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Is super natural abilities effected like spell like abilities when wearing heavy armor?
The damage die is 1d6+1 every other lv. the modifier is the con bonus, so a vital strike for 5d6+5+con is 10d6+10+con
Telekinetic Blast (Sp): You throw whatever unattended object happens to be nearby at a single foe as a ranged attack. The object must weight 5 lbs. per kineticist level you possess or less. If you hit, the target and the thrown object each suffer an amount of bludgeoning, piercing, or slashing damage equal to 1d6+1 + your Constitution modifier.
Beginning of last sentence. And it just says magical items or unusual items. Acid flash and alchemist fire are not magical of unusual, they are mondain items, so they would work in my opinion.
Just a reminder that the items you throw with your tk blast take just as much damage from the impact as the creature struck by it. So you might not want to throw those magic items after all.
Could you use to feat splintering weapon with the tk blast to cause bleed damage?
Don't think tk whip would work it is a conjured object.
Would splinter weapon feat work with tk blast to cause a bleed
Splintering weapon
Prerequisite: Base attack bonus +1, proficient with weapon, weapon made of primitive material.
Benefit: Whenever you use a melee or thrown weapon with the fragile weapon feature or similar quality and hit an opponent, you can give your weapon the broken condition to deal that opponent 1d4 points of bleed damage.
I have two questions on this class.
1. how many times do a kinetic is provoke aoo when he gathers energy and uses his blast?
2. Can he cast defensively and if so can he use the feat combat casting.
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a monk/kensi that uses a monk weapon. Great ac, good saves, will always go first in later levels, flurry of blows when not using magic, and magic to crank up the damage.
stupid question what is a ToB?
i had a goblin ranger/rogue/shadow dance that was about to take levels in assassin. He was very sneaky and he was very intelligent but he played the dumb goblin most of the time except when no one was looking. In the end the party was very scared of him but was happy to have him on their side.

Ashiel wrote: Not sure if anyone has considered it, but you can make archers even worse by gestalting a fighter/monk using the Zen Archer archtype. You basically get a guy with good saves, perfect BAB both in melee and shooting, Strength and Dexterity focused, with flurry of blows with your bow, a lot of free archery feats, a number of cool other feats, some ki-abilities, and then get the benefits of full weapon training and specialization, gloves of dueling, the ability to make his arrows inflict unarmed strike damage, and just generally be everything that an archery based fighter is only better. You can even get a +6 to hit and damage with your unarmed strikes as your secondary weapon training (counting gloves of dueling).
I know it's not UC, but it's something that crossed my mind while reading this thread. :P
played that one already and yes he gets really nasty and he was a half elf
with a perception around 20 at lv 3. he was dex and wis based with 18 in both and a 16 for str.
right now i am working on a goblin alc/rogue that has a crossbow and the discovery that lets you put bombs on the bolts. just think of all the poisonings and the sneak attack bombs
I need help got a mid-level game starting tomorrow and i want to play a kensia. I will be buying the book when it comes out, but for now need help
can someone please tell me what all you get and have to give up on it.
Been out of the loop for a while when did start calling the magus a magi,and why?
as for familiars not being in combat what about a Pseudodragon that is a cr1 and has a poison attack and is intelligent that you can at lv7. I see no reason that you could not get a full grown wolf at lv7 as well.
Does any one know where I could find the stats for a raccon. I am try make an awaken raccoon arcain caster.
Are the map folios full scale maps that has grids or are they just pics of the places?
Does a fighter's fist count as natural weapons for the point of feats, like eldritch claws and rend
Will paizo be releasing trade hard backs of campaign collections, like the book for shackled city? A hard back that contained everything to run that campaign would be awesome.
Oliver McShade wrote: For the Game system.
I think Craft(gunsmith) would be guns, bullets, and black powder.
Ya Alchemy can make it, they invented it. But if you learn to make guns, you also learned to make black powder (only).
Anyway my 2 cents.
do you mean profession(gunsmith),and with master craftman feat it could get nasty.

