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TxSam88 wrote:
so, I don't know the character you are trying to mimic, Look at the Sharding weapon ability,...

The sharding enhancement will definitely help a bunch of other throwing concepts I've had. Thanks.

However, this build is not looking to maximize throwing frequency. And, with respect to the the non-ranged weapon kukri, this enhancement only adds the range increment to the thrown weapon for that attack, meaning that unless it already has a range increment, it can't gain enhancements that can only be put on ranged weapons.

TxSam88 wrote:
...and the Flying Blade Swashbuckler archetype.

This could be good even just for the Level 1 dip to be extra good at throwing the dagger. Again, nice find. Thanks. :-)


Hey all. Thanks for you interest.

I'm trying to come up with a way, or ways, to make Junker Queen's knife, or a build that grants the ability(s) to mimic the knife's effects.

As a reminder or for those who don't know, in Overwatch II, Junker Queen is able to throw her knife, have it impale a target, and then can recall the knife to her hand, forcibly pulling the impaled target a short distance toward her current position. Technically, the attack also causes some bleed damage, but I've already found lots of ways to do that part.

While not strictly necessary for the build, I like the aesthetic of a kukri, rather than a dagger.

Simply building the knife magically is expensive and is requiring some DM fiat.
If a kukri, it needs the throwing (+1) enchantment before adding any additional ranged-only enchantments.
Then it needs returning (+1). Yes, there is the blinkback belt, but we want to be able to use...
The driving (+1) enhancement allows you to make bull rush attempts within the first range increment of the enchanted weapon, which we are flavoring as a pull rather than a push as the returning enhancement kicks in to travel back toward the thrower.
Distance (+1) would also be nice to increase the available range at which the bull rush attempt could be made.
So, all told that's a +1 throwing returning driving distance kukri, a +5 weapon, which makes getting this trick up and running a bit difficult.
Switching to a non-distance dagger would mean needing only a +3 weapon, but still not available until mid levels.
I've considered Magus to be able to grant the enhancements to the weapon, but most aren't even on the list available to be applied. And while the Throwing Magus magus arcana grants both the throwing and returning enhancements, you can't put driving on the kukri if it doesn't have a range increment (read, throwing) first.
I know, I know. Just make it a dagger. ;-)

So:
- any ways to apply more/different enhancements as a Magus?
- any ways to use the reposition combat maneuver at range?
- a different weapon, maybe? I assume harpoon would be a viable choice?
- Magus isn't required, it's just where I've ended up with the build so far. Totally willing to pivot.
- 3rd party material generally accepted, although Rogue Genius stuff is often viewed as overpowered by our group, and I don't think the current DM wants to deal with Spheres of Power/Might.

P.S. I know there is lots of debate about the relative creativity of building established personalities/characters. So, unless you're hear to humor me, no need to comment on that aspect of my post. :-)

As always, thanks for your consideration, and your patience with my ridiculous builds. :-)


Name Violation wrote:

The cut from the air feat.

Wind/lightning stace feats.

I just found Cut From the Air.

The Wind and Lightning [Stance] feats are nice and thematic. Thanks.


Hey all.

We've a one-shot western-themed adventure in the works, and I compulsively have to be different.

So I thought, instead of slinging bullets, what about avoiding them instead?

Deflect Arrows is my current base, but I want to use in more than once per round. Is this possible?

Anyone have any other ideas about the approach?

(Sorry for the abstract; I'm between clients and just need to get thoughts out).

Paizo community is the best,
biff


Thanks, all.
I've never played 4e, so I doubt I would have been scrounging around that content.
Definitely possibly a psionic class.
And possibly 3.5.
And, sadly, I don't remember much else. It didn't seem to fit into any worlds I was playing in, so I never really paid it much heed.

Again, I appreciate the response!


Hey all.
I'm not sure this is a Pathfinder question, as I really can't remember where I saw this idea.

Anyway, there is/was a class I saw once, that was based around tactics, strategy, and battlefield control.
The key ability I remember was the ability to call up a virtual game board, like a hologram of the battlefield, and was then able to manipulate things using it as a focus.

I feel it was probably 3rd party material. I just can't for the life of me remember where I saw it.

Any ideas, all?

Cheers.


