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Supreme Hunter

Eridan's page

771 posts. No reviews. No lists. No wishlists.


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The cube is hiting the ground with an edge so that there is a save place for the target.

This is an uncommon tactic / attack so the result is only partly covered by RAW and most of it is GM fiat. If it is a 'legendary' situation than the GM can deny the save of the target. If you use this tactic every day i would allow it with all RAWs ...

'Ultimate Equipment' has some rules for special materials like dragon hide. This rules can be used as a guideline.

UE - Special Materials wrote:
One dragon produces enough hide to make a single suit of masterwork hide armor for a creature one size category smaller than the dragon.

Winter wolfs are large so you can create one medium armor from one pelt. A cloak is something like 50% of an armor so (on my table) you can create one medium armor or two medium cloaks from one pelt.

UE wrote:
If the dragonhide comes from a dragon that had immunity to an energy type, the armor is also immune to that energy type, although this does not confer any protection to the wearer. If the armor or shield is later given the ability to protect the wearer against that energy type, the cost to add such protection is reduced by 25%.

A winter wolf is immune to cold so i would allow this rules too. The cloaks are immune to cold and you can use it for the creation of a cloak of resistance (the value of the cloak is substracted from the base price).

Did you know that you have a vampire as an enemy ? If yes then you are not well prepared because holy water is a must. Use the spell 'Bless Water' and create holy water if you have open spell slots or time to rest.

Another idea can be a stake to the vampires heart followed by cuting of the the head. Then hide the staked body of the vampire and take the head with you. Use holy water on the head as soon as possible.

The poison of a venomous snake is very similar to Black Adder Venom. BA Venom costs 120gp per dose on the market and you can craft it for 60 gp.

By milking a snake you basically get some of the material (= gp) you need for crafting a poison.

To be RAW as possible i would create a Profession (Snake Milker). With this profession you can 'earn' money per week (= raw materials for poisons). With Craft (Alchemy) you can create a poison using the raw materials (or the gp earned via Snake Milker).

In the 'Technology Guide' (see PRD) you can find rules for cyberware and you can find there are also cybernetic body parts. I would use this rules.

With the 'peg legs' and 'eyepatch' stuff from Shackles you replace your originial body parts with penalizing replacements. A peg leg is not the same as a real leg or a mechanical leg. Is is weaker and limits you physical possibilities. Cybernetics make you more powerful or at least are equal to your original body part.

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Mergy wrote:
Antitoxin lasts for an hour and gives an extra +2, right?

Wrong :)

Antitoxin Price 50 gp; Weight -- This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

The grapple rules are badly written especially if something grapples more than one target (an octupus with 8 arms and grab as a worst case scenario). There are rules for multiple creatures that grapple one target but there are no rules for one creature that grapples multiple creatures.

The main question is 'how many grappled targets can i hold with a standard action' ?

Grapple wrote:
If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold.If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, ...

In the related rules only the singular is used .. target, an opponent, the foe. So by the badly written rules we are limited to one target per hold and grapple check.

To grapple and hold more than one target you need the possibility to make a grapple check as a move action or faster.

The answer to your example is this:
B. Use a standard action to maintain one grapple, then my move action to maintain the other...

3. after one of this grapple checks ( a standard action can always be a move action) you make another grapple check via rapid grappler.

So one of your targets is damaged twice.

There is no RAW solution to get a dire hyena as a mount but here are some ideas that you can discuss with your GM.

1) Buy a dire hyena as a mount. The prize is up to the GM (should be ~300gp like a heavy combat horse because dire hyenas are common as mounts for gnolls) but with the 'Rich parents' trait you have 900gp available at 1rst level and that should be enough.

2) Take a class with an animal companion and use the 'wolf' animal companion stats for a hyena. Simply rename it. With the 7th level advancement it grows large and you can ride it.

3) Take the chevalier archtype 'Beast Rider'. At 4th level you can have very uncommon mounts like a snapping turtle (giant) or a tyrannosaurus. A dire hyena is not on the list but it should be ok with GM approval.

Beast Rider - Exotic Mount(Ex) wrote:
Additional mounts might be available with GM approval.

4) Play a summoner and design your eidolon like a hyena. At 8th level you can ride it.


Grit (Ex)

A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the Gunslinger’s grit class feature.

The maximum grit depends still on WIS while your daily recovery depends on CHA ? I pretty sure that the intent is that you change WIS to CHA for everything regarding grit but that is not written in the rules.

The chakram is already a martial ranged weapon that can be used as a melee weapon with some special rules.

There are no rules that allow weapon modifications but in a homegame your GM can allow it.

Spell or summon focused Druid with an animal companion.

You can cast divine spells including healing spells, you have good buffs and debuffs, you can shapechange for fighting or scouting and you have an AC as an additional party member.

Forget my previous answer.

