wolfen's page

64 posts. No reviews. 1 list. No wishlists.


RSS

1 to 50 of 64 << first < prev | 1 | 2 | next > last >>

Ok so I have been playing around with an idea and I was wanting some clarification.

Lets say we have a druid-4/monk-1
1. Now normally when you wild shape it says your gear melds into your body via the polymorph rules so does this allow for you to benefit from the monks speed and ac bonuses when shaped?

Now lets say we have wild armor which by definition says "The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen."
2. So if a monk/druid with wild leather armor shaped would he retain the armor bonus and still benefit from the monks bonuses since "wild" does not specify that the armor has just reformed?


2 people marked this as a favorite.

If the DM permits it use an unguent of timlessness.
"When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as four Medium objects."

This effectivley makes it where you could be in the sun as much as you want and never be affected as the time it is day (aprox 13 hours) is not enough to count as even a single round. This is a bit of an iffy item as it says passage of time, but most time related negative effects are both light and water based they may allow it.


So I have a few questions regarding certain items and things and would just like some general clarification with citation if possible.

1. Are there any armors(magic or otherwise) at all a monk can wear without losing his bonuses to ac and spd? (Not including the obvious bracers of armor or robes, but actual armors with special text or magic allowances.)
2. Does any weapon allow the monk to use his unarmed damage but allow for him to still benefit from the weapons enhancement bonus?(AoMF is very expensive)
3. If a character loses an ability (from using archetypes) and a feat requires said ability, does he still qualify for the feat? ex: monastic legacy requires still mind but drunken master switches that out. If not is there a way to still gain said feat?


Ok so as usual I have browsed alot of the threads concerning this topic and as usual there is no concise ruling in either direction. So with that I would like to give a few of the things that I have found a few pieces of information that I have not seen and would like to know what people think.

1. Under the rules for damage it states. "If your attack succeeds, you deal damage. The type of WEAPON used determines the amount of damage you deal"

So with that RAW from book it clearly states that any form of attack that deals damage is a weapon.


1 person marked this as FAQ candidate.

Ok so I am wanting to make a bard who uses the sound striker archetype and was wondering if I could use Weapon Focus on pretty much any aspect of his weird words ability. Be it ray, ranged touch, weird words, bardic performance, etc. Would anything work to count towards this as an ability to count towards weapon focus?


See thats how every response has ended up but you failed to see the point I am trying to make. It states "You gain the ability to rage like a barbarian. Your effective barbarian level for this ability is your inquisitor level -3. If you have levels in barbarian, these levels stack when determining the effect of your rage."
So again.
1. You do not gain the rage class feature Divine Anger acts as a rage used by a barbarian at 3 levels lower.
2. It would not state your effective barbarian level for determining the effects of your rage unless your rage improved as your level did.
3. If it were just that you gained the rage class features then there would be no reason to add on the clause of "you do not gain any rage powers from this granted power"

Stating that "its a class feature" is the same as saying a paladin would not get more then a 1d6 on channel energy since it uses the same terminology as above " A paladin uses her level as her effective cleric level when channeling positive energy."


7 people marked this as FAQ candidate.

"Divine Anger (Ex): At 6th level, you gain the ability to rage like a barbarian. Your effective barbarian level for this ability is your inquisitor level – 3. If you have levels in barbarian, these levels stack when determining the effect of your rage. You do not gain any rage powers from this granted power, though if you have rage powers from another class, you may use them with these rages. You can rage a number of rounds per day equal to your Wisdom bonus, plus 1 round for every inquisitor level above 4th."

So after reading into this and alot of other peoples opinions on how this works I have noticed something no one seems to be taking into account.

If you read divine anger word for word it specifically states "you gain the ability to rage like a barbarian"

Now with this statement it is not saying you gain the rage class ability specifically, but that you can rage as a barbarian of your lvl -3. So what I draw from this is that when you rage you do so as a barbarian would of 3 levels lower. That means the you do gain all of the abilitys associated with raging such as improved rage or timeless rage.


Ok so I have been reading up and was curious as to how others think this actually works. From what I have read. A monster (X) gets a number of rake attacks in the following round of a successful grapple. From this I have general questions.

1. Is rake automatic to hit like your standard attack while maintaining a grapple or does it require attack rolls?
2. If you can maintain a grapple multiple times can you use rake multiple times, or is it a one time free action during your grapple?
3. Is rakes damage based upon the natural attack it uses or is it based purely upon a set damage as it is a "special attack"?

If anyone has any other types of insight or knowledge about rake during grapple that I could not think of please post it.


3 people marked this as a favorite.

So as the subject says I would like to see the builds of peoples most broken and cheese builds. Now with this I would like to know why you think it is broken and how it is supposed to work as just a small chart of lvls and abilitys only goes so far.

I'm also willing to post if ppl would like.


Ok could use a bit more info than that to help.
1. What is your focus (Destroyer, Summoner, Buffer, Etc?)
2. Why Daze and Quicken (How do they fit into what you are trying to do?)
3. Why dispel? It is one of the few spells that does not benefit greatly from spell perfection.


I would have to state yes for 1 main reason and no for another.

The only reason to state that the rage works at the inquisitors level -3 would be to determine the number of rounds of rage. But as it states wisdom+inq/lvl the only thing left to change is the imp anp and greater.

But using the above paragraph it could also say that to count for feats or abilitys that require on rage level. Though of how many there are I do not know and do not recall seeing any.


I would have to say the shadow dancers as it specifically states it cannot be taken over. On the other hand the graveknight's only states it may attempt.

To me this reads as Grave knight may attempt a takeover as normal but since the shadow dancers pet is immune it has no effect.


As prd:
At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool."

