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Supreme Hunter

Eridan's page

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Due to the fact that the Tarrasque is not mythic by RAW it is defenseless against most mythic abilities. Depending on the path your heros will hit with every attack, bypass the DR and do a lot of damage.

Buff the Tarrasque .. give her a mythic template (i prefer agile) and then she is maybe a threat to your group.


1. Open your rule book
2. Go to the weapon tables
3. Search for the weapon you want
Range Weapon: Go to 6
Melee weapon: Go to 5
5. You can throw your melee weapon (without 'Throw anything') if there is a 'Range' entry
6. Go to the weapon description and look for special rules that allow melee/range attacks under some circumstances or with penalties

As example take a look at the 'Javelin'


Creating Magic Weapons wrote:
Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, XP, and special abilities.


Not easy to answer and definitely house rule territory.

Some suggestions from my side:
Without magic you cannot do this.
Without heavy GM assistence you cannot do this.
Without a lot of money you cannot to this.
Without a lot of power (high caster level) you cannot do this.
Take a look at items like Instant Fortress, Cloud Castle Of The Storm King. They need an CL of 13 or 20. The witch has a grand hex 'Witch's Hut' that needs CL 18.

To let a vehicle or structure move you can use 'Animate Object' with 'Permanency' or similar powerful ability on its legs. The base price is that of a normal vehicle/structure with an additional 50% for a harder structure (a normal house is not build for moving around). At last magic is needed to gain controll over the animated objects.

Maybe the construct construction rules from UM are another possible solution.

The easiest way should be a 'Wish' or the creation of a new spell (some kind of 'Animate Fortess') with a similar CL.


RAI they should replace the bonus spells from the mystery. There is a note on www.d20pfsrd.com that supports this. The fact that these spells are gained at the same levels as other mystery bonus spells supports this too.


From the RAW side everything is clear.

To hurl a shield you can use a special ability ('Hurl Shield') or you use a special shield. 'Ricochet Shield' is another ability that has its own prerequisites. Neither 'Hurl Shield' or a throwing shield are mentioned as prerequites or as replacement for the prerequisites.

Is the prerequisite 'Throw Anything' redundant ? Yes i think so but then it is a housrule.

Should a throwing shield replace the prerequisite 'Throw Anything' for 'Ricochet Shield' ? Yes i would allow it but again then it is a houserule.


Cpt. Caboodle wrote:
Well, the alchemist has it in his hands when it breaks. How close do you have to get for a direct hit?

Holding a hand in a bucket full of water is not the same as been hit by a bucket full of water.

This case is not covered by RAW. We have different solutions .. find one that fits best your play style and everything is fine.


The monster can choose a new target for every attack. It can even do a 5ft. step between his attacks of a full attack action. So as long as your rogue is in reach + 5ft. he is a valid targt for interative attacks.

Full-attack wrote:

If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

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.


Soul Siphon is some kind of energy drain that results in negative levels. Undead are immune to energy drain.

Bestiary Undead wrote:
Not subject to nonlethal damage, ability drain, or energy drain.


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A direct hit with a splash weapon or bomb requires a succesful attack roll. Sundering a splash weapon should not result in an automatic direct hit so no one gets a direct hit.

Supported is this special non-RAW case by this rules for splash attacks:

Quote:
You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature.


I am with you .. a base class that cast spontaneous spells (up to 9 lvl) including damage spells, wears armor and hits hard with weapons is .. too good to be true.

Hey there is no such class in PF!? Surprise.


I am sorry to say that but both conditions dont allow a sneak attack. The grapple condition only applies a -4 to DEX. The prone condition dont modify DEX at all.

You need conditions like helpless, paralyzed(=helpless), flat-footed, cowering or other methods like flanking, invisibility, spells like grease ..


A good solution and so RAW as possible :)


Fighter 1/Sorcerer 6/ Eldrich Knight X with 'Arcane Armor Training' feat ?

Fighter 1/Sorcerer 3+ with 'Arcane Armor Training' feat ?