EvilMinion wrote:

for completeness sake... though not the direction you're likely looking to go...

2 levels in the goblin feral gnasher barbarian racial archetype gives you Throw Anything as a bonus feat, and allows you to pick up unattended objects as a free action.

I'll take it. The build, like many, is getting a bit feat-intensive for a straight Rogue.

But, yeah, that bite attack is not really adding to the theme.


Cellion wrote:


...Scavanger talent...

Well...this, then.

Cellion wrote:


...bonus points...

Yes.


Melkiador wrote:
It might help to know exactly what you're trying to do. If the objects are tiny and numerous, you could take a dip of aether kineticist to scoop up a bunch of them at one time as a standard action.

The idea is making Jet Li's character, The Ghost, from the movie, War.

He does a lot of assassination with items and weapons special/unique to his mark, creating a very dramatic kill.
So, I'd like the character to be able to pick up those items quickly, adding in some Catch Off Guard and Imp Catch Off Guard feats to enable Sneak Attack with those items.
So, no, not multiple items but viable improvised weapons.

PCScipio wrote:
The Grasping Tail feat allows Tieflings with the Prehensile Tail racial trait to pick up small unattended items as a Swift Action.

Well, then....I guess this assassin might be a tiefling... :-)

Thanks for the responses!


Heyya,

I'm trying to find a way to pick up items faster than the standard Move Action. "As part of a move action" would be fantastic.

I've found the Cut Your Loses feat, but it is very situational (during a withdraw action only).

Ideally, this is for a Rogue or other sneak attacking class/archetype.

If anyone has any ideas, I'd appreciate it.

Cheers.


Heyya.

The Seaborn Sorcerer archetype replaces the standard Aquatic bloodline arcana with a power that grants +1 caster level "When you are in a body of water large enough to float in..."

The question is, if you are on a boat, are you "in" a body of water?

Full disclosure, this is for Skulls & Shackles, so the character in question would gain the benefit quite a bit if allowed to activate it on deck.
Maybe I'll delay activation on deck until a later level...

Cheers!


So, are there any rules governing the use of a single magical bracer/gauntlet/eyepatch/boot?
I'm aware that most magic items come in pairs, and their effects logically come from both parts simultaneously. But what about items that seem to be just a single item (e.g. seducer's bane bracelet)? Is this a single bracelet? If so, does it take up both wrists' "slot?" Or could you conceivably acquire a second single bracelet/bracer/etc?

Cheers.


David Schwartz wrote:
As the designer of that weapon, I can confirm that it is based on the nangseon.

Well, David. That is by far the best description. :-)

However, strangely, no one has found a Pathfinder-sourced picture...


Does anyone have a link to a pic of the elven branched spear?! My search-fu is apparently bested.

Regards,


I know I saw this somewhere. It was a bloodline, or mystery, or...SOMEthing.
Trying to make a caster with a slashing weapon magical theme, a la
<a href="http://goblinscomic.org">Thunt's</a> IMEs.

Any direction is appreciated.


I read about this combination elsewhere.

As it is cheesy, as a DM I'd rule that the Advanced applies first (+2 nat armour), and the Child second (-2 nat armour), resulting in +0 nat armour.

As a player, I recognized the cheese, but then quickly thought this could emulate a neuro-atypical persona.


So first off: can player characters have these templates?

Secondly: can players have BOTH these templates?

Cheers,


But remember, a huge creature doesn't actually take up the whole 15ft space. Just like you and I don't take up our whole 5ft space. If someone created a 5ft diameter hole under me, even with my high dexterity, I'm not sure I'd avoid it. Or even a 2.5ft. hole. It would at least leave me prone, one leg awkwardly having slipped into it.


2 people marked this as FAQ candidate.

So the create pit spell creates a 10 x 10 ft. pit.
If created under a creature, that creature must succeed a Reflex save or fall in.
What if the creature is huge size? Do they automatically succeed? Do they get a bonus to the save?

Cheers!


Chess Pwn wrote:
closest thing would be some FCB for those

Sorry. "FCB"?


So we all know there are feats for granting extra uses of things like Rage, Channel Energy, and Smite. You can even gain extra points of class-specific totals, like the Gunslinger's "grit" points.

