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Quote: A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. Quote:
So does a bonded item already count as a magic item for these purposes? If my wizard has a bonded amulet and wants to add a continuous mage armour effect to it, how much does that cost? I'm thinking it's 2000gp less the price of a masterwork amulet, but I'm not sure I'm right.
Simple enough question, or is it? A cleric needs to show their holy symbol in order to channel energy, so they cannot do so while paralysed, but a necromancer doesn't seem to have such a restriction. Pathfinder SRD wrote: A paralyzed character cannot move, speak, or take any physical action. He is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as casting a spell with no components. Is a necromancer's turning a "purely mental action"?
How would you go about generating a viable zombie player-character (don't ask)? The standard zombie template is no good, as it's a subtractive one and doesn't have much, if any, room for advancement, so I was wondering if anyone out there had any ideas or suggestions? Is there a 3.5-era splatbook that enables zombie characters? I'm sure I can build a suitable ruleset for such a character, but I wanted to check to see if any work had already been done. Thanks!
Right, here we go: PRD wrote: Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. PRD wrote: High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. PRD wrote: Acrobatics [...] Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. My monk is eighth level. He has a base speed of 50ft (from fast movement) and a +8 to Acrobatics (from high jump). Does he also get another +8 for having a base speed of 50ft, as per the Acrobatics skill?
So, does align weapon work on a monk's unarmed strike? Align Weapon says:
PRD wrote: You can't cast this spell on a natural weapon, such as an unarmed strike. The monk description says: PRD wrote: A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. So, does it not work because the monk's attack is unarmed? Or does it work because the monk's attack also counts as a manufactured weapon?
Both dimension door and teleport mention that a caster can take a medium-sized "passenger" or equivalent per three caster levels, but dimensional steps doesn't mention anything about the size of the passenger, only the number. So. Can a dimensional stepper ignore the size of his passengers? If not, it seems that it would be fair to apply the same rules as the spells, in which case, what's the caster level for an eighth-level spell-like ability? Eight?
Right, so my 8th-level monk likes to take advantage of enlarge person to boost his damage output to 2d8 + strength, but now the party druid has discovered strong jaw. So how much damage does my monk do now? Unfortunately the SMALL OR LARGE MONK UNARMED DAMAGE table doesn't go up to Gargantuan, and enlarged monk damage doesn't map to the weapon size table, so that doesn't help.
I note that there are already a couple of threads about this in the archives, but they haven't helped my group understand this. As I understand the ability, a powerful charge does the damage listed, so for the megaloceros -- we'll be coming back to this example -- the charge damage is 4d6+7. The way we are playing this at the moment is that this damage is discrete, and is not added to the standard charge damage. We think we have this bit right, at least. Now, one of the players in my group has a megaloceros as an animal companion. The powerful charge damage for this companion, at 7th level, is 2d6, the same as a standard gore attack and less than the 4HD monster version of it. Now that seems a bit weird. Not wrong perhaps, but weird, and my group would like to know why a 7th level megaloceros is less powerful in attack than a 4HD megaloceros? Is it an error? Should we be adding the powerful charge damage to the gore attack damage on a charge? If so, should we be doing that in every case -- so a monster megaloceros would get 6d6+12 on a charge -- or just for animal companions?
I may have been spoiled by playing Another Game in which I had a rogue with a silly initiative bonus, but my Pathfinder monk has +5 to his initiative, and it just doesn't seem like enough. Aside from bumping up his dexterity score -- already at 20 -- or delaying until higher in the next round, what are some other good ways of improving initiative?
I suspect the answer is likely to be "the Paizo developers made them up", but I was wondering if anyone had any ideas on what methods may have been used to generate the iconic PCs? We're going to be doing Carrion Hill in a few weeks, but only one of the players has picked one of the provided characters, and the rest want to generate their own. I want to make sure everyone starts on an equal footing.
