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HangarFlying's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 2,683 posts (2,686 including aliases). 1 review. 1 list. No wishlists. 4 Pathfinder Society characters. 2 aliases.


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Andoran

Pathfinder Adventure Path Subscriber

Seems legit. o.O

Andoran

Pathfinder Adventure Path Subscriber

Woah. That's awesome!

Andoran

Pathfinder Adventure Path Subscriber

Ummmmm...Wrath of the Righteous?

Andoran

Pathfinder Adventure Path Subscriber

Kor, mind putting up a pic of your "Pax Wardrobe" setup? I like the look of the "Billy Bookcase", too.

Andoran

Pathfinder Adventure Path Subscriber

My personal hunch is that most people are getting armor spikes mixed up with spiked gauntlets. To the best of my knowledge, there is nothing limiting armor spikes to only free hands.

On the other hand, the cestus is specific to having a hand available to use (the description essentially states that you're making an "armed" unarmed strike with that hand/arm). You are able to declare that you're making a hand available as a free action prior to the end of your turn. So, you'd be able to make an adjacent AoO but not one with the reach weapon. Essentially, at the end of your turn, you would need to decide if you want to threaten with reach or adjacent.

So, IMHO, armor spikes/reach weapon, you're good to go for both; cestus (or some other "hand" weapon)/reach weapon, you have to decide.

Andoran

Pathfinder Adventure Path Subscriber

Have the cleric swim to the beach, then work his way back around.

Andoran

Pathfinder Adventure Path Subscriber
Sissyl wrote:

Anguish: Thank you.

Remy: As I said, you are free to houserule it. As you yourself point out, 0 strength means a ? carrying capacity by RAW. So, again by RAW, there is nothing that even says you HAVE a maximum carrying capacity with strength 0. Not defined. Make a call, but it WILL be a houserule. :)

By that logic, characters with the dead condition can get up and take normal actions. We don't need the rules to tell us that the carrying capacity of STR 0 is 0.

Andoran

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Anguish wrote:
WRoy wrote:
Sorry, that wasn't the clearest... I was trying to point out two things at once and they got jumbled together. PRD states a character with a Strength score of 0 is too weak to move in any way, which the fly spell says nothing about superceding. Secondly, a creature with Str 0 has an effective max load of 0, so it could not carry anything aloft with fly.

WAIT!

WRoy just won the thread.

I'm not kidding. I was just reading this and decided to look for those three key words: "in any way", just to see if (s)he was being... creative. Not important, but WRoy was quoting what written but didn't complete the quote.

I present... THE ANSWER:

"A character with a Strength score of 0 is too weak to move in any way and is unconscious."

And. Is. Unconscious.

Sorry, no purely mental actions allowed; you're unconscious.

It's an oversight in the conversion from 3.5e to Pathfinder. In 3.5e, the details for Strength 0 were: "A character with Strength 0 falls to the ground and is helpless." That didn't include unconscious, so the paralyzed condition made sense as written: "A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares."

So there we have it. Since Jason rewrote what happens when your Strength drops to 0, he negated a portion of the paralyzed condition, which moots the entire discussion. The text that permits purely mental actions should be stricken from the rules as it cannot possibly apply, with the possible exception of any rare creature that cannot be made unconscious.

Can you fly while...

One thing to keep in mind: paralyzed gives you an effective strength score of 0; it doesn't actually change your strength score to 0. Nor has your strength been drained or damaged to 0. So, no, you are not unconscious.

Andoran

Pathfinder Adventure Path Subscriber

As a GM, I probably wouldn't have a problem with it being used in this context.

Andoran

Pathfinder Adventure Path Subscriber

Dammit! Ninja'd my "Ninja'd"!

Andoran

Pathfinder Adventure Path Subscriber

Also, the basic premise is that it is a "wall" of iron, not a "floor" of iron. Though, that being said, nothing prevents you from having this wall created near the edge of a chasm and then tipping it over to span the chasm, assuming you can make it tall/long enough.

EDIT: Ninja'd.

Andoran

Pathfinder Adventure Path Subscriber
hashimashadoo wrote:

They did bring 100' of rope but they decided to use it to cross the chasm between Thistletop and the Thistle Tunnels. Then none of them wanted to head back to the Tunnels (crossing the rope line), unsecure said rope, get the Cleric out, resecure the rope and have the Cleric run the risk of falling in the sea again (he doesn't have any physical skills).

