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Alright. One more question :p

Can I use both a Body Wrap of Mighty Strikes and an Amulet of Mighty Fists ?

Enhancement bonus do not stack, that's for sure. But if I get a +2 weapon property on the Body Wrap (let's say, Axiomatic) and a +3 property on the Amulet (let's say Speed) does it works and give me both effects ?

It would be a much cheaper alternative than getting a +5 amulette or a +6 body wrap.

Baba Ganoush wrote:
To a barbarian with Body Bludgeon rage power a Monk's Body is considered a two-handed improvised weapon that deals bludgeoning damage.

Ok this is much, much clearer explained this way. Thanks a lot for your time.

An other question : can I take weapon related feats, such as weapon focus or improved critical, on unarmed strike ?

Ok. I had a doubt about Impact since it says that an unarmed strike is always considered a light weapon, but at the same time the improved unarmed strike states that you're considered armed when making an "unarmed strike". Wasn't very clear.

I can't find a clear answer to that question. I'd tend to say that I deal bludgeoning damages, but I can't find anywhere where it's specifically stated. Do I have to chose which kind of damage I deal ? Can I slot Impact on an amulet of migthy fists ?

The magus seems like an option to consider ! I've also been wanting a Magus for a while so it's maybe the occasion.

Thank you all for answering !

So, gun chemist looks really fun. It doesn't really fit the type of character I want to make but I keep it for an other one as I really like the idea.

About the Rogue, it looks like it may work but given how the GM sees firearms in his universe, acquiring a gun of any sort would be a quest in itself. That would require me to get the gunsmithing feat. Which would also require tons of RP around it.

In the end, maybe I could just create an archetype ? I've never done it but I guess that with some help I could create something that would perform as good as the musket master in an other style, yet not overperform.

I've already played a gunslinger Musket Master and actually it was one of my favorite character ever.

I now have to make an other character and I want to return to the gunslinger, but with a different approach. I thought I'd play a Pistolero but my GM doesn't want to allow advanced firearms and I don't really see a Pistolero without a revolver.

Fair enough.

So I thought I could play some sort of prowler expert in long range shooting, waiting the perfect moment to pull a devastating shot etc.

Perhaps he would have been a profesional monster hunter, or a hitman. With his parents dead he would have spent his early years in a orphanage, until a mysterious stranger adopted him and raised him into a strict way of life, before teaching him the art of patience and endurance before shooting into something that people with money want dead.

My issue is that I don't have any idea on how to pull a proper build for this. There's the natural Dead Shot deed at level 7 that somehow allows you to do this but it's still happening each round.

Aren't there any rule that allows you to prepare your shot for a / several round(s) to make all the damages at once, or perhaps something that allows you to wait to get a guaranteed crit threat ? Or firearms alternate rules that allows you for custom firearms (just like with the crossbows) ?

Thanks for replying ! Yes I know it has been almost a month :D

I discovered the race building rules thanks to you and my GM and I came to an agreement very easily thanks to this tool.

Unfortunatly the Giant was killed very quickly as he ate 3 crits in a row at level 2. That's the second characeter I lose to punny wolves being crit machines in 3 months !

I watched The Green Mile a few days ago and it's inspiring me to create a new character from the idea of a kind, shy and pacifist giant. It would probably be a druid or a bard, I don't know yet.

And I want to accentuate the idea of the solitary, sweet, giant man, so I'd like this character to be large-sized. Problem is that I don't really know how to do it. I know I could use enlarge and permanancy but it doesn't work right as the character is supposed to be naturally large, born like this.

My GM would probably agree on giving me this especially if it's not a charcater that would greatly benefits from it, however I don't like to play off the rules, so do you know any rule or tool that would allow me to do this ?

Wonderstell wrote:

Bob the Brawler wants a magic rapier.

In fact, he wants a rapier with the Igniting special ability.

Magic Weapon: Special Abilities wrote:
Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

So before you can add the Igniting ability, the rapier must be at least +1.

So Bob buys a (+1, Igniting) rapier. This has the same price as a +3 rapier, as Igniting is a +2 equivalent ability.

The (+1, Igniting) rapier is not better than a +1 rapier to hit, as they have the same enhancement bonus.


To make this more clear, there is a difference between Enhancement Bonus and Weapon Bonus.

The (+1, Igniting) rapier has the same Enhancement Bonus as a +1 rapier.

