New must-have gear?


Advice

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Silver Crusade

Benchak the Nightstalker wrote:
The Forgotten wrote:
Stone Familiar. Lets your witch backup spells in a statue.

Ha! That made it in!

I thought it got cut, since I couldn't find it under the name or price I gave it in my turnover (fyi, False Familiar). Looks like it got a bit cheaper too, bonus!

Nice item, that should protect a lot of witches from a lot of trouble (and papercuts from all the backup scrolls).


Shuriken Nekogami wrote:
StreamOfTheSky wrote:
Shuriken Nekogami wrote:

here is an idea.

let the monk enchant specific limbs as weapons.

I don't like that. "Unarmed Strike" is with any and all parts of your body, which you choose for a specific attack is fluff text. It's all the same weapon. Monk should just be able to enhance his body as a weapon, or get it with level ups as a class feature.
i like that idea better, but i have to make concessions for all the monk haters to encourage it's acceptance.

I had the idea of a monk /wizard who has masterwork transformation cast on his fist and then uses it as his bonded weapon to be able to enchant it.

Responses have not been very accepting :)


Umbranus wrote:
Shuriken Nekogami wrote:
StreamOfTheSky wrote:
Shuriken Nekogami wrote:

here is an idea.

let the monk enchant specific limbs as weapons.

I don't like that. "Unarmed Strike" is with any and all parts of your body, which you choose for a specific attack is fluff text. It's all the same weapon. Monk should just be able to enhance his body as a weapon, or get it with level ups as a class feature.
i like that idea better, but i have to make concessions for all the monk haters to encourage it's acceptance.

I had the idea of a monk /wizard who has masterwork transformation cast on his fist and then uses it as his bonded weapon to be able to enchant it.

Responses have not been very accepting :)

Neat idea, but you can't cast Masterwork Transformation on an Unarmed Strike because Unarmed Strike has no Masterwork equivalent.


STR Ranger wrote:
Lord Pendragon wrote:
Would this allow you to break the +10 enchantment limit? +1 furyborn weapon with +7 worth of additional weapon enchants, building up to a +5 furyborn weapon with +7 worth of additional weapon enchants?
First time I saw this was on a 'Grudge Blade' . Not sure how good it is. Any optimized fighter will KO a level appropriate foe in 2 rounds any way...

Not all of us are fighters or, in my case, even have a fighter in the party. :p


Grizzly the Archer wrote:
Celestial armor made Mithral, if customized, can work now, due to new wording from UE versus the wording from core book.

Interesting. I'd always thought Celestial Armor was already made of mithril...


Celsetial armor in the core book said it was made of fine links made from gold or silver. This is where the issue came from. Many people said that because it was made from gold or silver you couldn't make it Mithral, even if it is specific armor. Specific armor can be customized in creation to be something slightly different, but it is then customized.

Since I'm tring to customize the armor, you couldn't make it Mithral due to it being gold or silver....

Enter UE where the new entry for Celsetial armor removes the gold or silver handicap. It is now made of fine links of normal steel or w/e, doesn't say. So, I now make it out of Mithral, which provides its own special abilities, and voila, Mithral celestial armor.

Side question: does the furyborn ability allow, as asked, to go over the normal +10 enhancement.?


The body wrap is good for exactly one kind of build: TWFing with abilities that restrict you from having a weapon in your off hand. If will allow you to build a TWF Duelist or Dervish Dancer or Freehand Fighter. That's it.


Grizzly the Archer wrote:

Celsetial armor in the core book said it was made of fine links made from gold or silver. This is where the issue came from. Many people said that because it was made from gold or silver you couldn't make it Mithral, even if it is specific armor. Specific armor can be customized in creation to be something slightly different, but it is then customized.

Since I'm tring to customize the armor, you couldn't make it Mithral due to it being gold or silver....

Enter UE where the new entry for Celsetial armor removes the gold or silver handicap. It is now made of fine links of normal steel or w/e, doesn't say. So, I now make it out of Mithral, which provides its own special abilities, and voila, Mithral celestial armor.

