Hellknight

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Organized Play Member. 715 posts (716 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.



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Hello, I have questions about Corrosive and Decaying Runes.

Corrosive :

Quote:
When you hit with the weapon, add 1d6 acid damage to the damage dealt. In addition, on a critical hit, the target's armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead.

Decaying :

Quote:
When you hit with the weapon, add 1d4 void damage to the damage dealt. In addition, on a critical hit, the target takes 2d4 persistent void damage; if the target has a shield raised, the shield takes the same amount of persistent damage (its wielder rolls the flat check to see if the persistent damage ends, or the GM rolls if the shield is no longer in someone's possession). Unlike normal void damage, the void damage from a decaying rune damages objects, constructs, and the like by eroding them away.

1/ For the decaying rune, doesn't the target's amor take void damage ?

2/ Is it possible to obtain the broken condition on an armor ?

3/ A status penalty to AC from broken condition for an armor isn't cumulative with the status penalty from a clumsy condition, is it right ?

4/ A greater decaying rune ignores the immunity to void for the constructs, is it right ?
But the undead is healed by void effects ?

Thanks for your future answer.


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Hello, I search information about the Black Prince.

Quote:
The Black Prince: Although the graveknight known simply as the Black Prince was redeemed centuries ago as part of Iomedae's 11 Acts, it is said that the prince's armor remains intact—and that vile forces conspire to reclaim it. If the armor is donned by one of the Black Prince's descendants, the Inner Sea will be beset by a terrible villain indeed.
Quote:

The Eighth Act

Convincing the graveknight known as the Black Prince to throw himself upon his sword as punishment for his evil is considered Iomedae's Eighth Act. This righteous suicide redeemed the undead knight's soul and allowed him to be judged in the Halls of Aroden.

What is the date of the suicide ?

What is the ethnic origin of the Black Prince ?

Are there informations about his armor ?

If a descendant wears the armor, will he obtain the powers of a graveknight ? Or dominate by the armor ?

Thanks for your future answer.


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Hello, I want to create a character to use sidestep feat.

1)Overextending Feint (rogue 1)

Quote:

Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.

Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.

2) Pistol Phenom Dedication [trained in at least one type of one-handed firearm] (general feat : proficiency weapon simple firearms ?)

Quote:
You gain the Pistol Twirl gunslinger feat, enabling you to Feint against creatures within your weapon's first range increment.

4) Sword and Pistol

6) Gunpowder Gaunlet

Quote:

Critical Success The target takes a –2 status penalty to attack rolls against creatures other than you until the beginning of your next turn.

Success The target takes a –1 status penalty to attack rolls against creatures other than you until the beginning of your next turn.

8) Sidestep (rogue)

10/ Tactical Debilitations [Scoundrel Racket]

Quote:

Debilitation The target can’t use reactions.

Debilitation The target can’t flank or contribute to allies’ flanking.

12/ Preparation (rogue)

14/ Reach for the Sky

Quote:
You fire your firearm and then attempt a single Intimidation check to Demoralize each enemy within 30 feet. Creatures who become frightened instinctively put their hands in the air. If they had Raised a Shield, they lose the benefits, as they raise the shield above their head where it's of little use to block attacks. With their hands in the air, each of these frightened creatures can't use reactions or free actions that require their hands, or items held in their hands, until the beginning of their next turn. Regardless of the result, each creature is then temporarily immune to Reach for the Sky for 1 minute.

16/ Showstopper

Quote:
When using Pistol Twirl to Feint, you can target all enemies within your weapon's first range increment who you can perceive and who can see you. You roll one Deception check and compare it against each target's Perception DC.

18/ Hot Foot

Quote:

You shoot at the ground near a target's feet, causing them to react involuntarily; even mindless creatures have unconscious responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol's retort, you ensure your foe can't use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Reflex DC of a target creature within your firearm's first range increment.

Critical Success The creature can't use reactions, is flat-footed, and takes a –2 circumstance penalty to Reflex saves. These effects last until the start of its next turn.
Success The creature can't use reactions until the start of its next turn.

20/ Phenom's Verve

Quote:
If you critically succeed at a Performance check for Pistol Twirl or a pistol phenom archetype feat, you gain a +1 status bonus to your attack rolls with one-handed firearms and one-handed melee weapons until the end of your turn.

Ancestry : kobold, gnome ???

Kobold

Grovel (5)

Quote:
Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its Perception DC.

