I'm currently running a Runelords game and, as you might expect, the party is going to be fighting Goblins soon. It occurs to me that giving them Roll With It could add a fun element to the fight, having their enemies energetically bouncing everywhere as they try to put them down.
My question is how to make some sort of optimal/effective build for a goblin involving Roll With It. Using the feat leaves them prone and staggered, and because it costs an Immediate Action no monkey-style swift action to get back up. How can I get my goblins to somehow attack the players after they use this feat?
"Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates."
Just to check, can a caster cast a spell, have the familiar hold it indefinitely, then have the familiar let it go back on the caster?
How do Racial Hit Dice work?
I am hopefully going to be joining a campaign where we all start as homebrewed Vampires, with 3 extra racial hit dice. The GM says we start with one class level.
What do the hit dice stack for? Does this mean I am a level 1 or 4 druid? Do I have 1 or 2 feats? Do I have an ability score increase?
Level 4 Druid. Wildshape acts like Beast Shape I:
When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Is he able to wildshape into an Eagle or a Vulture, and reduce their fly speed (80ft and 50ft respectively) to 30ft? Or can he only Wildshape into a creature with 30ft fly speed?
How best can I make use of this handy item? Examination suggests that the touch attack bonus will apply even with divine spells. Thus, what class/archetype/race will best benefit from specializing in Melee touch attacks?
I also considered going Magus, but all their attacks are normal attacks and not touch attacks.
Benefit: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.
Normal: Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity.
Does this feat allow you to maintain an illusion spell as a MOVE action, in addition to as a swift action?
Blood of Dragons:
A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.
Would a crossblooded sorcerer gain progression in their second bloodline in addition to their draconic one?
As has been established, a Magus can cast Frostbite, and from then on until the spell's uses time out, every melee attack carries the spell.
What about for non-magi?
Let's say a witch casts it; can she make one melee touch attack per round? If she starts whacking with a weapon, or if she breaks out the Prehensile claws, is each hit going to carry a burst of the Frostbite?
Basically unsure if the only reason it works for a Magus is the Spellstrike ability.
Celestial armor- and I believe a few others, I forget which- has a line stating 'It is considered light armor'.
This functions for proficiency, but I'd like to know if it functions for the classes which remove the spell failure chances for armor of a certain type.
IE- would a Summoner wearing Celestial Armour incur a spell failure chance? Would a level 1-6 Magus? Would a bard?
In a game I am in, my Summoner just levelled from 10 to 11. According to the Spells Known table, I am going to learn an extra 1st-level spell and an extra 4th-level spell. I really want to learn Dimension Door, which is a 3rd level spell. Am I able to give up learning the 4th level spell and instead learn Dimension Door?
Greetings, and welcome to my recruitment thread for my Rise of the Runelords campaign.
Firstly, about me. I'm still a novice GM; I've never run an AP or played in one beyond the first two pages due to games dying, so I'll have to beg some indulgence if I mess up. That said I think I can still run a fun and more importantly complete game for my players.
Next, the crunch:
Starting at level 1
30 point buy
Three traits, one must be campaign-specific.
Max hit dice for first level, average-rounded-up thereafter
GESTALT. Choose two classes and gain the benefits of both. Please refrain from any major cheese (monk/rogue multiple sneak attack god for example) and focus on INTERESTING combinations.
Races: Core + Aasimar/Tiefling. I'd prefer a maximum of one, at most two Aasimar/tieflings. Aasimar must take the (homebrew) 'Celestial Heritage' feat to take advantage of alternate heritages. Neither can benefit from the d100 rolled list.
Alignment: Non-Evil. As per usual, party cohesion is very important, more than playing your super-awesome sociopathic-serial-killer character, not much disrespect intended.
Knock yourself out with the multi-classing in the future; though please don't go crazy. No more than three classes. A second prestige class will require a great deal of persuasion.
Permitted material: Anything on D20PFSRD not marked as third-party.