It's not about being mean, it's about being lazy. They know he's alive, they just don't want the hassle and would rather get on with the adventure using healing potions. It's particularly unnerving since in RL the Cleric is married to the Magus and the Barbarian is his best friend.

I don't want to encourage this behaviour by skipping the skill checks required for them to regroup but neither do I like the idea of the Cleric doing nothing while the rest of the party are gaining levels without him. I mean, the bunyip was worth a lot but it was only about 10% of the XP value of clearing out the fortress.

If they don't change their tune next session I think the Cleric might just have to stumble upon a potion of flying while the other party members rack up some 'sloth points' (they have no idea that I'm counting their sins).

I would also grant the bunyip XP solely to the cleric instead of splitting it with the group.

Andoran

Pathfinder Adventure Path Subscriber
NobodysHome wrote:

Somewhat to my own amazement, I'm going to agree with HangarFlying here. While I'm not unfamiliar with PvP, I have grown to despise it, yet here's a group abandoning their cleric because it's funny/convenient.

Let the shadows be free-roaming and see how the party deals with them without their cleric.

It's a jerk move as a GM, but they started it by leaving their cleric in the drink, thereby excluding one of the players.

*OR* just be mature and talk about it out of game and come to an agreeable solution that works for everyone. But that would be mature...

Well, to be fair, I did say to do the mature thing first. IF they insist on moving on without, THEN unleash the shadows. It's less of a jerky move if you've given them the opportunity to correct, but they ignore it. ;-)

Andoran

Pathfinder Adventure Path Subscriber

Sooooooo...does my archetype idea seem viable?

Andoran

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
aegrisomnia wrote:

FWIW, I've been using this as my reference for "Paralysis": http://paizo.com/pathfinderRPG/prd/glossary.html#_paralysis

Upon looking again, it looks like there are separate sections for "Paralysis" and "Paralyzed", and I grant that "paralyzed" doesn't contain language about becoming "immobilized." Does the "Paralysis" entry in the Glossary only reference the Universal Monster Ability? If so, that's somewhat confusing.

It doesn't change anything. The UMA "Paralysis" is effectually no different than the CRB "Paralyzed" in that it is in reference to the target creature unable to affect himself. It is not a literal "roots grow and bind the paralyzed character to a specific spot", it is a colloquial "the character is unable to move his own limbs and therefore cannot move himself from that spot". There is still no implication that another character may not pick up said paralyzed character and move him elsewhere.

Andoran

Pathfinder Adventure Path Subscriber
aegrisomnia wrote:
Quote:
Where does it say you can't?

I've taken the following to imply, if not outright state, this:

Quote:
He is rooted to the spot, frozen and helpless. Not even friends can move his limbs.
Quote:
paralyze their victims, immobilizing them
It's just one interpretation. Frankly, I'd like to see something somewhere that rules this out.

Considering that isn't even in the description of "Paralyzed", it isn't applicable.

Paralyzed; CRB: Glossary; PRD wrote:
A paralyzed character is frozen in place and unable to move or act.

The paralyzed character is unable to move himself, but that doesn't mean that other creatures are unable to act upon him. There is no implication anywhere in the description of the effect that prevents an outside force from imparting motion upon the paralyzed character.

Andoran

Pathfinder Adventure Path Subscriber

Where does it say you can't?

Andoran

Pathfinder Adventure Path Subscriber

You can pick up a paralyzed creature, you can't pick up an immovable rod once it's been activated.

Andoran

Pathfinder Adventure Path Subscriber
fretgod99 wrote:


And in any event, this doesn't really provide any assistance in answering whether you could ready an attack to sunder the weapon of an opponent that attacks you if that opponent is outside of your threatened area.

It's like he's grasping at straws, man.

Andoran

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Remind the rest of the group that it is a group effort. Maybe have the shadow encounter happen quite a bit earlier than written if they insist on proceeding without the cleric.

Andoran

Pathfinder Adventure Path Subscriber

One other thing to remember is that for PFS, as long as the character hasn't played as a second level character, you can change things. So, if you're really not that sure, do one scenario with one stat configuration, then do the next scenario with a different configuration. Use the third to get those final tweaks in.

Andoran

Pathfinder Adventure Path Subscriber

It certainly seems reasonable, but it would be nice to have official answers for all this.

Andoran

Pathfinder Adventure Path Subscriber
anthonydido wrote:

Ah, ok. I didn't play much 3.5 so I only have the Pathfinder weapon size table to go by which doesn't cover past 3d6.