Side question: does the furyborn ability allow, as asked, to go over the normal +10 enhancement.?

I don't believe there is any way to get over +10. This would not be an exception unless it said it was.


In that case the fury born isn't that good, because to get the max out of it, you'd need a +1 weapon, with only up to a +5 enhancement abilities, leaving the other +4 empty to potentially match up from fury born. It saves me gold, but at the expense of not always able to hit. I'd rather get the furious ability on a +5 weapon and try to get rage someHow instead.


Wow, that body wrap is horrible...for anyone.

Limited uses per round (screws over TWF and AoO builds alike), costs 1.5x what an *actual* weapon enhancement costs...and it takes up a body slot!

I can see why it's super double plus bad for monks, but...doesn't look so hot for fighters, either.

Just get the party caster to hit you w/ Greater Magic Fang/Weapon... If you have no one to do that, don't play an unarmed character in this particular game. That's what it basically comes down to, sadly.


Grizzly the Archer wrote:

Celsetial armor in the core book said it was made of fine links made from gold or silver. This is where the issue came from. Many people said that because it was made from gold or silver you couldn't make it Mithral, even if it is specific armor. Specific armor can be customized in creation to be something slightly different, but it is then customized.

Since I'm tring to customize the armor, you couldn't make it Mithral due to it being gold or silver....

Enter UE where the new entry for Celsetial armor removes the gold or silver handicap. It is now made of fine links of normal steel or w/e, doesn't say. So, I now make it out of Mithral, which provides its own special abilities, and voila, Mithral celestial armor.

Side question: does the furyborn ability allow, as asked, to go over the normal +10 enhancement.?

Technically unless you are house ruling it, named items (like celestial armor, or rhino hide, sun blades, etc.) aren't legal to "customize" are they? The were designed, balanced and priced according to the benefits provided. Adding to them plays with the 'balance' of the item and that is why it isn't allowed in PFS.


Skylancer4: You are correct but that doesn't stop people from trying...and trying...and trying...did I mention they keep trying that?

Hehehe

- Gauss

Grand Lodge

Gauss wrote:

Skylancer4: You are correct but that doesn't stop people from trying...and trying...and trying...did I mention they keep trying that?

Hehehe

- Gauss

Ah, to them I would say, "Do or do not. There is no try!" And now, I'm off to talk to a small, wizened goblin about the finer uses of my Brilliant Energy bastard sword.


Lord Pendragon wrote:
STR Ranger wrote:
Lord Pendragon wrote:
Would this allow you to break the +10 enchantment limit? +1 furyborn weapon with +7 worth of additional weapon enchants, building up to a +5 furyborn weapon with +7 worth of additional weapon enchants?
First time I saw this was on a 'Grudge Blade' . Not sure how good it is. Any optimized fighter will KO a level appropriate foe in 2 rounds any way...
Not all of us are fighters or, in my case, even have a fighter in the party. :p

Nothing in the text says you can't go over the normal +10 cap. And since the count starts over everytime you switch targets AND it takes 5 rounds together to the max damage as per the enhancement I don't see it being that over powered. So yes if you had the money to spend you could technically get a +5 fury furyborn agile keen weapon and after attacking the same target 5 times you would have +10 and all the enhancement special abilities that go with it.


there is nothing wrong with improving specific weapons or applying the properties to other items. and i don't have a problem with Mithril celestial armor either. it could also be a +5 mithril celestial chain shirt of heavy fortification for all i care.

want a +5 sun sword or +5 keen agile wakazashi of subtlety? i don't mind either.


A Wyroot Bardiche is a very good weapon for a magus. If Wyroot effect trigers on a Coup De Grace it is even better. Think recover a few arcane pool points after each battle.


Hmmm, in that case, if the furyborn enh. does allow to go over and have our +5 furious furyborn dueling-fg courageous weapon that's crazy.

+5 weapon -> +10 enh. From furyborn.... +12 with furious
Courageous takes the 12/2 = +6 And makes that as a bonus to morale bonus.
Dueling-fg takes the enh. bonus and doubles it, makes it a luck bonus and is added with the enh. Bonus.... For a +36 total... 12 x 2= 24 +12= +36!

