Karzoug the Claimer

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pictures

The first version of my tabletop projector table, demonstrated with the Pathfinder RPG Beginner Box.

The table has a size of 180cm X 140cm, the projection surface is 100cm X 60cm; with the current projector setup, a "screen" diagonal of about 100cm can be achieved.

The table has foldable legs and can be split apart in the middle to be transported in 2 parts.

The projection surface is currently just plain paper; this will soon be replaced with 2 layers of acrylic glass and paper sandwiched between them. It will then be sturdy enough to carry the weight of bigger miniatures.

The projector setup is quite simple, a DELL mini LED projector pointing downward at a slight angle (~ 5°) at a mirror, for a total projection distance of about 120cm. The mirror on the ground is currently much bigger than necessary and will be replaced by a smaller one (40cm X 30cm will suffice).

I will be using MapTool to display the maps.

Pending improvements:
- replace projection surface with acrylic glass
- use smaller mirror on the floor
- paint table surface (black?)
- put opaque curtains below the table around the projection surface to reduce stray light from below


Can a creature which uses wings to fly stay airborne when affected by one of the following conditions? What conditions are harmless when a creature has the Hover feat, which aren't?


  • Cowering: The character is frozen in fear and can take no actions.
  • Dazed: The creature is unable to act normally. A dazed creature can take no actions,...
  • Fascinated: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts.
  • Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move...
  • Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is flat-footed.
  • Stunned: A stunned creature drops everything held, can't take actions,...


Dear Customer Service Team,

today I received order #1750831 twice - now I have 2 copies of Ultimate Combat and 2 copies of Jade Regent #1.
And although one of the packages was labeled "$0,00", you seem to have charged my credit card twice with $65,81.
Carrion Crown #6 arrived separately, and only once, and was only charged once.

What to do?


I have some questions about the Ranger's Snare Trap:

1. The trap/leash has 1/2 ranger's level hp, but what is its hardness? Is it intended that the hp work off the Ranger level, not the Character Level as most other trap features do?

2. "At the ranger’s option, if there is a tall object or structure nearby, she can have the trap lift the creature." - how high can the trap lift a creature? High enough for a creature to take falling damage after freeing itself? Is a lifted creature hindered in any way besides not being able to move away?


1. Can I move before AND after an Attack of Opportunity granted by Combat Patrol, or only before the attack?


The Qinggong Monk has several spells on his list which depend on Int or Cha, for example discordant blast computes a CMB based on Cha, and strangling hair makes a grapple check based on Cha (if you are a sorceror) or Int (if you are a wizard).

My question: is it intended that the monk uses Wis instead in these (and other) cases?


First!
Are these the Runelords of Greed and Wrath doing battle in the background?


Hi there, I#m looking for a good background music for a chase scene.
I'm giving the chase rules from the GMG a try (although somewhat modified).
The chase takes place in a classic medieval city.
Any ideas?


Are the special abilities of the Mobile Fighter supposed to work with ranged attacks? I.e. could one build a "Mobile Archer"?


The spell description doesn't say anything about difficult terrain, it just says "Any creature moving on foot into or through the spell's area moves at half speed."
So could a character for example charge through an area of Spike Stones or not?


This thread is intended for the discussion of the new Juju mystery.

A quick brainstorming after the first read...

...what I like:
- using undead without being evil
- most revelations are a great fit thematically

...what I don't like:
- witches are better at making juju dolls (via Waxen Image) than the juju oracle


My players urged me to share the newest developments in our kingmaker campaign, so here it is.

To explain it, I have to start with the the current ruler of the Barony of Wolfenstein, Baroness Lureena Bja Leveda of Wolfenstein.

She's a Summoner from the APG, and her player chose a very flavorful background story for her and her eidolons: her eidolon (and other summons) are her imaginary childhood friends, drawn from the First World by her powers. Her eidolon at the beginning of the campaign was called Bajevnic, and was loosely based on the Cheshire Cat. Bajevnic represented some of the more sinister aspects of Lureena's personality, which were augmented in him. Lureena's player roleplayed a growing conflict between Lureena and her eidolon, as it started to misbehave. The situation escalated when the party freed the sootscale kobolds in the silver mine from Tartuk and installed Bajevnic as their new 'God' instead of old Sharptooth. Bajevnic showed his cruel side, f.e. eating some kobolds, and Lureena sent him away and chose a new Eidolon (I know this is against the Summoner RAW, but as this incident occured when the party leveled up anyway, I allowed it for the interesting RP aspects).