As I read this I notice a few things it seems most people do not consider. It specifically states that it is the same as a greater invisibility spell which states that it does not effect sound or smell. Following with while invisible in this way, as in greater invisibility, she cannot be detected in any way. Which it states invisibility purge, see invisibility, and true seeing do not effect this. All of these have nothing to do with sound or smell only sight.

From this I feel that most people are misconstruing the "By any means" portion of the text to mean all forms of detection and not just those that would normally effect invisibility. I know most say its a cap stone and that invisibility is normally easy to beat via scent, blind sight, etc. but each of these also has something that easily overcomes them aswell. I am not looking for a flame fest over wether or not this ability is broken or not just what others think of my thoughts.

So I am curious on what others think of my deduction and if I left out anything.


Ok now what about with spells? For examplle scorching ray or vampiric touch.


Would an enchanted weapon give a bonus to touch and ranged touch attacks. If not is there an item that could do such?


Ok since this has boiled down to opinion vs. opinion i'ill just use RAW to make it even worse. As written on the prd site for unhallow.

"Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again."

So following this RAW:
1. Dispel magic now lasts 1 year and has a radius equal to unhallow.
2. Designate wether the effect applies to all creatures.

So using raw we can conclude:
1. Dispel magic is only cast once and has a radius equal to unhallow meaning it can only effect a single given creature once. (No were does it state it recasts over and over it specifically states it is cast and last a year no matter normal duration.)
2. It can only effect creatures. (No were does it state that it effects items)


Well I guess its my fault for not finishing up on one of my earlier statements. So when it comes to determining number of targets a person and his equipment count as a single entity. There are a few circumstances that this is bent such as with sunder, dispel, and disarm style abilitys. But in general a person and his equipment are one. Now I included dispel in that list as it is capable of choosing between diffrent parts of that entity. So with that in mind it may effect every single target that crosses its boundary but that target may consist of multiple parts such as a person, enchantments, equipment, etc...

Now this can be argued back and forth on if this is true or not, but I think you are extremely underestimating the power of how you think it runs. Even a level 20 character decked out in the best gear on average has only a CL16 on his strongest piece. Which yes requires a Dc 27 or a dice roll of 18+ but if you are effecting upwards of 10-15 pieces of gear at the same time then it has gone beyond rediculous. And to further that if a person wanted to be a real jerk he could just move back in forth in 5 foot increments and force the character to do this upwards of 6+ times.

To sum. Based on what the vast majority of powers attached to unhallow/hallow work if we just stick with the same pattern then it stays more or less balanced.


While yes the darkskull only has a caster level of 9 it is added onto a d20 roll. So your effective range is 10-29 which is in and of itself strong enough to dispel almost any possible effect(albeit at a decent roll on some objects).

Now as for it effecting every possible target in the area no where does it state that in either text. All that is specified is duration (1 year) and radius (unhalloweds). To further this target dispel states "One object, creature, or spell is the target of the dispel magic spell." which means it effects 1 object, creature, or spell when it goes off.

As for it casting multiple times this can be debated in either direction. First off 90% of the spells listed are static effects such as bless, freedom of movement, and silence, which would maintain active at all times. But then you have the odd group such as Dimensional Anchor, Protection From Energy, and Dispel Magic which normally target only a single person.

Now for this group I believe common sense would state that they should effect the target 1 time per entry. The reasoning behind this is as follows. Target A enters unhallowed(dispel field) and is immediately effected with a targeted dispel. We will skip rolls and just say that it failed. Since the spell is a permanent effect it is not being recast and therefore Target A would not be re-subjected to a save unless he leaves and re-enters. Now lets say the targeted dispel succeeded. As Target A's Magic armor has now been reduced to a normal item it would stay as such until he leaves at which point he would roll his 1d4 rounds till it reactivates.


2 people marked this as FAQ candidate.

So I have a friend brandishing a darkskull with dispel magic as his unhallowed enchantment. I have been trying to find ways around this as the party is about to break into a free for all, but I have found no weakness to what seems to be an extremely overpowered spell and item combination. Besides doing the same back with a target dispel how could I counter this permanently?


So my friend is looking at running an Epic level campaign starting at lvl 20 and on from there. I was wanting to make a character that was very difficult to hurt and I found out about the Invulnerable Barbarian, but as I was looking I also found MoSM. So the ability Adamantine Monk states "At 9th level, a monk of the sacred mountain has muscles so strong and skin so resilient that he gains DR 1/—. This DR increases by 1 for every three levels thereafter. As a swift action, the monk can spend 1 ki point to double his DR until the beginning of his next turn. This ability replaces improved evasion."

So from reading this would I be able to take my DR from all stacking sources (Monk 1/-, Barbarian 11/- and Crane Style/Imp Stalwart 8/-) and double it?

Also I talked to the DM and he thinks the monks and barbs would stack so that is not an issue.


Possibly but then why are there a thousand methods to gaining claws but none for talons. Anatomically speaking they are practically identical (as a talon is defined as a sharp claw of an animal), and the debate of how would you fight with them is no different then how a dinosaur or martial artist with blade boots would.


Giant eagle. My bad.


Then what about creatures like the eagle which states that it has claws and not talons? Does flying negate this rule?


Ok so I have gone to many of the other threads regarding this question and I have read nothing but speculation. This is not a discussion about if something is broken or not just a yes or no with written rules or proof.

If I take a Tengu Barbarian, with the Claw Attack alternate racial trait and lesser beast totem, could he not use them on his "feet"? It specifically states that he grows a pair of claws. It does not specify where , and I have found no rules in any book stating no.

Again yes or no with written rules or proof (Faqs allowed).


Ok so I am making a barbarian/monk build and I was curious on a few things.

