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?

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