But what about other class-granted abilities?
Specifically, I'm thinking about things like extra uses of a wizard's School abilities (e.g. extra uses of Hand of the Acolyte).

Anyone have any ideas? There as some of those, like Hand of the Acolyte, that I would love to spam.


Dave Justus: Yes...m-hm...I see what you mean. Point taken. ;-)


Is there a way to gain more? There are lots that fit my concept!

Oh, specifically for a halfling, if there is anything specific for them.

Many regards,


graystone: You hadn't mentioned the gloves before...! They are awesomely awesome. Perfect. Just what a muscle mage needs. I flex my muscles appreciatively in your specific direction. Thank you.


As the subject queries.
The spell references the rage ability of the barbarian, but doesn't specifically call out the barbarian rage's proviso re casting spells.
Thoughts?

Regards.


I'm one of those annoying people who often put fluff above crunch*. ;-)
(I realize the hypocrisy of this statement when considering the below use of the oft-considered overpowered Godling classes by Super Genius Games.)

I'm making a barbaric caster.
The character is using the Eldritch Godling class, and has chosen Str as their primary casting stat.
They have taken the Giant Bloodline from In One's Blood by Spes Magna Games. As a bonus, this bloodline grants enhanced throwing abilities (lessening range penalties and upping damage), so I thought I'd try to get the most out of it.
I'd like to chuck around the biggest weapons I can. I'd like to chuck around the weapons that his mundane clansfolk wield in melee. 'Cause I like the idea of him seeming very savage/barbaric, carrying around big melee weapons, and then surprising everyone when he starts spell-slinging and tossing cabers and headsman's axes.

I've come (back) to the idea of him just using improvised items that very, VERY strongly resemble the weapons I want him to appear to be using.
However, while I realize it isn't the most efficient build, I'd still like it to scale with level. Tossing slag steel and tree trunks is fine for the early levels, but eventually he's going to need some magic.
I realize I could just use my eldritch might to scare the items into becoming temporarily magical (i.e. magic weapon), but my spells are limited. And I'm really trying to go for a CASTER, not a buffer.

The 'sharding' weapon enchantment has been mentioned, as well. Fun and flavourful, but even starting at 8th level, I can't even afford one +1 sharding greataxe at 18k, as I've a 16.5k item max.

As for encumbrance, I'm not wearing any armour, and am walking around with a natural Str 21 at 8th level (17, +2 Human, +1 4th, +1 8th), and will of course have a Belt of Mighty Hurling (+2 Str), for a constant 23. 25 at 11th due to Fitness Mystery. 26 at 12th due to +1 at 12th.
Also, as a caster, my BAB isn't going to let me toss too many around...a round. This is more of a better-than-acid-splash per round fallback.

So, again, tossing big jeezily weapons is purely to satisfy my mind's eye.
Maybe I'll just have to bite it and cast magic weapon. Maybe I'll just get a wand for it. But that's so...clunky (pun not intended). Maybe I'll just have to have fun asking the local crafter to enchant my scrap of well-folded metal and fancy tree branch. (I know, I know. Hard to make a masterwork improvised weapon.)

I still feel there should be away for characters to toss around weapons. Agreed, a feat that effectively allows you to do that with any proficient weapon is ludicrous. But, maybe a feat that allows you to do it with one? Or maybe one weapon group?


Yeah, I'm thinking of arguing with the DM that I'm using the 3 as improvised weapons (i.e. at a lesser damage).

But I still feel there must be a way to do it without the penalty. This IS a fantasy RPG, after all. :-)


Sandal Fury: Thanks. I was aware of this, but I was hoping for something broader (i.e. more weapons), and waaaaay less expensive. :-)


Heyya.

Regardless of "effectiveness," I'm interested in how to throw two-handed weapons. Or, more specifically, a greatsword, a greataxe, and a greatclub.

I don't have to do it well, but passibly would be ideal.

Proficiency in the weapons, and the Two-Handed Thrower feat seem obvious.
But that still doesn't remove the -4 penalty for throwing a non-ranged (thrown) weapon.
The Throw Anything feat has been discussed already, and deemed no applicable to throwing weapons. Or, at the very least, doesn't allow you to throw them AS the weapon, but as an improvised weapon.

