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Organized Play Member. 22 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Hi~ Mark, I have a question about Druid's Wild Shape.

The problem is very simple, that is, what is the DC for wild shape? for example, some animal's poison.

After my search, this question has been asked in the forum many times, starting from 10 years ago, there are many answers, but there has been no official answer.

Thank you!


Hi guys, I have a question.

Construct Caller (Summoner (Unchained) archetype) wrote:

Planar Tinkering (Ex): At 3rd level, a construct caller learns to better shape planar energy to improve her eidolon. The number of points in her eidolon’s evolution pool increases by 1. The number of points in the eidolon’s evolution pool increases by an additional 1 at 7th level and every 4 levels thereafter, for a total of 5 additional points at 19th level.

This replaces summon monster I.

Is this "replaces summon monster I" replacing the entire summon monster class feature?

Or just replace the summon monster I you got at level 1. When you level 3, you still get summon monster I? (So your progress will be slower 1 step.)

Thanks!


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Hi~ Mark, I have a question about flat-footed and trap.

When a character don't find a trap and he is attacked by the trap, does he be flat-footed?

Because investigator and some other archetypes have the trap sense ability, but don't have the uncanny dodge ability. And the trap sense ability give a dodge bonus to AC against attacks by traps.

Thank you!

Trap Sense:
Trap Sense (Ex)
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).


I found problems about sword-devil.

Ranger's camouflage and hide in plain sight ability need to be used in the favored terrain, but sword-devil archetype's slashing fury ability replaces the favored terrain ability.

So these two abilities become completely useless?...


I found problems about sword-devil.

Ranger's camouflage and hide in plain sight ability need to be used in the favored terrain, but sword-devil archetype's slashing fury ability replaces the favored terrain ability.

So these two abilities become completely useless?...


Uh.. but this issue has been discussed many times long ago, the bomb base damage (1d6+int) is actually can be multiply by critical.

You can search keyword "Alchemist bomb critical" on the messageboards.


Hi~ guys, I have a question about gun chemist.

When he use firearm with alchemical ordnance ability to hit a critical hit, the alchemical ordnance critical damage is fix at 2x or depending on firearm critical multiplier?

For example, if I'm a level 3 gun chemist with 18int, I use pistol to hit a critical hit, total damage is (1d8+1d6+4)x4+1d6 or (1d8)x4+(1d6+4)x2+1d6 ?

Thank you!

Spoiler:
alchemical ordnance wrote:

A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.

Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every oddnumbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).

The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4. If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.

Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery (see below). A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.

This replaces bombs.


Chess Pwn wrote:
Ziegfeld wrote:
Hi~ Mark, I have a question about archetype stacking.
Not Mark, but they don't stack. Adding an option to a feature as a choice is considered altering that feature and thus makes it not work with anything else that looks at, touches, modifies, mentions, alters, replaces, changes, or thinks about that feature.

Thank you for your reply. Although I already know the answer to this question generally, but some of my friends will not give up without seeing the official or designer reply, because that is a PFS game group with strict rules, so I had to come to here to ask Mark.


Hi~ Mark, I have a question about archetype stacking.

FAQ wrote:

Archetype Stacking and Altering: What exactly counts as altering a class feature for the purpose of stacking archetypes?

In general, if a class feature grants multiple subfeatures, it's OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as 「weapon training I, II, III, or IV」) even though those all fall under the class feature weapon training. However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can't take that archetype with an archetype that alters or replaces any of the sub-features. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class. As always, individual GMs should feel free to houserule to allow small overlaps on a case by case basis, but the underlying rule exists due to the unpredictability of combining these changes.

So such as magus's archetype Spellblade or Fiend Flayer, they only add new magus arcanas to the list, like this kind of ability to add new options also treat as altering the parent class feature, like the example in FAQ, adding an additional bonus feat to the list of bonus feats you can select?

I know in a normal game, GM can set the houserule. But it's in a PFS game.

Thank you!

Fiend Flayer wrote:

Magus Arcana

A fiend flayer gains access to the following magus arcana. He cannot select any arcana more than once.

Fiendblade (Su):...

Bypassing Strike (Su):...

Spellblade wrote:

Spellblade Arcana

A spellblade gains access to the following magus arcana. He cannot select any arcana more than once.

Pool-Sourced Athame (Su):...