1. Since monk gets an Unarmed damage bonus would this apply to natural weapons as well. (I am unsure but I believe sadly this works the same as a barbarians DR and trying to add admantine. IRL it makes sense but in game does not work that way.)

2. If a character has multiple natural attacks (Tengu w/ bite and barb with beast totem) could he say wield a greatsword making his normal set of attacks and then follow up with his natural weapons? (at a -5 penalty for being secondary at that point)

3. Lastly if a character (again tengu w/ claws and barbarian w/ beast totem) already has claws on his hands could he choose for the next location to be his feet as many monsters use both hand and feet type claws?


Ok so Jeraa's portion makes perfect sense and I can see were wraith is coming from but would like a little clarification as I do not know who Jason Bulmahn is and not sure if this is a creators fix or a faqs type fix. (Fix may not be the right word for that or perhaps rule would be better)

So with the concept of a vital area being struck I can understand how it would deal extra damage to a character if the blow is struck. What I am having a hard time understanding is that if the blow is unable to pierce even there most basic layer of defense, skin, how would it deal said damage? Now blunt damage I can completely understand just not slashing or piercing.


So I am planning on a DR based barbarian and had some questions about the depths of DR.

1. If my DR can negate a characters basic damage would he still be effected by the precision damage from abilities such as sneak attack or up close and personal (gunslinger pistolero).

2. As above but with poison. If I remember correctly the answer is no atleast from 3.5. (Injury only Poison)

3. Mixing both poison and SA if a character deals no damage with their base weapon but sneak attack deals damage would he still be effected by the poison (injury only)

PLEASE CITE SOURCES.
So that I can see the rule myself.


You posted a faq about affecting d20 rolls. Which of course as little to do with what I am trying to state but I will take the bait anyway. Of course empower does not affect the outcome of a d20 roll. My chance to hit a target or for him to save are unaffected by the spell itself hitting harder. For the attack roll portion that is not even considerable as it is not an effect of the spell it is an action required on part of the caster to aim the spell in question. Because it is stronger does not make it more accurate. And as far as the last sentence I never said that the caster level itself was increased just the variables into which it counts such as range, damage, etc. are. The book itself states that range, duration, damage, etc. are all variables of a spell determined by caster level.

So to sum it up
1. Caster Level is a true constant from level to level which can only be modified by feats or abilitys specifically stating an increase in caster level.
2. Variables as the book defines pertaining to spells are anything in the spell that can be modified by a caster level.

And wraith perhaps you would like to link some of those "Developer Comments" pertaining to this question, and not something which is slightly within context and did need clarification, but was not really relevant.


But Dominigo it does state that range, duration, damage, area, and saving throws are all caster level dependant variables. It even states in the empower spell feat: Saving throws and opposed rolls are not affected. If it specifically states that a saving throw, which is a caster level dependant feature, is not effected by this ability which shows they considered it a modifiable variable. Also with the last portion of the first sentence "including bonuses to those dice rolls". This just states that you must include the extra bonuses gained via feats, abilitys, or caster level dependant effects to the calculations.

Ex: By using your exact reasoning if I go to cast an Empowered Cure Moderate Wounds I would get ((2d8)*1.5)+10) as the +10 is a level derived variable or "constant" and should not be increased.

And it does not even come close to reading "variable = dice roll". It specifically states ALL (variable and numeric) effects are increased, INCLUDING (not exclusively to) bonuses to those dice rolls (which may not be variables such as with specializations or the constant +1 bonus to magic missile).


Were in the book does it state that? A variable is a variable. In fact I can show a few points in the book that actually point in my favor.

1. This is followed up by an extensive listing of every spell in the
game, including its effects, range, duration, and other important variables. pg. 10 under chapter 10(spells)
2. Caster Level (CL): Caster level represents a creature’s power and ability when casting spells. When a creature casts a spell, it often contains a number of variables, such as range or damage, that are based on the caster’s level. pg. 11
3. spell’s variable characteristics (range, duration, area, and the like)pg.299 in the spell imbue with spell ability
4. Caster Level (CL): The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level determines the item’s saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable). Pg.460
5. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) pg. 562 under energy drain.


Yes I know that example one was the correct method as the book plainly states it, but was just showing that using the other method has little to no real effect on roll outcomes. So basically it does not matter which method you choose both will give you near identical amounts.

As for the number of rays or missiles not counting as variables. Stating that it is a static number vs. a variable is irrelevant as it is a static/dependant VARIABLE. And as the feat states ALL variables it would count. Had it stated all random variables or dice rolls then it would surely not count. It also does not state just damage or healing done it states ALL effects.

As for MC's mathematics. This is not a complex trigonometric equation it is a simple one. X(# of Rays)= 1+(1/4)*(lvl-3). To a maximum of 3 rays at 11th lvl.

As for it overpowering higher level spells of equal type lets take a quick look at a few different spells using your spells of SR and Fireball and using lvl 11 to keep numbers even, the first even level that allows for these spells to be empowered and at full strength, and also the differences between them.
1. Most multiple ray abilitys are touch attacks with the ability to be deflected with proper setups.
2. Most other damage based spells are no save/ save for partial, or save negates. Most will be save for partial which unless a person has evasion cannot miss and will always do damage.
3. Resistances apply separately for each ray.
So with Empowered SR(My Way) we have 4 rays at 6d6 (I am using increased number of die for ease of viewing even though it is improper) causing 6-36 damage per ray or 24-144. On the other hand we have fireball dealing 15d6 or 15-90 in a 30ft radius. If an opponent has any resistance(usually in 5's) the damage goes from 4-124, 0-104, 0-84, 0-64, and so on. While a fireball becomes 10-85, 5-80, 0-75, 0-70, and so on. So with both determining factors of being able to miss, be deflected, number of possible targets and possible saves they come out to around even. Yes on a single target the ray ability will greatly prevail but on a group the fireball will.