The (+1, Igniting) rapier also has the same Weapon bonus as a +3 rapier.


The (+1, Igniting) rapier has an Enhancement bonus of +1 to Attack/Damage.

The +3 rapier has an Enhancement bonus of +3 to Attack/Damage.

Ok, thank you. This is much clearer.

Here's the rule :

Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

Basically, this feat allows you to craft magic weapons and armors even if you don't have any magic or if you don't have the required spells for a specific magic property.

However I can't figure how it works.

The feat says I use my skill rank as if it was my caster level, however I don't see where my caster level is used.

Under the Magic Items creation rules, it's written that the DC to craft a Magic weapon or armor or whatever is 5+ the item's caster level and 5 per required spells not known, but I don't find what is the item's caster level.

For exemple, if I want to craft a +1 Corrosive Long Sword, my DC will be 5 + 5 because I don't know the Acid Arrows required spell + the item's caster level which is 10 so the total DC is 20 but do I NEED a CL of 10 or does this only increase the DC ?

I can't figure out if the enhancement bonus of a weapon still applies when you have a property.

In other words, let's say I want to craft an Igniting rapier. Igniting is a +2 enhancement bonus equivalent and what I don't understand is if when enchanted the weapon gets both the Igniting property and the +2 enhancement bonus, or if when I enchant to +2 level I have to choose between giving the bonus or the magic property ?

So I got no idea how it works, does misfire stacks with fumble, or replace it ? As if I roll a 1, is it a misfire AND a fumble, or simply a misfire ?

For the first time I'm trying a character that will be able to craft weapons and armors, as I wanted to play this and figured out it would be helpfull for the party to have someone able to create usefull gears.

My character isn't only a craftman as he's now a level 6 human gunslinger with most of his feats directed toward combats. However he got +4 int which allows to pick up some skills after you maxed perception and acrobatics. My forging skills are now maxed and I have master craftsman and masterwork tools to give me together a +4 bonus so for a level 6 character I don't think I can do much more.

But my concern is about the rules of crafting weapons and armors, and more precisely the time it takes to do so.

According to the rules I can find online this is how it works.


The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.

To determine how much time and money it takes to make an item, follow these steps.

Find the item’s price in silver pieces (1 gp = 10 sp).
Find the item’s DC from Table: Craft Skills.
Pay 1/3 of the item’s price for the raw material cost.
Make an appropriate Craft check representing one week’s worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.

Let's say, to make an exemple, that I want to craft a Rapier that is 20 gp.

20 gp is 200 sp. We'll assume I have collected the materials. According to the table the DC for a martial weapons is 15, so I roll my dice for one week of work. Let's say I roll 10 (average) and add my bonus (+15) so the result is 25. I succeeded, so now I multiply the DC by my check result : 15 x 25 = 375 which is more than 200 so I successfully made the rapier in roughly 4 days of work.

Am I right ? Is it how it works ?

If yes, then here come the troublesome part :

You can make a masterwork item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield, see Equipment for the price of other masterwork tools) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

Now assuming that everything I've made before was right, imagine that I instead want to make a masterwork rapier.

The price of a masterwork rapier is 320 gp which makes for 3200 sp, DC is 20 so again we'll assume I roll average (10) and add my bonus of +15 to make a 25.

25 x 20 = 500, so in one week I made a progress of 500 over 3200 which is roughly 15%. In other words, to create a "simple" longswords (so before even thinking of being able to enchant it) it'll take me more than 6 weeks !

And this is for a single, simple weapon of only one party member. If someone wants a crossbow it'll take me half a year to make it. I know that making a sword can't be done between 2 tea sips, but high quality blades such as katanas were made in hours or a day or two. Even the ulfberht that's probably the best analogy "masterwork" took "only" a few full days of work to a man that made one for the first time.

So taking months to make such crafts doesn't make much sense to me, despite being undoable in campains in which time is an important factor which is very common. So did I miss something, am I doing it wrong or is it really how it works ?

But what are +1, +3 etc related to ? How much gold does, for instance, +1 costs ? I checked the magical items page but didn't manage to understand.

Heather 540 wrote:
You can also buy a Plume of Panache. It uses the Head Slot, costs 1000 gold, and gives you one extra point of panache a day.

This seems good. In two items I have the equivalent of a whole feat for extra panache, this is nice.

