Death Initiate

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Skylancer4 wrote:

Gunsmith

The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a Gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a Gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun.

This ability replaces Scribe Scroll.

OOOOH , thank you very much, I was looking everywhere like "This is crazy..."

Very much appreciated!


Hey Everyone,

I'm making a spellslinger wizard archetype, and I cannot for the life of me find anything that says a spellslinger actually starts with a gun!

Am I wrong?

Arcane Gun:
The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired Classes through the arcane gun that require an attack roll have a ×3 critical hit multiplier.

A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.

A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed.

This ability replaces arcane bond.


Josh-o-Lantern wrote:

Wait... skills... familiar... y-you bring your tiny leafy leshy buddy adventuring?! How irresponsible can you be? Don't you know how dangerous that is?! He could get hurt D:

You take him home this instant and you make him a nice little garden to protect! So help me if I hear you don't visit often...

o.o


Hey Guys,

I find leshys adorable, they are like little plant plushies, but besides being the cutest things ever what do you use them for?

Right now I'm taking advantage of my leshy familiars ability to use my skill ranks to give it use magic device, and then taking evolved familiar to give it a +8 so it can use wands. I also gave it the ability to fly slowly with Spirits Gift: Heavens.

Beyond that though, im not sure what use leshys really have?


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Not sure if the FAQ ever came out, but I was checking my account and remembered this so I thought i'd post the ruling I got.

Scenario 1 is correct.

Per the Florida PFS organizer, who apparently asked even higher up the chain regarding it.


By RAI maybe, not by raw though. Doesnt state only for purposes of items in the bag.


Lol


I was looking at the ant haul carrying capacity list on accident as the base capacity, so its x3 more then it should be.


20 Str Start (dwarf)
+4 Rage (level 1 barb)
+4 Alchemist Mutagen (level 1 alchemist)
+4 Enhancement bonus (bull strength potion)
+8 muleback cord
+2 Muscle of the Society trait
+1 MW backpack
+1 Level 4 ability score up
+2 str size bonus enlarged person
---
46 str (for the purposes of determining encumbrance)
x2 enlarged person
x4 tremendous str
x4 tremendous str
x3 heavy Load belt
------
Light - Heavy - Drag (X5)
88,128 - 264,960 - 1,324,800

If its right, how do i use it to break the game?


But the problem here is that the off-hand IS available to make attacks because its the same weapon lol.. your not switching.

Im not going to argue logic, because this is about raw. The raw quote you just stated is making the argument that you would be switching weapons.. what happens if you dont need to switch, if the weapon itself is both 2h and off handed.


Avoron wrote:
No, you could not. Attacking with two hands and attacking with an off hand are mutually exclusive.

Rules please, I need rule quotes. Where does it state you cant switch.

I only see it stated you can't go 1h to double weapon:

"A creature wielding a double weapon in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round."


So in essence I could 2h attack 2hattack and then off hand attack with a BAB6?


Got another hard question for you all.

Lets say I am a dwarf using a dwarven urgrosh, during a full attack can I switch from using it as a one handed weapon to a two handed and vice versa??

Examples Below:

1.Using double weapon as one handed (see attached rule at bottom) and switch to two handed during full attack
BAB 6
Total Attacks 2
First Attack: 1.0 str
Second Attack: 1.5 str

If yes, continue to expanded example.

2.Using an Urgrosh in main hand and light weapon in off hand attacking with TWF, realize the negative is making me miss to hard, switch to 2h.
BAB 6
TWF Feat/Off Hand Light
Total Attacks 3
First Attack: +4 (+6BAB -2TWF)
Second Attack: +6 (Dropped off hand free action, change to 2h free action)
Third Attack: N/A no TWF

double weapons:
Double Weapons: A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon. The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.


Seems silly, but its raw so I cant complain :(

My bard has 5 ranks in all of them and now its like... shoot.. If I go any further im actually decreasing my knowledge skills


Alright this is probably self explanatory but I thought I'd check...

Dilettante:

Dilettante

What some would call dabbling you call a wide range of interests. Your breadth of knowledge offers unexpected insights in many situations.

Prerequisites: 2 ranks each in 5 different Knowledge skills.