Spellblade Parry (Su):...

Throw Athame (Su):...


Hi guys~ , I have a question to ask.

Vindictive Bastard's Vindictive Smite wrote:

Vindictive Smite (Ex): A vindictive bastard is particularly ruthless against those who have harmed her or her allies. Once per day as a swift action, she can smite one target within sight who has dealt hit point damage to her or an ally. She adds her Charisma modifier to her attack rolls and adds her paladin level to damage rolls against the target of her smite. In addition, while vindictive smite is in effect, the vindictive bastard gains a deflection bonus equal to her Charisma bonus (if any) to her AC against attacks by the target of the smite.

If the target of vindictive smite has rendered an ally of the vindictive bastard unconscious or dead within the last 24 hours, the bonus on damage rolls on the first attack that hits increases by 2 for every paladin level she has.

The vindictive smite effect remains until the target of the smite is dead or the next time the vindictive bastard rests and regains her uses of this ability. At 4th level and every 3 levels thereafter, the vindictive bastard can invoke her vindictive smite one additional time per day, to a maximum of seven times per day at 19th level.

Original Paladin's Smite Evil wrote:

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Evil

So if a level 10 Vindictive Bastard uses his Vindictive Smite to attack a target who has rendered an ally of the vindictive bastard unconscious or dead within the last 24 hours, his first attack damage bonus is 30 or 20?

Thank you!


Kensai's Canny Defense ability need no armor or light armor.

At present the more feasible method is darkleaf cloth studded leather, it has +3 AC, +7 max dex mod, and 5% SFC.


For example, a mithral chain shirt have +4 AC, +6 max dex mod, 10% SFC and can be enhance further. If I can gain a another resource to reduce SFC , it will much stronger than mage armor.

Even I have +8 dex mod with mage armor, it's just only equal to the +2 mithral chain shirt with +6 max dex mod.


Hi~ I have a optimized question about the arcane spell failure chance(SFC) to ask.

I currently play a dex build tiefling magus(bladebound/kensai) in a AP campaign, there is any way to let me wear chain shirt(or any better armor) with 5% or 0% SFC?

I currently use mage armor potion, I mentioned chain shirt before because it can be enhance further, either enhancement bonus or special ability(such as Spell Storing).

The celestial armor be made of mithral which only have 5% SFC, but my DM doesn't allow that specific magic armor can be made of special material. The arcane armor training feat cost a swift action, but magus really needs a swift action, besides kensai doesn't have the light armor proficiency.

I don't consider still metamagic rod, because it only have 3 times, but in my experience, in the battle of the day to cast the spell with somatic component is far more than three times.

BTW, my DM doesn't allow 3pp resource neither. So.... this question may be too strict or ask too much, sorry.


Isabelle Lee and others, thank you for reply!


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Hi guys, I have two questions to ask. I hope someone can help me, thank you very much!

1.

Quote:

SPIDER-SILK BODYSUIT

This exotic form-fitting garment is woven entirely from alchemically treated silk harvested from giant spiders or other arachnid creatures. If you have the drow's weapon familiarity racial trait, you treat the spider-silk bodysuit's maximum Dexterity bonus as 2 higher.

Can I make the SPIDER-SILK BODYSUIT with any special materials? Such as darkleaf cloth, mithral..etc, or because it's made of silk, so it can't be made of any special materials?

2.

Quote:

Versatile design

Cost +500 gp Weight —
Description
A weapon with the versatile design modification is easier to wield for those skilled with other weapon groups. When versatile design is added to a weapon, choose a fighter weapon group. The modified weapon is considered to be a weapon of that weapon group (such as for the fighter's weapon training class feature). A melee weapon cannot be considered part of a weapon group for ranged weapons, and vice versa.

If I use the versatile design to modify a weapon(any weapon, such as Machine Gun, Greatsword, Butchering Axe..etc) to a monk weapon group, so I can use the modified weapon to perform flurry of blows?

If the answer to the question is yes, isn't it too powerful? Because versatile design modification is so cheap.


Hi~ Mr. James Jacobs, I have some weird questions about four hand race(such as Kasatha or Shobhad) with Multiweapon Fighting feat.

1). Can kasatha wield two two-handed melee weapons, like two greatswords, and use two-weapon fighting?

