True, no Domain spells. This Enlarge is a Domain Power. Swift Action and lasts for only one round. Comes in handy.
Well, I guess since the majority of our fights have been against goblins Enlarging was a bit of an overkill. Greataxe with 16 strength would be enough but I liked the Reach aspect of enlarging.
Also, it is awesome to think of a 12 foot tall half-orc swinging an axe with a blade the size of a fridge door.
There have been a few other, bigger fights besides goblins....no spoilers.
Strongly second this. Every level seems to brings a little bit of an extra bonus, rather than a few big bonuses spread far apart. This keeps each step interesting and fresh, rather than a grind to a desired level for a specific power......well, I guess there is Bane to reach for. I especially love the Teamwork feat you can change as a Standard action.
My current (3rd level) Inquisitor is a half-orc follower of Erastil. Plant with Growth Subdomain. With Enlarge he swings that greataxe with 18 strength and 3d6+6 damage. We are partway through module one of Runelords so when he hits something....it usually dies.
These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.
I have bought them for every character for years. I have yet to use them but one day they will pay off!
If an 5th level Inquisitor has this spell cast on him prior to combat will the +2 bonus from his Wisdom Modifier increase effect all of the following:
A +2 to Inititive
Am I misssing any? Thanks.
Combine it with an alternate racial trait of the half orc. Sacred Tatto.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
So, you have a constant +1 luck bonus on all saves. Fate's favored bumps that up to +2. It's the equal of 3 feats from using two traits.
Also, if Divine Favor is cast upon you it is +2 attack and +2 damage right at level 1 as DF is a luck bonus.
All I can think of for luck bonus's at his time.
Excellent idea! Although it would be nearly the same as Weapon Focus, the flavor is great.
Are you asking because your like in the middle of a dungeon, just leveled up, and have another encounter for the day? This arification may help some people answer.
That is the exact situation. We know there are baddies in the very next room waiting for us to come in.....or, if we take too long, will come bursting out in a few rounds.
So, I will ask our GM to houserule it if there are no hard rules on it.
So, my Inquisitor has gone from 1st to 2nd level. I know some things change on the spot (BAB, saves, HP, skill points) but I need some answers on spells.
He now knows 3 different 1st level spells. He can cast any of these 3 times per day.
I assume that he must rest for the eight hours in order to learn the new spell. However, does he gain the extra casting per day immediately, or does it also need rest before it activates?
Sorry if it is a noobie question.
In the APG under 1-point Evolutions:
Reach (Ex): One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet.
I don't read a limit to the number of times this can be taken. Was it corrected at a later date, or can my Medium Eidolon have a 20 foot reach with his bite attack? I also note it does not state something to the effect of "This can be taken many times. It's effects stack."
For "Command" I wonder how you would rule if this happened:
An enemy 30 feet away. Two allies (ranger and fighter) are between me and the enemy. I successfully use the spell and command the enemy to "Approach".
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
On the way it passes the fighter who gets an Attack of Oppportunity and hits. Now, does the enemy keep walking and pass by the Ranger (for another AoO) and come completely to me (for another AoO) or does the fighter's strike end the spell? The phrasing "....may do nothing but move..." and "...provoke attacks [plural] of opportunity..." makes me think the enemy will take multiple hits and not have the spell end.
No clear answer anywhere and this is a spell I may take for my Inquisitor.
I would strongly suggest "Hollow's Last Hope". It was the first module I ran for my Level 1 group and it went over very well. Saving the town of Falcon's Hollow was a great way to get the group to work together. Best yet, it is a free download at Paizo!
When they hit Level 6 or so I intend for them to return there for "Carnival of Tears."
Mark Hoover wrote:
One of the funniest times in my old AD&D 2nd Edition group was when an Aurumvorax burst out of the bush and tore into our fighter. We had the old "you can say ten words" as a free action per round. Our fighter's last words: "KILL IT, IT'S KILLING ME!!!!"
Shake It Off (Teamwork)
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
As you are ususally adjacent to one or two allies it can be equal in value to the 3 Feats that give +2 to each save type (unsure of the names).
Is there any better Feat to take in your vast experiences?
My very first PC was a Dwarven Cleric of Cayden Cailean. During a dungeon battle most of the party was beaten unconscious. I managed to get them dragged behind our fighter who bottlenecked the entrance for a 300-esque last stand.
