@Vehement1: Unfortunately, I am going to say no; not because I think you're a bad person or anything, but I want to be fair to those people who might have looked at the thread, read my post, and then skipped posting. I am sorry, and hope you find a game soon!
Totally understand, no big deal, best of luck to everyone!
Posting for interest as well, hoping work will give me enough time to put something together in the deadline cause I just saw this thread haha.
Right now thinking of a magician type character something between Harry Dresden and John Constantine, relies on magic and knowledge of the occult along with some snark to get the job done in the end
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Statistics
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Str: 16, Dex: 18, Con: 15, Int: 14, Wis: 12, Cha: 10
BAB: +1
Feats: Armor Proficiency (Light, Medium), Weapon Proficiency (Simple, Pistols, Rifles), Weapon Focus (Pistols), Grand Army of the Republic Training (Clone Wars Pg. 31)
Skills: Initiative +9, Knowledge (Tactics) +7, Mechanics +7, Perception +6, Pilot +9, Treat Injury +6
Languages: Basic
Special Qualities: Human Bonus Trained Skill, Human Bonus Feat
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Special Abilities
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Weapon Specialization (Pistols): +2 Damage w/ Pistols
Grand Army of the Republic Training: Add armors equipment bonus to fortitude checks to will as well
I'm not sure how it is that unclear, all healing effects heal you and only you, with the exception of any that heal an eidolon specifically, those spells i.e. rejuvenate eidolon, recover the temporary hit points granted to you by your eidolon
5. can a person take mysterious stranger, and then take holy gun and then get the grit pool based off cha instead of wisdom? or can a normal holy gun eventually "combine" his grit pool after 12 level or does he have 2 grit pools?
By how I am reading it a Mysterious Stranger 1 / Holy Gun 11 would have a grit pool of 2+Cha at the beginning of every day with a max of 2+(2*Cha)
There's nothing saying that you cannot against say a foe who has combat reflexes and 18 Dex who makes 4 AoOs against you, make a panther attack for each of those AoOs since they are each resolved individually, along with the ability to make a Snake style attack for each of them that misses you
Crane Wing does not cause an attack to miss, it just negates the damage
Crane Wing wrote:
Once per round while using Crane Style, when
you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.
By how i'm reading it you would get either the crane AoO or the Snake, since the crane riposte circumvents the attack roll so they don't qualify as missing since they never got to make an attack
If the pregnant lady was a caster I feel like Bloatmage Initiate would work great mechanically, as for the accompanying character the idea of someone trying to defend their wife who refuses to go on bed rest even though she is very pregnant seems like it would be the best fit to me
can be constructed from dragonhide for 700 gpgp, and an agile
plate torso armor piece can be constructed from dragonhide
for 1,100 gp; if either is worn alone, it bestows any energy
damage immunity possessed by the dragon to the wearer."
plate torso armor piece
cost 200 gp
armor bonus +6
max Dex Bonus +3
Armor check penalty -4
according to core ...
Quote:
"Druids are proficient with light and medium armor but
are prohibited from wearing metal armor; thus, they may
wear only padded, leather, or hide armor."
under dragonhide entry ...
"Because dragonhide armor isn’t made of metal, druids
can wear it without penalty."
so would the UC be implying that the dragon hide is stretched over the metal plate thus granting the armor bonus (and possible elemental immunity) or that the torso peice is non-metalic (made of the dragon hide) and thus wearable by druids?
Making the full plate out of dragonhide will allow a druid to wear it without losing their druid abilities, you will however still need the proficiencies
(I'm pretty sure it's a rule question, because I want to know if it's legit or not...)
I would like to make a Suli monk with the Master of Many Styles archetype. Suli (Qadira, Gateway to the East pg. 28) are descendants from jann. Take a good guess on what styles I want to choose. That's right: all five genie styles.