Characters receive one extra skill point per level to be devoted to a skill chosen for RP/Background purposes. IE Davy Jones gets an extra point to spend on his 'Profession: Sailor'.
I reserve the right to roll perception or sense motive or similar checks on your behalf.
No Leadership feat.
Maximum class gold + 500gp
Now- RP and character background:
I will only be accepting four characters. This is to increase the speed the game goes at, and because I think it will lead to a party more amenable to great RP.
As some of you will know, Rise of the Runelords starts in Sandpoint. Consequently, you will all have to have some reason in your background as to why you've ended up here.
Backstory is going to be up to you, with one small restriction. I'd like all your characters to have recently taken up the adventuring trade and have travelled together for a little while. You don't have to be friends but you all work together for mutual gain and have for at least two months.
I'd like at least three paragraphs of backstory, but if you can effectively make it concise enough with two, I'll be happy.
I would also like a small section about your character's Personality. Dot points are very acceptable. Just give me a little about how your character sees the world and is seen, so I don't have to guess based on your backstory.
Will proceed until the 11th. I'd like to avoid getting a huge list of 30+ applicants.
Some attempt at a character sheet would be good; feel free to avoid getting into the nitty-gritty of skills and equipment but broad strokes would be useful.
Background and personality will be the key decider. A writing sample of your character would be useful, but is not essential.
Just to repeat this, I am only accepting four characters.
Please full out the following form for your application.
Race and Sex:
Writing sample (optional):
Character sheet draft:
Your experience with being in long-term PBPs (at least three months-ish):
Anything extra you wish to write or questions you want to ask:
And finally- this is going to be a game about the Enduring Rise of the Runelords. The enduring comes from the fact that I have no intention of mysteriously disappearing or letting the game die and I don't believe there is anything coming up that will cause me too.
Well, that should be all. If I've forgotten anything or you have any questions, please post.
I'm currently in an arena-style PVP game and my character is a level 6 enchantment-specialist sorcerer.
I can quite easily knock out my enemy for 6 rounds with hideous laughter, but because of my poor BAB and Strength and lack of any damage-dealing spells there isn't much I can do until he wakes up.
How can I murder him?
I'm looking for answers probably involving scrolls, poisons, potions, miscellaneous items and suchlike.
In a Rogue guide, one suggestion for how an Archer Rogue could get sneak attacks in was to take a level of Oracle and combine the Water Sight revelation with the Obscuring Mist spell.
Would it be possible to gain sneak attacks by combining Water Sight and this arrow:
A smoke arrow trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. It otherwise functions like a normal arrow in terms of damage, range, and so on.
From the 'Conversion' inquisition:
From the 'Infiltrator' archetype:
Do these stack?
If they do then I have a pretty nice party face.
In short, if I put manacles on a creature, can it try and break them with its natural attacks?
My problem is that while for example Mithral manacles have a break DC of 30, they only have hardness 15 and health 10. Any creature with a decent attack or two should thus be able to bite or so their way out of them in a few rounds.
Thus, what restriction is there on creatures performing natural attacks on manacles? Is there anything in the rules which resolves this situation?
So, in a campaign I just got infected with lycanthropy.
Consequently, at the next full moon I am going to turn into an insane were-something with no control over my actions.
Despite my LE alignment, I'd like to try and do something about that, and I could use your advice for how to lock myself down for that period.
Manacles and chains aren't going to work because I may become a Large or Small creature and thus they'll just burst open or fall.
A cage might work, but i'd need to know its break DC and d20pfsrd isn't forthcoming.
My current idea involves swallowing an Immovable Rod and get a friend with Unseen Servant to activate it, then come back in 12 hours and deactivate it after my character has returned to normal. Issue is that rods are a little expensive and I'd prefer to find a way to do it single-handed. Class is monk/inquisitor.
Simply due to the numbers I am getting I am fairly sure that my understanding of how Flurry-Of-Blows works is flawed.
At any level- but lets consider level 10- the table lists a bonus for Flurry of blows; +8/+8/+3/+3 at our considered level.
