|
alarich's page
18 posts. No reviews. No lists. No wishlists.
|
The problem is that in this case ( being swallowed ) a character is within a very narrow space, and in fact he can use only light weapons ( spear? no way! ). While being the concealment a mechanical representation of "a blinded guy most likely miss his opponent: he can't see him and, hypothetically, his opponent moves/dodge/other during combat", I think it's difficult to miss (miss, not penetrate, in this case "hit his armor class" it's the mechanical rapresentation of "penetrating his skin with your knife" ) a something static that's all around you and, ipotetically, it's extremely close to you ( the character is in a space so narrow that he can use only light weapons).
I was hoping there were some exceptions to the rule, but apparently there aren't ...
...or, merely, being swallowed without blinded condition ( in fact there's not light inside a creature :P )
My question is: rules of total concealment apply in this case? Or in general, unless you have darkvision? Or there is some exception? Thx in advance
Gorbacz wrote: alarich wrote: Gorbacz wrote: archetypes cover that. Like the archmage? :) Archmage abilities were broken down into feats in APG. Like spell power, master of elements and master of shaping?
Seriously?
Spell power doesn't exists anymore, master of elements and master of shaping now are two crappy feats.
"Personalizable" prestige classes like the archmage, or the hierophant, with only five levels with class abilities that a player can choose weren't that bad, imho.
Gorbacz wrote: archetypes cover that. Like the archmage? :)
Schorcing ray is a good spell imho.
II level spell, you can maximize it but with spell perfection you don't pay the high cost of the feat.
If you apply empower spell, well, you have a 4th spell that causes 72+6d6 point of fire damage.
If you're an evoker-subschool admixture, you can change the element of the spell, and add 1/2 your wizard level to damage.
So: 79+6d6 point of <energy of your choice> ( if you're a 15th wizard ).
Not bad for a 4th level spell!
Question: if I apply intensify spells to schorcing ray, can I fire another ray ( if my level is high enough ) or not?
If yes, this extra ray would benefit of other feats already applied, such maximized spells and empower spells?
where is the errata?
I can't find it in the crb faq/errata page...
Let's say a wizard wanto to craft a stone that cast mnemonic enhancer spell 1/day on command word.
Item price: (spell level*casterlevel*1800)/5. Ok, that's the price, fine.
But the command word and the "casting time" are giving me headace: if a magic item has command word as way of activation, it's a standrad action, ok.
But mnemonic enhancer has a casting time of 10 minutes.
So...
...the wizard uses a standard action to activate the magic item, the item is activated and it "cast" the spell, so 10 minute later start the effect?
Thanks in advance :)
Squawk Featherbeak wrote: point taken. Also if you wanna give up sundering, you can go for Thunderstriker or Weapon Adept. and yes. Iron WIll. I'm already a two handed warrior.
Iron will is extremely handy.
I can take it at lvl 7 and then change cleave with improved sunder
Squawk Featherbeak wrote: since you're half elf, you can use the racial archetype, Ancestral Arms for Elven Curve Blade profession if you don't need Skill Focus. Then get another trait. Yes, but dual mind give a handy +2 to will saves

Here we go.
This is my 2h-fighter I play in my gm's homebrew campaign
Actually, he's a 6th level fighter
In this build it's not included his magical equipment ( I want your opinions in regards his progression )
Race: half elf
Alternate race feature: dual mind
Traits: elven reflexes, heirloom weapon ( elven curve blade )
Stats ( rolled ):
str 20 dex 16 con 16 int 14 wis 10 cha 8
Archetype: two handed warrior
feats:
1 Weapon Focus ( Elven Cuve Blade ), Power Attack
2 Cleave
3 Furious Focus
4 Weapon Specialization ( ECB )
5 Shield of Swing
6 Vital Strike
Progression 7-20
7 Improved Sunder
8 Improved Critical;
9 Devastating Strike
10 Critical Focus
11 Bleeding Critical
12 Greater Weapon Focus
13 Improved Vital Strike,
14 Penetrating Strike
15 Greater Weapon Specialization
16 Staggering Critical
17 Greater Vital Strike
18 Critical Mastery
19 Greater Penetrating Strike
20 Greater Sunder
Alternate Progression
7 combat expertise
8 Improved trip; cleave--->greater trip
9 improved critical
10 pushing assault
11 Improved sunder
12 Combat Reflexes
13 Greater Weapon Focus
14 Greater Weapon Specialization
15 Improved Vital Strike,
16 Penetrating Strike
17 Greater vital strike
18 Greater Penetrating Strike
19 Greater Sunder
20 Devastating Strike
Do you like it? Do you think it's efficient for a 2h fighter? There's a progression better than the other?
Thanks in advance.
1 person marked this as FAQ candidate.
|
Well, the polymorph subschool descriptive text is exaustive, BUT there are a few things need to clarify, imho:
example:
Trasmuter guy has silent undead anatomy I prepared, and cast it to turn into skeleton.
Necromancer guy cast suffocation spell to trasmuter guy.
Trasmuter guy fail the save...
...well, a skeleton doesn't have lungs...
...so, trasmuter guy continue to suffocate?
Or is immune?
Any thoughts?

