ashuramarsh's page

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Thank you all. Food for thought. I will pass it along to the DM.

This is not my character, the DM is still new and since I am the one usually DMing, he looks to me to help with some of the rules. This one confused my a little so, sought out information.


I grok do u wrote:
Mysterious Stranger wrote:

... So, you do not get to add twice your WIS bonus to AC even though both classes allow you to add your WIS bonus to AC.

So, you get neither bonus until one you are 4th level in one of those classes.

Quick correction here: these two specific archetypes would stack their ability scores to AC because scaled fist adds CHA and sacred fist adds WIS. Other monks would be WIS based and not double dip WIS, as stated above.

Also:

Sacred Fist wrote:


AC Bonus (Su): A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 dodge bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.

So yes 4th level for AC bonus with the 2/2 multiclass. Call it dodge or untyped, because it won't make any difference really; as a GM, I would go with whichever class you plan to have more levels.

The first part is not in debate truly. The line you have in bold is what comes into question. With the stacking of levels that would be 4th level for benefit, would that apply to monk and warpriest or just the warpriest class?

I ask because if it was 4th level for benefits from both classes that would be a +1 untyped monk bonus and a +1 dodge bonus to AC every 4 levels.


I have a question about the way this works. I do understand that if the character is a level 2 monk (scaled fist)/2 war priest (sacred fist), the AC bonus stacks to be equal to level 4. At this level, I think, they would get the +1 bonus from the AC Bonus ability.

However, a monk has a +1 bonus (untyped) at this level and the war priest has a +1 dodge bonus. Would the player then get both of those to their AC?


In a game I was in an alchemist with this discovery used this to attack multiple times based on their base attack bonus.

Afterwards we had a discussion. My take on this is that it states it is a Standard action and to my mind that means, even with 5 foot step you can attack with it only once. Am I wrong?


The feat states that it can only be taken at levels 1,5,10,15 and 20. You do not get a feat at levels 10 or 20. how is this supposed to work?


Thank you, I kept looking for the information as if it was the same as an Operative getting skill bonuses, so was trying to find the info under the Connection description. :P


Thanks, thought I'd ask, since the rules seem to need FAQing anyway so something might have gotten dropped out unintentionally.


Does TK projectile count as being magic for the purposes of bypassing DR or is it just considered straight normal damage?


I might be missing this, but I can't find a description of what they do.

One thought I had was they add them as class skills, but if you take something like healing, then those skills are already class skills.

Do you get a bonus to those skills?


I think they are getting shafted in their own way. I was doing some calculations based on a Dex 16 Ghost vs. say an operative with Wis or Cha 12.

The way it stacks up now, with a stats of 12, the others get a +1 ability to hit over the ghost. Where as the ghost will have a +11 to perform a TA, this is a 55% to hit. The Cha or Wis guy gets a +12 to hit, or about 60% and will advance his hit ration much faster than the ghost.

GHost Dex 16
Stealth TA +11 (+3 dex, +3 class skill, +3 skill focus, +1 rank, +1 ghost bonus).

Let's say Detective Wis 12
Sense Motive +12 (+1 wis, +3 class, +3 skill focus, +1 rank, +4 detective bonus).


Yeah that oen I could understand, by the same token there is another ship, one of the undead ones I think of T14 but has +32.

But the ships were the large ones, average maneuver and they are described as basic computers.

However, yeah but that is a lot of assumptions that a player must have this, this, this and this to be equal to that, to what amount as a standard encounter, not a specialized encounter.

When looking at it like this, seems the developers wanted railroad players into having to do it this way or simply get your ass kicked by a standard. If you don't min/max your just a loser.


I was curious about the starship piloting mods listed. Without any information on the crew involved, the bonus for piloting is much higher, such as a Tier 16 ship having a pilot of 16 ranks, but the bonus is like +28. I know the rules on p326, but this seems far more than most PCs will see. How is my question? abstracting is fine to a degree I guess but it creates imbalances.


Well drawing or sheathing the weapon is not an issue. He is proficient with the weapons and has a +1 BAB, so it's a free action anyway.


Thanks for the answers to think over.

Player wanted to know why he would go with a double bladed weapon if they operate mechanically the same, so i was trying to find some reason why he would, but looking over his character sheet, if weapon finesse does not apply, then he may want to stick with dual wielding.


Which is better to use? What are the advantages of each?

From what I gathered they both do the same thing, just with double weapon you don't need any feats to make an extra attack.

Both need TWF to be effective, so why would some not simply dual wielding?


Snorter wrote:

Scrub the permanency, grow the eidolon to be a normally Huge creature (for the higher evolution cost), then re-apply the enlarge person spell, fixing with permanency if desired.

It's doable, but with a slight extra gold cost.