Ok so I have been gone and checked alot of forums and I cannot find a good yes no or whatever answer. So off of what I have read and seen here is what I have come up with and would like other peoples opinions of what I have found for empower. I also apologize for the length of this post as I want a true definitive answer.

As stated in PRD. (I left out the last bit about spell level adjustment)
"ALL VARIABLE, NUMERIC EFFECTS of an empowered spell are increased by half, INCLUDING BONUSES TO THOSE DICE ROLLS. Saving throws and opposed rolls are not affected, nor are spells without random variables."

So I caps locked some of the important parts of the text and here is what I see drawing directly from the text.
1. It states all variable numeric effects.
2. States that it includes all bonuses to those dice rolls.
3. States that saves, opposed checks, and spells with no random variables.

From this I have drawn 2 conclusions.
1. As it states it includes the bonuses to these spells it does not matter if you increase number of dice and multiply the bonus or just roll, total, and multiply as you will end with near the same results with the only difference being if you have an odd number of dice.
Ex 1. I will use Cure Moderate wounds as it maxes at 2d8+10 and is easy to keep simple. So using method 1 we have 3d8+15= 18-39 while method 2 results in (2d8+10)*1.5= 18-39
Ex 2. I will use a much larger spell as to show larger numbers end the same. Here I will use Cure Critical Wounds that is also Intensified (Yes I know technically intensified will not work but that is another discussion it is only being used to add more dice for higher variables.)
So we have method 1 of 13d8+30= 43-134 against method 2 of (9d8+20)*1.5= 43.5-138

2. As it states ALL variable numeric effects then the number of missles or rays given off would also be increased. I have seen alot of "its not a variable" or "thats not what the developers intended" type answers. So for the "its not a variable" people. Yes, it is. As stated in the spell the number of rays or missiles are dependent(dependent VARIABLE) upon the level of the caster(Independent VARIABLE).


I would assume that his allies could resist it if they wished. No different than if a cleric cast cure they could resist it if they wished. Basically if they want to go they are choosing to fail the save. And correct in the not being able to individually choose their own destination just as if using mass teleport.


what book is the goz mask located in? and what slot does it take up?


So ya exactly as said above.
1. Not wanting to waste a level in oracle.
2. Preferably magic items


So here is what I have found that points to both yes and no.
From the PRD: Irrelevant portions removed.
A sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally. These abilities function at the sensei's level and last 1 round.

So with these bits we can determine:
1. Advice is the same as bardic performance and follows the same guidelines. Must be intelligent and must be able to hear.
2. States that it requires him to spend his advice and the actions it takes to use the ability normally.
3. It states that it affects (Webster Dictionary: To act upon) not effects (something that is produced by an agency or cause)
4. States that it last one round. Not one round if not used

So by this yes any ability can affect a character and effect them with the ability. Such as using wholeness of body to cure them, or using abundant step as a single action to move the entire team. It does not grant them to use the abilitys such as sonic thrust or ki shout as if those were used they would AFFECT the allies not grant them its ability.

Yes by wording it sounds strange but lets look at this scenario.
Sensei affects his party with barkskin and battlemind link effectively casting a buff on them. He then proceeds to affect his allies with ki shout effectively casting ki shout on his allies.


So I did a quick search and did not really find a good yes or no answer to this question. My group is starting up a campaign tonight at lvl 5 and I have been really interested in playing a ninja, but I was wanting to make a more mystical variant so had thought of quiggong monk archetype. Without DM approval would this be allowed?


So I am taking a paladin with the sacred servant archetype and I was noticing a few things. First of all with the divine bond it states +1d6 to channel positive energy. Now is it talking about the ability Channel Positive Energy or just all abilitys that channel positive energy such as lay on hands and healing spells?

And additionally with the last ability Holy Champion. It states you maximize whenever you channel positive energy and use lay on hands. So same question as above does channeling positive energy count towards all types of positive energy or just the specific ability.


So basically as long as I have enough limbs I could get all 5 attacks?


So I am playing an Alchemist and mainly going for a close combat type character. So for the longest time I have been using the Feral Mutagen ability as to give myself three attacks with a good chance to hit. Well I am now able to use some of the shape shifting spells and have a few questions.

First off all of the shape shifting abilitys count as a polymorph effect, but for the life of me cannot find where it says what type of effect mutagen counts as.

Second if I can use both do I get a total of 5 attacks? 2 from my changed form and than the additional 3 from the Feral Mutagen or must I choose between one or the other?

Lastly the spell Fluid Form. It states it is a transmutation spell with the water subtype. If all of the above works would this also stack?


So basically I am taking an alchemist with mutagen as his main trick and then Undead Anatomy 3 as his rank 6 spell.

So basically I am curious on if the claws gained from the UA3 and the mutagen power that gives 2 claws and a bite stack or is it I have to choose?


So I am making an alchemist and using the Monstrous Physique Spell and it allows me to become a large to huge etc... So my question is I would like to make myself even larger using enlarge person or same type spell. But in the description it states a +2 bonus to str and all other bonuses as if going from medium to large. Is this how it works even if going from huge to gargantuan or would I gain the appropriate bonuses and negatives for size?


How would I go about turning this into a faq? I would love to play this style of character but since it seems no ranged weapon is capable of supporting my concept this was the closest I could get.


YOu state that it only works once per spell but you give no proof of this. The actual book states as long as the opponent is flat-footed the damage may be added. From what i have seen this would be no different than in old 3.5 with a rogue using many shot to hit multiple targets. Each target took sneak attack separately but if target on 1 opponent it only occurred once. So following that as long as each missile targeted a separate opponent each being flat-footed would it not sneak attack?