Just hoping that this is th case, and not what I think it is, being a n enh. That allows to increase to a +5 enh. MAX bonus, and that's it.


Tursic wrote:
A Wyroot Bardiche is a very good weapon for a magus. If Wyroot effect trigers on a Coup De Grace it is even better. Think recover a few arcane pool points after each battle.

So you want to wander around on the battlefield killing of unconcious people to get magical power?

In my game that would be a quick way to evil alignment.


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What if I'm doing to unredeemable mindless killing machines hell bent on killing all life. Can we at least talk about neutral?


Talonhawke wrote:
What if I'm doing to unredeemable mindless killing machines hell bent on killing all life. Can we at least talk about neutral?

If he does it with the mindset that he gets arcane pool points out of it for me that's evil.

If he does it to save the world that's something different. But then he most likely would not use a bardiche but his dagger.


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Really? Killing people to gain more magical power is evil?

So what about Experience points then? New spell levels, more spells, more spell casting?

I guess every caster in the game is inherently evil in your campaign....


If you kill someone because you get xp for doing so that would be evil as well as metagaming.

As I already said: It's the mindset, that matters.

If you try to defend a human village and a tribe of orcs attacks them you may very well kill them to protect defenceless villagers.
But if you want to fight the evil guy and before doing that go looking for a orc village and slaughter it to get some more fighting practise that's not ok.

But we derailed the thread enough and so that was my last comment about this.

Grand Lodge

2 people marked this as a favorite.

I gain magical power, to strengthen my blade against the minions of evil.


dotted

Dark Archive

1 person marked this as a favorite.
Umbranus wrote:
Tursic wrote:
A Wyroot Bardiche is a very good weapon for a magus. If Wyroot effect trigers on a Coup De Grace it is even better. Think recover a few arcane pool points after each battle.

So you want to wander around on the battlefield killing of unconcious people to get magical power?

In my game that would be a quick way to evil alignment.

No, you carry a bag of rats around and CDG them.

Unlimited arcane pool points for a gold a day (less if you can make the survival checks).


Furyborn cannot go over +10 since no exception to the rule against going over +10 is provided.

Ultimate Equipment p142, Furyborn wrote:
This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +5). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes.
CRB p468 wrote:
A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10.

Example: I start with a +1 Furyborn(+2) Holy(+2) Flaming(+1) Brilliant Energy(+4) weapon. That is a total effective bonus of +10. I hit someone with the weapon. Because no exception to the rule regarding a maximum of +10 is provided it stays exactly as it is (no increase to the enhancement bonus).

Lesson: Dont go over a total of +1 Furyborn with +3 in other abilities if you want to make full use of the furyborn property.

- Gauss


On Wyroot Bardiche.

Might be good for a Slumber using Hexcrafter?

How does the enchant work and can you put it on a Heavy Pick (x4 crit)?


Gauss wrote:

Furyborn cannot go over +10 since no exception to the rule against going over +10 is provided.

Ultimate Equipment p142, Furyborn wrote:
This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +5). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes.
CRB p468 wrote:
A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10.

Example: I start with a +1 Furyborn(+2) Holy(+2) Flaming(+1) Brilliant Energy(+4) weapon. That is a total effective bonus of +10. I hit someone with the weapon. Because no exception to the rule regarding a maximum of +10 is provided it stays exactly as it is (no increase to the enhancement bonus).

Lesson: Dont go over a total of +1 Furyborn with +3 in other abilities if you want to make full use of the furyborn property.

- Gauss

Whoa, not even bane?


Protoman wrote:
Gauss wrote:

Lesson: Dont go over a total of +1 Furyborn with +3 in other abilities if you want to make full use of the furyborn property.

- Gauss

Whoa, not even bane?

+1 Furyborn, Humanoid (Human) Bane, Holy Longsword or something similar is what he's suggesting.