Here's the catch: all 4 major genie styles require the Elemental Fist feat, which for some reasons the monk can't choose without meeting the prerequisites. However, If I select the Monk of the Four Winds archetype and select to replace Stunning Fist by Elemental Fist at 1st level with the Elemental Fist feature, then I would be allowed to select the genie styles feat without meeting the requirements except for the Elemental Fist feat... which I would get instead of Stunning Fist.
For the rest, well, I have 6 bonus feats (from the Monk's progression) that I can spend on styles, plus 10 feats (using the standard level progression). Each style has 3 feats each = 15 out of 16. Good to go !Sure, the results are rather weak... but it does give a distinct flavor to the character.
All in all, would it be possible to have all 5 genie styles in one character, considering the extra work to get the Elemental Fist feat ?
Thanks in advance
First off, you cannot combine Monk of the Four winds and Master of many styles as they both replace perfect self, that being said you could in theory take all of the elemental stances but you would be unable to effectively use them all at once since each one requires you to be using elemental fist with their respective element to gain the bonus (and djinni style requires you to do electrical damage), the good news though is the dragon's ferocity style feat grants you the elemental fist progression given to you by monk of the four winds
by that statement you could attack with your sap, switch your sword to your main hand and attack the other target without incurring penalties, granted by that you could also dual wield a single weapon by switching hands in between attacks
That's an awesome bit of clarification from a designer. :D
But what if I'm fighting with a heavy shield and a sword, making one attack each (and I get two attacks from my base attack bonus)? I can't just switch the shield to my primary hand and the sword to my off-hand as the shield is strapped in place and can't be moved quickly.
So, if my sword and board fighter, who is flanked, attacked one foe with the shield and the other with his sword, does he take TWF penalties? Why or why not?
I'm thinking not, but I'm curious to hear what others think.
I want to say yes since shields are designated specifically as an off hand attack
Core Rulebook Pg. 152 wrote:
Shield Bash Attacks: You can bash an opponent with a heavy shield, using it as an off-hand weapon. See “shield, heavy” on Table 6–4 for the damage dealt by a shield bash.
Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the e ffectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
I certainly allow it; I read the action types as being the minimum time they would take.
If you want to take longer to perform an action than it officially takes, feel free.
There's already a precedent, in taking a second move action as your standard action for the turn.
Thinking about it there is one flaw in all of this, quickened spell, using this proposed change would allow for two quickened spells and a standard action spell in one round
by that statement you could attack with your sap, switch your sword to your main hand and attack the other target without incurring penalties, granted by that you could also dual wield a single weapon by switching hands in between attacks
Ok I am looking at creating a Necro, and I have chosen Cleric as the casting class and plan on playing a Dhamphyr. I was looking at Variant Channel abilities and saw this one:
Undeath: Heal—The healing effect is enhanced (see Variant Channeling above) for undead creatures and those with negative energy affinity. Harm—This works like a standard channel (not halved).
my question is, does the Heal effect on this alternate channel Heal or Harm undead?. From my reading it appears that this alternate will heal undead and negative energy creatures instead of the usual harm that would occur, and then the Harm effect channeling negative energy will heal them as well?. Giving them 2 ways to heal? Am I reading this wrong?
with channel negative energy you harm living creatures at full value and heal undead at 150%
they could use an upsized gun at only the -2 to attack for oversized weapons, with an additional -2 for every size up they go, granted this does increase the cost by quite a bit
Ya know what kills me about comments like this? Who the hell is making giant guns and how are they so damned common and how did you get one?
Is it possible to use gravity bow on a firearm. The spell doesn't say any ranged weapons but arrows and bolts fired from a bow or crossbow you wield. So does the ultimate combat have anything about gravity or a similar spell? I'm asking because someone I play with is wanting to use a double barreled shotgun and gravity bow and with rapid reload full attack taking the -4 penalty on the attack rolls to deal 3d6 points of damage per attack.
they could use an upsized gun at only the -2 to attack for oversized weapons, with an additional -2 for every size up they go, granted this does increase the cost by quite a bit
A beastmorph alchemist will get pounce at level 10, two levels of Ranger, or four of druid will get you aspect of the beast turning your 2 vestigal arms into clawed ones giving you one bite (1d8) and four claws (2x 1d8, 2x 1d6 if you took imp natural attacks claws at your second ranger level)
But if you don't first brace the weapon (takes an action), you fall on your butt like J did on Men in Black with the Noisy Cricket (prone).