1. Crossbow Mastery. And as stated above it does not specifically state what type of "Hand Crossbow" it actually is be it the wrist mounted such as 3.5 or actually hand held.
2. Fighter lvl 20 (Yes high lvl but often have campaigns running from 1-20+)


So as the title suggest I am looking to use two hand crossbows. Now it specifically states that you cannot reload with one hand but since these are hand crossbows (and unless I am mistaken that is usually a crossbow that is strapped to the wrist with a hand based firing mechanism) than could you not use one hand to fire the other to reload and then switch?

Also there is a feat, Impact Critical Shot, that when you crit you compare your roll to confirm vs. the targets CMD to trip them as a free action. Now what about when you auto-confirm crits? Do you need to roll anyways or is this an Auto-Trip?

Lastly what are some good ways to increase ranged damage for a bow or x-bow. Currently I have Weapon Specialization, the Ranged power attack, Fighters weapon ability, enchanted weapon, and hammer the gap.


So quick backstory
Often have games that run from lvl 1-20+ so not just looking at low to mid level ideas. Please do not bring any comments of broken means no fun or anything like that. I know this combination of used properly and rules permit is a little powerful but I like the concept of a rogue/wizard like back in the old systems.

So Arcane Trickster states on its final ability Surprise Spell "At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are f lat-footed. This additional damage
only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage."

So with this in mind I am curious on if this ability would work on spells such as Black Tentacles, or if I used say magic missle or scorching ray which can target multiple characters (Say for the scenario they are all flat-footed) would each creature take the SA damage or just 1 of my choice?

So those are just some general spell Ideas I was curious on if anyone has had this sort of question posed before all insight would be appreciated.


So as the title says I am curious on the rules for Flurry of blows and the use of abilitys like Perfect Strike, Stunning Fist, and Elemental Fist. I cannot find anywhere specific that states only 1 use per round or attack but also cannot find the opposite. So if someone knows and can either cite or just give me book and page reference that would be great.


Shaping Focus taken twice


So I am planning a Druid 4 / Barbarian 16 build with using the beast totem rage powers. I plan to use air elemental as my primary shape once I am of high enough level. My question is that when I wild shape and rage to get my claws do I keep my 2 slams giving me 2 slams and 2 claw attacks or do I have to choose one or the other?



Clerics get additional copies of Heal or Harm via their Divine Font. These spells are provided via extra slots of your highest spellcasting level. (CRB 119)

Staves allow prepared casters to expend a spell slot on preparation to add additional charges to the staff equal to the level of the spell slot. (CRB 592)

Is there any reason I cannot expend a Divine Font slot to get extra changes in my staff equal to my highest spellcasting level?


1 person marked this as a favorite.

I have some questions about using weapons with a Returning rune on it.

1) Is an Interact action required on return?
2) How do thrown melee weapons handle the Reload property?
3) Does a melee weapon with the thrown quality qualify for the damage bonus from Point Blank Shot?
4) If no to question 1, could you Double Shot or Triple Shot with a Thrown Returning weapon?

I am just thinking about a fighter bouncing starknives off his enemies. Would they be able to benefit from the fighter ranged attack feats?


Does the bonus damage from Rhino Hide apply to all attacks made by a pouncing creature?


Hi,

If I am a level 4 hunter, and I share Protection from Energy [Fire] with my companion via Improved Spell Sharing, we both have fire immunity for 20 minutes or until discharged.

The "until discharged" clause is causing a hurdle.

Feat link here

Do we:
A) both get to absorb 48 [12 per level times 4 levels], and both get it for 48 points or 20 minutes
B) combine our absorbed amounts until it totals 48, and both get it until we take a combined 48 points or 20 minutes
C) get to absorb until one of absorbs 48, then both lose protection, and both get it until one of us takes 48 points or 20 minutes
D) not get to do it at all because it could potentially have a duration of less than 1 round, making it an illegal option for the feat, and neither of us get it

The (a) result assumes the spell functionally becomes a localized communal version, giving both creatures distinct spell effects, now independent of the other.

The (b) version assumes the spell is the initial form of the spell, just with 2 potential sources of consumption.

The (c) version is both get full effect until the spell is discharged, at which point it ends for both.

The (d) version looks at what happens if the enemy hits you with 2 fireballs in the next initiative order, meaning the spell's duration is less than 2 rounds, making it non-legal to share.

Thanks for your input.

*edits for grammar and clarity and link to feat*

3/5 *

Hello everyone,

I have starting looking into a character that focuses on using the Grapple Maneuvers are my latest PFS character. I asked around my local GMs, including my resident VL, and got a varied response on the subject. I am going to post a series of questions, and would appreciate people citing their sources if they reference one in their answers.

I also plan to start simple, so all of these initial questions will be in reference to material in the CRB.

1) Weapon Focus explicitly calls out Grapple as an option, even though weapon proficiency grapple doesn't exist. Can I still take Weapon Focus Grapple?

2) Assuming yes to #1, does WF Grapple give my a static +1 on all my grapple attempts, regardless for source. So it would equally be +1 if I start a grapple as a standard action or if I got Grab as a Wild-shaped Druid.

3) Assuming yes to #1, as a 4th level Fighter, I can take Weapon Specialization Grapple, as per the writing of the feat. How does this feat work? Is it +2 damage whenever my grapple results in damage? (Ex: As a multiclass Fighter / Druid with constrict OR when I choose to do damage while maintaining a grapple as a standard action)

4) Armor with spikes have 2 separate equipment entries. Spiked Armor under the weapon section says I can do damage in a grapple. Armor Spikes in the armor section says I deal damage on a successful grapple attack. So if I successfully start a grapple as a standard action while wearing armor upgraded with Armor Spikes, do I get my 1d6 damage, or do I have to wait until next turn?