Does this stack with-
a. The full BAB which the 'Flurry of Blows' description grants
In a PBP game my Summoner Synthesist just got paralysed for three minutes mid combat. Thus I have a few questions I was hoping I could get some help with-
-Is dismissing my eidolon a purely mental action? The eidolon dismissal description just says 'a standard action' and nothing more.
Ultimate Equipment Ring of Arcane Mastery
"As an immediate action, the wearer can expend up to 4 arcane pool points stored in the ring to use the reflection magus arcana."
Do I need to possess the Reflection arcana myself to use this or do I not?
For funsies, and because I might be using it in a PBP game, I am designing a stronghold using the extremely handy Stronghold User's Guide for D&D. I have solved people being able to scry or detect into my base, so my question is now how do I avoid people teleporting into my base.
Advantages (for me):
So, how do I stop enemies teleporting in or out, or better yet, how do I prevent enemies from knowing what my base looks like/prevent the builders from telling anyone anything useful? I need something from Pathfinder ruleset or something 3.5 that a DM won't mind allowing.
The animate dead spell says that one can raise corpses into Skeletal or Zombie form. One can control a maximum of 4xcasterlevel of undead HD, and summon that many in one go with Animate Dead (aided by the Desecrate spell)
This leads me to a minor query.
Let's say I happen to be walking along the street, and suddenly a door opens and out of the skies falls the corpse of Lucifer, Prince of Darkness.
Lucy seems to have 51 hit dice- (51d10+663)
I would need to be only a level 13 caster (with desecrate) to be able to raise my very own skeletal Lucifer Prince of Darkness.
Less, if you look at the 'Agent of the Grave' prestige class.
So... am I right? Does the Animate Dead spell really work this well? Or have I misunderstood something?
Greetings. I've been investigating high-level Summoner builds for PVP and one particular idea occurred to me.
This eidolon would have:
The idea is that the Eidolon would grapple an enemy, use its high speed to fly straight up to about 300ft... then release the grapple.
You'd need the GM to house-rule that dropping someone from a certain height is automatic death rather than capping falling damage at 20d6, but I think this is a rather unique and cool build and method of combat.
Hence, my question is-
Does the Disguise Self spell allow me to change my Eidolon so that it looks like a human, or at least more human-ish?
I know that the spell states
"You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender."
But I just wanted to be certain.
This is from the rulebook about the Summoner's Eidolon's Claws evolution
An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once
My question is, with a level 1 biped Eidolon-
1. Can It place its claws (which it gets free) on its legs rather than its arms?
It just occurred to me that possibly you weren't allowed to have claws on your legs and attack with them, meaning I could have them on the legs and have them be decorative but I'd need a 2nd set of arms to attack with my weapon AND with claws.
The 'guide to organized play' states that:
All potions, scrolls, wands, and other consumables
Does this mean that only clerics, druids and wizards are allowed to purchase wands?
And if this isn't so- how much does a wand cost for the rest of us?
Specifically, how much will a level 1 wand cost a summoner or a magus?
I realize this is a basic question but I can't easily find an answer :P
By this I mean like how a scimitar does 1d6 damage +4 if you have a strength of 18.
My question is- what affects weapon damage? What applies a bonus?
A guide to the Magus I have read seems to have a sample build where weapon damage is:
At level 1: 1d6+0
This build is using a scimitar with a strength of 11 and receiving weapon spec at level 11 and power attack at 9.
My question is, where is the +6 at level 3 coming from? What happened between level 6 and 11?
I'm still a newbie to Pathfinder and, after some re-reading of the rules, i've realized that I built my first and only character suboptimally. After some research i've also gathered that rebuilding is quite discouraged. However, I just wanted to make certain as making any of these changes would be hand. My character is currently a level 4 magus.
Which of these rebuild-type changes can I make-
Its the first one which would be most handy, but I wanted to know whether I could change any of the others as well.
Thanks in advance, and sorry if question is ridiculous or whatnot.