Benefit: You gain a +2 bonus on Knowledge checks if you have 1–5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with DCs up to 15.

Normal: You may only make untrained Knowledge checks for common knowledge (DC 10 or lower).

Does this mean if I get 6 ranks in any of my knowledge skills.. i will actually lose the +2 to that skill?


Oh, thanks.


Honorable Goblin wrote:

1) If you are invisible (as per, say, the Invisibility spell), your enemies are not Flat-Footed, they are just denied their Dexterity Bonus to AC (which happens to also happen when a creature is Flatfooted). Fortunately, a rogue still gets to apply Sneak Attack dice when attacking an enemy that is just denied their Dexterity Bonus to AC, regardless as to whether the target has the Flat-Footed condition.

2) If you are under the effects of an Invisibility spell, and attack, you become visible when your first attack is made. This means that a rogue with multiple attacks (such as from Two-Weapon Fighting or a high Base Attack Bonus) will only be able to apply SA to the first attack he makes. If he were under the effects of a Greater Invisibility spell, however, he'd be able to apply SA to all his attacks (since Greater Invisibility does not break on attacking).

I couldn't quite find the rules for this, can you point me to the correct book/quote?


Are there any ways to just speed up sneak attack progression faster then 1 every odd level without multiclassing?


Oh So if I took a level of rogue and a level of ninja I wouldnt have 2d6 sneak attack, but 1d6?


When you come out of invisibility to sneak attack, is the enemy only flatfooted for your first attack, or are they flat footed for the entire full attack action if you have multiple attacks?


What about ninja and rogue.

Can you take a level of ninja and a level of rogue?


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I am ALL about the silly. Silly me silly


Cap. Darling wrote:

No the swift action have to be before or after the move. Just agree with the GM that you dissaper Half a second later for flavor when that would be cool.

Can you tell me per raw why?


Sweet, thanks.


For flavor, I was hoping to using vanishing trick during a move action instead of right before and describe it as an after image effect in game.

So the question is , can you use a swift action during another action?


I took some advice from this thread, thanks for all the responses


Jon Otaguro 428 wrote:

I remember playing with a guy who made a 14AC barbarian at 7th level. We were fighting hill giants. Our group had no cleric - a bard and a druid. That guy went down in the first battle.

Whatever people say about AC - it does matter.

In all fairness, dont Hill Giants have like a +18 to hit or something crazy like that?


Jon Otaguro 428 wrote:

Toughness scales in level. Tribal scars is 6HP and gives other bonuses. 7 DEX means you will be crappy with range weapons. Sometimes creatures fly or are in position where you can't melee. A 12 DEX vs 7 is a 3 difference in to hit.

Play what you want, but your character is one dimensional in combat and won't be able to help out of combat.

Eh she probably wont even live to see level 3 lol. I doubt it will matter. I just think its funny to give the GM's something they can hit, they are so used to complaining about 25+ac's lol


1. More of a fluff thing, I like the idea of this tiny dwarf using a giant axe..

See: https://c2.staticflickr.com/6/5016/5415326876_beb90a0d9f.jpg

2. Why isn't fight on a good feat? Thats 7HP while im raging.. vs what.. 3?

3. Its gonna have to be worth it, the whole concept is this character is gonna take every hit they throw, and hopefully survive till level 5 or something lol. That means every HP is gonna matter.


Helikon wrote:
Well.... if you do not mind to roleplay a clumsy, a bit retarded associal guy, it looks good. But the point is, you need other people to talk for you, think for you and stand around and dig your nose or clean your toenails while there will be no combat. And lorekeeper with a Int 7 char, just feels.... wrong.