Sorcerer 3+ with 'Armor Proficiency, Light (Combat)' and 'Arcane Armor Training' feats.


Take a look at 'Robe of components'


RAW cannot help but here are my suggestions.

Extradimensional container:
The easy way: The extradimensional container dont fill up with water if you open it. It is a magic item and the magic prevents everything except air and items from entering it.

The hard way: As soon as you open the container it fills with water until it is full. All items inside are exposured to the water and are damaged if they are not waterproof.

The very hard way: As soon as you open the container it fills with water until it is overloaded.

Time for a GM call.

Component pouches:
The easy way: Touching the component pouch is enough to use material inside as material component for a spell. Only spells that require a special task with the material (throw it at the enemy, create a circle with it, etc.) have a problem.

The hard way: Without magical help you have a real problem and no access to your component pouch.

Other ideas are
- special material components that can be used instead of the original ones that are waterproof (some kind of underwater version of a spell or component).
- Use feats (eschew material) or spells (blood money) that substitue materials
- You can put a hand in a pouch and seal it. so you have your materials at hand everytime but swiming etc. should be harder (silly solution)
- Special custom magic items that helps here (some kind of small bag of holding etc.)

Most ideas need the assistence of your GM. Due to the fact that everyone on the table should have fun i expect some ideas from the GM if he plans a underwater campaign/adventure.


Lifat wrote:
It is in no way "cheating". People here have been quite clear that RAW doesn't cover this tactic and that we entered house rule territory... At least it was clear to me. How can you call house rules "cheating"?

You can not do it (or it has no game effect) if there is no RAW support.

House rules are made or at least are approved by the GM. Everything else is cheating.

Short and simple.


'Infernal Healing' gives you the extraordinary ability 'Fast Healing'. Healing from this ability is not the same as magical healing.

So the trait does nothing in this case.


By RAW you have different methods to detect an invisible creature without magic or special equipment.

The first is a perception check:

Invisible PRD Glossary wrote:
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.

Second is a special standard action:

Quote:
A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action.

Third are special skills to find tracks or scents, etc.

Quote:

Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature's location.

An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment.

A creature with the scent ability can detect an invisible creature as it would a visible one.

Detecting 'there is something invisible' and pinpointing an invisible creature are two different things. Detecting something is a free perception check, pinpointing is at least a standard action.

The example above would break the rules if you allow to pinpoint with moving through a square containing an invisible creature. A hasted creature can easily move 60ft. (12 squares = same as 6 standard actions) as a move action! If a GM allow this there is no reason to use the special 'detect invisible' standard action!

The RAW dont have a solution for this question so it is up to the GM.


You can throw a splash weapon on adjected enemies but that would prokove an AoO.

Use a splash weapon as improvised melee weapon sound ok as long as you live with 3 negative effects.
- a -4 modifier to attack rolls if you are not proficient with improvised weapons
- feats / abilities for splash weapons dont apply
- you are in the splash area and get damage

No real RAW support for this question but solved RAWest as possible :)


Dont forget that you need light or darkvision to see something in the darkness of a stomach. If you dont have this the stomach has total concealment.


Create Pit wrote:
..You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest...

The examples in the spell description are solid objects / surfaces that dont change their shape. That should be a guideline and the rest is up your GM.

All your examples are no valid choices.


Quote:
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

First you need dim light to get a benefit from 'Shadow Blending'.

Quote:
In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness.

Darkvision and the ability to see in darkness (tremorsense, xray vision and other senses) counter the Shadow Blending ability.

Low-light vision dont counter Shadow Blending but it increases the area that is not in dim light. As example a torch lights up an area of 40ft. From 20 to 40ft. it is dim light. With low-light vision you can see 80ft. and from 40 to 80 it is dim light.


mh ok if i take a look into the NPC codex then i found different special attacks in the stat blocks of NPCs with classes like 'sneak attack' or 'favored enemy'.