Yeah, this is frustrating.

Andoran

Pathfinder Adventure Path Subscriber

The real question is: how much money do you get for selling a huge greatsword?

Andoran

Pathfinder Adventure Path Subscriber

Ok, what about something along the lines of Summon Monster SLA being replaced with "Binding Surges". When a living creature dies within 30 feet of the summoner, he can use one Binding Surge as an immediate action to bind a portion of that soul's energy to the summoner giving that summoner a +1 bonus to attack and damage on any subsequent attack of the summoner's choosing (melee, ranged, ray, touch, natural weapon, etc). The summoner may instead expend two surges to allow the bonus to be applied to all attacks made in any one round of the player's choosing. Once the attack is made, the soul's energy is released. At the end of one hour, if the soul's energy hasn't been used, it is released and a new surge will have to be used. At 4th level (and every four levels thereafter) the bonus increases by +1 to a maximum of +5 at 16th level.

The summoner could use a surge to cast the respective planar binding spell as a SLA (5, 10, and 15th levels, perhaps?).

At some point in the progression, I imagine the summoner would be able to share this bonus with his eidolon (either whole, or in part).

I also imagine that at some level, if the creature slain had an energy or alignment subtype, the summoner could expend another surge to either gain an extra 1d6 damage of that subtype or perhaps allows the summoner to overcome any DR that a creature with that subtype might have. Perhaps both but granted at different levels.

Might be worth looking at reducing the effectiveness of the eidolon for this, too: summoner level halved (min 1) or something like that.

Well, that's my first stab at it, anyways.

Andoran

Pathfinder Adventure Path Subscriber

Hmmm...ok, just to make sure I'm clear what you're saying, the spell list I posted in the first post is generally ok to go.

I like the idea of an archetype. Though, there are only 3 binding spells compared to the 9 SM plus gate to trade out. So the question would be what else to give it to balance things out.

I need to head to bed for an early morning. I'll give it more thought and post tomorrow afternoon.

Andoran

Pathfinder Adventure Path Subscriber

Well, for completeness of discussion then (and again, spoilered for those who wish to keep it secret):

RotRL:

Lamia-Kin, Hungerer (pg 410)
Melee bite +29 (2d8+10/19-20/x4 plus 2d6 acid damage and 2 Wisdom drain), 2 claws +29 (1d8+10 plus 2 Wisdom drain)
Wisdom Drain (su) A hungerer drains 2 points of Wisdom each time it strikes a foe with its bite or claw attacks. Unlike with other kinds of ability drain attacks, a hungerer does not heal any damage when it uses its Wisdom drain.

Most High Ceoptra (pg 359-360 & 404)
Melee +3 unholy dagger +29/+24/+19/+14 (1d6+12/17-20), 2 claws +26 (1d6+4), touch +21 (1d8 Wisdom)
Special Attacks [Most High Ceoptra] ... drains 1d8 points of Wisdom each time she hits with her touch attack.

No saves for Wisdom drain.

This isn't "what I think it should be", it's what it is. If you get hit by the touch attack, you don't get to avoid it with a save. It especially sucks if you get critted on the touch.

Gives a whole new meaning to "Bad Touch".

Andoran

Pathfinder Adventure Path Subscriber
Remy Balster wrote:

If what you are saying here is true, then my position crumbles and I must concede that I am wrong.

Answer the question from earlier.

You cast Antilife Shell, which creates a 10ft radius barrier that hedges out and prevents living creatures from entering. A dragon with 20ft reach comes up to the edge of the barrier and...

A) Bites your face off, because he doesn't need to enter the area to bite you.

B)Cannot bite your face off, because the barrier prevents him from entering the magically protected area.

I think the answer is B, and that the rules are consistent with my answer. Do you believe that the dragon can bite the caster without ever entering the area of the protection?

You're actually missing the point. The fact that the spell prevents a creature from reaching into that space is in no way any evidence that you can attack a creature by striking at its limbs. Nor does this provide any evidence that one can ready against a reach attack without the Strike Back feat.

To give a visual example, your human mini, armed with a longsword, needs to be adjacent to the dragon mini to attack it, not merely standing somewhere within the dragon's area of reach. If you ready to attack a dragon that attacks you, your mini must be adjacent to the dragon mini, unless you have the Strike Back feat.

Andoran

Pathfinder Adventure Path Subscriber

Don't open the spoiler unless you have already played through the RotRL AP or read through the AP:

YOU HAVE BEEN WARNED!