5) Assuming I get the damage immediately in #4, when I choose to maintain grapple the following turn, is the 1d6 from Armor Spikes freely added, or does it consume my "Deal damage with a weapon"?

6) Do I add my Strength to all damage done by Armor Spikes?

7) Assuming I get damage immediately in #4, does Weapon Specialization Grapple add +2 damage to my Armor Spikes?

8) Assuming yes to #7, if I then took Weapon Specialization Spiked Armor, would I get +4 damage on each successful grapple check?

9) Armor Spikes reference a grapple attack. Combat Maneuver checks are classified as attack rolls. Is there a difference between a "grapple attack" and a "grapple check"? (Please explicitly cite proof on this if you think there is, because the CRB as written seems there is not)

That is all I have for now. If we can get a clear set of answers to these, I will move on to other books that add more complexity to the situation.

Thanks for your input in advance, and happy pathfinding.


The title says it all.

I did a quick search and the most I found was about uses of a Vial of Voracious Medicine.

There is a new paste in Heroes of the Darklands called Blasting Jelly (which is described to be a paste), and I want to know if it works with a Grenadier Alchemist's Alchemical Weapon ability.

I can add any liquid or powder to a weapon to give the weapon the alchemical effect.

So I asked my brother, who is actually a chemist, if a paste was a liquid, and he replied "usually a slurry mixed with a liquid"

So, from a game stand point, are pastes a subtype of liquid? They flow, have to be contained to be transported, can be spread about, and dry out. Seems like a liquid to me.


I am working on a intimidate build, and the item Imposing War Paint is attractive, but the downside is quite lethal.

I did some research into realgar, and this is the official description:

Archives of Nethys wrote:

PFS Legal Realgar

Source Alchemy Manual pg. 33 (Amazon)
Price 3 gp; Weight —
Realgar, also called ruby of arsenic, is a red crystal useful in creating poisons and medicines. It is commonly purified into arsenic, a crystalline metal known as the "king of poisons" for its popularity among nobles seeking to poison their rivals.
Power Component
Doses 1 (3 gp); Spells poison descriptor (see Pathfinder RPG Ultimate Magic)
Effect +2 DC to identify or neutralize the poison with spells or skills

It describes it as a poison, but it is not listed under the list of Poisons.

If I bought a Cracked Gamboge Nodule ioun stone, which allows immunity to a single poison, could I choose realgar and use Imposing War Paint all day?

Liberty's Edge

I am just curious if this is possible, and if so, how is it handled. Also, this may fall under advice, since it is severely corner case and mostly a thought experiment. The only valid response may be: check with your GM, otherwise don't try it.

Simplest example, a kasatha duel wielding 2handed weapons. Lets assume 14 Str. Main hand, 2handed attack is 1.5x Str, so +3 damage. Off hand is 0.5x Str, so I assume +1 damage.

Alternatively, it could be like when you apply multiple modifiers (lance + spirited charge for example) and you get Str + (0.5x Str for 2handed) - (0.5x Str for offhand) = 1x Str, so +2 damage.

Whichever it is, it is safe to assume Power Attack follows suit.

The feat I am most interested in is Steadfast Slayer, however.

d20pfsrd said wrote:

Steadfast Slayer (Combat)

You stand alone against creatures far larger than you.

Benefit: If you are the only character threatening an opponent and you successfully attack the opponent with a two-handed melee weapon, for each size category larger than you that opponent is, you gain a +2 bonus on your melee damage roll.

Can I get this benefit on an offhand attack, if my offhand is wielded in 2 hands? Presumably, I have 3 or more hands.

Liberty's Edge

Hi, I am about to start a home game and am considering playing a druid. I understand since this is a home game, any rules questions should be asked directly to the GM, and I plan to do so, but I would like to have my stance be confident when I approach. So, that said, on to my question.

The feat Evolved Companion lists that the companion must conform to all the limitations of the chosen evolution. Since the Tentacle evolution has no limitations on it, I should be able to take it over and over and add a large number of natural attacks to my pounce kitty. However, the eidolon itself prevents you from taking evolutions that increase its natural attack count above its limit, given by summoner level.

Is the Eidolon limit on natural attacks considered to be an evolution limit for the purposes of taking Evolved Companion?

Liberty's Edge 3/5 * Venture-Lieutenant, Canada—Ontario—Kanata

Is there any rule that prevents a PC from having 2 chronicle sheets from the same scenario, once as GM and once as a PC?

Liberty's Edge

Hi. My friend and I were in a theory-crafting discussion and trying to figure out how to make the best damage cantrip at level 1. We are assuming you cannot use a level 1 spell reduced 2 times, because of the PFS campaign clarification on Wayang Spellhunter not permitting a spell level to be decreased below minimum.

This is what we have so far:

Level 1 Ice Flinger
Human Cross-blooded Sorcerer 1
Bloodlines: White Dragon, Orc
Feats: False Focus, Flagbearer (Could be point blank shot, but this is more helpful to others)
Traits: Reactionary, Havoc of the Society

Attack: Ray of Frost +4 (3 dex, 1 morale) 2d3+7 (1d3+4 Cold, 1d3+2 piercing, 1 force)

Items: Divine Focus Tattoo (100g), Flag (10g), Harimaki (8g)

Ray of frost is modified by Black Powder (+1 Elemental Damage) and Liquid Ice (+1d3 piercing damage and +1 cold damage) as material components via False Focus, Havoc of the Society (+1 force damage), Orc Bloodline (+1 damage per die), Dragon Bloodline: White (+1 damage per die on Cold spells), and Flagbearer (+1 to hit and damage within 30 feet of the flag)

Did I miss anything? 2d3+7 at ranged touch seems fine for a level 1 cantrip.