So .. i would allow it. It is very similar to 'Spell Focus' so why not.


The prerequisite 'Special attack' is a term that is used only for monsters in the Bestiary.

Bestiary wrote:
Special Attacks: The creature's special attacks. Full details for these attacks are given at the end of the stat block or in the universal monster rules section.

The stat block refers to the universal monster rules section. In this section you find a lot of special abilities of monsters but not 'Bombs'.

So in my opinion you dont fullfill the prerequisites for 'Ability Focus'. It is not game breaking but a houserule to allow this.


Quote:
Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

You use a swift action to move up to your speed (example 30ft. for a normal human) and attack once during this move.

It isnt a move and a standard action and you cannot change anything. You dont get any extra actions. It is a swift action with a clear description and game mechanic.


It depends on the situation and is a GM decision.

You fight with an orc and outside of the fight a bag of rice falls prone.
To notice the falling bag you get a +5 for distration on your perception DC on my table.
To notice that the orc is only a half orc in disguise you don't get a +5.


Do AoO provoke AoO ? They are not defined as an action and only actions provoke AoO (see table 'Actions in Combat').


Quote:
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell.
Quote:
Spell-Like Abilities (Sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components).
Metamagic Feats wrote:
Metamagic feats do not affect spell-like abilities.


Touch spells in combat wrote:
You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target.

In your example you want to cast a spell, move, attack and move again. That isnt a valid option by RAW.

Even if you cast the spell in round 1 and then do your combo (move, attack, move) in round 2 is not possible.

Holding the charge wrote:
You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge.

Touching with a holded charge is at least a standard action and not a free action.

Addtionally: SG is not a shield or some kind of protection. If an enemy hits you while holding the charge the charge dont discharge. It only discharges if you hit someone or something. This requires an attack roll (in case of an enemy who dont want to be hit).

Touch spells in combat wrote:
You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

So nothing of your ideas work by RAW. You need at least a feat like 'Spring attack' for attacking in round 2.


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Addtion: There is no way to cast a 1+ lvl spell via metamagic and feats/abilities/traits as a 0 lvl spell!


Kelsey MacAilbert wrote:
and I mount it, now what? Does the horse automatically refuse to obey orders from me?

Due to the fact that the horse is not loyal to you it will act like a wild animal (with INT 6!). The details are up to the GM.

Kelsey MacAilbert wrote:
Any way I could force it into submission if this is the case?

The horse has INT6 so you can intimidate or persuade it but that should be very hard due to the unnatural loyality to the paladin. You can use charm or dominate spells.

Kelsey MacAilbert wrote:
Can the Paladin desummon it and leave me in thin air?

No it cannot be desummoned by RAW.

Kelsey MacAilbert wrote:
Can I command it like any other horse?

No see my first answer.

Kelsey MacAilbert wrote:
Can the Paladin locate the horse through magic if I escape with it?

Sure there are some spells that allow this.

Kelsey MacAilbert wrote:
Is there a way to prevent the Paladin just summoning the horse back?

There are some spells that prevent summoning or teleportation. This kind of spells should work here too.

Kelsey MacAilbert wrote:
What if I kill the Paladin to prevent those last two issues? Does the horse disappear? Does it take orders?

RAW cannot help but the common opinion on the message boards is that it changes to an normal animal some hours or days after his master died.


The devs should add a sentence to the reach weapon property like 'This property only works with weapons of your size.'

The whole 'Inappropriately Sized Weapons' rules have to be reworked in my opinion because they cause trouble day by day. Can i do this .. how do this works .. May favorite discussions are about inapproproately sized shields / armors.


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Was LazarX said and ..

using a wand is a standard action. You can put spells with a casting time of an immediate/swift action on a wand but you are stick to the standard action for wand activation.


My answer: 50% tax on profit

You sell items to a shop .. the shop keeper has to pay taxes.
You are a shop keeper and sell items .. you have to pay taxes.

50% for you , 50% tax in both cases.