A +1 Longsword, Furyborn (+2) and up to +3 in special Weapon properties, so you could indeed have Bane on there if you wish, but don't go any higher or else you the Furyborn will cap out a total of a bonus +3 enhancement or less.


Restrictions that apply to bane:

A weapon cannot have an enhancement bonus greater than +5. Bane provides no exception to this.

A weapon cannot have a modified bonus (enhancement + special ability bonus equivalents) greater than +10. Bane provides no exception to this.

If you make a +5 Evil Outsider Bane weapon then the bane will only add 2d6 and not +2enhancement bonus.

If you make a +2 Evil Outsider Bane(+1) Speed(+3) Brilliant Energy(+4) (total +10) the bane property will only add 2d6 and not +2enhancement bonus.

Lesson: When making a bane weapon do not go over +3enhancement bonus and +8 modified bonus if you want your Bane property to be fully effective.

- Gauss


In the case of a +1 Furyborn(+1) Evil Outsider Bane(+1) Holy(+2) Longsword the enhancement bonus caps out at +5 regardless.

Example:
I am fighting an Evil Outsider (assume all attacks hit).

First attack: +3enhancement bonus (due to +2 from Bane).

Second Attack: +4enhancement bonus (due to +2 from Bane and +1 from Furyborn)

Third Attack: +5enhancement bonus (due to +2 from Bane and +2 from Furyborn).

Fourth Attack: +5enhancement bonus (due to +2 from Bane and +3 from Furyborn, unfortunately since the cap is +5 the +3 from Furyborn only counts as +2).

- Gauss


then i guess the +10 limit rule is stupid BS. it completely negates the additional benefit of being a Magus, Paladin or Inquisitor who has a key damage boosting ability that involves messing around with weapon enhancements and screws over Suli with their elemental assault. i think temporary and situational weapon bonuses such as bane, furyborn, elemental assault, arcane pool or weapon bond should be able to bypass the +10 limit or even the +5 enhancement bonus limit.


The +10limit rule is not new. The 3.5 Dungeon Master's Guide p221 has the same wording.

Even with the cap there is a good reason to have these situational bonuses on a weapon. They can save money.

A paladin using his Divine Bond is able to spend that money elsewhere.

- Gauss


In that case, does this work? +1 adamantine falchion, furyborn (+2), dueling-fg (+1), courageous (+1), furious (+1)... That works for me, but I might prefer the main weapon as listed below for my barbarians sundering purposes. But for anything else, not too shabby. (or an earthbreaker).

As for normal weapon for combat, I'd rather the actual weapon have the + 5 for enh. Because it can bypass any DR by that level, as well as always having a consistent amount of damage, and CMB check.


Gauss wrote:

The +10limit rule is not new. The 3.5 Dungeon Master's Guide p221 has the same wording.

Even with the cap there is a good reason to have these situational bonuses on a weapon. They can save money.

A paladin using his Divine Bond is able to spend that money elsewhere.

- Gauss

This is one of those things I've always house ruled myself. I know that by RAW its as you say, but I have it house ruled that class abilities (not spells) and weapon abilities (such as Bane) can push past the limit. It's never really proven to be an issue allowing it that way, and for me as a GM its given me reasons to get more creative about some encounters as I make them for my players.

But I can see why as RAW its written that way, makes it easier to design modules/PFS scenarios where a wide variety of things can be in play.

Lantern Lodge

Gauss wrote:

The +10limit rule is not new. The 3.5 Dungeon Master's Guide p221 has the same wording.

Even with the cap there is a good reason to have these situational bonuses on a weapon. They can save money.

A paladin using his Divine Bond is able to spend that money elsewhere.

- Gauss

Per James Jacobs: Re: Bane weapons

You can exceed the +10 limit on enhancements like Bane and Furious, as it is included in the ability.

Edit: Fixed the http posting formatting.


Not sure if they are "must-haves", but the adaptive and designating ranged weapon qualities seem nifty!