I know I can do it this way. I was just curious as to what would happen doing it the other way. Because if it would negate buying the huge evolution, then I would just go the route you suggested. I plan on saving up gold for the permanency, either as a spell or scroll.


EvilMinion wrote:
ashuramarsh wrote:
If you get your eidolon to size large through normal evolutions and then cast an enlarge person spell to make it huge, followed by a permanency. What would happen when you got to the point of being able to buy the huge size evolution? Would it just not be effective or would it increase another size level?

You would no longer be able to give it that evolution, as you do not qualify.

From the Large (ex) evolution description wrote:
The eidolon must be Medium to take this evolution.

In order to give your eidolon the large evolution *or* the huge evolution, it has to be medium to start out (as per the text of the evolution).

So if you make it large by default in the mean time, you no longer qualify to take the evolution.

How it gets adjudicated from there, I'm sure would vary by GM.

Yeah I know. Planning to take Large evolution as soon as I can do it.


Hi,

I have a really odd question. I know that you can use the Enlarge Person spell on your eidolon. Now here is a situation with the question in mind.

If you get your eidolon to size large through normal evolutions and then cast an enlarge person spell to make it huge, followed by a permanency. What would happen when you got to the point of being able to buy the huge size evolution? Would it just not be effective or would it increase another size level?


Hello,

I have a question about the Savage Intuition Rage Power.

It is my general understanding that rage powers only work while raging, am I wrong in this? Which leads to the actual question about this rage power.

It states that it allows you to enter rage at any time; basically when its not your turn, which is fine. However, if its a rage power it should only work while raging. Or am I missing something and there are instances which negate this and allow rage powers ot be used whenever, regardless of actually raging?


I do believe the rules say natural armor is the one that stacks or is that luck or competence..?

edit: Ok, looked up the bonuses, its Dodge that stacks with itself.

So after looking over the natural ac and half dragon.

This is still kinda GM call though the half dragon states:
Natural armor bonus improves by +4.

So if its ruled that its a natural ability that becomes part of the eidolon it would stack. Such as playing a humanoid which states having a +2 natural armor. The levels as you raise give a bonus to ac to be divided as the player wants as either armor or natural ac, it would be stacking with the +2 previously given.

In this example, as leveling up only improves the existing armor class, i'd still say it stacks, mainly because the leveling system of the eidolon means its just getting tougher as it gets more powerful. The bonus form leveling isn't an enhancement bonus

Armor Bonus
The number noted here is the eidolon’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon’s base form and some options available through its evolution pool.


It really comes down to the GM and how he feels about it. If he says no then it doesn't matter, it is his ruling. That said...

I do disagree with lemeres in one way, his description indicates the Eidolon is nothing more than a shell or armor you wear. In the case of the desciption of the class

Rather than summon an eidolon to serve by his side, the synthesist fuses his eidolon’s essence to his own. Instead of two creatures, the synthesist is a fusion of the summoner and eidolon into a single being.

Under the Fusion Eidolon description it states

The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores.

It does state in the second paragraph that the summoner loses his armor. (this is where the GM can declare that is both natural armor and the armor that the summoner may be wearing).

It further says
While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor.

So with all this taken into consideration, I'd say yes, he would get the +4 as it is a natural ability of his race. If this was denied due to the fusion, than all other racial abilities would be lost as well.


HI,

I have a question as per the title. I am not sure the GM of our current game has been running the knowledge skill correctly for determining monster lore. Every monster we have run across, he has asked for a 15+HD DC to know anything about the monster in question.

I know from reading the description it says rare monsters are that. This has been the case though for ghosts to jade golems.

So I am wondering, is there some list or way of knowing where a monster fall, aka easy, common or rare levels?


I was wondering, under the form of the dragon spells it says you get a Reflex save vs the breath weapon damage. What is not stated is the DC of the save. Is the save DC based off the spells levels? Or did I miss something?Or is the description missing something?


Thanks for the info.

I did some of the basics like class levels and skills and all that. Got magic selection (but using arcane or divine energy is left to the player to recall and make appropriate spell selections).

The biggest thing that I cannot figure out is the Mystic Bond. I know it has to be a drop down, but not sure about how to go about the rest. I did pull out the script for the sorcerer bloodline, but since I don't program well I get lost looking it over. ^_^

Well until it comes out I'll just have to keep paper notes on that player.

Thanks again,
Ashura


I am currently using the 3.2 version of the sheet. I have found a possible issue. When I add 1 to the Improved Farm section in the Kingdom tab, it changes the Economy and Stability normally, but it does not do anything to reflect the -1 consumption rate.

Liking the sheet so far.

Ashura


Does anyone know if anyoen has adapted this class to hero lab?

I have done some, but the special abilities really stumps me for creating. I am not a programmer by nature and my head does not wrap around it very well. So I was just curious if anyoen has already done this.

Thanks,
Ashura