After that, the party explored the southern Greenbelt, defeated the Stag Lord and established the Barony Wolfenstein with the capital Wolfhaven at the Stag Lord's fort (here's a link to the map of the new kingdom). They heard nothing of Bajevnic, until...

One day in the 3rd month of the kingdom, they noticed that the constant stream of traders and goods from the north diminished somewhat, and soon heard rumors that somebody was buying huge amounts of goods from traders in Fort Serenko, paying with silver. The party immediately thought about "their" silver mine (they were planning from the start to incorporate the silver mine with the sootsales AND the goldmine into their kingdom as soon as possible) and went north to investigate. What they discovered was quite a shock to them: somebody had claimed the hex with the silver mine for his kingdom and marked the border with a series of banners (here's a link to the banner)!

Exploring further into the area, they noticed some patrols observing their progress while keeping their distance. Arriving at the silver mine, the first thing they noticed was that somebody had fortified the entrance to the mine. Entering, they were greeted by a lot of armed kobolds and Bajevnic, their ruler! The diplomacy that followed didn't turn out too well, and the party had to flee through the night and leave the Barony of Bajevnia.

Now they are preparing for war, to re-conquer the silver mine and the sootscale kobolds from the rogue eidolon. They know that the kobolds have at least 2 medium armies, and that Bajevnic is in league with a group of evil fey... Meanwhile Bajevnia has also expanded towards the gold mine (here's a link to the current map).


Can monks flurry with Brass Knuckles?

When flurrying with Brass Knuckles (if possible) or any other monk weapon, can the monk choose to execute all attacks in one Flurry of Blow routine with that weapon?

If yes, is this balanced in comparison with a normal 2-weapon fighter, ranger, or rogue? They would have to buy the same weapon twice to get the same bonuses on all attacks.


I'm considering to introduce the following variant of the Amulet of Mighty Fists into my campaign (one PC is an elven Monk of the Four Winds):
-
-
-
------------------------------------------------------------------------
Monk's Amulet of Mighty Fists
------------------------------------------------------------------------

Aura faint evocation; CL 5th

Slot neck; Price 2,500 gp (+1), 10,000 gp (+2), 22,500 gp (+3), 40,000 gp (+4), 62,500 gp (+5), 90,000 gp (+6), 122,500 gp (+7), 160,000 gp (+8), 202,500 gp (+9), 250,000 gp (+10); Weight —

--------------
Description
--------------

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks, but not on attacks with natural weapons. It is only usable by monks.

Additionally, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. A monk's amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A monk's amulet of mighty fists must have at least a +1 enhancement bonus to grant a melee weapon special ability.

----------------
Construction
----------------

Requirements Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities; Cost 1,250 gp (+1), 5,000 gp (+2), 11,250 gp (+3), 20,000 gp (+4), 31,250 gp (+5), 45,000 gp (+6), 61,250 gp (+7), 80,000 gp (+8), 101,250 gp (+9), 125,000 gp (+10)

Please discuss.


I'm looking for ideas of how the heraldic symbols of the neighbors of the PC's kingdom should look like:

- Brevoy: already defined, a two-headed red dragon on a field of silver and gold.

- Restov: probably something with a sword...

- Mivon: maybe derived from Restov's symbol, only more villainous.

- Drelev: no idea.

- Pitax: grapes or other fruits would fit nicely, maybe on a green field.

Have you any ideas or opinions?


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An observation from our last session: druids can have an immense impact on the hexploration part of the campaign.

The first 2 levels, the group had a hard time exploring the map, with slow horses and slower ponies.

But then they reached 3rd level, and the gnome druid got the eagle eye spell from the APG. At 3rd level, the eye appears at a height of 520 ft, which means the horizon is about 27 miles away, that's more than 2 hexes.
Although the hexes cannot be explored this way, the spells makes it a lot easier to get an overview of the lay of the land.

When the druid will get wild shape, he can turn into a bird and, combined with eagle eye, get an overview of large parts of the map very quickly.

Later on, when he gets commune with nature, he will even be able to explore the hexes very easily.