RotRL:

The Lamia Hungerer and Most High Ceoptra don't have their saves for their wisdom drains. In fact, the hungerer's drain is administered via natural weapon attacks and these drains don't have saves.

If you can't read the spoiler, you've got incomplete information with which to come to your conclusion. Suffice it to say, the save DC for the Lamia Matriarch is for the drain from the weapon attack only.

Andoran

Pathfinder Adventure Path Subscriber
Ssalarn wrote:
HangarFlying wrote:
Thread Title wrote:
What checks and actions are required to perform a Mounted Charge?
What checks and actions are required to perform a nun mounted charge? None. Being mounted doesn't change this.

Firstly, I have no idea why you're going on about mounting nuns.

Secondly, I'd imagine there's at least a couple checks involved in trying it, as well as a possible alignment shift.

Finally, while you may think it's as easy as just ordering the nun to run at somebody, there's an entire mechanical framework involved in the action that you seem to be unaware of. If nothing else, I would imagine that there is at least one hell of a Diplomacy check that needs to take place before that nun moves an inch, followed by a Strength check on the nuns part. Unless it's a particularly beefy nun, but then we're back to trying to figure out how you successfully mounted her in the first place.

Heh. Would be an interesting picture to behold...

Andoran

Pathfinder Adventure Path Subscriber

So why would a stronger creature have it's touch attack potentially be negated when a weaker creature's touch attack can't be negated?

Andoran

Pathfinder Adventure Path Subscriber

So, you recommend leaving lesser planar binding, planar binding, and greater planar binding at 4th, 5th, and 6th levels respectively?

I get what you're saying about making it a class feature, but even with an archetype, you're still stuck with dealing with the irregularities of the spell list. There are a number of spells on the list that I think certainly fit the flavor of what a summoner should be able to deal with: dimensional lock and maze, for example. But if you make an exception for those, you could certainly justify most of the others, and then at that point you're back at square one.

So, with that in mind, do you think it's best to allow exceptions for conjuration (calling) and conjuration (summoning) spells, while not granting exceptions for spell levels for the remaining spells?

Andoran

Pathfinder Adventure Path Subscriber
MattR1986 wrote:


I don't see how the save doesn't apply to both. You have:

Option A: Move and hit or full attack and hit. If any of the attacks hit the first one also uses Wisdom Drain (the special attack)

Option B: Melee touch for lower AC to go for more drain with Wisdom Drain (the special attack)

It then says: a DC 21 Will save negates the Wisdom Drain (referring to the special attack listed for both attacks). Its telling you what happens if you use the Wisdom Drain ability which is DC 21 save.

This is the Wisdom Drain entry from the Lamia:

Lamia Wisdom Drain, PRD wrote:
Wisdom Drain (Su) A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion.

It doesn't have the ability to deliver the Wisdom Drain via weapons. Note that there is no DC to save against the Wisdom Drain: if it makes a successful touch attack, you get drained...no save.

So, the Lamia Matriarch is different because it CAN deliver a drain via the weapon attack, except that the drain via the weapon attack may be avoided with a successful Will Save.

Andoran

Pathfinder Adventure Path Subscriber
fretgod99 wrote:
I'd apply the save to both versions. They both fall under the "Wisdom Drain" entry. Are there other examples of unsavable drain like this? If so it'd make a stronger argument to treat them separately.

Strife brings up a good point that I forgot to consider. There are also a number of other creatures that provide an unsaveable drain found in the RotRL AP. I'm not going to disclose here, for obvious reasons. Suffice it to say, I'll return to my original position and say that the DC is for the weapon only.

Andoran

Pathfinder Adventure Path Subscriber
Thread Title wrote:
What checks and actions are required to perform a Mounted Charge?

What checks and actions are required to perform a nun mounted charge? None. Being mounted doesn't change this.

Andoran

Pathfinder Adventure Path Subscriber
Ross Byers wrote:
HangarFlying wrote:
Teleport being a Sum4, Wiz5 means the wizard is gaining access to the spell at 9th level versus the summoner at 10th level; even the sorcerer gains access to it at 10th level. I wouldn't consider this accessibility to be out of line when compared to other classes. It's certainly "in character" for the class to be relatively decent at it, considering that Teleport is a conjuration spell.