You try tax dodging ? Be prepared for the lvl20 tier 10 tax collector from hell 349.


Wrist sheaths can hold only five arrows or bolts. That should also be a maximum for your darts.

Your questions is not answered by RAW. You need a GM decision. Due to the fact that you have only 'one' spring i would rule that all items stored in the sheath are placed in your hand.


From RAW side it sound legal. The paladin is very good against evil, you have veeerrrry good equipment and an effective build.

Maybe this together was too much for your GM. Maybe the 'powerlevel' of your group is lover than yours so that the group is not longer balanced. That can happen when a high level PC joins a group that play since lvl1. Maybe your GM is unexperienced and never has a powerfull paladin in his group. ...

Talk with your GM and find an arrangement for the group. RAW cannot help here.

-edit-
The 'Smite' extra damage only works for your first successful attack! I overread this fact and that caused a lot of trouble (was an NPC antipaladin) :)


Gilfalas wrote:


The feat clearly and unambiguously states you get it's benefit when you declare your attack. So from that point on in your turn, you have the defense increase as long as you make an attack or full attack that turn.

Correct and what is declaring an attack in PF game mechanics? Correct .. it is an attack roll. With the attack roll you get the benefit of CE, not earlier.

'I will attack the enemy in round 10' is an attack declaration but it has no effect until you make an attack roll.

'I will approach to the enemy (move action) and attack' is also an attack declartion without special effect. After your move action you can cast a spell, drink a potion or take a second move. Your are not locked to your declared actions and due to this facts it is impossible to gain CE benefits before your make an attack roll.


You can chose 'Channel positive energie' under some circumstances (deity, alignment) but it dont makes sense. The Undead Lord gets 'Command Undead' as a bonus feat and that requires 'Channel negative energy'. An undead lord without command undead is not an undead lord ..

You can take 'versatile channeler' to switch between positive and negative energy.


RAW is unclear but you have only two choices:

1) Use all modifiers for an attack roll like buffs (spells, feats(weapon focus etc), flanking,.. ), cover and concealment.

2) Dont use any modifiers.

Option 1) is mostly suppported by RAW with the statement 'You make an attack roll against AC 10'


With Mythic you can learn the Mythic TWF feat.

Quote:

Two-Weapon Fighting (Mythic)

With deft strikes, you gain an advantage over your foes beyond mere damage.

Prerequisite: Two-Weapon Fighting.

Benefit: As an immediate action, you can expend one use of mythic power to negate the penalties on attack rolls for two-weapon fighting for a number of rounds equal to your tier.


Unintelligent undead have a (no) simple mind so keep commands short and simple.

'Attack' or 'Defend me' or everything that you can say in six seconds (one round) should be valid. Undead dont know names etc. so you must work with pointing and spoken commands 'you attack A' etc. Directing three undead with pointing and commands to attack three different targets should be valid.


There is a 'Ring of spell knowledge' who does the same as the 'page of spell knowledge' (and a little more) with one main difference. The ring only works with arcane spells.

Basically we have three different items:
The 'Ring of spell knowledge' only for arcane caster.
A 'Scroll of spell knowledge (arcane)' for arcane caster.
A 'Scroll of spell knowledge (divine)' for divine caster.


PRD Combat Expertise wrote:
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1.

The bold part is the answer to your question. You make an attack and then you get a bonus to your AC. You use some of your offense power to distract etc. the enemy. The bonus to AC is bound to an attack roll. Without attack roll you don get he bonus to AC.

PRD Combat Expertise wrote:
You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Combat Expertise is only a valid option for 'an attack or full-attack action'. You cannot combine it with Combat Maneuvers or other special actions for that you have to make a melee attack roll.

Can you ..
1. Declare that you use CE
2. Move into enemies reach and get a AoO with the bonus to AC from CE
3. Attack enemy

No you cannot. The AC bonus is bound to an attack roll and you dont attack until step 3. Additionaly there is no RAW that supports 'declaring' of actions. You dont have to say what you do the whole round. You can decide action by action what you do and you can switch between full-round and other actions. You can 'declare' a full-attack but after your first attack you can stop and do a move action. 'Declaring' means nothing in PF. It is only a word, not a game mechanic or rule.