EDIT: My math was wrong and I had an extra +1 on the Piercing damage.

Liberty's Edge 3/5 * Venture-Lieutenant, Canada—Ontario—Kanata

1 person marked this as FAQ candidate.

I went down the rabbit hole with unchained rogues and ninjas and all of the posts. I get I cannot unchain a ninja in PFS. Can I make a ninja with the Scout rogue archetype in PFS?

If this is obvious, and I missed it, I apologize. I am completely sleep deprived at the moment.

Liberty's Edge

I am building a grenadier alchemist for PFS, and wondering how deliquescent gloves work with my abilities.

I understand that it will allow me to add 1d6 acid damage via the corrosive ability to weapons I hold in my hands. For bombs, does this still work? They are treated as weapons so is there a reason they cannot gain the ability? If they can, does it affect the bomb's splash damage?

Can I add the corrosive ability to alchemical splash weapons I throw?

Finally, if I infuse a weapon with an alchemical splash weapon as per the Alchemical Weapon ability, can the weapon gain the corrosive bonus damage twice, once for the weapon itself and once for the alchemical splash weapon infused on it?

Liberty's Edge

1 person marked this as FAQ candidate.

Basically, I found in the Magic section of the core rulebook that penalties work like bonuses, and that only the most severe of a type applies. However, it does say most untyped penalties stack.

Also, in the very start of the CRB, it describes penalties as untyped numbers that you subtract from a roll or number, and that they usually stack.

Stumbling Bash is a shield mastery feat from the Armor Master's Handbook that applies a -2 penalty to AC on victims of your shield bashes until the end of your next turn.

If I shield bash someone twice, do the penalties stack, resulting in -4 to AC until the end of my next turn?

Liberty's Edge

I am playing a character in PFS and my guy just got the feat Shield Master. Originally, I would hit sword shield sword at +6 +6 +1 before penalties and bonuses.

Now, when all is calculated, my shield swings at a higher attack bonus than my sword. The rules on a full attack say I have to attack from the highest bonus to the lowest, if I get multiple attacks due to high BAB.

Does this mean I have to hit with my shield first, because it has a higher bonus? Does hitting with my shield first stop it from being my off-hand attack?

Here's the breakdown of my weapon finesse tank:

Fighter 1 / Slayer 6
BAB 7
Dex 20
Weapon Finesse
TWF
Shield Focus
Improved Shield Bash
Power Attack
Shield Master
Stumbling Bash
Improved TWF

My gear at the moment is a +1 Rapier and a +3 Spiked Heavy Shield. I have the trait Shield Trained.

So in a full attack, Rapier Shield Rapier Shield, my bonuses (without PA) are +11/+15/+6/+10 (7 BAB + 5 Dex + 1 or 3 Enhance - 2 or 0 TWF).

If I go in highest to lowest, it would be shield sword shield sword, but if my rapier becomes my offhand, my TWF penalties get harsher.

To repeat my questions: Do I have to attack with the highest attack bonus first? Can my first attack be my offhand attack?

Liberty's Edge

I am playing a game tomorrow (Tuesday) and I cannot buy the PDF until Wednesday.

I have seen posts online for 2 feats I want to use for my build, Shield Brace and Shielded Mage, but I do not know what the prerequisites are.

Am I allow to ask for feat prerequisites here, before the PDF is available for general release? I know the subscribers already have it and there are hard copies available. If so, can I get the prerequisites for those 2 feats?

Liberty's Edge

Hi,

If I have 1 level in Alchemist or Warlock Vigilante, can I choose Bombs or Mystic Bolts as my weapon for Weapon Master Fighter?

Liberty's Edge 3/5 * Venture-Lieutenant, Canada—Ontario—Kanata

I convinced a a friend to play PFS with me this coming week, and I am starting a new character to play along side him. However I am unsure what exactly I want to play come level 2.

At the moment, I have a spec'ed out a level 1 sorceress that specializes in magic missiles (+4 CL for MM, +1 damage per die). Even if I played this character past 1st level, I wouldn't be playing it this focused, or with these stats.

I am relatively new to PFS, so is this design based on the free rebuilding is considered a breach of etiquette?

Liberty's Edge

My GM recently ran us through the first 2 modules of Kingmaker, because that was the AP we request. I was excited to play Fantasy Sim City alongside Pathfinder. The rest of my party couldn't care less about our town.

So on top of our group mostly ignoring a primary aspect of the campaign, we also seemed vastly overpowered for the level of challenge the combat scenarios in the AP presented to us.

Having done a fair bit of Pathfinder GM'ing myself, I know how hard it can be to provide consistently challenging and exciting combat to a bunch of players that will build highly capable combatants. (My level 7 Flying Blade Swashbuckler killed a CR 9 tree monster from full in 1 round. And he was the weak character.)

I also read on these forums that Kingmaker is one of the easier APs, combat-wise.

Can you all recommend which APs are the hardest?

Liberty's Edge

Hi,

How does the trait Magical Lineage (-1 resultant spell level for 1 spell when using metamagic) affect the rounds of rage cost of Meta-Rage, from the above archetype?

If I want to Quicken Enlarge Person via meta-rage, it would normally cost 10 rounds of rage. Would Magical Lineage reduce this to 8, because the end spell level has been reduced by one?

Liberty's Edge

It's listed as Slashing on the chart.

It says its functionally a light spiked shield, which is piercing.

Is that functional line for the purposes of weapon focus and proficiency, or can you pierce with it?

Liberty's Edge 3/5 * Venture-Lieutenant, Canada—Ontario—Kanata

Hi All,

Kind of a general and opinionated question here, but what PDFs do you recommend from someone that got into PFS via the Humble Bundle?

Please be clear as to what the book adds, and what sort of build it is useful for. It would be nice to have a list to use as a guideline.

