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LordKailas wrote:

Well, mythic dreadful carnage only changes the shaken result to frighten. so, if they had say 10 ranks in intimidate and they successfully beat the monter's DC by 10. The affected monster would

*Be panicked for 1 round or frightened for 1d4 rounds
then
*frightened for 3 rounds (1 round plus 1 round for every 5 by which you exceed the DC.)

That's not quite entirely true, it also adds this benefit: While frightened by this ability, an enemy takes a penalty equal to your tier on attack rolls, saving throws, skill checks, and ability checks.


Short two-ish paragraph backstory: The campaign I'm running is pseudo-gestalt. Throughout the game, the players have been given various chances to become mythic, and when they do so, they've typically inherited a second class off the character that they killed to become mythic.

One of my players managed to kill a character that was using a homebrew edited version of this class and, long story short, now has a second character that he can swap into occasionally that has its own list of feats and abilities.

For the second form, he's decided to go for an intimidate based build (It's thematic with suddenly turning into almost literally a herculean dwarf pseudo-demigod.) He's just come to me and told me that he intends on taking Mythic Dreadful carnage and getting the Signature Skill (Intimidate) feat. He wants to know how the two would interact, since Dreadful Carnage is still technically making a standard Demoralise roll, with rider benefits added on top.

My first reaction would be that with a normal intimidate roll, targets are 'frightened', in addition to the penalty on most d20 rolls equal to his tier. If he manages to beat the DC by 10, then the target is panicked for one round, but with a normal panic effect, then when the Panic runs out, they go back to being frightened, with the earlier bonus. I feel like I might be missing something, though, and would like outside clarification and how others would rule on this.


In ultimate equipment there's a table of various gems, and the DC's to improve them based on the 50% chance that you end up getting an uncut gem. Below that there's a few paragraphs describing that you can make jewelry out of gems, which increases their grade by one, or two steps depending on if you go for jewelry with a single gem, or jewelry with multiple gems. Then it claims that 'unlike gems jewelry requires the appropriate raw materials to craft'. But there are no examples for how much each grade of gem might require in additional raw materials.

As an example, if I get a grade 6 gem and roll the greatest possible result for improving it, it would be worth 5,250 gp. If I were to then turn it into jewelry, I don't know how much I'd have to pay for the raw materials.

In addition if I have '2d6 gems of a lower grade', how much in raw materials would I have to pay then? This is unclear. Especially since the value of jewelry is randomized, unlike most craft checks, and I would expect that the value of the jewelry would be decided after it is made. Does anyone have any clarification on this?


Thanks for taking the time to write out those examples (And the brief amusement. I forgot about that film. Might watch it later.) I thought it a little weird that it wasn't listed anywhere what the limitations are, but with what you've said I'm assuming there just isn't any. Currently we've got a Tiefling Summoner, A Human Rogue, A Human Gunslinger, The mentioned Lizardfolk Barbarian, and A Human Death Cleric (Following Pharasma).

Right now I'm mostly allowing everything on the D20PFSRD and I know for a fact that only one of the players (The rogue) has ever played in pathfinder before. Though they've all played a lot of 3.5. I think I'll go ahead with letting him keep his weaker claw attack when he activates his rage, but have them turn into secondaries. The damage increase doesn't worry me that much since it's really only an average of +1 for each attack's damage.


I know the player hasn't ever played pathfinder before, and don't know as much about it as I do. They've just always wanted to play a character that focuses on natural attacks.

As a follow-on to the original question. (And I know this is venturing into Homebrew) How overpowered would it be to allow the character to have access to an additional two claw attacks, since in my mind feet are limbs.

What if I make one of the two pairs secondary attacks?


I'm planning on running my first ever campaign in a few weeks (hopefully) and one of the players in my game ended up making a Lizardfolk barbarian that took the lesser beast totem ability. I've been searching through the rules on the pfsrd and haven't found anything at all that explains how this reacts with the already existing claws of a Lizardfolk. I'm assuming it just adds another two claw attacks to the existing ones, but if anyone could clarify it would be much appreciated.