Ally's Shelter (5) 1/day [reaction]

Quote:
Roll the save using an adjacent ally's modifier for that type of saving throw instead of your own.

Chameleon Gnome

Empathetic Plea (1) [Reaction]

Theoretical Acumen (1) 1/day

Quote:
Once before the end of your next turn, you can use the skill modifier from the triggering check in place of your saving throw modifier against one of the creature’s abilities, in place of your Perception modifier to Seek the creature, in place of your Deception modifier to Feint against the creature, or in place of your Intimidation modifier to Demoralize the creature. Alternatively, against one of the creature’s attacks, you can use your DC for the skill used in the triggering check in place of your AC.

Vibrant display (1) 1/10 mn

Quote:
Once every 10 minutes, when you use the Feint action, you can compare your Deception check result to the Perception DCs of all adjacent creatures rather than just one creature within melee reach. It’s possible to get a different degree of success for each target.

Vivacious conduit (9)

unexpected shift (1)

fortuitous shift (9)

What do you think about the choice of the feats ?

How do the AC maximize ?

Thanks for your future answer.


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Hello, I have a question about Aegis of Arnisant feat.

Quote:

Absorb into the Aegis

Source Character Guide pg. 94 2.0
Trigger An enemy casts a spell that targets you or an ally within 15 feet of youYou interpose your shield’s ward against the spell. Attempt a counteract check, using your Religion modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell’s level.

Does it function against all spells ? (Area also ?)

Thanks for your future answer.


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Hello, is it possible to repair magical propulsion destroyed from Yjae and remove Leng's energies that infected the city and ennemies ?

To repair, there are three existing ruins of flying cities : Kho in the Mwangi Expanse, Opongwe in the sky above Thuvia surrounded by a shantytown of flying platforms, Ulduvai crashing upon Mirrshock Glacier in the southeastern Mwangi Expanse, south of Mount Dowama in the Shattered Range.

What means will be necessary to remove Leng's energies ?

How can a character to know the existence of the shory empire, flying cities and their location ? Skills, NPCs, organizations ... ?
I would like to have the logical approach to obtain these information ?

Thanks for your future help.


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Hello, I have a question about Elemental Vessel, Water.

Is it possible for a character to create an Elemental Vessel, Water.

Quote:
Inhabit Vessel (mental) Any member of the elemental vessel's spell circle can spend 3 actions to mentally inhabit the vessel for 1 round. While they inhabit the vessel, the inhabiter controls the vessel's actions, and the vessel uses the inhabiter's Intelligence, Wisdom, and Charisma modifiers for all checks. Only one creature can inhabit an elemental vessel at a time.

For inhabit ability, is it only mentally or the body of inhabiter is in Elemental Vessel, Water ?

Thanks for your future answer.


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Hello, I have a question about Strange Geometry spell.

I don't undertstand very well this spell.

Is it possible with 4 cubes to force an opponent to exit towards the same space ?

Thanks for your future answer.


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Hello, I have a question about petrified condition and about teleportation effect or disintegrate.

Quote:
You become an object with a Bulk double your normal Bulk (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don’t have a Broken Threshold. When you’re turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die.

If the statue is destroyed, is it when the Hit Points falls to zero ?

Dimension door :

Quote:
you instantly transport yourself and any items you're wearing and holding from your current space to a clear space

Is it possible to use dimension door if the character is holding the statue of a petrified opponent ?

Disintegrate :

Quote:
An object you hit is destroyed (no save), regardless of Hardness, unless it's an artifact or similarly hard to destroy.

Is it possible to disintegrate a petrified opponent ?

Thanks for your future help.


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Hello, I have a question about Dance of Thunder Feats.

I suppose that the character make 3 attacks, there are penalty for the second and third attack, is it right ?

Advanced shooter : what are the advanced firearms ?


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Hello, I'm attempting to create a character oriented dancer from Carnival in Carnival in Rio de Janeiro.

Quetzalcoatl

I am going to need some of your advice.

Fascinated condition is useful or not ?

Heritage : Cliffscale Lizardfolk to climb and dance on the walls and ceiling

Ancestries feats :
Parthenogenic Hatchling [1]
Tail whip [1]
Gecko's grip [5]
..