This kind of cheats the idea that a spell level is an indicator of it's power. The Summoner's casting should roughly resemble the alchemist, bard, inquisitor, or magus. A 3rd level spell should be a 3rd level spell, regardless of if it's being cast by a 5th level wizard, 7th level bard, or 10th level ranger.

Being a 6-level caster should mean you get fewer shiny things than a 9-level caster. Moving stuff down spell levels to get it at the 'right' level compared to wizards and sorcerers makes the summoner into a 9-level caster with fewer spell per day, not a 6-level caster.

I can understand that argument, too.

FWIW, while you were responding, I was posting an adjusted Summoner Spell list in the home brew forum.

Andoran

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I know the Summoner Spell List is a major point of contention for the class. While some complain that it gives the summoner spells like haste one level before a wizard gets it, the bigger issue is that spells like baleful polymorph or teleport can be made into wands.

So, I redid the summoner spell list, placing the various spells at the appropriate spell level. I also moved restore eidolon to 4th Level, and created a greater restore eidolon spell and placed it in the 6th Level list (essentially, the rejuvinate spells are odd-levels and the restore spells are even-levels).

Anyone see any issues with the adjusted lists? Any spells that you can think of that could be added?

0-Level Spells:
acid splash, arcane mark, daze, detect magic, guidance, light, mage hand, mending, message, open/close, read magic, resistance

1st Level Spells:
alarm, ant haul*, corrosive touch**, endure elements, enlarge person, expeditious retreat, feather fall, grease, icicle dagger**, identify, jump, mage armor, magic fang, magic mouth, mount, protection from evil/good/chaos/law, ray of sickening**, reduce person, rejuvenate eidolon (lesser)*, shield, summon minor monster**, summon monster I, unfetter*, unseen servant, ventriloquism

2nd Level Spells:
alter self, barkskin, bear's endurance, blur, bull's strength, cat's grace, create pit*, cushioning bands**, daze monster, detect thoughts, eagle's splendor, evolution surge (lesser)*, fox's cunning, glide*, glitterdust, invisibility, levitate, misdirection, owl's wisdom, protection from arrows, resist energy, restore eidolon (lesser)**, spider climb, summon eidolon*, summon monster II, summon swarm, wind wall, web shelter**

3rd Level Spells:
agonize**, aqueous orb*, charm monster, control summoned creature**, devolution*, dispel magic, displacement, evolution surge*, fly, haste, heroism, mad monkeys**, magic circle against chaos/evil/good/law, magic fang (greater), marionette possession**, nondetection, phantom steed, protection from energy, rage, rain of frogs**, rejuvenate eidolon*, see invisibility, seek thoughts*, slow, spiked pit*, summon monster III, tongues, water breathing

4th Level Spells:
acid pit*, black tentacles, daze (mass)**, dimension door, dimensional anchor, dismissal, enlarge person (mass), evolution surge (greater)*, fire shield, hold monster, invisibility (greater), locate creature, minor creation, purified calling*, reduce person (mass), restore eidolon**, sending, stoneskin, summon monster IV, transmogrify*, vitriolic mist**, wall of fire, wall of ice

5th Level Spells:
baleful polymorph, conjure black pudding**, contact other plane, create demiplane (lesser)**, dispel magic (greater), heroism (greater), hungry pit*, ice crystal teleport**, insect plague, mage's faithful hound, magic jar, major creation, overland flight, planar adaptation*, planar binding (lesser), plane shift, rejuvenate eidolon (greater)*, summon monster V, teleport, true seeing, wall of stone

6th Level Spells:
banishment, bear's endurance (mass), bull's strength (mass), cat's grace (mass), charm monster (mass), create demiplane**, eagle aerie**, eagle's splendor (mass), fox's cunning (mass), owl's wisdom (mass), planar adaptation (mass)*, planar binding, repulsion, restore eidolon (greater), summon monster VI, wall of iron

Restore Eidolon, Greater:

School conjuration (healing); Level summoner 6
Casting Time 1 minute
Components V, S, M (diamond dust worth 5,000 gp)
Range touch
Target eidolon touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell functions as greater restoration, except it only affects an eidolon.

EDIT: Spells marked with * are found in the APG. Spells marked with ** are found in UM.

Andoran

Pathfinder Adventure Path Subscriber
Aelryinth wrote:

The problem isn't the accessibility; it's the level 4 Teleport Scroll, teleport magic item, and especially TELEPORT WAND.

Early access spells on spell lists always comes back to bite you. Why make a wand of cleric restoration when I can get it off the paladin list one level cheaper, etc etc.