Any thoughts?
Cheers.


I did miss that; apologies.

I had assumed such damage due to the increase in damage from Improvised Weapon Mastery feat.

So my next post is apparently, "How to throw a two-handed weapon?"


1 person marked this as a favorite.

Well, what I WANT is to throw greatswords, greataxes, and greatclubs.

But as was stated in the other debate (I believe), having the Throw Anything feat grant you proficiency in every weapon just as long as you throw it seems absurd.


graystone: You're illuminating a whole can of worms, here.

I thought the Throw Anything feat would allow you to throw non-ranged weapons as if they were ranged, but with the below restrictions.

You mention the weapon being thrown keeping all its qualities. However, it does lose it's threat range and multiplier.

From d20pfsrd.com
"Thrown Weapons: The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet."

See also this discussion: https://rpg.stackexchange.com/questions/62915/throwing-a-weapon-as-an-impro vised-weapon/112982#112982


1 person marked this as a favorite.

So, as a sorcerer, if I pick up a sharp piece of slag roughly the size of a long sword and throw it using Throw Anything, it does damage as a long sword, scores a critical hit on a natural 20, and will do x2 damage on a critical hit.
But if I pick up an actual long sword and throw it using Throw Anything, I suffer a -4 penalty to the attack?
That seems very odd. Or am I missing some nuance?


Heh.
So, no hard and fast rules, is what I'm hearing. :-)


Okay munchkins, let's get this done.

1. What happens when I use the Throw Anything feat to start chucking actual weapons?
2a. Do they still do the same damage? 2b. What if I'm not proficient in them?
(I already realize that they gain a crit range and multiplier of 20/x2 regardless of the weapon's listing.)

Cheers!


Not to play favourites, but you guys drastically outshine your gitp.com counterparts, and in half the time.

These all seem great and on target. I'll have to check 'em all out.

Happy Harvest!


Hey All:

In short, find me a way to wield a weapon with my mind by early levels.

For a longer approach:

I recently watched the anime, "The Seven Deadly Sins." While the sexual harassment by the main character makes me embarrassed to admit I watched the entire thing, the story and fight sequences were entertaining.
Specifically, I really like the character, King's, ability to wield his spear (for all intents and purposes) with his mind.
He would often flick a finger to direct it, but this would just as often not be necessary.

I've been trying to recreate the idea. And the image I see in my head is of an arm-less character.
Also, while we're playing Pathfinder, I'm open to any 3.x options.

Most of the options I'm finding are usually the ability to throw (or achieve a ranged attacked) with a weapon, usually as a standard action. They usually have the restriction of having to be holding the weapon, as well. Although, for the build, I'm confident our various DMs would allow the character to activate their abilities with a weapon on their person.

So far the best course seems to be a Mindblade Magus. They cast the magus spell list as psychic spells (not requiring somatic, nor verbal, components). They can add dancingto a magic weapon using their arcane pool, but not until 9th level. [I]Dancing[/] is a bit overkill for the build, as I'm not trying to gain extra actions, just wield the weapon without holding it. Also, the manifested weapon specifically states that it vanishes if it leaves your grasp, so without hands...

Universalist Wizard has a the great 1st level ability to be able to magically throw a melee weapon (as a standard action), ~7 times/day, uses Int to modify the attack roll, and even has the weapon "instantly return." But as great as that is, it gets absolutely no better. No way to get more uses (other than upping Int), no faster use, no increasing damage.
I'm considering this as a 1-level dip. I can turn the pages of my spellbook with my foot.

Soulknives can throw their manifested weapons, as well, but still not wield them without holding them.

The PrC Telekinetic Weaponmaster can, by 9th level, wield a weapon telekinetically (sp?) in addition to their held weapon(s). Again, that's a while to wait for the ability, and it ends up being overkill (granting more actions).

Soooo, anyone have any other ideas? I feel like this must be the effect of a spell or psionic power, but I'm not familiar with any.

Cheers, you beautiful, geeky network.


Korlos wrote:
That's the total number of actions needed to reload.

Thanks. That's exactly what I was looking for.

With four crew, crew members B, C, and D delay until after A fires. They each spend their action reloading and then A can fire again in round 2.