While we're at it, how do I determine the price of an item ? For Flamboyant, for example, it says "price : +1 bonus". What does it exactly means ?

Dilvias wrote:

Inspired Blades get improved critical at 5th anyway, so I'd not bother with Keen.

Yeah, I'd rather get Flamboyant for extra panache.

Volkard Abendroth wrote:
Mysterious Stranger wrote:
Combat Expertise allows you to get improved disarm, and latter disarming strike. Add in agile maneuvers and you end up with a very effective swordsman. He has a good chance of disarming his opponent without having to waste an attack on disarming. Considering the swashbuckler will have a threat range of 15-20 that means that 25% of your attacks have a chance of disarming your opponent.
30% chance.

In fact I'll max both. I'll be the group's face (as I love doing this job and the other players hate it) so I'll have bluff, diplomacy, sense motive and intimidate maxed anyway.

Well then I think I'll just build as Weapon Focus and Fencing Grace on an inspired blade, then get survivability feats and when reaching enough BAB get some critical feats.

What are good defensive feats for this kind of character ? There are Combat Expertise and Dodge, but they don't seem that great, even if they're preriquistes for a lot of feats (such as lightning stance which seems to be really good). There's also the improved feint branch that can be good, espcially since I'll have good charsima and will max bluff every level.

But in the end, I was expecting to find really strong feats such as Rapid Shot and Rapid Reload and Deadly Aim are with my Gunslinger but there doesn't seem to be anything like that :/

avr wrote:

A mobile fighter which can stand solid might be a magus, since bladed dash w/spell combat is a mobile full attack, or shocking grasp is nearly as effective on one attack as a full attack. Or something like a character aiming for reach via great size, where repositioning to stay out or the enemies reach while keeping the enemy within yours is the name of the game. This is one of the situations where vital strike builds are excusable. Goliath druids and aberrant bloodragers are good at this. Swashbuckler 1 as a dip on a mobile rogue (or on an alchemist w/vivisectionist or grenadier archetype, or on an investigator; I've seen the last and it works) for the parry to give them a chance against full melee types could also work.

I fail to see where bladed dash significantly differs from spring attack, despite the fact that it's not a feat and so accessed more easily. I'll keep the idea of aberrant bloodrager based on AOO for a later character tho, looks pretty fun aswell.

Thing is the Dex - Charisma base of the Swashbukler represent very well the type of character I want to play. I hesitate to play either this Swashbuckler or a Rogue.

About the parry, I don't think it's something I can really rely on. It costs a Panache point, so I can't use it reliabily. In a combat heavy day I'll probably run out of panache before the end of the day.

Mysterious Stranger wrote:

The swashbuckler also uses a specific combat style.

Okay but I fail to see what this combat style is really. Okay you have deeds but they're a tool you have to use carefully troughout the day as you won't earn Panache easily.

I have different gear, I use Dex to pump up my AC instead of armor, but in the end the playstyle is the same right ? I stand in, roll attack dices and pray ? I don't move, flank or kite ? Or at least not more than I'd do with an other more usual melee ?

avr wrote:

Swashbucklers get weapon finesse via swashbuckler's finesse. They don't need to spend a feat. It doesn't apply to a longsword or whatever until they get slashing grace, but as a human you could get weapon focus (some slashing weapon) and slashing grace at level 1. You don't have to sacrifice any feats if you'd have been going for fencing grace otherwise anyway, the cost is the same. That said there's nothing wrong with using a rapier on a swashbuckler.

Spring attack is thematic and not particularly good in most situations for a swashbuckler. The class is sold as being about mobility but gains little advantage from being mobile. Annoying, eh?

If you're a major part of the front line in your group then you may want combat reflexes both for extra potential parries in a tight spot and to take more attacks of opportunity. It can lead on to other feats like swordplay style or bodyguard later on if you wish. If there are 2-3 other people on the front line that's not so necessary.

Extra panache is a useful feat especially if you have 14 or lower charisma, and you might want combat expertise, dirty fighting or power attack if you want to indulge in combat maneuvers.

Huh, too bad :/

In fact we're going to be a 3-men party, and we won't know each others characters before we start to play, so we aren't opimizing to have the most balanced and well rounded party ever.

The GM ensured us that he'll make it doable for the party we'll have, but that it'll be difficult and that we should spend time to build efficient characters.