The APG brought some new weapons that finally are good choices to build a polearm wielder or monk based on critical hits: the bardiche is a polearm with 19-20/x2 and the temple sword is a monk weapon with 19-20/x2.
I think that's great!


Does the negative energy damage dealt by the Spirit Totem rage powers bypass Damage Reduction?


1 person marked this as FAQ candidate.

For example, the Mobile Fighter archetype has the Agility alternate class ability that replaces Weapon Training 1, but no abilities that replace Weapon Training 1-4. What happens when the Fighter reaches level 9? Does he get Weapon Training 2?


Monster cohorts gain class levels when advancing:

PRD wrote:
...when [the cohort] gains enough XP to advance a level, it should generally gain a key class level (fighter is often the best choice for most cohorts).

Does that mean a monster cohort also gets better ability scores like described in Monster Advancement? Here is the relevant part from the rules:

PRD wrote:
The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities.

If the answer is yes, does the monster cohort receive these bonuses when it first gains a level, or does it receive these bonuses immediately, as it is determined to gain a class level sooner or later?


1 person marked this as a favorite.

STOLEN LANDS: AMBIENT ENCOUNTER TABLE – SUMMER
(Sarenith, Erastus, Arodus)

------------------------------------------------------------------------
forest
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d10: 0-4 deer, 5 fox, 6 rivercat, 7 owl, 8 hawk, 9 squirrels

51 - 70 fireflies: at dusk, myriad of fireflies start a luminous dance that lasts all night.

71 - 85 dancing fey: in the evening, colorful lampions light up some distance from the PCs, and song and laughter float through the trees. If the PCs try to reach the lights, they never come any closer, no matter how far they walk, because the dancing fey are half in this world and half in the First World. The PCs will always lose sight of the lights, only to detect them somewhere else, but equally far away from them.

86 - 95 forest fire: a forest fire starts.

96 -100 fey mound: see spring

------------------------------------------------------------------------
hill and plains
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d10: 0-1 deer, 2-3 horses, 4-6 sheep, 7-8 rabbits, 9 hawk

51 - 55 vanishing track: see spring

56 - 60 appearing track: see spring

96 - 100 rainbow: a warm summer rain falls, and the sun paints a beautiful rainbow into the sky.

------------------------------------------------------------------------
mountain
01 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d6: 1-3 mountain goats, 4-5 rabbits, 6 eagle

-----------------------------------------------------------------------
swamp
0 - 50 wild animals: wild but harmless animals cross the PC’s path.
Roll a d12: 1-3 frogs, 4-6 fish, 7-8 birds, 9-10 crabs, 11-12 mosquitoes

51 - 60 strange bubbles: strange bubbles of gas come to the surface and spread a virulent stink, but the cause cannot be determined.


I've got 2 questions concerning the "Sliding Axe Throw" feat from Dwarves of Golarion:

1. Is the -2 penalty in addition to the normal -4 for throwing melee weapons?

2. When the attack hits, does it deal normal damage in addition to the free trip attempt?


I can't find in the rules which type of action a breath weapon is: full-round, standard, ... ?


I wrote up some rules for using the jump skill to perform "flying" jumps as seen in some classic kung-fu movies.
These rules are clerarly aimed at monks, but can be used by any PC able to beat the high DCs.
The rules and especially DCs are open to debate.

Quote:


You can land on a surface normally unable to support your weight after a jump by making an

Acrobatics check. This check is made after the Acrobatics check for making the jump itself.
If the second check fails, you fall down immediately.
If it succeeds, you are standing momentarily on the surface.
Your next regular action (in the same round or the next) must be either a move action used to move on or a charge. If you try to take any other action, you fall down immediately. Swift or immediate actions and attacks of opportunity do not cause you to fall down and can be taken normally.
The DC of the Acrobatics check depends on the surface:


  • a wall which can be climbed: Climb DC +10
  • a wall which cannot be climbed: DC 50
  • weak furniture, stacks of things, or parts of architecture: DC 35
  • tree top, branch or similiar vegetation: DC 40
  • surface of a lake or other water: DC 50
  • a breeze in the air: DC 60


Ranger Combat Style: Skirmish

2nd level: Mobility, Spring Attack, Fleet, Acrobatic Steps

6th level: Improved Vital Strike, Lunge

10th level: Greater Vital Strike

Notice: this selection of feats only makes sense when Spring Attack can be combined with Vital Strike. I think there is no official ruling for this yet.