2). Can kasatha wield one two-handed melee weapon and two one-handed melee weapons, like one greatsword and two short swords, and use multiweapon fighting?

In a Bow Nomad(kasatha ranger archetype)'s Twin Bows ability, it can let kasatha simultaneously wield two bows and use two-weapon fighting. According to this ability, normal kasatha can't wield two bows, am I right?

So it can be inferred to that kasatha can't wield two two-handed melee Weapons?

Thanks you!

Multiweapon Fighting::
This multi-armed creature is skilled at making attacks with multiple weapons.
Prerequisites: Dex 13, three or more hands.

Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.

Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting.

Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

Multi-Armed::
A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.

Bow Nomad::
Twin Bows (Ex)
At 1st level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a –4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round.
This ability replaces wild empathy.

Bow Nomad link


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Hi~ Mark, I have some question about four hand race(such as Kasatha or Shobhad) with Multiweapon Fighting feat.

1). Can kasatha wield two two-handed melee weapons, like two greatsword, and use two-weapon fighting?

2). Can kasatha wield one two-handed melee weapon and two one-handed melee weapons, like one greatsword and two short sword, and use multiweapon fighting?

In a Bow Nomad(kasatha ranger archetype)'s Twin Bows ability, it can let kasatha simultaneously wield two bows and use two-weapon fighting. According to this ability, normal kasatha can't wield two bows, am I right?

So it can be inferred to that kasatha can't wield two two-handed melee Weapons?

Thanks you!

Multiweapon Fighting:

This multi-armed creature is skilled at making attacks with multiple weapons.

Prerequisites: Dex 13, three or more hands.

Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.

Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting.

Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.


Multi-Armed:

A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.

Bow Nomad:

Twin Bows (Ex)
At 1st level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a –4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round.

This ability replaces wild empathy.

Bow Nomad link


prd wrote:
Adamantine: Mined from rocks that fell from the heavens, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20 (see Additional Rules). Armor made from adamantine grants its wearer damage reduction of 1/— if it's light armor, 2/— if it's medium armor, and 3/— if it's heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.
prd wrote:

Iron, Cold: This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.

Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon with one cold iron half costs 50% more than normal.

I don't have any question on that quarterstaff can't made of metal.

But one of my friends say that the staff in "Sansetsukon (Three-Section Staff ): This staff is broken into three 2-foot-long segments that have been chained back together" is quarterstaff, so because quarterstaff can't made of metal, sansetsukon neither.

I think sansetsukon and quarterstaff is totally different thing, right?

I would be so concerned about this question because we are playing PFS game, and some DM are (actually is one of my friends) very very strict...

I believe if you buy a adamantine sansetsukon and if you can't convince him that sansetsukon can made of metal, he will not let you participate in any game.

But in most time, only designer's word or RAW can convince him.... sign


wiki wrote:
The three-sectional staff, triple staff, three-part staff, sansetsukon in Japanese, or originally sanjiegun (Chinese: 三節棍; pinyin: sānjiégùn; Jyutping: saam1 zit3 gwan3), is a Chinese flail weapon that consists of three wooden or metal staffs connected by metal rings or rope.

Ok, So what do you think about metal Sansetsukon?

According to the wiki, metal Sansetsukon is actually exist, so Does that metal Sansetsukon exist in pathfinder?


wiki wrote:
The three-sectional staff, triple staff, three-part staff, sansetsukon in Japanese, or originally sanjiegun (Chinese: 三節棍; pinyin: sānjiégùn; Jyutping: saam1 zit3 gwan3), is a Chinese flail weapon that consists of three wooden or metal staffs connected by metal rings or rope.

I think it should be no problem?


I mean whether this text "use Perform (percussion) or Perform (string) for a distraction bardic performance." is some printing error that cover the original text?

You can see from the picture, this text is same from "Music of the spheres" bardic masterpieces on the right side.


Hi Jason ~ I have a question to ask.

About the Dead Man’s Frolic bardic masterpieces on page 25.

Quote:
Special: If you have learned this masterpiece, you can a countersong performance to protect against the effects of a haunt by substituting your Perform (keyboard) or Perform (sin)use Perform (percussion) or Perform (string) for a distraction bardic performance.

I don't understand the meaning of this paragraph, is there any printing error?

Please refer to picture http://i.imgur.com/VcuDalQ.jpg

thank you!