Skill Feats :
Fascinating Performance [1]
Impressive Performance [1]
Virtuosic Performer [1] : Dance
Distracting Performance [2]
Tweak Appearances [2] for the costume
Fancy Moves [4]
Legendary Performer [15]

Class Feats :
Focused Fascination [Swashbuckler 1]
Gladiator Dedication [2] (Allies considered as spectators ?)
Play to the Crowd [4]
Leading Dance [Swashbuckler 4] ?
Provocator Dedication [10] ?
Flourishing Finish [12] ?
Pin to the Spot [14] ?

General Feats :
Adopted Ancestry [1] : Goblin
Goblin song [1]
Loud singer [5]

Those are my first ideas.

Thanks for your future answer.


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Hello, is it possible to use the Aqueous Orb as shelter ?

If the character with amphibious trait cast the Aqueous Orb and engulfed itself, the character can benefit advantages from the normal rules for aquatic battles :
You gain resistance 5 to acid and fire.
Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.

What means exactly this sentence ?

Quote:
Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times.

Is it possible to sustain 3 Aqueous Orb in a turn ?

Thanks for your future answer.


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Yes, tiefling.

Yes, I'm a french speaker.


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In 3.5 there are a template lichfiend from Libris Mortis, it was possible in 3.5.


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From occult realms and book of damned.


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Hello,

“Trompe l’oeil” is an inherited template that can be added to any corporeal creature that has an Intelligence score (referred to hereafter as the base creature).

Troop Subtype: A troop is a collection of creatures that acts as a single creature, similar to a swarm, but typically as part of a military unit. A troop has the characteristics of its type, except as noted here. A troop has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A troop attempts saving throws as a single creature.

A single troop occupies a 20-foot-by-20-foot square, equal in size to a Gargantuan creature, though the actual size category of the troop is the same as that of the component creatures.

Is it possible to add the trompe l'oeil template on a troop ?


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I will have help for a build.

Race : Human
Alternate racial trait :
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Class : Fighter or fighter with archetype martial class (level 12-15 : adventure path) [lose weapon training, weapon master]

Human Feats :
1/- skill focus (Perception)
8/ - skill focus (Intimidate)
16/ - ?

HD Feats :
1/ - Defiant Luck : to avoid a natural 1 on the saving throw or critical hit 1/day
3/ - Inexplicable luck : +8/+4 on 1d20 1/day
5/ bestow luck + 1/ day defiant luck
7/ Fearless curiosity (Cha 13)
9/ Dauntless destiny (intimidate 10 ranks) once per day you may reroll a natural 1 on a saving throw or an attack roll.
11/ Fast learner (Int 13)
13/ Improvisation : a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated “trained only” untrained.
15/ Improved Improvisation : the bonus on all skill checks for skills you have no ranks in increases to +4 instead of +2.

Optional :
- One eye open (Wis 13, Alertness)
- Aquatic combattant (combat)
- armor material mastery (BAB) + 2/day armor material expertise

- Advanced Armor Training (Combat)
You are specially trained to use your armor proficiencies
in new ways.
Prerequisites: Armor training class feature, fighter
level 3rd.
Benefit: Select one advanced armor training option.
Special: This feat can be taken more than once, but at
most once per 3 fighter levels.

- Advanced Weapon Training (Combat)
You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.
Special: This feat can be taken more than once, but at most once per 5 fighter levels.
Special: Fighters that have the weapon masterAPG archetype can select this feat beginning at 4th level. The benefits of a weapon master’s
advanced weapon training options apply only to his selected weapon rather than all weapons in the same fighter weapon group, and he can’t select the weapon specialist advanced weapon training option. A weapon
master can select this feat as a bonus feat; if he does so, it doesn’t count for the purpose of the requirement that it can be taken at most once per 5 fighter levels.

Martial Focus (Combat)
You have honed your skills with a group of related weapons.
Prerequisite: Base attack bonus +5.
Benefit: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus on damage rolls.
Special: The Martial Focus feat counts as the weapon training class feature with the chosen fighter weapon group for the purpose of weapon mastery feat prerequisites and what weapons you can use with weapon mastery feats.

Fighter Feats and class abilities :
1/quillbreaker defense (combat) : If you are wearing armor spikes, as an immediate action when you take damage from a non-magical attack, you can give your armor spikes the broken condition to reduce the amount of damage you take by 5. If your armor spikes are already broken, they are destroyed when you take the damage. If you are wearing masterwork armor spikes, you instead reduce the damage taken by 10.

