Markwin Teldas

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Goblin Squad Member. Organized Play Member. 27 posts. 1 review. No lists. No wishlists. 15 Organized Play characters.




how long does a spell last in a piece of spellstrike ammunition before the ammo has to be shot/used? descript only says item becomes activate when spell is cast into it.
must it be used on same round as activated?
can i give it to ally to shoot while still activated?
What happens if the shooter misses the tgt?


what is the fortitude DC for a Kill Shot?
The closest relevant topic I see is 'coup de grace'.

should the DC for Kill shot equal to the damage you just inflicted? be equal to the damage rolled, not necessarily the amount of damage the target actually took (after all you didn't kill it with the shot initially)? or be the same as for 'coup de grace'?


general description states: "attacks with your CHOSEN weapon..." but the benefit states "when you score a critical hit with A weapon...'

the prereqs only require a +8 BAB.

my question: is the 'chosen weapon' a specific weapon, i.e. corona laser pistol; a weapon class, i.e. all laser pistols; or a specific weapon type, i.e. small arms; or any weapon you are using at the time?


after digging around boards I'm still a little confused on this topic.
what I've seen is, if a creature is immune to criticals, it is immune to bleeds, but what about the other way?
if creature is immune to bleed is it immune to criticals?
what about precision damage like sneak attack?


What do the city stats mean. corruption, crime, economy, law, lore socitiy each have a number but there's no explaination on what they're used for or how to use them in the book. plz help.


seen a few threads wrt this idea but I'll put my idea out there to.

• Thrown Weapon: Distance Thrower, Charging Hurler, Point Blank Shot, and Quick Draw. At 6th level, he adds Close Quarter Thrower and Throw Anything. At 10th level he adds Pin Point Targeting and Shot on the Run.


DUAL CHANNEL
Prerequiste: Selective Channeling
Benefit: You can heal and damage creatures with a single channeling. If channeling positive energy you heal living creatures and harm undead creatures. Channeling negative energy does the opposite. The amount of channeling dice is split evenly between both healing and damaging and are rolled separately. The DC to halve the damage is unchanged.
Normal: You normally must choose to either heal or harm when channeling energy.

DUAL ALIGNMENT CHANNEL
Prerequisite: Selective Channeling, Alignment Channel
Benefit: You can heal and damage creatures with a single channeling. The alignment chosen must match that of a previously selected 'alignment channel' feat. You have the choice of healing or harming outsiders of the selected alignment and doing the other, heal or harm, to all living, non-outsiders in the area of effect. The amount of channeling dice is split evenly between both healing and damaging and are rolled separately. The DC to halve the damage is unchanged.
Normal: You normally must choose to either heal or harm when channeling energy.
Special: This feat can be taken multiple times but the selected alignment must match up with an exisitng selection of the 'alignment channel' feat with the same selected alignment. Its effects do not stack.

DUAL ELEMENTATL CHANNEL
Prerequisite: Selective Channeling, Elemental Channel
Benefit: You can heal and damage creatures with a single channeling. The elemental subtype chosen must match that of a previously selected 'elemental channel' feat. You have the choice of healing or harming elementals of the selected elemental subtype and doing the other, heal or harm, to all living, non-elemental, non-outsiders in the area of effect. The amount of channeling dice is split evenly between both healing and damaging and are rolled separately. The DC to halve the damage is unchanged.
Normal: You normally must choose to either heal or harm when channeling energy.
Special: This feat can be taken multiple times but the selected element subtype must match up with an exisitng selection of the 'elemental channel' feat with the same selected element subtype. Its effects do not stack.


I was resently looking at the Lamia Matriarch in the bsty 2 and noticed an ability--undersized weapons. After seeing what that entailed--what I expected it was--I started thinking 'why shouldnt PCs have access to similar capabilities. As such I'm suggesting the following 4 feats be added to the Pathfinder RPG feat list.

OVERSIZED WEAPON (COMBAT)
You can wield a weapon larger than your size with reduced penalties.
Prerequisites: Str 13, BAB +3.
Benefit: You reduce the attack penalty for larger sized weapons by one per step of difference in your size and the weapon's. For example, a medium sized creature could wield a large sized dagger with only a -1 penalty or a huge sized dagger with only a -2 penalty.
Normal: You receive a -2 penalty for each size category of difference of between the size of its intended wielder and its actual wielder.
Special: This feat may be taken twice, reducing the weapon size penalty by two steps maximum.

UNDERSIZED WEAPON (COMBAT)
You can wield a weapon smaller than your size with reduced penalties.
Prerequisites: Str 13, BAB +3.
Benefit: You reduce the attack penalty for smaller sized weapons by one per step of difference in your size and the weapon's. For example, a medium creature could wield a small sized dagger with only a -1 penalty or a tiny sized dagger with only a -2 penalty.
Normal: You receive a -2 penalty for each size category of difference of between the size of its intended wielder and its actual wielder.
Special: This feat may be taken twice, reducing the weapon size penalty by two steps maximum.

GIANT GRASP (COMBAT)
You can wield a weapon larger than your size using the same amount of effort.
Prerequisites: Oversized weapon, Str 15, BAB +5.
Benefit: You reduce the amount of effort required to use a weapon sized one category larger than yourself. For example: a medium sized creature with this feat could use a large sized great sword as a two-handed weapon.
Normal: The measure of effort required to use a weapon (light, one-handed, two-handed) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed (PFCRB pg 144). In this example a medium sized creature could not normally wield a large sized two-handed weapon since its measure of effort would go beyond the 'two-handed' category.

PIXIE PALM (COMBAT)
You can wield a weapon smaller than your size using the same amount of effort.
Prerequisites: Undersized weapon, Dex 13, BAB +5.
Benefit: You increase the amount of effort required to use a weapon sized one category smaller than yourself. Example: a medium sized creature with this feat could use a small sized dagger as a light weapon.
Normal: The measure of effort required to use a weapon (light, one-handed, two-handed) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed (PFCRB pg 144). In this example, a medium sized creature could not normally wield a small sized light weapon since its measure of effort would go lower than the 'light' category.

i added the Dex requirement since I think that while holding a smaller weapon also requires good Str, using it effectivly requires sufficent coordination too.


looking at the list of variants, not all of them match the core domains or the subdomains from the APG. Why not? i can understand creating some new ones for players to use in there own 'worlds' but at a minimum the domains from the PFCRB and APG should be covered. theres a battle variant but not a war. is there eratta out there that covers this?


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ive been reading about the new mini's line you and wizkids are producing. Question, will the packs have stat cards associated with each figure?
if not, they would be a great quick and handy reference for GMs using the figures, as I'm sure you're aware of a previous itteration of similar fantasy minitures did.


what are the bonus types for pathfinder? so far i have found

ability*
armor*
circumstance
competence
deflection
dodge
enhancement
insight
luck*
morale*
natural armor*
racial*
resistance
shield*
situation
size*

For most of these (*) i can easily find definitons/descriptions but not all.
What is the difference between circumstance, situation and insight bonuses?
Pg 206, about stacking. states "...with the execption of dodge and most circumstance bonuses..." what are those circumstance bonuses that are stackable?
are ability bonuses a separate type or do they (should they) really fall under 'enhancement'?