LB is a short time protection and it can be used anytime you expect dangers. The onset saving throw for a disease is done immediately after you get in contact with a disease source. So yes LB can protect against diseases if you cast it before you are infected.

Disease wrote:
Onset: Some afflictions have a variable amount of time before they set in. Creatures that come in contact with an affliction with an onset time must make a saving throw immediately. Success means that the affliction is avoided and no further saving throws must be made. Failure means that the creature has contracted the affliction and must begin making additional saves after the onset period has elapsed. The affliction's effect does not occur until after the onset period has elapsed and then only if further saving throws are failed.

When you fail the onset save you have a problem and LB cannot help. It has only a 1 minute duration and you have to do a save every X hours or days.

Here we come back to my previus deleted answer. Do your character knows when he has do do a save ? I would say no in the case of diseases.

so you can use LB to avoid being infected but as soon as you are infected it is usesles.

It is a short time buff for a critical situation and not a long time protection against the dangers of the whole wide world.

Compare 'Implant' to other abilities like mummy root or ghoul fever:

Mummy root wrote:
Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease ...
Ghoul fever wrote:
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based....

In both descriptions the abilities are marked as 'diseases'.

In my opinion 'Divine Health' dont help against the 'Implant' ability.

Haunts wrote:
...a haunt never gains a Will save to lessen the damage done by such effects, and attacks that require a successful attack roll to work must strike AC 10 in order to affect the haunt and not merely the physical structure it inhabits).

You can see haunts with detect undead or as soon as they manifest in the surprise round. So you can attack them with positive energy. Everything with an attack roll (melee and ranged) can hit a haunt with AC 10.

The fluff text from 'Disrupt Undead' says 'undead creature' but the spell itself is a ray and not limited on targeting creatures. Basically a haunt is a undead phenomenon that can be fought like a creature.

Magic - Ray wrote:
Ray: Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don't have to see the creature you're trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature at which you're aiming.

So the answer should be : Yes you can use DU against a haunt.

Regarding dhampirs and DU:

Dhampir wrote:
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

With the 'Leadership' feat you can get a cohort with class levels. This can be a special animal (maybe an awakened animal, an ex-AC etc.) with class levels if your GM allows it. That is the only RAWish chance i see but it depends on your GM.

ACs and cohorts via leadership follow different rules. An AC never ever can be your AC and your cohort.

'Reach rules' combined with 'Inappropriately Sized Weapons rules' create a lot of problems/questions that are not answered within RAW.

We need an errata for reach.

A reach weapon looses its reach quality if it is used as an inappropriately sized weapon.

No abuse of small reach weapons and not confusion with large reach weapons.

Or better .. delete the 'Inappropriately Sized Weapons' rules. A large longsword is a medium two-handed sword. A small two-handed sword is a medium longsword. If there is no compareable weapon then you cannot use it.

Magic item activation is in most cases a standard action.

So you need the same actions as in my previous examples with an additional standard action for the ion stone activation (AC).

This whole topic is not fully covered by the rules. GM fiat can allow / disallow other things.

You have to draw the item from a bag, bagpack, belt pouch or whereever you have stored the item. That is in most cases a move action. Than you have to give it to your AC and the AC has to take it. On my table it requires a 'readied action'.

Giver: Draw item (move, AoO), ready action to give the item to someone (standard)
Taker: Take item (move, AoO)

Another possibility is this:
Giver: Draw item (move, AoO), drop item to the ground (free) or throw it at a square (standard)
Taker: Take item (move, AoO)

Yes you can heal a negative energy affine creature with the Anatomy Doll by RAW. The 'healed' creature is sickened as long as it is linked to the doll but that is the only disadvantage.

On my table (and RAI in my opinion) the doll should hurt a creature regardles of its type as long as it has blood. I would change the negative energy damage of the doll to 'damage'. Abuse stopped :)

My groups use 'Bag of Holdings' or 'Portable Holes' to transport their treasures. What is the problem ?

It looks legal by RAW so let him do it. Think over other solutions like a good market economy. Who buys 20 orcish full plates ? Maybe one platemail is good for reselling but 20? Who needs a giant hide armor or a giant longsword? What about an old rusty chest with blood on it from its previous owner? Would a shopkeeper of a small town buy 'useless' items for x.000 gp ?

Even in video games shopkeeper have a limited budget and they dont buy everything.

With that in mind the player will stop collecting everything .. be sure.

Natural Attacks wrote:
Natural Attacks Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls. Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 times the creature's Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type.

Claws and bites are primary attacks. So all combinations of natural attacks are done with full or -5 attack bonus depending on the natural weapon you use. There are no penalties for offhand attacks, iterative attacks (you dont get them with nat. weapons) etc.

In your example the troll will always attack with his full attack bonus. It doesnt matter what attack he uses because all his attacks are primary attacks. For a single attack the bite is a little better due to the higher damage dice.