From SRD:
Quote: Staggering Critical (Combat, Critical)
Your critical hits cause opponents to slow down.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Let's say, a fighter crit against a foe, he fail the fortitude save and is staggered ( for example ) 3 rounds.
Next attack, same round: another hit, another crit: the poor guy fail again the save, and is staggered for extra 2 rounds. Total: 5 rounds. Ok, this is clear.
Now, same example, but with a difference: the fighter has critical mastery, and stunning critical.
From Srd:
Quote: Stunning Critical (Combat, Critical)
Your critical hits cause opponents to become stunned.
Prerequisites: Critical Focus, Staggering Critical, base attack bonus +17.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Let's say that the fighter crits two times in a full round attack, that uses staggering critical+stunning critical, that his unlucky foe fail his two saves against the staggering criticals ( for a total of 5 round staggered ) but is lucky enough to save versus stunning critical.
Question: if you save against stunning critical, you are staggered for 1d4 round instead of being stunned, ok this is clear but this effect is cumulative with staggering critical? The fighter's unlucky foe is staggered for 5 + 2d4 rounds or not?
Thanks in advance
TheSideKick wrote: any Ultimate Combat errata? i need to know whats up with the tetori
/sad face
And the four magus arcana missed in action :(

Hi, fellow pathfinders!
I've just create this two feat. It's an alternative to Dervish Dance. Please criticize my work ( and please understand that I'm not english, not a grammar nazi ;) )
Quote:
Accurate Weapon
Prerequisites: Dexterity 13, Weapon Finesse, Sleight of hand 2 ranks, proficient with selected weapon.
Benefit: Choose a weapon. This weapon must be finessable or any one handed weapon. When wielding such weapon, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat your dexterity modifier as strength modifier for all feat, class abilities and so on ( for example, if this weapon is a two handed weapon with finesse special feature,like a spiked chain or elven curve blade, you can apply 1-1/2 your dexterity modifier on damage rolls ) You cannot use this feat if you are carrying a weapon or shield in your off hand ( except two handed finessable weapons )
Quote:
Accurate Weapon, Improved
Prerequisites: Dexterity 13, Weapon Finesse, Accurate Weapon, Sleight of hand 7 ranks, Weapon Focus ( any ).
Benefit: When you use your accurate weapon feat with a weapon in wich you have weapon focus, you gain a +1 shield bonus, plus any enhancement bonus your weapon has. Moreover, you can apply feat that improve your shield bonus to armor class ( for example: Shield Focus ) to improve this shield bonus. Same limitations of Accurate Weapon applies.
leo1925 wrote:
Can you tell me the logic behind this? how does ray of enfleebement is like augmenting your AC and gaining a bit of DR?
If you fight against a foe that uses strenght to hit and damage and fight, let's say, one-handed, and you use ray of enfleebement against him, and if you give him ( for example ) a -4 penalty to strenght, he has -2 to hit and damage: pratically, against him, it's like to have +2 to CA and DR 2/-
Pratically ( of course not in reality )

There's a thing i don't understand: why don't use close range magus arcana?
Imho the combo arcane mark + spellstrike + spell combat is legit, yes ( for example, if you want to "mark" a werewolf to find him later ) but why so little love for close range magus arcana?
...with close range, you can, for example, use the combo ray of enfleebement + spellstrike + spell combat and it's not that bad ( giving a penalty to strenght is equal to augment your armor class and gaining a bit of DR against one foe ).
Yes, I know there aren't many ranged touch spell in the magus spell list ( all ranged touch cantrips, ray of enfleebement, ray of exaustion, acid arrow, disintegrate and... i don't know :P )
...but in my opinion ( and experience with a magus ) simply use ray of enfleebement in melee with spellstrike and iterative attack isn't that bad...
...remember: when you miss with a ranged touch spell, the spell is wasted, when make a melee touch spell, if you don't discharge a touch spell on the round you cast it ( example: you miss ), you can hold the charge indefinitely.
So let's say: a 6 level magus uses a close range ray of enfleebement via spell strike and spell combat. He misses with first attack, but he doesn't lost his spell, and if his second attack hits, then he can discharge his ray of enfleebement on his foe...
...pratically, when I see the close range magus arcana I see optimization of magus' resources.

3 people marked this as a favorite.
|
From the srd:
Quote:
Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack.
So, let's say that a crane master style that we'ell name him "wuxiaguy" uses crane style fight vs a fighter that we'll name "bob".
Now, wuxiaguy spring attack bob. Wuxiaguy has fast movement, then he can, for example, attack from a minimum distance of 10 feet and move after the attack 80 ft. ( wuxiaguy is at least lvl 18 ).
Well done wuxiaguy. Now it's bob's turn. And Bob use 4 times his movement to be adjacent to wuxiaguy. Next turn: wuxiaguy can't spring attack.
Sure, he can tumble bob to try spring attack later, or maybe can take a standard action to attack and move ( using tumble to avoid Aoo ). But Bob is a fighter, he has a feat/lvl, maybe he wield a spear and has stand still, or maybe has step up and strike, etc.
Alternatively, bob has this fantastic feat:
Quote:
Catch Off-Guard (Combat)
Foes are surprised by your skilled use of unorthodox and improvised weapons.
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
and this:
Quote:
Improvised Weapon Mastery (Combat)
You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.
Prerequisites: Catch Off-Guard or Throw Anything, base attack bonus +8.
Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
Now, if bob use as weapon a chair, this chair does 2d6+str damage, and wuxiaguy maybe is flat-footed ( or maybe not, if he use a temple sword, for example, but personal experience says that a playe, when play a monk, use only unarmed attack, ignoring monk's weapons :P ).
If wuxiaguy is flat-footed, he can't use Crane Wing. And if he can't use Crane Wing, he's screwed. And Bob say to wuxyaguy: well, you've spent decades of your life to be a fine and nearly invincible martial artist, fighting, training, etc. when you lose against a douchebag with a chair. Not bad, wuxiaguy. Not bad... * hit him wit the +5 flaming burst chair *
|