Tonight, we fought some creatures with damage reduction versus any weapons not made of cold iron. I have a fifth level tengu monk and we couldn't work out, by the rules as written, whether his unarmed strikes would overcome this damage reduction. Using ki strike, his unarmed strikes are "treated as magic weapons for the purpose of overcoming damage reduction", and we decided at the table that since his BAB was +3 that he could benefit from the "weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction" clause. However, we couldn't pin down an exact ruling. I suppose the question is, does the monk's BAB count as an "enhancement bonus of +3" for the purposes of ignoring the cold iron damage reduction?
I'm thinking of getting Deflect Arrows for my monk next level, as it seems a useful general feat to have. My question is when is it proper to declare the use of the feat? The text says:
PSRD wrote: Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. There is no mention of when the deflection is declared. It seems most fair to declare it before damage is rolled, so that a monk will not know if they're saving themselves from one point or ten points of damage, thus making it more of a meaningful choice, but I was wondering if there were any official or accepted rulings on the matter?
If, for example, I had a multiclassed cleric/monk, with Knowledge as one of the domains, would this character be able to strike an opponent in order to damage them, and make use of the Lore Keeper touch attack at the same time? Could a cleric/monk punch an undead creature and also Cure Light Wounds at the same time to cause extra damage? Could you combine a touch attack with a grapple? Or would touch attacks and unarmed strikes be considered separate?
Hi all, I'm quite happy with my tengu monk, but I have a bloodthirsty GM, so I'm creating a backup character, just in case. I want to create a half-orc archer-type character, with the following stats from a GM-approved 21-point build, and including racial adjustments: STR 16
I was originally thinking of a ranger, but with the new APG, I realise there may be other options, hence my request for advice. I do not want a min-maxed character, but I do want an effective archer, and I'd prefer multiple attacks over a single strike that does lots of damage; more machine gunner than sniper, if you will. ;) So please chime in with how you'd build the character, including statistic adjustments if necessary, with the choices you'd make up to fourth level, no higher. The character has to be a half-orc, and has to use a bow, but anything else is open. I'm very new to this version of The Game, so I need some guidance around the various abilities available. Thanks!
In last night's game, we were attempting to discover the location of a creature of the Dragon type, and our druid wanted to use Detect Animals or Plants. However, none of us were sure whether the spell's use of the word "animal" referred specifically to the Animal type, or whether it just meant "not a plant". The GM ruled that it applied only to things of the Animal type, but allowed us to double-check "on the boards", so here I am! Thanks all!
This really did come up in our game tonight, and none of us could figure out the answer. We had a pregnant NPC who was having difficulty giving birth, so our mage wondered if casting Enlarge Person on the mother would ease the process, for obvious reasons. The question was, could we target just the mother with the spell, or would she and the soon-to-be-born child count as the same person? What would you have ruled in this situation?
Hi all. I've got some questions about full-round attacks. First of all, a monk seems to get a third attack as part of his Flurry of Blows at 6th level, is that correct? Is it also correct that when he gets to 8th level, the extra attack (from his BAB) gets added in for four FoB attacks? (I assume that the monk also has an option, at 8th level, to do two non-FoB attacks if he so desires.) On a similar note, a ranger with the Rapid Shot feat can attack twice per round as a full-action. When he gets to 6th level, does the extra attack (again from BAB) get added on for three attacks per round? Thanks all.
Hello all. I'm very new to the 3.Xe version of the game (we did Rise of the Runelords under a different system altogether, but are going all Pathfinder all the time for Kingmaker), so apologies if this is obvious; I have run a search on the boards, but I've not found an exact answer yet, and the majority of the questions seem to be from before the core book was published, so I thought I'd put out a fresh query. Anyway, the core book states that a monk's BAB with Flurry of Blows is equal to their level, then all the standard two-weapon fighting modifiers get applied, so a first level monk ends up with -1/-1. That's fine, I understand that bit. My question is do other standard modifiers apply to this special BAB as normal? So would I add my monk's Strength bonus, the bonus from a masterwork weapon, and so on? I think it probably does, but I wanted to check with someone who has played the game for more than two sessions! Thanks, and again, many apologies if this has been well known for years. |