GM opinion / Houserule

A brilliant energy weapon is partly transformed into light. On my table you can transform is back (=turn of brilliant) with a special enchantment. Lets call it 'Retransformative'. It uses the rules of the 'Transformative' enchantment but its transformation is limited to turn of the brilliant enchantment. Through this limitation it is a little cheaper .. lets say 6k.

The real question is 'Why Driver 325 yards needs an answer to his question that fits his personal opinion'.

May answer is that he is a player who wants to level up his characters animals ..

ohako wrote:

c) can a tube arrow shooter be hidden somewhere else on the body, or perhaps in the hollow pommel of a hafted weapon?

There was a movie were an assasin has a tube shooter mounted on his back. He has an audience by the emperor and must kneel down in front of him. Then he shows with the tube shooter. I think it was 'Hero'.

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First there is no 'reach' ability. Every creature has a natural reach and this reach increases with the creature size.

Second there is a general rule:

Big And Little Creatures In Combat wrote:
Creatures that take up more than 1 square typically have a natural reach of 10 feet or more, meaning that they can reach targets even if they aren't in adjacent squares.

So first take a look at the animal in the 'Bestiary'. Is there a large version of that animal ? Yes then use the reach from the books. No than use the general rule.

The differentiation between 'long' and 'tall' looks like an relict from D&D 3.5 were you can have large creatures with a size of 1x2 sqares (5ft x 10ft) or 2x2 squares (10ft x 10ft). In PF every large creature has a size of 10ft x 10ft .

That some large creatures dont have a natural reach of 10ft. It looks like a relict too but creatures from the books sometimes follow their own rules. So rebuilding a rule from creatures is not a good idea.

Small or smaller creatures gain a size bonus to attack rolls that (in most cases) compensate their low STR. They still need 'Weapon Finesse' for DEX to hit on melee attacks. (exceptions are familiars)

CRB wrote:

Your attack bonus with a melee weapon is the following:

Base attack bonus + Strength modifier + size modifier

Their is a size modifier table that gives you following bonuses:

small +1, Tiny +2, Diminutive +4, Fine +8

A lot of questions and misunderstandings but i will try to help.

1. You only gain iterative attacks with manufactured weapons. There are no additional natural attacks for a high BAB (there are some exceptions but i dont see one for your gnasher).

CRB Natural Attacks wrote:
You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks).

2. As soon as you use a manufactured weapon all natural attacks are 'secondary attacks' with a -5 penalty to attack and a lower STR bonus to damage.

CRB wrote:
For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls.

So possible attack routes are:

1) Natural only: Bite 12/Claw 12/Claw 12
2) Manu. weapons only: weapon 12/ weapon 7/ weapon 2
3) Mixed: weapon 12, weapon 7, bite 7, claw 7, claw 7, weapon 2

With grab you have another problem. Basically you can perform a complete attack route even with a succesfull 'grab'. In the second round you need a standard action to maintain the grapple or you release the grappled foe and perform a full attack route.

You dont gain the grappled condition through 'impr. lockjaw'. That means you still have to maintain the grapple but you dont get the DEX penalty etc. (see grapple condition).

I would use the 'Building and Modifying Constructs' rules from Ulimate Magic.

You can build a large animated object for 6250gp at lvl5 with the feat 'Craft Construct'. With construction points you can make it faster, made of metal and add a trample attack to the vehicle.

The sorcerer casts 'mage armor' on the monk, stays out of trouble and uses ranged attacks.
The monk keeps trouble away from the sorcerer and kills everything in melee.

Due to the fact that you play RotRL with only 2 PCs i think your GM modifies the game. I like that but in general all adventures are made for 4 PCs and some encounters in RotRL are really deadly even for 4 players.

For additional meat shields the sorcerer should learn 'Summon Monster' or buy a wand as soon as possible. Additionally you can buy some dogs or hire a fighter (or learn leadership at a higher level) as a guard.

For Erylium: A combination of 'Daze' and grapple can solve your problem. Catch it, pin it, kill it :)

Dark Immortal wrote:
If the necromancers wealth is part of his cr and he has used that wealth to make his army, then I would consider the cr the same. If the undead were not detracting from his wealth and that wealth instead went toward equipment he was using against the PC's I would count the undead as an additional cr adjustment.

You consider wealth for NPCs?

For 2000 gp i can buy a +1 weapon or 80 HD of undead. What affects the CR more ?

What about spells/abilities like 'Blood Money' that replace material costs for animate dead ?

Dispel Magic wrote:
Target or Area: one spellcaster, creature, or object

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The undead are part of the necromancers CR if he creates the undead during the fight. The necromancer starts the fight with 100% of his powers, uses 20% (example) of his power to create undead and has 80% of his power left for the rest of the fight.