Gilfalas is wrong.


Sounds legal.
I would use the mounted combat rules for moving , acting etc. The armor itself needs the fly skill.


PRD wrote:
This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell

In general i would say that it works because you can simulate a class level. As example you have an arcane scroll with a 3 level spell so you need to simulate that you are a lvl 5 wizard/scorc.

UMD Class feature wrote:
Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).

Another questions is: Can an arcane caster use such a scroll and UMD to cast divine spells with an arcane spell slot ?

The answer is no because you cannot simulate such a feature with UMD. Only some classes or feats allow this.


What Nefreet says :)

For non PFS games you can solve this answer with the following houserule for inappropriately sized shield as shields:

There are four categories of shields: Buckler <> small shields <> heavy shields <> tower shields.

A medium creature has no problems with medium shields.

A medium creature can use large shields by moving he categories to the right. A large bucklers can be used as a medium small shield, a large small shield as a heavy shield and a large heavy shield can be used as a medium tower shield. Large tower shields cannot be used by a medium creature.

A medium creature can use small shields by moving the categories to the left. A small small shield can be used as a medium buckler, a small large shield as a medium small shield and a small tower shield can be used as a medium heavy shield. Small buckler cannot be used by a medium creature.


A few days ago i had a discussion with one of my players. He created a new character with a good background story. As part of the background story his character learned profession shepherd but his character dont have any skill points in this skill. The player told me that he has skills in handle animal and knowledge nature. We discuessed alot and the player convices me that professions are useless (exception RP reasons)

Professions have two main benefits by RAW. You have an income per week and you can answers questions and teach others in your profession. Most professions can be replaced by some other skills that are more usefull at all.

architect -> knowledge engineering, craft
barrister -> knowledge local, knowledge nobility, sense motive, bluff, diplomacy
clerk ->knowledge local, knowledge nobility, sense motive, bluff, diplomacy
courtesan ->knowledge local, diplomacy, bluff, perform
driver -> handle animal
engineer -> knowledge engineering
farmer -> knowledge nature, handle animal
fisherman -> knowledge nature, survival
gambler -> Sleigt of hand, bluff, diplomacy
gardener -> knowledge nature
herbalist -> knowlege nature
innkeeper -> knowledge local, knowledge nobility, sense motive, bluff, diplomacy
librarian -> knowledge local, knowledge in general
merchant ->knowledge local, knowledge nobility, sense motive, bluff, diplomacy
midwife -> heal, knowledge nature
miner -> knowledge nature, knowledge geography
porter -> high STR
sailor -> Acrobatics, Climb, knowledge geography
scribe -> knowledge local, ability to read and write, scribe scroll
shepherd -> handle animal, knowledge nature
stable master -> handle animal, knowledge nature
soldier -> be a fighter?
trapper -> survival, trap class ceature
woodcutter -> knowledge nature, engineering, craft

cook, tanner, miller, brewer, butcher, baker -> craft

All my characters have a profession or a craft skill because it belongs to my characters and their job is not 'adventurer'. They learned something other in their early years until they start an adventurer life. But...
.. why should a player take a profession when he can use other skills that can simulate professions and have some other usefull benefits ?


You have a gun loaded with powder and bullet but you need and alchemistic cartridge like entangling shot. That can be a possible situation for unloading a weapon without shooting it.

There is no RAW answer and as a houserule i would use the same action for loading and unloading a weapon.

An action "slower" than loading (Free action to load = move action to unload) seems more realistic but it should not occur very often in common games so keep it short and simple.


Second

Everybody can wear magic items but he must be capable of doing it. A snake cannot wear boots but a ring at the end of his tails etc. Some combinations need a GM approval.

With this feat really crazy combinations are possible. A snake that wears boots or gloves ..

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