Either they have to make a special rule where all spells put into magic items automatically use the main caster lists, or you have that kind of shenanigans.

--Just a FYI, HangarFlying. Don't mean to interrupt your thread, JJ!

Ok, I can buy that for a dollar! I didn't take those things into account.

@JJ: to alleviate the magic item construction issues, would it be worth it to institute a rule that said something to the effect of: "Except for those spells which are exclusively cast by summoners or when the summoner spell level is higher, when crafting magical items, summoners use the spell levels for bards, clerics, druids, paladins, rangers, or wizards, whichever is lower".

Andoran

Pathfinder Adventure Path Subscriber
James Jacobs wrote:
xavier c wrote:

how would you change the spell list

Mostly by bringing the spells in line with the levels that they'd normally appear at. Teleport as a 5th level spell, etc.

Can you expand more on what you mean by this? There are a handful of spells that the Summoner receives before any other class normally would, and I agree with adjusting the spell level of those spells. But this isn't the case for Teleport.

Teleport being a Sum4, Wiz5 means the wizard is gaining access to the spell at 9th level versus the summoner at 10th level; even the sorcerer gains access to it at 10th level. I wouldn't consider this accessibility to be out of line when compared to other classes. It's certainly "in character" for the class to be relatively decent at it, considering that Teleport is a conjuration spell.

Andoran

Pathfinder Adventure Path Subscriber
Strife2002 wrote:
HangarFlying wrote:

Regarding Xanesha, it might also be worth noting the Lamia Matriarch Special Abilities so they don't accidentally get overlooked. Xanesha's DC for her Wisdom drain is DC 23 instead of the standard DC 21.

Should probably also note this for Lucrecia, too (with the appropriate DC, of course).

It should also be noted that this Will save is only applicable to the Wisdom drain that results from them using a melee weapon in a full attack, NOT the 1d4 Wisdom Drain from their melee touch attack, which is automatic on a hit.

People disagree..

Andoran

Pathfinder Adventure Path Subscriber

Pray tell, where is this other argument you speak of?

Andoran

Pathfinder Adventure Path Subscriber

It saddens me that this question even has to be asked.

Andoran

Pathfinder Adventure Path Subscriber

Originally, I was thinking: "well, the melee touch has it's own attack roll to determine success or failure". Then I realized that the drain on the weapon attack does too. Derp. Thanks for setting me straight

Andoran

1 person marked this as FAQ candidate.
Pathfinder Adventure Path Subscriber
Lamia Matriarch (PRD) wrote:
Wisdom Drain (Su) A lamia matriarch drains 1d4 points of Wisdom each time she hits with her melee touch attack. The first time each round that she strikes a foe with a melee weapon, she also drains 1 point of Wisdom. A DC 21 Will save negates the Wisdom drain. Unlike with other kinds of ability drain attacks, a lamia matriarch does not heal damage when she uses her Wisdom drain. The save DC is Charisma-based.

My hunch is that the Will save is for the drain that comes through the melee weapon attack, and that the Wisdom drain from the melee touch attack is not savable. Is this correct?

Andoran

Pathfinder Adventure Path Subscriber

Regarding Xanesha, it might also be worth noting the Lamia Matriarch Special Abilities so they don't accidentally get overlooked. Xanesha's DC for her Wisdom drain is DC 23 instead of the standard DC 21.

Should probably also note this for Lucrecia, too (with the appropriate DC, of course).

Andoran

Pathfinder Adventure Path Subscriber

Did the monk have the relentless ability too? Otherwise, I'm not seeing a problem.

Andoran

Pathfinder Adventure Path Subscriber

I didn't see it when I clicked your link.

Andoran

Pathfinder Adventure Path Subscriber

The First Rule of Magnimar is "Don't go to Underbridge".

The Second Rule of Magnimar is "Don't go to Underbridge".

Andoran

Pathfinder Adventure Path Subscriber

Just wanted to throw out a quick three cheers and a tiger to IxionZero and Digital Mystic! Excellent work!

Andoran

Pathfinder Adventure Path Subscriber
Anguish wrote:
HangarFlying wrote:
It would help if you actually linkified your links. Look at the "How to format your text" spoiler.
Quick heads-up for something useful... if you use Firefox, there's an add-on called Linkification. If it sees text formatted as a URL, it automatically in-line edits the page and makes the link clickable. You basically don't realize someone hasn't made a link a link.

Doesn't work quite as well on an ipad. ;-)

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