I went Swashbuckler because it looked like a more classy and mobile fighter. I was planning to move a lot, harass the ennemy and be able to go for the backline like a Rogue do, while being able to stand solid against full melee focused foes. Isn't it what it's doing ? What does a swashbuckler do that makes him different from a fighter ?

Heather 540 wrote:
It's also about giving any class that needs it Dex to Damage. Besides, Swashbuckler's Finesse just give you Weapon Finesse for piercing weapons. You don't get Dex to Damage with it. Even with a rapier, you would still need the Fencing Grace feat to get that. Slashing Grace simply allows a Swashbuckler more options for weapons. Whether you want to use it or not is up to you.

Alright. So assuming that my swashbuckler will be a level 1 human, in order to get Slashing Grace I should first pick Weapon Finesse for slash weapons (it's well stated that it's granted only for piercing weapons), then Weapon Focus for said weapon and finally Slashing Grace at level 3.

Or I could simply stick with piercing weapon, and if I want the extra DX damage simply get Weapon Focus and Fencing Grace, which I can do from level 1 if I want to. This solution looks much more appealing.

But when I'm looking at guides here and there people always want Slashing Grace, so why would it be so good on a Swashbuckler ? As you said it gives me more options, but is slash damage really worth sacrificing 3 feats ?

I could (should ?) also get dodge in order to get Spring Attack later on. What do you think about Spring Attack on a Swashbuckler ? It works well the kind of thing you imagine about such a swordsman but is it really useful when anything with hands / tentacles / whatever can just retain his action and grab me ? I'm a bit lost in my build tbh x)

No. I was wondering if those weapons were considered as both piercing and slicing, since they have both a slicy edge and a tippy end. And if it was the case, apply slashing grace to them in order to add the dexterity bonus to damages a second time.

If it doesn't work, what's the whole purpose of slashing grace ? A rapier does have the same stats as cutlass / scimitar, except that it's a piercing weapon. A longswords gain a tad of damages but has a lower crit range so isn't worth aswell.

Why would I use something else than a rapier, where the only thing that it does is forcing me to pick an additional feat to be efficient ? Are there moves that are only avalaible to slash weapons ?


Are longswords, scimitars, cutlass etc. considered as both slashing and piercing weapons ?

And if so, does swashbucklers finesse adds to slashing grace when attacking with such a weapon ?

We roll 6x 5d6, dump the 2 worse each time. Then we assign each number to the ability we want so we do not get a 4 force for someone who wanted to make a barbarian.

Or we point buy.

I personnally do prefere point buy. It's clearer and more fair for everyone. Especially if you're going for a campaign that will potentially last for weeks / months, you don't want to be stuck with a character with poor abilities because you were unlucky on rolls.

Alright, that now makes much more sense !

You're right, I'm not a native English speaker and that's probably why I misunderstood this.

Thanks for clarifying this.

When looking up at firearms rules on d20psfrd you can see that firearms make touch attacks only when in a given range and when not using feats such as "deadly aim".


"When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim."


However, deadly aim is more or less essential for decent damages, if an essential feat for marksmen neglect the only advantage of firearms, then why go for a firearm that has shorter range, can missfire and sink at least 11 gold instead of a crossbow that will do almost as much damages while criting more often and be much more reliable and easy to reload ? That makes no sense to me.

Also, when looking for gunslinger's guides authors are treating deadly aim as if it wasn't neglecting the touch attack. See there : ndbook

So I'm really confused. Fortunatly my GM agrees with me and will allow me to touch attack while using deadly aim, yet I'm wondering how it really is ? Is d20psfrd not up to date or is it really how it's supposed to work ?


Yes it is, especially in army battles or such scenarios !


I was taking a look at rage powers and came across spirit totems, lesser which says that spirits attack a foe nearby the barbarian each time a round, dealing 1d4 damage + barbarian's charisma.

However, in the case of a Skald, who will cast his raging song, all allies in hearing range (which means all allies in most cases) will be affected by the totem.

Does it really mean that at level 3, if the party is engaged in cqc, the spirits will strike once for every player in cqc ?

That would mean that in a 5 players party, a skald will deal 5x 1d4 + 4 which averages at 30 and can go up to 40 each round, by doing nothing else than using his raging song ?

Does it really work that way or am I missing something ?