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Probably up to the GM, since there's no wording anywhere about whether or not you would roll the confirmation against something that's immune anyway.
Although, as a reminder, on pg. 301 in the Bestiary, it does specifically say that a creature that has an immunity (In this case, immunity to critical hits) is immune to the mentioned effect and immune to any secondary effects from the first. Any ability that would affect the creature as part of the critical hit would simply not function.
A polearm with reach does not threaten adjacent enemies because of said reach, but you get to hit enemies further away. Conversely, if you choke up on your polearm to hit enemies close to you, you would lose your reach.
To be fair, I'm not aware of anything that says you lose your reach, but the idea is that you're giving up your reach to hit closer enemies which is a completely RAI interpretation by your GM.
1. Depends on legality, most large towns have at least a brothel or two. Also depends on what scenario you're playing and if you're close to civilization.
2. Ultimate Equipment has "companions" listed as 5 CP to 10 GP. You get what you pay for, although this is up to the GM and any appropriate PFS authority.
3. Depends on if the temple is a dedicated brothel, but more often than not yes. The "companions" there would likely be on the more expensive side if it's a big temple.
In all actuality though, you'll more than likely have to go with the backup way of fulfilling Calistria's obedience.
Wise fwom youw gwave! Missed a couple.
Striped toadstool (210 likes)
Tears of Death (215 likes)
The Pale King wrote:
So say for some reason I wanted to make a character that used double weapons *cough*final fantasy 9*cough*chrono cross*cough*, how would I go about optimizing that which people consider awful?
No matter how much you beg your GM, I highly doubt he's going to let you have a double-bladed katana, a la FF9's Masamune. :P
The class should certainly be better worded, but the RAI is that it is geared towards healing living creatures. The combat medic class feature mentions the Heal skill and healing spells; since you cannot use the Heal skill on undead, it should follow that it means healing spells that affect living creatures. Your questions are answered thus:
No, and no.
An inflict spell is not a spell that heals living creatures, and using a cure spell to damage undead is not healing.
RAW? It'd be aid another, as it says that the trapped PC has to make the Strength check to burst the web at a -4 penalty and nowhere does it say that someone can make this on their behalf.
In practical or houserule terms, yeah, it'd be silly if you couldn't break someone out of a web like that, because someone would eventually be paying the action cost even if it isn't the trapped PC.
David knott 242 wrote:
Agreed. While I understand why it's in the Torment class feature (Because it would normally change the Charisma bonus to attack and AC with smite to Wisdom), the "This alters smite evil" line should be moved to the "All Is Darkness" class feature.
Kain Darkwind wrote:
Hm, if Geryon was originally an asura, then I suppose it could potentially stand to reason that Barbatos was likely some kind of crazy powerful LE aberration before ascending, considering he's rather... Tentacle-y.
Mark Seifter wrote:
That'd be great. If anything, could I get a weigh-in on #1 in my OP?
Since my last thread for this was so long ago (And because I was a dip and put 'Unleashed' instead of Unchained in the title), I'm making a new thread for this. Over on Mark Seifter's Facebook page, a vote decided that for every 5 likes on his page, he would convert a poison that hadn't yet been so to the Unchained rules. I'm mostly doing this to compile them into an easy to read and find thread.
Disclaimer: In no way is any of this officially endorsed by Paizo or rules legal for Pathfinder, this is just something one of their rules designers likes to do in his spare time as a thank you to the fans.
Arsenic (100 likes)
Azure lily pollen (105 likes)
Belladona (110 likes)
Black adder venom (115 likes)
Bloodroot (120 likes)
Burnt othur fumes (125 likes)
Dark reaver powder (130 likes)
Dragon bile (135 likes)
Drow poison (140 likes)
*The first Unconscious state lasts only for 1 minute, and then the victim returns to Healthy automatically.
Giant wasp poison (145 likes)
Greenblood oil (150 likes)
Hemlock (155 likes)
King's sleep (160 likes)
Lich dust (165 likes)
Malyass root paste (170 likes)
Medium spider venom (175 likes)
Nightmare vapor (180 likes)
Nitharit (185 likes)
Oil of taggit (190 likes)
*The Unconscious state lasts for only 1d3 hours, and then the victim returns to Healthy automatically. It is not an end state.
Purple worm poison (195 likes)
Sassone leaf residue (200 likes)
Shadow essence (205 likes) (Newest 8/16/2016)
They will not stack. Activating either is a swift action, and elemental assault only lasts for a single round.
You would have to spend the point as a swift action to activate your pseudo-bloodrage, and then activate the elemental strike ability on the second turn. Sadly since the eldritch scion's eldritch pool does not say you can continue to burn points to keep the pseudo-bloodrage up, it's basically a waste.
HALLOWED NECROMANCER, pg. 74
- Arcane school and spells are altered so that you cannot create/animate undead, but nowhere in the text does it say that you are either punished for casting those spells or have those spells removed.
- The line starting with "If the spell has an attack roll" has an extra "as" after the comma.
1 sounds like an oversight. I'd probably use the atonement rules for this. As for 2, it would only be useful if the target has an ability to negate all damage on a successful save. There may also be some special rider effect on some spells that don't work if the target saves.
On #2, I suppose that might work if you spont-cast a cure and add a metamagic feat that bestows a rider effect.
As a side note, as a GM and player, I'd personally prefer the other option on #1: Just remove any spell that deals with animating or creating undead.
New archetype from Horror Adventures. I realize not everyone will have this book since it's only been out for three days, but I have some nagging questions that it would be nice to get answered.
1. Does the hallowed necromancer have spell restrictions?
A hallowed necromancer's arcane school option reads as follows:
Arcane School wrote:
Supposedly the archetype alters your spells by saying that you vow to never create undead, but nowhere does it actually say that you either get punished for making/raising undead (Much like how the undead master archetype requires you to be evil), or that the archetype removes animate dead, create undead, and other spells on the wizard list that can potentially bring about undead. Was there not enough word space to spell out that you don't get those spells or get punished for using them?
2. How does Positive Touch work?
Positive Touch (Su) wrote:
... A number of times per day equal to 3 + his Intelligence modifier, when he spontaneously casts a cure spell, he can either turn the effect into a ray and increase the range to close or choose to remove the Will save but deal half the normal amount of damage.
So, wait, either I increase the range on my normally touch-based cure spells... Or I can remove the Will save and deal half damage...? Considering that the H.N. only gets standard cure spells and no other kind of positive energy spell, what's the point of removing the save and dealing half damage if the spell will deal half damage anyway on a successful save?
Three total and two wouldn't apply to your friend. Disposable Weapon, which allows you to break a fragile weapon to confirm a crit, and Splintering Weapon, which lets you break a fragile weapon made of a primitive material to inflict bleed. The other one is Fortified Armor Training, which lets you negate a crit by breaking your armor or shield.
There's also Quillbreaker Defense, which lets you reduce the damage you take on an attack by 5 if you break your armor spikes, or 10 if the spikes are masterwork.
To be fair about the whole bane and wielded weapons bit, the esoteric magus archetype specifies that they can use arcane pool to enchant their unarmed strikes as if they were manufactured weapons. Using that line of logic, a standard magus would not be able to do that as it does not say they can (They can, however, wear a gauntlet and use arcane pool on that.) Instead, standard magus' arcane pool says, "Any weapon he is holding".
This example can be applied to the inquisitor as well.
Core Rulebook: Sixth printing
PF Setting stuff:
Adventurer's Armory: Second printing