Korlos wrote:
The CRB and Ultimate Combat contradict each other on the size of siege engines. The CRB says that a ballista takes up one square, but UC says that all siege engines are either large or huge. If a siege engine is large and takes up four squares, I doubt a large creature could wield it as a weapon.

But, "In most cases, a Large or large creature can use a siege firarm as a 2-hd firearm..."

So listing a ballista as a Large-sized creature (4 squares) seems false, especially when all other weapons are listed based on their size as weapons, not as creatures.

Korlos wrote:
Siege engines don't have weights so we can't use that to judge whether it would be practical for a giant to pick up and use.

We can extrapolate based on what we have, tho, using the weapon size/weight equations.

A ballista is described as basically a large heavy crossbow. Larger versions, or the ballista-variants can be at least compared to a similarly-sized ballista.
We also have the culverin (i.e. hand bombard). We can size/weight that up, as well.
And, of course, there is always real-world examples from which we can draw comparisons.

Korlos wrote:
Based on the damage, a bombard would be sized for a creature larger than huge.

Sorry, I mixed examples there. You are correct.

Thanks again for the response!


Hey all.
I'm finding it unclear how many actions it takes to Load a siege weapon.

Example: the standard bombard requires 2 crew and has a Load time of 3 (full round actions).

So, are those 3 full round actions by each crew member of the siege engine? Or just 3 single full round actions, able to be preformed by any/all of the crew members?

Also, what if there were a crew of 3 for the standard bombard? Would that change the Load time? If it is 3 single full round actions, could a crew of 3 load the bombard in a single round?

And in terms of Aim time, is the listed amount only for a siege engine that is mounted to something? That is, what if a large creature were carrying it: would said creature still be required to use the full aim time?

Cheers,


Saethori wrote:
This is a third party content exclusive question, so I have flagged it appropriately for being moved.

Sorry for that. New here.

If such a situation existed in the first-party Pathfinder Rules, however, I will note that you will be, say, a Fighter (Blacksnake) 3, and a Wizard (Blacksnake) 3, replacing all abilities as appropriate and likely getting redundant abilities from the archetypes.

As for the rest, thanks. Figured as much, but easier to argue when support is awarded.

Happy gaming!


Multiple archetypes within a class stack as long as they don't conflict. Of course.

What about multiple instances of the SAME archetype?
This could be accomplished with Super Genius Games' non-class-specific archetypes.
For example, could one take the Blacksnake archetype for a few fighter levels, but ALSO for a few wizard levels?

Cheers.


MichaelCullen wrote:
It matters what the bonus is to, in both the case of strength surge and masterwork/magical weapons the bonus is directly to the attack roll.

Convinced.

And we thank ye, kindlye.


MichaelCullen wrote:


They would not however stack with enhancement bonuses on weapons (for the attack roll). As enhancement bonuses on weapons apply to the attack roll.

CRB wrote:
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat.

So to further the "target" argument:

The Strength domain granted power targets a creature. That creature gains all the listed enhancement bonuses.

A magical (or masterwork, for that matter) weapon would be in addition to the creature's own bonuses (regardless of source, wouldn't it?


So we all know that similarly-typed bonuses to the same ability/skill/etc. don't usually stack.

There are lots of sources of enhancement bonuses to abilities. They are typed such that they specifically don't stack. I understand. Else our characters would all be walking around with the stats of elder gods (rather than the demi- and lesser gods they usually emulate).

The Strength domain granted power, Strength Surge, also grants an enhancement bonus. However, it doesn't specifically list the Strength ability score as the target, listing instead lots of Str-related checks as the target of the bonuses.

Soooooo, who thinks this would stack with a standard casting of bull's strength?


1 person marked this as a favorite.

I'm toying with the Godling classes.
Their Lineage Domain class ability grants them the 1st-level granted power of a Domain (and adds the domain spells to their spell list if they are of the Eldritch variety).
The class ability states that their choice is

Eldritch Godling wrote:
...need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority.

Generally, I'm wondering if they would gain a backdoor access to limited-access (sub-)domains.

Specifically, I'm wondering if they can select the Strength (Competition) domain that usually requires the Faith Trait, Urban Acolyte, to select.
Cheers.