Lini

Volpe's page

Organized Play Member. 25 posts. No reviews. No lists. No wishlists. 9 Organized Play characters.




Quote:
The witch’s aura purifies the air around her. Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected.

Does this also cure those that are already effected by the diseases, poisons, etc. by the breathable effects? Like someone gets a stinking cloud cast in their area and the witch comes in and negates the cloud and the nauseated effect that the person got from the cloud?


If I have a tiny familiar go stealth and deliver a cure mod wounds to an ally that's in the same square as him does that break his stealth?


So if my fighter takes the 'disarming strike' feat (or something similar), and gets the 'weapon mastery' fighter class feature at level 20, will crits with the chosen weapon always disarm? And, would it stack with, say, 'stunning critical'?


This is a really noobish question I know but does base attack bonus add to damage rolls?


Anyone know of a guide for someone that wants to play as a harrower?


"Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage." -arg

Do I add dex or str to the 1d4? Or is it just a straight 1d4 with no bonuses?


"Rogue: The rogue gains 1/6 of a new rogue talent."

I don't understand the 1/6 part. I'm just starting to make a rogue and I ran into this as a favored class for kitsune. but I really don't understand it. do I have to gain 6 lvls to gain a rogue talent?


"Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage)."

I know I'm over analyzing this seemly easy to understand statement.

But I'm confused on how to calculate minimum damage. Is it by how many dice you roll plus your int mod? so a 1d6+4 would be 5 splash damage?


"At each new alchemist level, he gains one new formula of any level that he can create."

Does that also include my int modifier or do I really only get one new formulae each lvl?

Also:
"To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level."

Does that mean that if I have 16 int I can learn 6th-lvl formulae at alchemist lvl 2? Or do I need to be alchemist lvl 6 to learn those formulae?


I'm going to multiclass and was wondering how feats work for the first lvl.

For my fourth lvl I'm going to pick to multi into an alchemist.

Do I get a feat for being lvl one in that class? or are feats given for every total odd lvl?

Also do I get a bonus feat for being human like I did at lvl one in my first class? I don't think I do but I just want to make sure.


This is a two part question. The answers might be obvious but I'm asking because it's not to me. :(

If my first class is able to use a shield but the class I multi into says that it's not proficient, can I still use shield because I got the proficiency from the first class?

If I multi in to for example agent of the grave that says, "Agents of the grave gain no proficiency with any weapons or armor." Does that mean I'm just not adding proficiencies or does that mean that I no longer have my other class(es) weapon and armor profs?


Hello
I'm in need of a bit of help with my human fighter. I'm new to pathfinder so specific examples would be awesome. I'm the only melee so I want to be a tankish character. The others in my party are: bard, arcane archer, and a cleric.

Am I on the right path and doing everything right? Where should I go from here with feats?

Also are there any lvl bonuses that humans get that other races don't get?

So far I'm lvl 2 with:

Str: 20
Dex: 18
Con: 16
Int: 14
Wis: 16
Cha: 15

favored class bonus: hp
Ac: 23

Weapons:
Dagger
Scimitar
Spiked light steel shield
composite long bow

Feats:
Two weapon fighting
improved shield bash
power attack
weapon focus (scimitar)