What do you think?
Is getting the Vital Strike feats early too powerfull?
Would you add/replace feats on the list?


3. How does it interact with TWF? If I hold a weapon in my main hand and want to deliver the touch attack with my off-hand, do the normal TWF penalties apply?


3 people marked this as a favorite.

I wrote down a homebrew set of rules to replace the "Big Six" magic items with innate abilities of a character.

In addition to the Big Six (1. Magic Weapon or Amulet of Mighty Fists, 2. Magic Armor or Bracers of Armor, 3. Cloak of Resistance, 4. Ring of Protection,

5. Amulet of Natural Armor and 6. stat boosters in the form of various Girdles and Headbands) I also included the Mantle of Spell Resistance and the various skill boosters to be replaced by these homebrew rules.

These rules are based on reducing the wealth progression by a certain factor (DM's choice between ¼, ½ or ¾) by reducing the value of all treasure found (including magic items) accordingly. In parallel, there is a point-buy-system for new Heroic Qualities. The cost of each Heroic Quality is determined according to the Magic Item Creation rules, divided by 1,000 and rounded. The Heroism Points used to buy the Heroic Qualities are equivalent to 1,000 GP each.

The intention behind these homebrew rules is to stay as near to the core rules as possible, so that no rebalancing of monsters etc. is necessary.

Please tell me how you like this approach, or if you see any problems / exploits. (I hope the tables are somewhat readable, these boards are really limited concerning tables. You can copy the tables and paste them into a simple text editor like notepad, the columns should align better that way)

The Rules:

• A DM can use a wealth progression of ¼, ½ or ¾. All treasure values are multiplied with this factor(reduced).

• When a character reaches a new level, he gains an amount of Heroism Points as shown in Table 1. He may then immediately purchase Heroic Qualities shown on Table 2. The DM decides which Heroic Qualities are available in his game.

• The following Heroic Qualities may be available:
Giant Strength (Ex) - Enhancement Bonus to Strength
Mighty Constitution (Ex) - Enhancement Bonus to Constitution
Incredible Dexterity (Ex) - Enhancement Bonus to Dexterity
Vast Intelligence (Ex) - Enhancement Bonus to Intelligence
Inspired Wisdom (Ex) - Enhancement Bonus to Wisdom
Alluring Charisma (Ex) - Enhancement Bonus to Charisma
Extraordinary Resistance (Ex) - Resistance Bonus to Saves
Difficult Target (Ex) - Deflection Bonus to AC
Thick Hide (Ex) - Natural Armor Bonus to AC
Though Bones (Ex) - Armor Bonus to AC
Spell Resistance (Ex) - Spell Resistance
Awesome Skill (skill) - Enhancement Bonus to Skill
Mighty Fists (Ex) - Enhancement Bonus to Attack and Damage with unarmed attacks
Powerful Attacks (Ex) - Enhancement Bonus to Attack and Damage with all attacks

• In Table 2, Heroic Qualities for which no equivalent magic item exists in the core rules are marked with "*". If a DM wants to stay as close to the core rules as possible, he should rule that those Heroic Qualities are not available.

• Rules for stacking bonuses apply normally to bonuses granted by Heroic Qualities.

Heroism Points do not have to be spent when a new level is reached. Heroism Points may be saved to be spent upon reaching a higher level.

• A character can pay the difference between Heroic Qualities of the same kind to gain the better Heroic Quality. For example, if a character has Giant Strength to give him a +1 enhancement bonus to strength, he can spend 6 upgrade points to make that a +2 bonus.

• If the Though Bones Heroic Quality is available, its bonus up to +5 does stack with the bonus of armor worn. This is an exception to the normal stacking rules. Also, armor may be enchanted with special properties without having at least a +1 bonus, and may not have a plain bonus itself. It still has to be masterwork.

• A DM may remove the magic items which are equivalent to the available Heroic Qualities from the game.

• Because Heroic Qualities do not take up spaces on a character’s body, they cost double compared to an equivalent magic item. This also takes into account that Heroic Qualities cannot be stolen, sundered, dispelled, disjuncted, or suppressed by antimagic effects like magic items can. If a DM wants to remove non-consumable, non-weapon magic items entirely from his game, he should consider halving the Heroic Quality prices given in Table 2, as there are no magic items competing for the spaces on the body then.

