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Using the APG race builder and using the kitsune as a base, I created a werewolf-lite that I felt was reasonable for a player to use. Ok...I have worked out the kitsune
Total 8rp From this, I made the wolfling (cheap werewolf, able to get boosted by feats) Humanoid (shapechanger) - 0
Total 13rp Thoughts? Suggestions? I've considered making the spell like ability only 5 points and limiting the shapechange to one form (that of the hybrid, giving him +2 str and +2 NA.
For my homebrew, I'm thinking about just tossing rogue out the window (sort of). Basically, just giving ninja the trapfinding and evasion at the appropriate level and letting the player choose the 20th level capstone, if they ever get that high. What do you all think of this idea? What are the potential pitfalls Thoughts?
So I have a really really crappy ereader, but I loves me some PDFs from Paizo. I would really love to see a plaintext PDF alongside the beautifully drawn PDF and hardcopies that I have so I can put them on my ereader, as well as my computer and sitting on my bookshelf (or scattered around my couch, coffee table, and floor, as they are right now). Any chance of that happening?
Haste, Greater
I swear that in one of the books, either as a feat, or an archetype, or even as a racial variant that I saw something that if you got a critical, you could instead pass it on to one of your allies, either as a bonus to their confirmation or something. I only remember seeing it once, and I have never seen it again. Am I imagining things or does this really exist?
I feel like I am missing something here. I have seen in the forums that Vital strike is a standard attack action, but in the full round action (full attack) it says you can make one attack and then decide whether you want to continue to attack or make another type of move action. The way I read this is: 1) I vital strike a monster (as a standard action)
I've put the rules below. What am I missing that says you can't do this? Any help would be appreciated. thanks, Mal Vital Strike (Combat) You make a single attack that deals significantly more damage than normal. Prerequisites: Base attack bonus +6. Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally) Standard action Making an attack is a standard action Full round actions: Full attack:
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