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Thanks All! Yes, this character will take the Mythic Vital Strike. The character I'm test-building would be a Marshal army leader, with a combo of Vital Strike crits and Intimidation/Dazzling Display. He took Divine Fighting Technique (Iomedae). I see Dazzling Display as a Move action, Vital Strike against a flat-footed enemy (due to Dazzling Display and a feat that improves it), all the damage to their face. Should be a fun and interesting build. ![]()
I'm going to be starting the Wrath of the Righteous campaign shortly, and in building out a Heritor Knight character, I found a potential combo that I'm not 100% sure about. Using the Mighty Strike ability from the Heritor Knight means I can use the Vital Strike feat chain on any attack action made as part of a standard action. The Perfect Strike Mythic Abilty says:
I read this as an attack action made as a part of the standard action to activate the ability. If this is true, then how would the damage work out? Sample:
Say I'm using a longsword:
Perfect Strike would double the damage (which I read as doubling the dice and STR bonuses) leading to 2d8 + 8 Vital Strike would turn the base damage to:
If Perfect Strike does instead stack with Vital Strike (and it's successors), what would that damage be?
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One of my players is a wizard with the Steward of the Great Beyond discovery. Throughout the campaign, he has used this discovery to great benefit of the party. My question is, does this ability trigger only when the ability is being activated, or if any part of the ability effects an area within he's AOE? For instance, if a monster uses a teleportation ability to teleport themselves next to him, but the teleportation starts outside of the wizard's AOE, does he still get his check to block the teleportation? I'm of the opinion that he wouldn't, since the teleportation effect originated outside of his range (and therefor the magic used to generate the effect was already spent and not counterable). I haven't seen an official ruling on this, and the rules around this discovery don't seem to explain this situation very well. ![]()
Hello, I have a player wanting to play a more divinely focused ranger. He has come to me asking if we could play an Inquisitor, swapping out the Judgement class feature for the Ranger Favored Enemy (and the Second Judgement, Third Judgement, and True Judgement for Quarry, Improved Quarry, and Master Hunter). While on the surface, that seems like an equal swap, I wanted to get the community's input on it. This character would be for Wrath of the Righteous as well, so thematically, it would fit well (albeit a bit min/maxed for the likely encounters of the campaign). ![]()
I know a monk's and a brawler's unarmed strike are considered natural attacks, but the Sacred Fist doesn't make mention to it. It feels as though they should, as they treat their monk level as their warpriest level for determining damage. Is this just a rule overside on Paizo's behalf, or do warpriests not get to treat their unarmed strikes as natural weapons (for the purposes of spells like Strong Jaw, etc...)? ![]()
Hello, I am building a Kensai Magus Crit machine. I took the Martial Focus feat, and I am planning on taking the Advanced Weapon Training feat to get the Fighter's Finesse feature, but I wasn't sure if that was 100% legal. Am I correct in interpretation of Martial Focus in that it grants me the ability to take the Advanced Weapon Training feat, and that in doing so, I can choose the Fighter's Finesse advanced weapon training? ![]()
I've been looking over this forum and I still haven't found an answer for my question, so I figured I would post it. The slot in the Efficient Quiver that holds spears, does that mean short spears, normal spears, long spears, or some combination thereof? I have yet to find a clear definition. I could see short spears fitting in the javelin slot, so I would think normal spears would fit in the other slot, but I wanted to ask and find out. ![]()
I'm building a Bloodrager (Blood Conduit Archetype) with a draconic bloodline. This gives me claw attacks starting at 1st level. If I take Feral Combat Training, does this cause the Spell Conduit feature I get at level 5 to trigger on natural attacks? Feral Combat Training: Prerequisite: Improved Unarmed Strike, Weapon Focus with selected natural weapon. Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite. Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature. Spell Conduit (Su): At 5th level, as long as a blood conduit is wearing light or no armor, he can deliver bloodrager spells with a range of touch through bodily contact. When he succeeds at a combat maneuver check to bull rush, grapple, pin, reposition, or trip an opponent, or makes an unarmed strike against an enemy, he can as a swift action cast a touch spell on the creature that he affected with the combat maneuver, requiring no further touch attack roll. If this spell would usually require a successful touch attack, his successful combat maneuver check counts as this attack. To me, it sounds like it should, but I'm not 100% sure. |