jhansonxi's page

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Magical Knack doesn't work for Alchemists because they aren't spellcasters.

The Underground Chemist rogue archetype gets access to alchemists discoveries at 10th level.

These two classes have an inherent synergy and complementary features (like skills), making the combination appealing to PCs with both high dexterity and intelligence (goblins, tieflings). It also makes for a good story - the amateur chemist decides to become a professional alchemist.

Allowing the former to stack with the latter when determining DC, duration, and caster levels of effects and skill checks would not be overpowered and help negate some of the limitations and oddities of alchemists as non-caster "casters".


The Grapple combat maneuver says:

Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll.

The Grappled condition says:

In addition, grappled creatures can take no action that requires two hands to perform.

This seems to imply a different number of hands are needed to grapple, or that both hands are depended on for initiating a grapple but not for maintaining it. Is this true?

A Feral Gnasher gets Lockjaw which provides Grab but has target size restrictions.

If a target is too large for Grab but the Feral Gnasher still performs a grapple, and chooses to damage the opponent, can both bite and weapon (or unarmed) attack damage be used?


Animal Fury bite damage is 1d3 for a small character, 1d4 for medium. If a character already has a primary natural weapon bite of 1d6 (Goblin Feral Gnasher Savage Bite w/Hard Head, Big Teeth racial trait), does the Animal Fury bite damage change? Is the Animal Fury damage affected by size/effective size changes?


I made this spreadsheet that calculates the maximum item price in GP for the number of days of crafting for any given DC, assuming Take 10 check is used. It's useful for quickly screening which items that can be crafted within a given timeframe based on Craft skill. To use it, you just enter their current skill + tool bonus in the Craft box, find the desired DC, then look up the maximum GP purchase price to determine the number of days of crafting required.

For example, a character is on a ship voyage for 5 days. The character has a skill + tool bonus of 6, yielding a Take 10 Crafting check of 16. For a crafting DC of 15, an item can at most have a purchase price of 17.1 GP an still be crafted within 5 days with no failure chance. Then just search the various item lists for those with a Crafting DC of 15 and prices within 17.1 GP.

To use it, make a copy or download it.


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Only armor normally made with a substantial amount of metal or stone can be made out of obsidian.
Weigh/cost 75% of normal item.
+1 circumstance bonus to Stealth in dim or lesser light.
10 hit points per inch of thickness and hardness 10 (same as Blood Crystal).

Specific armor:
Obsidian Studded Leather armor
Stats as adjusted above.
When struck by natural or unarmed strikes, attacker receives 1 point of slashing damage.


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Same as standard Darkleaf Cloth but armor counts as one category lighter, except for light armor. Price +50% over standard Darkleaf Cloth.


The Diehard feat description is confusing.

Benefits:
Automatically stabilize

Limitations:
Disabled
Staggered

First, why both conditions? They are redundant.

Second, what is the point of this feat? Not dying because your Con is low and a healer is unavailable? That's might be useful if there are no opponents around otherwise you get to watch them finish you off.

The name makes it seems like the intention was to allow a "dying" character to heal themselves enough to function but it doesn't work that way. Being "Disabled" prevents standard actions so no Heal checks, drinking a potion, using a wand, scroll, spell-like ability, unless it was swift, immediate, move, or a free action. I can't imagine why anyone would ever take this feat as it is currently written unless they have regeneration (which would still stabilize a character without the feat).

Why not just say "staggered" and "no attacks or acrobatics"?


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Can be used without sight.
+25GP per spell level.
Unless user is acclimated to blindness, the DC for deciphering and avoiding mishaps is increased by 5 (in addition to any other adjustments due to lighting and environmental effects).