The courageous melee weapon quality seems good too, especially for raging barbarians who drink a potion of heroism!


twells:

Interesting. You know, I have gone to JJ for rules questions in the past. He is a great resource for opinions on grey areas. Unfortunately there is nothing in the RAW to suggest what he is stating. IE: RAW says one thing, he states another. Many GMs run it the way he does as a house rule and that is fine. :)

Perhaps this warrants a FAQ?

- Gauss

Lantern Lodge

Gauss wrote:

twells:

Interesting. You know, I have gone to JJ for rules questions in the past. He is a great resource for opinions on grey areas. Unfortunately there is nothing in the RAW to suggest what he is stating. IE: RAW says one thing, he states another. Many GMs run it the way he does as a house rule and that is fine. :)

Perhaps this warrants a FAQ?

- Gauss

A FAQ would be nice .... but until, all we have is the quote for now. And I agree, it is ambiguous and can be read either way.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
twells wrote:
Gauss wrote:

The +10limit rule is not new. The 3.5 Dungeon Master's Guide p221 has the same wording.

Even with the cap there is a good reason to have these situational bonuses on a weapon. They can save money.

A paladin using his Divine Bond is able to spend that money elsewhere.

- Gauss

Per James Jacobs: Re: Bane weapons

You can exceed the +10 limit on enhancements like Bane and Furious, as it is included in the ability.

Edit: Fixed the http posting formatting.

Ah, you ninja'd it.

It makes sense to ignore the rules in these cases since you would never be able to get past epic DR otherwise. (At which point, why have epic DR at all?)


STR Ranger wrote:

That shirt that gives a free move action 1/day?

Let's you move+full attack.

Wow I didn't even think of that. That shirt is probably going to cause a lot of rules question.

Typically if I read Full Attack I see:

"The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks."

Does that include movement done as a swift action though?

Or even more complex:

Let say I manage to get wings (with the Angelic Wings Aasimar feat for example), and thus my GM authorise me to get the Flyby Attack feat:

Flyby

Could I use the Flyby attack feat during that move as a swift action? Thus effectively doing an attack in that move, and then a full attack after it?


So here is what I am reading from the thread that twells pointed out:

1) Weapon Properties that increase the effective enhancement bonus do not count against the +5 cap (unless the ability says otherwise).

2) Weapon Properties that increase the effective enhancement bonus do not count against the +10 cap.

3) James Jacobs made a statement which is flat out incorrect relative to the current printing of the CRB (note: at the time it may not have been incorrect, I do not have a 2nd printing of the CRB to compare it to):

JJ wrote:
The enhancement bonus from greater magic weapon overlaps. If your 20th level spellcaster casts greater magic weapon on a +1 dancing vorpal sword, it'd act like a +5 dancing vorpal sword as long as the spell persisted. (although it wouldn't gain the DR bypassing quality that a "real" +5 weapon gains, in this case)
CRB p468 wrote:
A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10.

Special abilities and spells such as Greater Magic Weapon or Divine Bond still follow the +5 and +10 caps (no exception was made here).

After reading the entire thread I can see how JJ ruled this way since he is basing it off of the pricing bonus of the abilities and not what the effective bonus those abilities grant while in use. I still think that is not stated in the rules but oh well. It is also worth noting that this discussion was 2 years ago and the printing of the CRB may have changed this rule in the interim.

Edit: found an old 2nd printing copy of the CRB. Yes, the wording changed.

Old CRB wording wrote:
A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10.

It is missing the clause against character abilities and spells.

- Gauss


Lauraliane wrote:
STR Ranger wrote:

That shirt that gives a free move action 1/day?

Let's you move+full attack.

Wow I didn't even think of that. That shirt is probably going to cause a lot of rules question.

Typically if I read Full Attack I see:

"The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks."

Does that include movement done as a swift action though?

Or even more complex:

Let say I manage to get wings (with the Angelic Wings Aasimar feat for example), and thus my GM authorise me to get the Flyby Attack feat:

Flyby

Could I use the Flyby attack feat during that move as a swift action? Thus effectively doing an attack in that move, and then a full attack after it?