• There is no Heroic Quality equivalent to magic weapons. If a DM wants to remove magic weapons with plain bonuses from his game, he should consider applying the bonuses of the Mighty Fists Heroic Quality to all weapon attacks and renaming it to Powerful Attacks. In this case, he should also rule that a weapon can be enchanted with special properties without having at least a +1 bonus, and may not have a plain bonus itself. It still has to be masterwork.

Table 1: Available Heroism Points
___________________________________________________________________________ ____

________¼ WEALTH________________½ WEALTH________________¾ WEALTH_______________

________HEROISM_HEROISM_________HEROISM_HEROSIM_________HEROSIM_HEROISM____ ____
________POINTS__POINTS__________POINTS__POINTS__________POINTS__POINTS_____ ____
LEVEL___TOTAL___GAINED__WEALTH__TOTAL___GAINED__WEALTH__TOTAL___GAINED__WEA LTH_
___________________________________________________________________________ ____
1_______0_______0_______0_______0_______0_______0_______0_______0_______0__ ____
2_______0_______0_______250_____0_______0_______500_____0_______0_______750 ____
3_______2_______2_______750_____1_______1_______1,500___0_______0_______2,2 50__
4_______4_______2_______1,500___3_______2_______3,000___1_______1_______4,5 00__
5_______7_______3_______2,625___5_______3_______5,250___2_______1_______7,8 75__
6_______12______5_______4,000___8_______3_______8,000___4_______2_______12, 000_
7_______17______5_______5,875___11______3_______11,750__5_______3_______17, 625_
8_______24______7_______8,250___16______5_______16,500__8_______3_______24, 750_
9_______34______10______11,500__23______7_______23,000__11______3_______34, 500_
10______46______12______15,500__31______8_______31,000__15______4_______46, 500_
11______61______15______20,500__41______10______41,000__20______5_______61, 500_
12______81______20______27,000__54______13______54,000__27______7_______81, 000_
13______105_____24______35,000__70______16______70,000__35______8_______105 ,000
14______138_____33______46,250__92______22______92,500__46______11______138 ,750
15______180_____42______60,000__120_____28______120,000_60______14______180 ,000
16______236_____56______78,750__157_____37______157,500_78______18______236 ,250
17______307_____71______102,500_205_____48______205,000_102_____24______307 ,500
18______397_____90______132,500_265_____60______265,000_132_____30______397 ,500
19______513_____116_____171,250_342_____77______342,500_171_____39______513 ,750
20______660_____147_____220,000_440_____98______440,000_220_____49______660 ,000
___________________________________________________________________________ ____

Table 2: Heroic Quality Prices (in Heroism Points)
___________________________________________________________________________ ____

________ENHAN-__RESIS-__DEFLEC-_NATURAL_ARMOR___COMPE-__SPELL___ENHANCEMENT ____
________CEMENT__TANCE___TION____ARMOR___BONUS___TENCE___RESIS-__BONUS TO ATTACK
________BONUS___BONUS___BONUS___BONUS___TO______BONUS___TANCE___AND DAMAGE_____
________TO______TO______TO______TO______AC______TO______________WITH(UNARME D)__
BONUS___ABILITY_SAVES___AC______AC______________SKILL___________ATTACKS____ ____
___________________________________________________________________________ ____