The undead are also part of the necromancers CR if he creates them today without chance to recover his powers. So he starts the fight with 80% of his power (20% are used to created the undead) and an army of undead.

The undead increase the CR if they were created a few days before the fight. The necromancer starts the fight with 100% of his power and an undead army.

Thats how i rule it without RAW support, only common sense.

RedPickerel wrote:

Also, are there spellbooks with more than 100 pages (other than blessed book)?

There is no spellbook with more pages in the rule books but in the books are only standard items. I think is no problem to buy a book with 300 pages, a rope that is 200ft long, a waterskin for 2 gallons, a large piece of soap (weight 3 pounds), etc.

You use the price and the weight of the listed items as a baseline and than you have your 'custom mundan item'.

What are 'special purpose powers' ?

Every Command word, Use-activated or continuous magic item can be modified with the special 'charges per day' that lowers the base price.


Charges per day

Base price: Divide by (5 divided by charges per day)

Short and simple.

The HP of the enlarged person are not increased so items HP are not increased too. The spell dont say it, the spell is called 'enlarge person'(intend is clear) and it would cause some follow-up problems.

You are correct.

There are one or two magic items that increase your sorcerer level for your bloodline powers but i dont remember their names.

Is a normal attack action = standard action to fire a siege engine. You cannot perform a full attack because you need some actions to reload the weapon.

A light balista can fire every three rounds (2 full round actions to load, one standard to fire).

With the master siege engineer feat you can fire every 1.5 rounds (2 move actions to load, one standard to fire).


Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed.

I would say yes.

Are there special reason why you use a scimitar? Otherwise i would retrain your scimitar based feats and use a kukri without the -2 penalty for inappropriately sized weapons. Same damage, crit-range and proficiency as a small scimitar.

You get access to the 'Aspect of the Beast' Feat without meeting the prerequisites. That is a huge advantage.

All primary attacks use your standard BAB. Correct.

Animal companions have their own magic item slots (limited by their physical form, no gloves for a snake etc. (GM fiat)).

Ok maybe iam wrong but i dont think it is OP to allow a Mammoth Rider with more than one animal companion /steed. One AC with 20 HD is always better than two AC with 10 ..

There is no restriction by RAW how many animal companions a mammoth rider can have. All animal companions are steeds for a mammoth rider as long as they are part of the 'steed animal list'.

Maybe this thread helps. Informations about the lashunta are really rare.

In general i see no problems for beastmasters 'animal companions' and 'steed'.

A beastmaster can have more than one animal companions and can choose from any animal of the world. The 'steed' ability allows some more animals as companions.

'Gigantic steed' increases the size of animal companions. This animal companions must be from the 'steed' list of animals! You must choose at least one animal from the 'steed' list to get a benefit from 'Gigantic Steed'.

So a beastermaster/mammoth rider can have a pack of huge wolfs or one huge horse and a couple of 'normal' sized birds of prey or one huge camel, a huge wolf, a huge horse and a normal bird of prey as long as he has enough levels..

Immunity to X is a special ability with its own rules.

Universal Monster Rules - Immunity wrote:
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.

It has nothing to do with Spell Resistance.

Universal Monster Rules - Spell Resistance wrote:
Spell Resistance (Ex) A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature's spell resistance, the spell works normally, although the creature is still allowed a saving throw.

So the answer is 'No a golem cannot lower his immunity against magic by RAW'.

Dont buy X bottles of wine for 1gp each. Buy only one bottle of really good wine.
Save a one gp every month and when your liver is old you have enough for a cleric and a heal/regenerate spell.

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Can the attacker see the target?
Under what light conditions can the attacker see the target?

In your example the drow gets no penalties because he has darkvision 120ft. There is no cover/concealment for the PC because the drow sees him.

The PC can shot at the Drow without penalties too because the drow is standing in a light. The PC sees his target .. no concealment.

Hawktitan wrote:

Step 1) Add water

Step 2) Transmute mud to rock
Step 3) Stone Shape
Step 4) Stone to Flesh
Step 5) Raise Dead

A chunk of flesh is not the same as a body of a creature.

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The money is for the wine you need during the hours of writing and learning :)

Ok this formulas are a little easier :)

Wound points = 20 + (4 x CON bonus)
Wound threshold = 10 + (2 x CON bonus)

Note: A CON score of 15 results in a CON bonus of 2.5 for this formulas.

Regarding Toughness:

As Odraude said there is a rewritten version of he Toughness Feat for Wounds & Vigor



You have enhanced physical stamina.

Benefit: You gain 1 wound point for every level or Hit Die your character has.

I would use this rule for favorite class bonus HP too.

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While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole.

A body cut into X pieces has X wounds that are all closed by the spell. So basically during the casting the body is put together and everything is fine as long as you have 100% of the body available. If something is missing it is still missing after the completion of the spell. That can be serious if it is essential for survival.

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