|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
James Jacobs wrote:
Sorry my computer went crazy and the rest of my post had to be snipped off. I was wondering About the normal tiny size ("1 to 2 feet") and the fact the average male Grippli is 1 ft 11 inches, while females clock in at 1 ft 9 inches. Is this kind of thing frowned upon in the design department, much like a medium race over 8 feet tall?
One of my players made a blind monk/kensai. To make this actually ok to play he has taken (improved/greater)blindfight and a 3.5 spell called listening lorecall that gives him blindsight 30 feet.
This has been fine, but something came up the other day.
He has been using spell combat and Teleport offensively. However, some of the phrasing of teleport seems wonky for this. Here are my concerns.
Familiarity: “Very familiar” is a place where you have been very often and where you feel at home.
No problem there. This is the kind of place where if you get up in the middle of the night you know to not stub your toe on the end-table.
“Studied carefully” is a place you know well, either because you can currently physically see it or you've been there often.
Here it starts. He can't physically see anything. And places he can study by touch, smell, and hearing are likely to fall into Very Familiar in a hurry.
“Seen casually” is a place that you have seen more than once but with which you are not very familiar.
Again, can't see.
“Viewed once” is a place that you have seen once, possibly using magic such as scrying.
See above (that's a bad pun).
Now, he does have blindsight.
But my concern is that this doesn't confer the same effects as true vision. If you wanted to teleport to one of two identical rooms, but one was red and one was blue, there'd be no way for him to tell the difference. let alone if they had murals or inscriptions or what have you.
But mainly the concern is, do you think a blind mage with blindsight can teleport 30 feet ahead to an area he can only sense with blindsight? What about an area 100 feet behind him he just walked by 10 seconds ago without scouring the area?
Sorry my internet burned out right there. "1d6 automatic damage" breath weapon is brutal in a 20 foot radius that blinds as well. It doesn't help that originally printed the monsters reach chain attack there did 2d4 +12 (somebody made a typo). Yeah at level 5 its not that bad because of its defenses, but it was put into a module (crown of the kobold king) to face 2nd level adventurers. At that level I got to watch it drop 2 PC's a round.
James Jacobs wrote:
Has this been published yet? This is my favorite teaser in Inner Sea Guide and I've been waiting to see what its about since then.
Snake style, to use your bonus to sense motive. Rogue ac is typically bad, so that's a help.
If you're looking at skill focus for sense motive or SoH or whatever, Focused Study for humans is a must.
Trap Finder trait if you value disabling magical traps.
Lastly, Improved Evasion at 10 gives you the evasion you lost at 2nd, and then some.
One I like to keep around,
"The best ideas sometimes come from your players".
Sometimes you'll have what you think is an A-1 humdinger of an encounter cooked up, and someone will say "Oh man I hope this isn't a swarm of bees that are on fire" or something like that, then you know to say "funny you should say that, because suddenly you hear a drone of insect wings, and the room temperature seems to grow hotter as a glow comes down the hall".
Lythe Featherblade wrote:
Sounds like you have a big damage blaster and the DM is ignoring your damage. Sounds like you might have a playstyle clash. That I can't help with.
That said, knowledge checks let you identify what that creature is as a base, even if you don't roll well enough to get +5 or such, many base abilities can be gleaned. For instance, if you find out something is a devil, you know automatically that it will be immune to fire and poison, resist acid and cold, and see perfectly in darkness. Same as you know undead can't be mind effected (unless they're some kind of variant), or constructs can't be affected by fort save targeting effects unless they can target objects.
Also, you have limited knowledge of saving throws to help this along;
Comparing this to melee, melee actually have a small advantage here
damage reduction wrote:
Lastly, if the enemy is protected from energy from the spell, you might be able to make a knowledge Arcana check to notice to spell is in place after your damaging spell fails to affect the creature (Dc for this is usually 23). Or use Arcane Sight.
So this text doesn't apply to said power?
Can I reveal two Belts of Incredible Dexterity over and over to add ∞ to my Dexterity?
Of course not. Any specific card's power can be activated once per check or step, and then it can't do that again until the next time you do something. So you cannot reveal a single Belt of Incredible Dexterity twice to add 2 to your Dexterity check, but you could reveal two copies once each; similarly, you cannot reveal a single Magic Shield three times to reduce a single instance of Combat damage dealt to you by 6, but you could reveal it once to reduce “before the encounter” combat damage dealt by a Scout, and then reveal it a second time to reduce Combat damage if you fail to defeat the Scout.
Resolution: On page 9 of the Rulebook, under Playing Cards, add the following sentence to the definition of Reveal: "You may not reveal the same card for its power more than once per check or step."