+1______2*______2_______4_______4_______2+______-_______-_______10_________ ____
+2______8_______8_______16______16______8+______1*______-_______40_________ ____
+3______18*_____18______36______36______18+_____2*______-_______90_________ ____
+4______32______32______64______64______32+_____4*______-_______160________ ____
+5______50*_____50______100_____100_____50+_____6_______-_______250________ ____
+6______72______72______144*____144*____72______8*______-_______-__________ ____
+7______98*_____98*_____196*____196*____98______10*_____-_______-__________ ____
+8______128*____128*____256*____256*____128_____14*_____-_______-__________ ____
+9______162*____162*____324*____324*____162*____18*_____-_______-__________ ____
+10_____200*____200*____400*____400*____200*____20______-_______-__________ ____
+11_____-_______-_______-_______-_______-_______26*_____-_______-__________ ____
+12_____-_______-_______-_______-_______-_______30*_____-_______-__________ ____
+13_____-_______-_______-_______-_______-_______34*_____20______-__________ ____
+14_____-_______-_______-_______-_______-_______40*_____40*_____-__________ ____
+15_____-_______-_______-_______-_______-_______46______60______-__________ ____
+16_____-_______-_______-_______-_______-_______52*_____80*_____-__________ ____
+17_____-_______-_______-_______-_______-_______58*_____100_____-__________ ____
+18_____-_______-_______-_______-_______-_______66*_____120*____-__________ ____
+19_____-_______-_______-_______-_______-_______74*_____140_____-__________ ____
+20_____-_______-_______-_______-_______-_______80*_____160*____-__________ ____
+21_____-_______-_______-_______-_______-_______90*_____180_____-__________ ____
+22_____-_______-_______-_______-_______-_______98*_____200*____-__________ ____
+23_____-_______-_______-_______-_______-_______106*____220*____-__________ ____
+24_____-_______-_______-_______-_______-_______116*____240*____-__________ ____
+25_____-_______-_______-_______-_______-_______126*____260*____-__________ ____
+26_____-_______-_______-_______-_______-_______138*____280*____-__________ ____
+27_____-_______-_______-_______-_______-_______146*____300*____-__________ ____
+28_____-_______-_______-_______-_______-_______158*____320*____-__________ ____
+29_____-_______-_______-_______-_______-_______170*____340*____-__________ ____
+30_____-_______-_______-_______-_______-_______180*____360*____-__________ ____
___________________________________________________________________________ ____

* this bonus is not available via core magic items
+ this bonus does stack with Armor Bonus of armor worn
___________________________________________________________________________ ____


I have one question: what is the Total Character Level / Hit Dice of a monster cohort?

For example, assume I take the Leadership feat at level 8 to gain a Giant Eagle cohort. A Giant Eagle has 4 HD and a cohort level of 6. When he gains a level for the first time (gaining a level of fighter) I want to take the Toughness feat for him.
How many HP does the cohort gain?

A) As a 1st-level-fighter, he gains 3 HP.

B) As a creature with 4 HD plus one level of fighter, he gains 5 HP.

C) As his cohort level is now 7, he gains 7 HP.


Hi,

I ordered a "GameMastery Spell Templates: Spell Radius Package (black)" but received a "GameMastery Spell Templates: Straight Cone Package (blue)", therefore I paid $10 too much.
What can we do about that?


Concerning the Cohort Level, I noticed that the Bestiary states in "Monsters as PCs" that CR and class level are roughly equivalent; so it seems even stranger that the various cohorts are counted as ~twice their CR.


I thought about some feats for the fighter which are "missing" from the rules. ;-)

The first two are designed to open the way to the "critical" feats with weapons that have a low threat range:

Quote:


Greater Critical (Combat)

Attacks made with your chosen weapon are even deadlier.

Prerequisite: Proficient with weapon which can't have a critical multiplier better than X3, Improved Critical for that weapon, 12th-level fighter.

Benefit: When using the weapon you selected, your threat range is doubled.

Special: You can gain Greater Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn't stack with any other effect that expands the threat range of a weapon, except the Improved Critical feat.

A weapon can't gain a threat range better than 15-20 using this feat. If the doubled threat range would be bigger than 15-20, you gain a threat range of 15-20 instead.

...and:

Quote:


Perfect Critical (Combat)

Attacks made with your chosen weapon are even deadlier.

Prerequisite: Proficient with weapon which can't have a critical multiplier better than X2, Greater Critical for that weapon, 16th-level fighter.

Benefit: When using the weapon you selected, your threat range is doubled.

Special: You can gain Perfect Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn't stack with any other effect that expands the threat range of a weapon, except the Greater Critical feat.

A weapon can't gain a threat range better than 15-20 using this feat. If the doubled threat range would be bigger than 15-20, you gain a threat range of 15-20 instead.

These feats enable fighters who chose to specialize in a weapon with a low threat range to gain a threat range which makes the other critical feats usefull. Weapons which have a natural higher threat range still have an advantage, because you don't have to invest feats for them.

Maybe the feats should have additional prerequisites (weapon focus with weapon, ...), and maybe its necessary to exclude ranged weapons?

