feat that let you use WIS mod to attack with your deity weapon?

And Thank you in advanced.


Warrior Priest
Your religion is both a shield and a weapon in battle.

Prerequisites: Ability to cast divine spells, domain or mystery class feature.

Benefit: You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.

Ok this 2 half feats put together Improved initiative and Combat Casting put together...K Should it not be +2 to initiative?


Is there a weapon enchancement or magic item that helps with Divine Bond or Feat?

OR that Mergs Divine Bond with Arcane Pool form Magus

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.


K a ton of build say Eldritch Heritage Chain for +6 STR for melee types. ok....

But you have to spend 3 feat to get that +6 STR and you do not get it till level 19, +4 at 15 level, and +2 at level 11. That is great for NPC bad guy but for player who's play time will most likely end at level 20. Is it realy worth it?


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Shark Great White
N Huge animal (aquatic)
Init +6; Senses blindsense 30 ft., keen scent; Perception +14
Defense
AC 19, touch 10, flat-footed 19 (+2 Dex, +9 natural, –2 size)
hp 57 (6d8+30)
Fort +10, Ref +7, Will +4
Offense
Speed swim 60 ft.
Melee bite +10 (2d6+10 grab)
Special Attacks swallow whole (1d8+10 damage, AC 14, 5 hp)
Space 15 ft.; Reach 10 ft.
Statistics
Str 25, Dex 14, Con 21, Int 1, Wis 16, Cha 6
Base Atk +4; CMB +13; CMD +25
Feats Improved Initiative, Swim-by, Weapon Focus Bite
Skills Perception +11, Swim +19
Ecology
Environment any ocean
Organization solitary, pair, school (3–6),
or pack (7–13)
Treasure none
Special Abilities
Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. The shark is a relentless eating machine, a creature evolved over the course of eons to do one job perfectly—hunting. Sharks have achieved a special place in the lore of most seafaring races, who view them as devils, monsters, and the wrath of the gods.


Question a)
If I am 7th level and have CHA of 20 +5 mod. I have leadership score of 12? Right?

Question B)
What level is my cohort? 8 or 5.

A Hound Archon count as 7th level.
Question C)
When can I take him? Level 9?

Question D)
When can the Hound Arhon takes it firts level of a class?
When I am 11?

Question E) Dose he then get NPC Stats after he get his firt charicter level? ie +4 +4+2+2 +0 -2?


Does this ARG look at lot like "Skills and Powers"? It dose to me. And skill and powers was the worst version of the D&D.


Crusader's Fist (Combat)
You pour divine energy into the enemy you strike.

Prerequisites: Lay on hands class feature or touch of corruption class feature, Improved Unarmed Strike, base attack bonus +6.

Benefit: When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use a swift action to expend a daily use of that feature to deal its normal damage as if you had hit with the feature's normal touch attack. This extra damage is not multiplied if you scored a critical hit

Why do you need to this Feat? You could alway take touch attack and use to hit real AC to do both the unarmed strike damage and the touch take effect. Is it to do this and make full attack with one attack having the touch attack effect as kicker?


Compel Hostility

School enchantment (compulsion) [mind-affecting]; Level bard 1, cleric 1, inquisitor 1, paladin 1, ranger 1, summoner 1, witch 1

Casting Time 1 standard action

Components V, S, M (a drop of your blood)

Range personal

Target you

Duration 1 round/level

Saving Throw see text; Spell Resistance see text

Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature's spell resistance, and the creature can attempt a Will saving throw to ignore the compulsion.

A summoner casting this spell can choose his eidolon as the target of the spell.

This is dumm question but I will ask it any way.

A) How many time can I take that Immedate action once per level?
B) Once per casting?
C) Should this spell not be an an Immeadte casting spell?
D) Should the target of this get a save each round as it a on going effect like most over spell of this type?

I like the "Idea" of this spell I think I am missing some thing in the wording of it.


As non IT guy this page looks "Awsome". Great Work!

Is there way to get thing down to one list?Ie one spell list not 4. One monster list not 2. One Feat List not 4. One class List not 3 Ect

Again Great Work


If I have the channel energy ability from more than one class, do they stack?
No—unless an ability specifically says it stacks with similar abilities (such as an assassin's sneak attack), or adds in some way based on the character's total class levels (such as improved uncanny dodge), the abilities don't stack and you have to use them separately. Therefore, cleric channeling doesn't stack with paladin channeling, necromancer channeling, oracle of life channeling, and so on.

—Sean K Reynolds, Thursday Back to Top

Well I totally disagree and it totally differnet that 3.5 base.

What other Class abilty do not stack?

Cause I think this is the only one.


How many Immediate action spell / class ablity/ actions are there?

I know 4 spell and AoO.
1 Feather Fall CORE
2 Liberating Command Taldor Splat
3 Dweomer Retaliation CheliaxSplat
4 Emergency Force Sphere Cheliax Splat

Total 5

Let us list them and give source and runing total.
I real do not think that is realy that many.


In the first part there is a Janni that you can take as cohort with the leadership feet. What level equavelnet is he? 6HD CR 4

Or How about a Medium elemental 4 HD CR 3/ or Large one 8HD CR 5.

Hound Archon is 6HD and CR 4 andd level 7.
Hell Hound is 3 HD and CR 3 and level 7.
Satyr 8HD, CR 4 level 7.
Unicorn is 4HD, CR 3 and level 8


Two new feat idea

Relentless: (Fighter) Pre Req Combat Reflex: If an opponent withdraw form a square you threaten you many take an AoO again them.

(normally the first square is free)

Juke: (Fighter) Pre Req Combat Expertise, INT 13, Improve Feint: Any time you Feint some one in combat you get +1 Dodge Bonus to AC for every 5 that you beat them by vs that opponent. Till your start of your next turn.


If I build a defender type in this version of the game other that casting a confusion spell on target and then have Defender attack them there is no way to tie up opponent to attack one defender. Should this be ability or feat that ect that is in the game. There is no Goad or marking ability in this version of the game?

Am I wrong???

If so what is it?


In the Book of the Dammed you add Presstige class that gave you Imp as Compainion. It was able to take spell-like abilty as Tricks. Make one for Unicorns or other magical best for Ranger, Druids, ect.


What new building would you add to kingmaker and what would they do and cost.


Why is the Tower Shiled the only thing in the game that use facing?