No. You could move as a swift action, use your standard action during that move to attack as per Flyby Attack and be left with a move action in the round though.


Krigare wrote:
Lauraliane wrote:
STR Ranger wrote:

That shirt that gives a free move action 1/day?

Let's you move+full attack.

Let say I manage to get wings (with the Angelic Wings Aasimar feat for example), and thus my GM authorise me to get the Flyby Attack feat:

Flyby

Could I use the Flyby attack feat during that move as a swift action? Thus effectively doing an attack in that move, and then a full attack after it?

No. You could move as a swift action, use your standard action during that move to attack as per Flyby Attack and be left with a move action in the round though.

The thing is that Flyby attack specifically say:

When flying, the creature can take a move action and another standard action at any point during the move.

Which feels like it is giving an additional "free" standard action during a move action. And it also says I could not take another move action. But nothing about attacking.

God the wording is weird. Even the quick description is weird:

"This creature can make an attack before and after it moves while flying."


Lauraliane wrote:
Krigare wrote:
Lauraliane wrote:
STR Ranger wrote:

That shirt that gives a free move action 1/day?

Let's you move+full attack.

Let say I manage to get wings (with the Angelic Wings Aasimar feat for example), and thus my GM authorise me to get the Flyby Attack feat:

Flyby

Could I use the Flyby attack feat during that move as a swift action? Thus effectively doing an attack in that move, and then a full attack after it?

No. You could move as a swift action, use your standard action during that move to attack as per Flyby Attack and be left with a move action in the round though.

The thing is that Flyby attack specifically say:

When flying, the creature can take a move action and another standard action at any point during the move.

Which feels like it is giving an additional "free" standard action during a move action. And it also says I could not take another move action. But nothing about attacking.

God the wording is weird. Even the quick description is weird:

"This creature can make an attack before and after it moves while flying."

All the feat does is allow a flying creature to do is use its standard attack action in the middle of its movement. Hence why underneath the feat benefit it says

Normal: Without this feat, the creature takes a standard action either before or after its move

Its not giving a flying creature an extra standard action every round, it simply allows it a new option on when to take it.


It is simple: During a single turn you may take either a move action and a standard action, 2 move actions, or a full-round action.

Spring attack is a full round action that allows you to move, attack, and move after the attack (total distance traveled: single move distance).

Ride-by attack is a full round action that allows you to charge, attack, and move after the attack (total distance traveled: double move distance)

Shot on the Run is a full round action that allows you to move, attack, and move after the attack (total distance traveled: single move distance).

Finally:
Flyby Attack is a bit different. It allows you to move and take a standard action somewhere along the way. IE: Single Move action +Standard action.

This opens up some additional options that the previously mentioned feats do not have. A dragon with a fly speed of 200 and flyby attack can move 100feet, breathe fire, and then move another 100feet. The dragon has used a single move action and a standard action to perform this. If it was built like the other feats then the dragon would be limited to a single attack and be unable to breathe fire while passing.

- Gauss


The real benefit of the shirt is for 1000gp you can move+Full attack 1/day.


Abjurant salt: create a line or circle evil summoned things cannot cross for cheap.


Wyroot is a type of wood that can be used in weapons that are made of wood or a weapon with a wooden haft.

As for it being evil. I say it would be evil if you are killing them to get the points. If you would have been killing them any ways then I would say it would be a nutral act.

Finish off the mind controled town guard so that I get a point. Evil
Finish off the Murduring evil orc who has been killing farms for sport and is likly to do it agian if he get the chance. Not evil.

I will say a player would be more likly to Finish them off vs. let them just bleed to death on there own.

Wyroot is PFS legal.

It is on page 52 at the bottom left of UE.

The Exchange Contributor, RPG Superstar 2010 Top 16

Wyroot wrote:
When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature struck.

Wyroot grants a point to the arcane pool when you confirm a crit, not when you finish someone off.

Coup de Grace wrote:
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

You never confirm a critical hit in a coup de grace, it's just an auto-crit.

You actually have to use a wyroot weapon in combat to benefit from it.

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