The next three feats are designed to give weapons special properties:

Quote:


Trip Trick (Combat)

You have learned to make Trip attacks with a weapon not designed for it.

Prerequisite: Proficiency with melee weapon, 8th-level fighter

Benefit: The weapon gains the "Trip" property.

Special: You can gain Trip Trick multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

...same for disarm:

Quote:


Disarm Trick (Combat)

You have learned to make Disarm attacks with a weapon not designed for it.

Prerequisite: Proficiency with melee weapon, 6th-level fighter

Benefit: The weapon gains the "Disarm" property.

Special: You can gain Disarm Trick multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

... and brace:

Quote:


Brace Trick (Combat)

You have learned to brace against a charge with a weapon not designed for it.

Prerequisite: Proficiency with melee weapon with reach, 4th-level fighter

Benefit: The weapon gains the "Brace" property.

Special: You can gain Brace Trick multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

What do you think? Too powerful? Not powerful enough? Any suggestions?


2 people marked this as FAQ candidate.

Stand Still doesn't seem to work with polearms, as it speaks specifically about "adjacent squares", but not about "threatened squares".

Wouldn't it make sense for a polearm wielder to be able to keep an advancing enemy at a distance?


Is it possible to combine Whirlwind Attack and Lunge, attacking every enemy within 10 ft?


I have a question concerning 2Bleeding Critical", but I think the question applies to other Situations as well:

Pathfinder Rules wrote:


Bleeding Critical (Combat, Critical)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a
slashing or piercing weapon, your opponent takes 2d6
points of bleed damage each round on their turn, in
addition to the damage dealt by the critical hit. Bleed
damage can be stopped by a DC 15 Heal skill check or
through any magical healing. The effects of this feat
stack.
Special: You can only apply the effects of one critical
feat to a given critical hit unless you possess Critical
Mastery.

So, when exactly is "on their turn"? Is the bleed damage the very first thing that happens on the opponent's turn, so he has no chance to apply any kind of healing himself before the damage occurs the first time?

I couldn't find an answer in the PFRPG BETA rules.


I would like to request the inclusion of some tables into the additional rules section of PFRPG which help the DM with improvisation. Such tables would also be usefull when planning an adventure.

I would like to see a table for:

1. DCs for skill usage.
Assume one of my players has a Level 10 character, which i know to be moderately trained in a certain skill, and I want to challenge him moderately, what would be a fitting DC?
The table should be organized after character level, level of skill training (untrained, moderately trained, maxed out), and challenge level (easy, moderate, hard).

2. DCs for attribute checks.
Same as 1, but adjusted for attribute checks.

3. DCs for saving throws.
Same as 1, but adjusted for saving throws.

4. Damage for various effects.
Assume I want to have an interesting combat encounter, so I design a dungeon room with dangerous terrain features, like shallow lava pools, spiked walls or acid dripping from the ceiling. I want to know what would be a good damage for such features to be neither trivial nor overpowered for a character of a given level?
The table should be organized after character level and danger level (not very dangerous, moderately dangerous, highly dangerous).

I think this would be very helpful, because I personally find it hard to come up with appropriate DCs / damage, without ending up either much too easy or much too hard.

Of course you could assign such values without looking at the level of the characters, but then you will often get values which are either much to easy or much to hard.

What do you think, would such tables be useful?
Would they make the job of the DM easier?
Would they help to avoid over/underwhelming challenges? Should they?


I thought about building a fighter specialized in polearms, and started to wonder wether this is feasible. I see several problems with it:

1. When wielding a polearm, you can only attack enemies at 10 feet. But you can't keep an enemy from closing the distance, not even with "Shall not pass" because it works only on adjacent squares. When your enemy has "Advance", you don't even get an AoO.

2. When an enemy has closed the distance and is adjacent to you, you have to increase the distance again to be effective. This works as long as you still have any room behind you and your enemy hasn't "Step Up", in which case you can't do anything but move + standard attack.

3. You can't attack through a square occupied by an ally (or can you? I'm not sure about the rules at that point. Can monsters with reach attack "through" their allies? or your allies?)

So, what do you think? Is a polearm specialist feasible under the current rules? Did I overlook some feat enabling useful polearm fighting? Or did I misremember the rules at some point?