I took a sling bullet to the head and was brought to 0 HP. With more enemies about to emerge from a rear corridor I Channeled Energy to bring the rest of the team up, took the -1 HP as penalty, and then fell unconscious myself. In the battle I was an easy kill as I lay helpless on the ground.
It wasn't until TWO YEARS later I realized I had forgot to include myself in the Channel Energy! Sigh......
I am happy to report one of my fellow gamers has brought his teenage son into our new Runelord session as a standard two-handed weapon goon meatshield (the best class to begin with) . Also, our DM has two boys that will no doubt be playing before they hit ten years old.
To the next generation *Raises a glass*
If you are a half-orc you get the +2 to Intimidate.
I suggest Greater Mercy.
Your mercy has incredible recuperative properties.
Prerequisites: Cha 13, lay on hands class feature, mercy class feature.
Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.
Bam! You use LOH as if two levels higher. Let your enemies beat on you while you constantly Swift Heal. When they get tired out you cut them down.
Rope-a-Dope Pathfinder style.
Be an Oread.
Use Ferrous Growth.
Ferrous Growth: Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an oread can cause a touched piece of nonmagical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This racial trait replaces the spell-like ability racial trait.
In a big city you can probably sell one Elven Curved blade per day for a few days until word gets around about your scam.
Move to a different town/city and repeat as needed.
It would only be a few hundred gold a month but a nice retirement plan if I ever heard of one.
I know this is bringing out the dead but I really like this story. I've seen three 20's and three one's in a row before, but the Wild Surge was icing on the cake.
Don't forget the new Omen trait from Ultimate Campaign.
Omen: You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.
Also, try to get Enlarged. Many of your enemies will be size medium and a +4 to Intimidate when Large is pretty nice.
If you are a half-Orc, it's worth the investment in Orc Trail Rations. +2 to Intimidate if you eat nothing but these. Listerine not included.
So a level one Inquisitor gets: +3 as a class skill, say +1 from Charisma, +1 skill rank, +1 from Inquisitor Bonus, say +3 from Intimidating Prowess or Skill Focus, +2 from being a half-orc, +1 from the Omen Trait, +2 from the Orc Rations:
Total at 1st level: +14 to Intimidate. If he has the Plant domain he can Swift Action Enlarge and it can now be +18. Decent at 1st level.
Say I have the trait Fate's Favored:
So if I cast Divine Favor:
It is now a +2 bonus on attack and weapon rolls?
Pretty nice if true.
This is the right answer.
Sober Caydenite wrote:
Whoa! Even better! I think I suspected that but it seemed too good to be true.
Thanks a bunch.
Ok, so if the human only has a non-reach weapon (such as a longsword) and has no Feats or Spells that enhance his reach.....then the Minotaur is safe to perform the Trip as the human targeted cannot reach him.
However, if another Medium creature was within striking distance he would get an AoO on the Minotaur.
OK, makes sense. Thanks.
A good point. Perhaps it would be better if I used the PC's names themselves as the victim and suspects. Considering they are in a dungeon that has been empty since the Age of Dreams, that would really fry their noodles.
I'm not a big fan of riddles but I tned to put one in every few sessions as my group seems to enjoy them. But I like riddles to be in that Goldiocks group: Too easy and they are boring....too hard and the group gets discouraged and perhaps dead if the consequences warrent it.
How about this one:
The group (5 characters all at Level 5) advances into a 30 by 30 room and the door seals shut behind them before they can spike it. It, and the far door, are beyond the Rogue's abilities.
A voice announces: "An Elf was slain. There are four suspects.
If the party fails to come up with the killer AND the truth teller they are subject to a punishment I have yet to come up with. Any thoughts on that as well?
Hello all. My PCs are currently in the converted Ghost Tower module and are almost to the Fire Level. For those not familar, there are a series of narrow footpaths leading over the lava (about 1 foot above it) and to the other side. I have replaced the Fire Giant with a Thriae Soldier, but I have some other questions. Of course there will be a Fortitude save (-4 penalty) DC15 as the air temp is over 140 Celcius for 1d6 damage per minute.
I want to be fair but lava is pretty deadly and the paths are pretty narrow (perhaps 2 feet wide at best). Also, if someone gets knocked out they are going to die.
SO, What sort of penalty/Relex Save would you impose for those chosing to move across the narrow paths? Perhaps no problem at normal move but a Save is required for a double move or run? If they fell into the sea of fire what sort of saves would their their equipment make to avoid the 2d6 damage from initial contact with the lava?