Just curious, as it does sound reasonable, but is their RAW to support this?
Via Double Hackbut from UC
Double Hackbut: This double-length rifle uses a pair of
trunnions to mount its barrel into a swiveling mechanism
fastened to a lightweight, two-wheeled carriage. It takes
a full-round action to set up the carriage. The carriage
has a hind leg, allowing the wielder to wheel the device
about and immediately prop it for stability during
combat. Unlike other two-handed firearms, you must fire
the double hackbut while it is mounted, or else firing it
imparts a –4 penalty on attack rolls and the recoil knocks
the wielder prone. A Large or larger creature can fire a
double hackbut one size smaller than it is without its
mounting as a normal two-handed weapon and without
the danger of being knocked prone, but takes the normal
penalty for firing an inappropriately sized weapon.
The wizard is already seen as one of the most (if not the most) powerful class and can easily have incredible chance of success on his spells. The bonus feats are for adding versatility, not power. The wizard does NOT need more power. Note that fighter bonus feats can't be spent on anything related to fighting either (no toughness or improved initiative, for example).
yes, not a single combat feat is related to fighting at all.
1 other question about this, with enlarge person and wand of strong jaw, the claws would be considered gargantuan, so I would take a -4 penalty to hit due to the increased size right?
you would take the increased size penalties only for the enlarge person, you do not take penalties for effective size increases like strong jaw and imp natural attacks
That sounds pretty good Vehement, especially if I can get one of those wands. Though I think it's more of a question of finding the wand, rather than being able to afford it. Would I have to get the vestigal arms before I get aspect of the beast? Or does it not matter? But I get the feeling it won't be allowed because the description of vestigal arm says that it doesn't give any extra attacks or actions.
I would thing that you would need the two extra limbs before the aspect of the beast to be able to add on the claws, and as to whether or not you could apply them to the vestigial arms I am reading that as the standard thing they put on any multi armed creature saying that just because they have many arms doesnt mean they automatically get to attack more.
If you're looking for a two level dip might i suggest Ranger, It will get you access to two feats that could really improve your damage, Improved Natural Attack and Aspect of the Beast, with those you will have 4 claw attacks and one bit attack with the claws acting as one size larger (Note: this is assuming you have taken the vestigial arms discovery twice to have the extra arms to have claws on)It would also get you acces to be able to use a wand of strong jaw should you be able to afford it
When worn it adds the orison to his spells known.
Can he use his sorcerer spell slots to cast the orison?
Wearer adds one cantrip or orison (determined when the stone is created) to his list of spells known or spells prepared is that it is saying under that link and by what it is saying there even if it were a cleric or druid only 0 level spell so long as he has that ioun stone he is able to cast it since it is added to his list of spells known and a sorceror can cast all of his 0th level spells known
I'm looking for some clarification on the special part of the Dragon Ferocity style feat, the sections reads
Special: Taking this feat allows you to qualify for the
Elemental Fist feat (Advanced Player’s Guide 158) even if you
do not meet that feat’s prerequisites. If you do not meet that
feat’s prerequisites, you must choose one of the damage
types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the
feat’s normal prerequisites. A monk with this feat can
use Elemental Fist as if he were a monk of the four winds
(Advanced Player’s Guide 112)
what I'm wondering about is the bit about monk of the four winds, is it merely pertaining to number of uses or damage as well?
Level 1
-------
bonus feat
--> switched out for efreeti style (or any other 1st in chain style) from Many Forms
flurry of blows
--> switched out for advice (inspire courage) from Sensei
stunning fist
-->switched out for elemental fist from 4 Winds
unarmed strike
--> unaffected
You cannot combine Many styles and four winds either as they both replace perfect self