I figured She just knows that "Elves Bad.. tentacles Bad"


Any Thoughts? Besides "You are suicidal"

Hit Me Please:

Race: Dwarf
Class: Level 1 Barbarian(Invincible Rager)

HP:18
AC:8

STR: 18
DEX: 7
CON: 20
INT: 7
WIS: 10
CHA: 5

FORT: 7 = 2(Base) + 5(Stat)
REF: -2 = 0(Base) - 2(Stat)
WILL: 0 = 0(Base) + 0(Stat)

Masterwork Large Dwarven Waraxe: +4 2d8+6 x3
Masterwork Large Dwarven Waraxe Rage: +6 2d8+9 x3

Feat: Fight On

Traits:
Destructive Blows = +2 on Sunder
Glory Of Old = +1 Saves Vs Spells / Spell Like

Alternate Race Features:
Deep Warrior (Defensive Training): +2 AC\Grapple Vs Aberrations
Hardy: +2 Vs Spells / Spell Like
Relentless(Stability): +2 on Bull Rush / Overrun
Lorekeeper(Greed): +2 History Dwarf Enemy
Ancient Enmity(Hatred): +1 Attack Vs. Elf Subtype
Xenophobic(Starting Languages): +1 Vs Mind affecting Effects


So, I got an official ruling on this issue.

I don't feel its right to state the ruling as it should come from horses mouth.

But in conclusion there should hopefully be a faq produced soon if all goes well.

So keep your fingers crossed.


So I guess no faq?


Do PFS DM's have the authority to rule on stuff like this during games?

I always wondered how much leeway PFS dm's have


How often does paizo address faq requests?


Lots of theory, no rulings.

Was this never addressed by a faq?


seebs wrote:
Huh, I had always thought that the HD limit determined how many creatures were picked by the spell to be its targets, and then once you picked targets, they were "affected" by the spell, and then they might save to negate any impact of being affected.

Yea its how I interpret it...

Boyfriend interprets it the other way -.-


And this is why I was hoping to be pointed to a legit ruling, because there was a heated discussion at the last PFS game we played over which is correct.


No one got the answer to this one?


22 people marked this as FAQ candidate. 1 person marked this as a favorite.

Alright I've dug through all the FAQ I can find and still no official answer.

So if anyone can point me to it please do so:

"There seems to be two interpretations of how Sleep/Deep Slumber works:

Creature A = 3HD
Creature B = 2HD

Theory 1: Creature B saved, and because was affected but saved, Creature A cannot be affected

Theory 2: Creature B saved, and because was NOT affected because saved, Creature A can still be affected"

Anyone have an official ruling or FAQ to show me which is correct?


Ooo what about having players have a level 1 char and tell them to have a level like 15 version of the character ready as well...

Then for like really cool randomness they power up in game sometimes due to god ors w/e and get to play that fight as their level 15 alter egos..


Wow very much so.. thankyou for your insight and abstract encounter idea.. Ill try to make my fights that interesting down the road.


Sorry still confused.. does encounter mean one fight.. or one dungeon?


I never really did understand how the encounter formula worked?

If 6 level one pc's.. their apl is 2 which is 600 total xp...

Do I split the total xp for monster fir the entire dungeon? Or does that just mean that one room they fight an encounter?

If its only one fight? How do I make sure I dont toss too many encounters in or burn out my players resources before the boss?

What difficulty should a boss be?


What sucks is like 45% of them are for gnomes.. what is paizos lovefest with gnomes.


Every time I go to customize my character to reflect what I see her as I went to feats in 3.5.

Wanted to talk to undead? Neat feat for that. Wanted to be a store owner? Yep theres a feat.

But in pathfinder it feels like every other feat has a racial requirement to it, which kinda makes it not so general no? Why are there so many feats that require races?


Im taking profession book binder ...


Couldnt I just call the book a container holding the scrolls.. and use the rules for retrieving a scroll from a container to make it legal?


Theres already a thread on the subject of using a spellbook as scrolls.. but what about something sorta opposite that...

Can I buy a ton of scrolls.. stick them in a hardcover ... and then whenever I want to cast a scroll I pull out the book and flip the pages to the correct scroll?

Or is this a reskin and not pfs legal under reskinning rules?


I recently played and beat Feast of Ravenmoor (cheer) , and need help on clarification on the boon...

Heroes of Magnimar:
Thanks to your actions in Ravenmoor, and the protection of Magnimar's interest in Varisia, you have recieved a medal and public thanks from the authorities in the city. While displaying your medal you revieve a +2 bluff, diplomacy, and intimidate check in Magnimar and in the cities and towns allied with it.

The question is.. who is allied with that city? All of varisia? Im reading the Inner sea world guide and must be missing It I think.

*edit* Sorry btw, thought I posted this in general forum.

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