Viorian Dekanti

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I know I’m almost two years late on this post, but I recently started playing an arcanist for the first time and was curious about how this ability works. After reading this post and thinking it through, I have to conclude that, despite the way it’s worded, it should be 1d4 with an additional +1/level. Here is my reasoning. If we accept the max for this ability is reached at 20th level that would mean that for 1 arcane pool point you have an attack that auto hits for 21-24 damage, which is a good amount. However, if you go with the (1d4+1)/level you would be hitting, automatically I remind you, for 40-100 damage for the same 1 pool point, of which you could have up to 23 or more at level 20. That single ability out strips the damage potential of ninth level spell, and costs virtually nothing to do so. That is beyond broken and very unlikely something Paizo would have over looked or intended to be the case. As a DM you would either have to plan every encounter to have protection from magic missile or have a single PC who can potentially defeat any encounter you throw at them in a few rounds. Even some extremely tough creature with 400 hp isn’t going to last very long against that level of auto damage. If there is a DM letting it play that way I feel so bad for you:)


My question; can multiple Distracting Charge feats occur?

Under the Cavalier abilities, he can grant a teamwork feat to all his allies (and receive it himself).

So, say in the initiative order, there is a familiar, an NPC squire, and then the cavalier.

Familiar charges and hits. NPC squire charges, gets the +2 with charging, and also hits.

When cavalier charges, does he then get a +4 from 2 instances of the feat occurring?


Brother Fen wrote:

Nice job!

Now do one for Dinoshark!

Hmmm. That has potential :)


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Something I whipped up while bored. Not sure if someone else has done this, but here's my version.

Name: Sharktopus
Large Animal N
CR: 9 XP: 6,400
Init:+8 Senses:
DEFENSE
AC:23 Touch:13 FF:19 (Dex:+4; N: +10 S:-1)
hp:129 (HD:12d8+60)
Saves: Fort:+13 Ref:+12 Will:+6
SQ:Ink Cloud (30 ft. radius)
OFFENSE
Speed: 20 ft., Swim: 60 ft., Other: Jet 200 ft.
Melee: Bite +14 (2d6+9 plus poison), 8 Tentacles +12 (1d6+6 plus grab)
SA: Constrict (tentacle, 1d6+6)
STATISTICS
Str:22(+6) Dex:18(+4) Con:20(+5) Int:2(-4) Wis:12(+1) Cha:3(-4)
BAB: +9 CMB:+16 CMD:31
Feats: Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, tentacle), Iron Will, Lightning Reflexes, Multiattack, Skill Focus (Stealth), Stealthy, Great Fortitude
Skills: Climb:+12, Escape Artist:+18, Perception: +12, Stealth:+20, Swim:+20
SPECIAL ABILITIES
Keen Scent (Ex) A sharktopus can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to two miles.
Poison (Ex) Bite-injury; save Fort DC; frequency 1/round for six rounds; effect 1d3 Str; cure 2 saves
Primitive Amphibian (Ex) Sharktopi have rudimentary lungs capable of breathing air indefinitely, but their skin must be bathed in salt water regularly or it begins drying out painfully. They can go for a number of hours equal to their Constitution score before they needs to be bathed in salt water, if they don’t, they take 1 point of Constitution damage per hour until their Constitution reaches 0, at which point they are completely desiccated and expire. Any Constitution damage accrued is reversed after the sharktopi spend 10 minutes immersed in salt water.