2/ fortified armor training (combat) : you can turn the critical hit into a normal hit. If you do, either your armor or your shield gains the broken condition

or

swift iron style (for 13, dex 13) (combat)

4/ swift refuge : Once per day when using Swift Iron Style, when you’re hit by a weapon, unarmed attack, or natural weapon, you can treat all dice other than the weapon’s base damage dice (including extra dice from sneak attack, critical hit, magic special weapon abilities, and Vital Strike) as having rolled 1s. You can use this ability a second time per day when your base attack bonus reaches +8, and a third time at +16.

6/ power attack (combat)

7/ Armor training : Advanced Armor Training : armor material expertise (BAB + 6) : adamantine 2/ day : convert half the lethal damage of the
attack into nonlethal damage.

8/ Call out (combat) (for 13)

9/ Weapon training : cut from the air (BBA + 5, power attack) : When a ranged attack is made against you
or a target adjacent to you, you can cut the weapon (or
ammunition) out of the air, def lecting the attack so the
target takes no damage.

10/ Dodge (combat) (Dex 13)

11/ Armor training : cushioning armor : half damage from falling

12/ sweeping dodge (combat) One time against an opponent in duel while wearing a cloak, you gain evasion (as the rogue ability). If a critical hit or sneak attack is scored on you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

13/ Weapon training : smash from the air (BAB + 9) : You can use Cut from the Air against unusually
massive ranged weapons (such as boulders or ballista bolts)
and ranged attacks generated by spell effects. Spell effects
that do not require attack rolls cannot be def lected.

14/ shield focus (combat)

15/ armor training : cushioning shield : half damage from falling

16/

17/ weapon training : spellcut (spellcraft 1 rank, BAB + 9) : Once per round, you can use your base attack bonus in place of your total saving throw bonus for a spell, spell-like ability, or supernatural ability that either allows a Ref lex save or is not a melee attack and targets
only you.

(what means ? It will with a spell dominate (Will save) for example ?)

Wished feats :
weapon focus
penetration striking
greater penetration striking
blind fight
blinded bladed style, blinded competence, blinded master : to see the invisible creature or the opponent in the darkness

Master Armorer (Ex): The fighter can use his base attack bonus in place of his ranks in the Craft (armor) skill. The fighter need not be wearing armor or using a shield to use this option. The fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any
other bonuses or penalties that would modify that skill.
Additionally the fighter is treated as having the Craft Magic Arms and Armor and Master Craftsman feats, but only for the purpose of making magic armor. The fighter does not need to meet these feats’ prerequisites.

Equipement :
troll styptic : fast healing 2 for 2d4 rounds
air crystal : 1 minute breathable air
ghost salt : to affect incorporeal creature

clockwork armor :
SLOT armor CL 11th WEIGHT 60 lbs.
AURA moderate transmutation
This suit of +2 field plateISWG is composed of durable plates of
steel layered over an intricate framework of gears, springs, and pistons that move with mechanical precision. A suit of
clockwork armor requires a special winding key to function; this
key is created as part of making a suit of clockwork armor.
In order to function, a suit of clockwork armor must be
fully wound as a full-round action. Once fully wound, a suit of
clockwork armor functions for 4 hours. If a suit of clockwork
armor is not fully wound, its gears grind to a halt and it imposes
double its normal armor check penalty and a –2 penalty to its
wearer’s Strength and Dexterity scores. Donning or removing a
suit of unwound clockwork armor requires 10 minutes.
When fully wound, a suit of clockwork armor can be donned
or removed as a full-round action that provokes attacks of
opportunity. It grants the wearer a +4 temporary enhancement
bonus to Strength and Constitution, and its weight does not
count against the wearer’s total encumbrance. A single crossbow
or firearm sized appropriately for the wearer can be added to
the armor with a successful DC 20 Craft (armorer) check. Such
a weapon can be fired once as a standard action by the wearer,
then automatically reloads itself in 2d4 rounds, as long as the
wearer has the appropriate ammunition in his gear.
CONSTRUCTION REQUIREMENTS COST 17,350 GP
Craft Magic Arms and Armor, animate objects

What means "fully wound" ?

Thanks for your future help.


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Authorized class with only extraordinary abilities :
- barbarian
- fighter
- rogue
- cavalier
- gunslinger
- brawler
- swashbuckler
- slayer

Authorized PrCs with only extraordinary abilities :
- duellist
- stalwart defender
- darechaser (problem : faithful of a deity)
- deep sea pirate
- furious guardian
- golden legionnaire
- grand marshal
- groupe leader
- halfling opportunist
- mammoth rider
- noble scion (only extraordinary abilites)
- pit fighter
- swordlord