** For reference, assuming you got everything but the physical starter box in the humble bundle, you got:

Pathfinder Roleplaying Game:
Core Rulebook
GameMastery Guide
Beginner Box (PDF)
Player Character Folio
Advanced Class Guide
GM Screen
Inner Sea World Guide
Strategy Guide
Bestiary
Ultimate Equipment
Advanced Player's Guide
Ultimate Magic
Ultimate Campaign
Ultimate Combat
Bestiary 2

Pathfinder Player Companion:
Inner Sea Primer
Pathfinder Society Roleplaying Guild Guide

Adventure Path:
In Hell's Bright Shadow (Hell's Rebels 1 of 6)
Turn of the Torrent (Hell's Rebels 2 of 6)
Dance of the Damned (Hell's Rebels 3 of 6)

Pathfinder Society Scenario 7-01: Between the Lines
Pathfinder Society Year of the Sky Key Scenario Mega-Pack (23 Adventures!)

Liberty's Edge

Hi, I am just starting to play PFS and I know they are rules precise so I want to make sure I understand the implications of my decisions. I plan to get a MW buckler for my character.

I am currently a low-leveled Dex-based character build for Sword and Shield. My high dex lends nicely to wielding a bow as well.

Information to note:
Str 14, Dex 19, BAB 1, MW Composite Bow (+2 Str), Darkwood Spiked Large Shield, Mundane Morningstar, MW Buckler, Feat: Two-weapon Fighting, Feat: Improved Shield Bash, Class Feature: Swashbuckler's Finesse (Weapon finesse for all light and 1-handed piercing weapons), Trait: Shield-trained (Large shields are light weapons)

If I have my buckler under my heavy shield, my attack roll with the shield is +4 (1 BAB + 4 Dex - 1 Buckler)? Even though the Buckler has no ACP?

If I have my buckler under my morningstar, my attack roll with the shield is +5 (1 BAB + 4 Dex)?

If I have my buckler on and attack with my bow, my attack roll is +6? (1 BAB + 4 Dex + 1 Enhancement)

Since I am built to be a tank, I want to be able to smoothly progress from Ranged to Melee. Walk about with buckler and bow, drop bow and draw morningstar while moving to engage, draw shield for AC bonus.

Does all of that make sense and compute right? Is there a way to remove the penalty when TWF'ing with a buckler?

Liberty's Edge

Hi, I was reading up on some feats and am looking at a new build for PFS. If I take 4 levels in Weapon Master Fighter, and at level 4 spending the 5 PP to retrain my level 3 feat, I can gain an animal companion from the list. Let's assume I get a wolf. I have an effective druid level (EDL) of 1.

Then from level 5 to 11 I take levels in Hunter, which gains an animal companion at full strength. Animal ally stacks the levels it gives me with the levels I gain from Hunter.

When I hit level 11, which will be my effective druid level? Will it be 8 (7 levels in 1, 4-3 levels in fighter) or will it be 15 (7 levels in hunter, 11-3 levels for animal ally)? I ask because Animal Ally specifically calls out character level, which is the summation of all your levels.

Liberty's Edge

I am building a Bloodrager and have some spare feats. I decided to take the Animal Ally feat set, (Nature Soul, Animal Ally, Boon Companion). I want to take a wolf and have it trip enemies for me.

The feat Dirty Fighting will let me bypass needing 13 Int on the wolf, since it counts as 13 Int and Combat Expertise for Improved Trip.

Unfortunately, the wolf needs 3 Int to take Dirty fighting, so it cannot get it until it has 4 HD. This leaves 2 feats before I access Dirty Fighting that are not in my trip selection. Is there any way to recover those feats?

Note, the trip feat set contains: Dirty Fighting, Improved Trip, Greater Trip, Fury's Fall, Extra Magic Item Slot: Hands. Also desirable: Outflank, Tandem Trip.

Liberty's Edge

Hi, this is going to be my first PFS character. I have played a bunch outside of PFS, so I am excited to try how I hold up under the gun. My party that I am joining for the first session looks to have some glass cannons and a mage, so I pulled this design I had out of the vault. I need help flushing out the feats as I progress.

Stephen Manning
Medium CG Human Slayer 1

Str 12
Dex 19
Con 14
Int 10
Wis 11
Cha 9

Defenses:
AC: 19 (10 + 3 Armor + 4 Dex + 2 Shield)
Fort +4, Ref +6, Will +0

Melee:
Rapier +4 (1d6+1 18-20x2)
Studied Target adds +1 to hit and damage as a move action.

Feats: Weapon Focus (Rapier), Weapon Finesse
Skills: 7 ranks yet undecided
Traits: Adopted (Elven Reflexes: +2 Init), Shield-Trained (Heavy Shields are light weapons for me)

Gear: Rapier, Large Wooden Shield, Studded Leather Armor, 103 gold remaining (Probably get a longbow or upgrade to chain shirt)

Not the greatest at level 1, but I have the following progression planned. Note that I do not yet know how retraining works so I planned for it being easy:

Level 2 Slayer Talent: Rogue Talent: Finesse Rogue
Retrain Weapon Finesse into Fencing Grace

Level 3 Two Weapon Fighting

Level 4 Slayer Talent: Rogue Talent: Weapon Training
Retrain Fencing Grace into Improved Shield Bash
Retrain Weapon Focus into Fencing Grace

This is where things get fuzzy.
Level 5 Improved Initiative

Level 6 Slayer Talent Ranger Style Sword and Sword and Shield, Shield Master
Favored Class Bonus Rogue Talent Combat Trick Improved Two Weapon Fighting

I know down the line I want Bashing Finish and Improved Critical (Rapier)

Can you all suggest feats? Thanks.