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Creatures w/ hands (can use conductive weapons)-
Creatures w/out hands (can only us conductive amulet)-
This list only contains Bestiaries I,II, & III. will add more later.
These are all supernatural abilities; I didn't look at spell-like. A couple of these monsters have abilities that already trigger once per round through a weapon (lamia matriarch and toshigami from memory) which a conductive weapon would allow them to use a second time.
The weird one on this list is the pale stranger, as his pistols area supernatural ability that requires a ranged touch attack. You could give him a conductive rifle and his pistols will still shot them :)
Sorry to point out, but conductive won't work with a vampire's energy drain or the Talons of Leng because neither are touch attacks. Both effects occur when using a natural weapon (specifically the claws in the case of the talons) and are not independent from those attacks.
If a monk with the crane style feat tree decided on her turn to fight defensively while making a maneuver attempt for which she didn't have the improved feat, would she still benefit from fighting defensively / the crane style feats for the attack of opportunity even though she hasn't made an attack yet?
From what I've always seen, applying templates is a step by step process starting with a base race, then inherited templates, then finally acquired templates.
In this instance, you would select all decisions for the base race first, losing your Darkvision 120, then gain the template granting you darkvision 60.
Animal Archive, pg. 12 wrote:
At most, by Raw, the tiger would eat 2 sp in food a day.
The only issue I could see is that I can't keep a sweater on my dog, how are you keeping a tiger from ripping the armor it's not trained in off?
I guess that this tidbit might count as little known information: "You can fix a destroyed magical item with the Make Whole spell. There are some limitations (caster level and charged items)."
Not all items have to be gone forever. I know some people consider it badwrongfun when items are destroyed (You can kill my character, but please don't break my sword!), but sundering and failed saves are not only a part of the game, but remediable.
However, this only applies to lower caster level items, so the aforementioned +6 headband of mental superiority would require a Make Whole cast by a level 32 caster 0_0
I would like to thank whoever made the nightmare creature template (and whoever decided to translate it from the advanced bestiary). Up until now, I was having trouble with a character for a Way of the Wicked campaign that's coming up.
Now I can just play Freddy Krueger. Thanks again, Paizo!
You truly outdid yourselves on this one!
"Troll" is not a race, barring optional rules such as ARG. The ability for a monster to have class levels does not make that monster a race.
I have to disagree to this. I believe every creature in pathfinder has a race and a creature type, whether or not they are a PC. Creature type: Humanoid ; Subtype: Giant ; Race: Troll.
As written, not even a perception check could detect you.
This grants its bonded user the
ability to become utterly undetectable while invisible.
While invisible and in physical contact with this
item, the bonded creature can't be detected or
scryed by any method.
I would still rule, however, that people could get an idea of where you are by figuring out where your attacks or spells are coming from. I would also say if your verbal components couldn't be detected with a similar perception check then neither could your allies hear you talk.
Darth Grall wrote:
I allowed a cohort to get it recently... after consistently out performing 2 other Pcs and dealing the final blow to a mythic enemy. So far it's ridiculous yes, but makes sense imo. Though the mythic paladin duo does haunt my dreams...
So a paladin's mount...Cool! How did you rule it? I'm looking for ideas so other players' friends aren't left in the dust.
Keep me updated! I'd love to hear more "play-test" information on the idea!
Is there anything (other than GM fiat) that would prevent an animal companion, familiar, mount, eidolon, or cohort from ascending along with the PCs? I'd feel a little awkward if Mr. Ed dealt the killing blow to the source of power, then Wilber gets all the credit.
I've also seen some talk of companions being "incredibly useless" in mythic play. Would this be a way to solve that, or is the possibility too overpowered? What if companions had tier limits and restricted paths based on type?
James, What would you rule would happen to a flying creature that was dazed or stunned? Would it plummet, being unable to take the move actions that the fly skill "attaches" to? Or would it get some kind of reactive hover or glide check? Would winged or magical flight make a difference? I know your answer is by no means "RAW" but I would appreciate your input as an experienced GM.
"Apply penalties and bonuses in the most beneficial order"
This little innocuous statement has me baffled. I've seen it repeated over and over on these boards and others like them. It's been used for philosophical rules games and cheese factory character building alike.
...But where is this rule?
I've searched every copy of every book I own for this statement, even back into my 3.5 and 3.0 books. I've even looked online and I mostly find people using this "rule" for some build or such, posting it as gospel yet citing no source.
The closest things I've found that remotely look like a source are a Sage ruleing about poison and death attacks that I believe to have been written by Skip Williams and a question about the Practiced Spellcaster feat in the 3.5 FAQ (last updated 2008).
Where did this little gem come from? Why does it seem everyone knows it? Does it exist anywhere in pathfinder?
Inquiring minds (mostly mine) want to know!
ErrantPursuit- Actually the archetypes totally works that way, as in I understood and mentioned that his character had already been made and so couldn't alter his archetype. Blasters are the one circumstance where the spells known penalty doesn't hurt as bad, as blasters benefit much more from low level spells metamagiced into higher level slots than using the higher level spells for damage. likewise, OP stated a focus on force spells, which as far as I know, have next to no creatures with resistance or immunity, so I didn't see admixture as a necessity.
What a coincidence, I've been working on an extremely similar build for a 3.P Wrath of the Righteous game we have coming up. In particular, I was going to have Magic Missile be my go to spell.
Ahh, Here we are!
1) Metamagic reducers- You want both Metamagic Master & Magical Lineage traits for your "signature" spell. Take the additional traits feat if you have to. The 3.5 feat, Arcane Thesis, is another great one, reducing the level adjustment of EACH metamagic feat by one for your "signature" spell.