Kirth Gersen wrote: snags wrote: man nice to now that there is other people that play pathfinder in houston. and i am not the only one these days. been looking around like made to find a game to join or even if any one knows of one. can anyone please help me? We're on the west side, but we play a heavily modified (read: mostly rewritten) version of Pathfinder found HERE. If that's too much to learn, or doesn't fit your idea of a good system, I can totally understand if you want to take a pass. On the other hand, if you like what you see after looking things over, post again and maybe we can arrange an interview (we're fairly strict when it comes to admission, which sometimes leads stretches with no game when people are busy). Just got through skimming on the rules, and must say I like what I have read so far. I am going to be reading more of the rules and the post when i have more time. As for the game I am still interested and also live on the west side near Dairy Ashford and Richmond so location won't be a problem.
man nice to now that there is other people that play pathfinder in houston. and i am not the only one these days. been looking around like made to find a game to join or even if any one knows of one. can anyone please help me?
we play warlocks a lot in my groups, and the are not over powered. in fact we have given them a chose of the fey, infernal, abyssal, alien blood lines with out the bonus feats or extra spells. they have worked out fine.
Do we have an exact date this will go on sell yet?
i have played a artificer from the tome of secrets and he worked well. we did not let him take spell penetration feats be cause he is manly useing some thing like a wand. as for the dc's we based them of of his cha. mod. and it worked well.
your to hit would be +2, damage out to 10 feet 1d6+1, after 10 feet to hit +0 and damage would be only a 1d6
the featis
Throw Anything (Combat)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
just remember swords get heavy quick.
I have played a Goblin in a campaign before in the Second Darkness with 2-lv ranger 3-lv rogue 2-lv shadow dancer and 1-lv assassin. He ran around with a great sword, and a longbow. in the and he had an almost 40 stealth because of the +4 racial and the +4 size mod. and could hide when near any shadow and move at full speed because of fast stealth. He was employed by one of the other players to scout to clear the way. he loved fire and was also a pickpocket in a kilt. crazy as a cat turd also. Some of the other players started to become afraid of him. The main thing with Goblins is that you have fun with them.
i forgot about sonic attacks, sorry
but you are forgetting about hardness
Has anyone played around with the artificer class from the tome of secrets. I'm thinking of making one for the kingmakers campaign. just want to see how they flesh out.
strongblade wrote:
224 hd of undead? that can be an entire population of a city this will get worse by the time i am done, I will be LV30 And control more than 1800HD of undead, because we are doing a 1-30 campaign.
I am playing a LV8 Dread Necromancer that has the ability to control up to 224HD of undead and i need away of moving them around in a city with out freaking out the locals. Right now i have a 8HD black dragon skeleton that i carry in a portable hole. i am not evil so not freaking the locals is important to me and good for my continued survival. I need a cheap costing way to move my army around with me.
a lawful barbarian loose rage and can not continue in this class.
i have a character that has this feat and he makes his own weapons and armor, but instead of putting skill points in both craft armor and craft weapons, i put it in profession blacksmithing. and make checks off of it. because fighters get so few skill points to start with.
there is a adventure named drow wars made to go from lv1-30, and in it there are some good rules for mass combat. and how you do the battles and xp.

A Man In Black wrote: Summoners have serious nova/15-minute-workday problems, and the Summon Monster I class ability is the cause. I am going to do some same-game-test examples, where the summoner casts all of his summoning spells pre-combat and hides in a Rope Trick with his eidolon and the rest of the party.
I am aware that not every fight allows players to set up min/level spells. However, many do, and completely breaking the game whenever the summoner gets the ability to do so is not good design.
Level 1:
Ash the summoner has charisma 15, so he gets 5 casts. He picks celestial riding dogs, and summons five of them, to defend Fort Rope Trick from a rampaging ogre (CR 3).
The dogs stay as a tight pack, as dogs do, as the ogre approaches. The ogre, no fool, hefts a javelin and pegs a dog, likely wounding it. He'd need to crit to kill it, and he only hits 45% of the time. The dogs all charge, and the ogre finishes off the wounded dog with a javelin as they approach. Plenty of melee damage to get the job done, and he hits a charging dog ~90% of the time in melee. Two hits can't not drop a dog unless he rolls two 1s on d8s.
Two of the dogs harry the ogre, nipping at his heels, while the other two pounce like hunting cats, trying to pull the ogre down into the pack, moving with the kind of coordination no mortal canines can manage. Two dogs just move up to set up flanks, while the other two actually charge. The ogre had to be 30' away to have a decent chance to hit with a javelin and dogs move 40', so this is pretty fair. The coordination is fluffing up the smite, which they're going to be using this round. The dogs swarm over him, biting his shoulder and thigh, trying to pull him down with coordinated effort and sheer body weight. One of the dogs to his front hits, with two attacks...
but this uses up all your natureal spells for the day in one fight. what are you going to do the rest of the day if this is your first fight, relieve yourself down the front of your pants?
i got it first hahahahaha
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