2) Prestige- With 3.5 back on the table, some excellent options appear here, from the dreaded Incantatrix of Faerun lore, to the Force Missile Mage from the Dragon magazine compendium. Also, look into Dragonlance for the War Mage prestige class; It's absolutely bonkers for any blaster / charisma-based caster.
3) Bloodline- (won't be much help since you're already made, but here goes) Any blaster worth his salt takes the orc bloodline from orcs of golarion for the "+1 per die to all damaging spells", however several of their later abilities and spells are a little lackluster. If you plan on staying in sorcerer, I would suggest going crossblooded to obtain a better selection of bloodline powers, spells, and feats. Arcane and dragon both make good secondary options.
4) Metamagic- Duh, I mention the reducers but not the metamagic... Okay, as Lantzkey said Toppling and Dazing are excellent (even better when they're free because of reductions). I'd also include Fell Drain from the libris mortis (3.5) for negative levels in addition. Don't forget the usuals like Empower, Maximise, Quicken, and Highten. And if you can fit it in Rapid Metamagic (3.5) is wonderful for a sorcerer.
Hope that helps.
MWK Mithril Buckler - 1005gp
+1, you will keep a mithril buckler for your entire career.
Also, the compsognathus is defined as a "Biped (claws/paws)" body type in the Animal Archive. Its available item slots are armor, belt, chest, eyes, headband, neck, ring, shoulders, & wrist; sorry, no hand slot to manipulate items. From experience I've found smaller familiars make excellent scouts and with a speed of 40ft. it should be able to hightail it back to the party if seen, hopefully trailing the enemies into an ambush.
I never said there was going to be. What I said was that the first paragraph is defining what action you use to draw weapons (and weapon-like objects). If said item is easily accessible, it requires a move action to retrieve that does not provoke an attack of opportunity. If said item is stored, it requires a move action to retrieve that does provoke an attack of opportunity. I was simply defining the topic of the first paragraph, not implying anything else.
Like I said, this has been argued before (please, check the link). I merely stated that, BY STRICT RAW, wands can't be drawn on the move, but it's common enough to disregard absolutes in text.
I have never played a paladin or cleric in 13 years of gaming.
I am a filthy optimizer. Once made a character so broken, he was ascended to godhood just so I could never play him again (in that setting, Heh Heh)
I like monks and think they're wonderful characters to play.
I love superheros, but I can't read comic books. Not enough substance.
Strict RAW, no, as weapon-like objects are only referred to for the purpose of AOO (No if accessible, Yes if packed). The part about base attack bonus takes place in a separate paragraph from the first and left out the similar language from third sentence, which expands to include weapon-like objects.
That said, it is not unreasonable and quite common to ignore strict RAW, as RAW would make it seem like it's easier to draw a 20 lbs. hammer than an 1 oz. stick. Then again, by that logic it should be just as easy to draw a 1 oz. vail as well.
From what I've always seen, if a PC or NPC has multiple abilities interacting with one another they happen in most optimal order, usually chosen by the character's player in question.
Now, the 10th tier guardian ability specifically calls out that it "is applied after all other reductions in damage" and absorb damage says "If you have another ability or effect that reduces damage, reduce the damage with the absorb blow ability before applying any other damage-reducing effects".
By my reading, that means the character in question should be able to stack all different damage reducers BUT absorb blow happens first and true defender happens last.
The character could choose to apply his DR or energy resistance first to lessen the damage to his ally or vice versa.
At least that's my take.
It usually is. I'll search around and find some forum that was interesting but died, then add my 2 coppers. At least one of the moderators opinions on these boards is pro necro. Their reasoning was something akin to ,"Why start a new thread for a topic that has had perfectly good discussion already?".
It'd be nice to know what the cost on a permanent True Strike would be.
Another reason it can't be is duration and casting time. True strike lasts for one round, max. Permanency has a 2-round casting time.
...Oh, and add Ki Leech to the list of spells. 11th level caster; 7,500 gp. Great for Ninja/Monk-Spellcaster hybrids.
20 point buy, NO hero points (but they got instated after this event),HP = Max -2 at all levels but first; 5 pcs.
Name: Zaid Cross
Zaid was killed in one full attack action after the creature successfully damaged the boat Zaid was on in the surprise round. Claw, Grab, Constrict, Claw, Grab, Constrict for 60(!!) damage. Round one. 34 to -26 like that! The remaining party members fled after they watched the "archer" who just tanked the entirety of Asvig's men (being surrounded for most of the encounter with the enemies failing to hit on 19s) be ripped to shreds nonchalantly by a seafood plate in less than 6 seconds.
Several minutes later, Zaid's mourning friends were shocked to see him drag himself from brine, thanks to the Amatatsu seal.
Mark my words, that crustacean will pay.
Eidolons don't "die" long enough, if at all. When an eidolon is slain you can turn around and summon it up, alive and healthy (well, 1/2 hp healthy anyways), with the summon eidolon spell. Even natural summoning only has you wait a day.
I'd have to go with a "no" on the whole scenario. If you want a vampire eidolon, take evolutions that reflect them: undead anatomy, fast healing, spell-like abilities, flight, just to name a few.
Please tell me what 'vampire splatbook' that is. I'm interested in an official source saying how darkness interacts with natural sunlight.
.The Pathfinder Player Companion: Blood of Night contains a small blurb in the Moroi (standard Pathfinder vampire) section under the "Secrets of the Moroi heading".
Pg. 8, Blood of Night wrote:
Spells like darkness and protective penumbra (see Ultimate Magic) provide temporary respite from the dawn...