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Cool thanks for everyone's input.


wouldn't that make it a CR 14 creature.
Smells like CHeese Dickery to me.


I'm planning to play a multiclass character Monk/Druid, I"d selected the
Alternate favored class bonuses for Monks (add +1/4 to the monk's ki pool.)The Eclectic feat allows me to choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. Since I've changed my Monk alt favor class bonus to (add +1/4 to the monk's ki pool.), would I still continue with the Monk ki pool progression or would I use the hit point/ skill point progression with the new class?


Can you put transformative on Beaststrike Club and transform then into gauntlets?


Now what would the answer be if she were to use a double weapon? Could the bonus be divided for each end?


You don't double your str damage you add it to the die damage which is rolled twice.


Barbarian's Alignment: Any non-lawful Monk's Alignment: Any lawful Can't be both.


Yes to the first question. No to the second question because the Magic Rogue Talents is a spell like ability so the rogue doesn't actually have caster levels, he/she just uses the rogue level for how powerful and what the DC for the spell is.


Your a 8th level thief with 4d6 sneak attack and a bab of +6/+1.
Your opponent is flat footed and you are using Clustered Shots feat. You hit with both attacks, do you get to combine all the damage from both attacks including the sneak damage as well. Second part,can you use this feat even if the creature has no DR for the massive damage effect?


asthyril wrote:
exactly the same number as how many licks it takes to get to the center of a tootsie pop.

HA HA HA HA. As soon as I saw this question I thought the same thing lol. Awesome lol!


Cool thanks.


blackbloodtroll wrote:
Further explanation is required.

Example

Alraune

Large plant
Senses low-light vision;
DEFENSE

AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, -1 size)

Feats Alertness, Cleave, Deceitful, Great Cleave, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
if you wild shaped into a plant creature are you proficient with it's feats as well?


Do you get to use the feats that are adherent to the animal etc. when wild shaping?


fictionfan wrote:
How many Construct points do you get?

It depends on the size of the Animated Object.


Ravingdork wrote:
Yes. Why wouldn't you?

I thought that those point would only count if you were building a construct.


When casting Animated Object spell do you get to augmentate the animated objects with the construction points?


I would say that spirits would benefit from spells that increase the barb's Chr. Since the spirits have no stats or hit points they would be immune to damage, channeling, turning, spells. If they attack undead then they heal them since their damage negative energy damage.

As for Bard's Inspire Courage not sure how to rule this lol.


Kazaan wrote:

The -1/-1 is including taking the -2 from full-bab.

Bab +1 minus 2 twf penalty yields -1/-1 at first level.

Isn't that what I said? I can't figure out how my math was wrong.


Azaelas Fayth wrote:
Yeah it is Monk Level = B.A.B. then you take the TWF Penalties.

For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. Read the last words in the sentence, equal to his MONK LEVEL. If your first level and you use FOB your BAB is considered +1 being a first level monk.


Azaelas Fayth wrote:
@Jeff Clem: You might wanna recheck your Math. It is at -2 but you use your Monk Level as your B.A.B.

If you look at the monk chart for FOB it says -1/-1.

It say if your using FOB your bab is your level so a 1st level monk bab would be +1 using FOB this why it's -1/-1 not -2/-2. It makes a monk equal to a fighter of 1st level using TWF.


Look you can't have your cake and eat as well. Monk flurry is -1 for to attacks not -2 like TWF, there's the advantage. Either you flurry or you don't, none of this cheese-oid-ish getting around the -1.


Your ki arrow ability allows you to substitute your unarmed damage for your regular arrow damage. When you enlarged cast on your self and you use a ranged weapon the weapon shrinks back to it's original size. Gravity Bow spell increases one die step. Maybe you can stack ki arrows with gravity bow spell but not enlarge spell.


Of course it would, the damage would arc back and hit you no matter what the distance is.


I play in a game where the GM's carry over from 3.5 that all undead cannot be critical. It sucks.


A creature has a reach of 20 ft, dex 18(+4) and combat reflexes. If an attacker of medium size is moving in to attack, does the creature get an AOo for each 5 feet of movement until the medium attacker is threatening the creature or is it one AOo at 20 ft.


Where were you guys when I posted the same question lol. Everyone that post answered said that you couldn't resize and had to use the what ever was in the beasty books. lol I like your answers better lol.


If a Fetchling with shadow blending has displacement cast on it get does it have 100% missed chance to be hit?

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.


Can a Qinggong Monk stack with a Nimble Guardian (Monk; Catfolk) Yes or No. Second part if yes, Do you get accesses to all of the Ki powers on the list in which you qualify level wise or do you just choose one Ki power per list per level qualified.


LazarX wrote:
Jeff Clem wrote:
Jeff Clem wrote:

I cast beast shape III and change into a dire tiger which is large size,

can I become a huge dire tiger instead since beast shape III allows huge animals sizes?

The reason why I was asking this question was because cat folk can be Nimble Guardian (Monk; Catfolk).

This is one of their abilities.
Guardian Feline (Su)

At 7th level, a nimble guardian can transform himself into a feline creature by spending 2 ki points. The effect lasts for 1 hour or until the nimble guardian changes back. Changing form (to animal or back) is a standard action and does not provoke an attack of opportunity. The chosen form must be some form of feline (cheetah, lion, etc.). This ability is otherwise identical to beast shape II. At 9th level, this ability functions as beast shape III.

Now I checked the the list of cats and they all get your standard pounce, rake, grab with the sizes varying up to large.

Now from the ability it would be useless to progress up to 9th since you don't get any benefit from beast shape III. That is why I asked about the size in my question. I should have put more info. My bad.

Yes you do get benefits from using Beast Shape 3, while you can't turn into a huge cat, you still get a bigger choice of abilities that you can apply if the form makes use of them, such as Rake, and Ferocity which aren't available with BS2.

Cats don't get ferocity either. You can only change into cat types with the Guardian Feline (Su) ability.


Jeff Clem wrote:

I cast beast shape III and change into a dire tiger which is large size,

can I become a huge dire tiger instead since beast shape III allows huge animals sizes?

The reason why I was asking this question was because cat folk can be Nimble Guardian (Monk; Catfolk).

This is one of their abilities.
Guardian Feline (Su)

At 7th level, a nimble guardian can transform himself into a feline creature by spending 2 ki points. The effect lasts for 1 hour or until the nimble guardian changes back. Changing form (to animal or back) is a standard action and does not provoke an attack of opportunity. The chosen form must be some form of feline (cheetah, lion, etc.). This ability is otherwise identical to beast shape II. At 9th level, this ability functions as beast shape III.

Now I checked the the list of cats and they all get your standard pounce, rake, grab with the sizes varying up to large.

Now from the ability it would be useless to progress up to 9th since you don't get any benefit from beast shape III. That is why I asked about the size in my question. I should have put more info. My bad.


I cast beast shape III and change into a dire tiger which is large size,
can I become a huge dire tiger instead since beast shape III allows huge animals sizes?


LOL it was just an example but thanks for the input.


Elf Favored Class Option Oracle(Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.)

If I'm playing an Elf with this option do you get the abilities sooner determined by your level per say. For example

Battle Revelation:

Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Would you get Improved Critical 6th level instead of 8th do to doubling of the favored class option every other level?


mplindustries wrote:
Jeff Clem wrote:

TWF is for melee weapons and unarmed attacks only!

Rapid shot is for ranged weapons only!

You can't combine the two feats to get more attacks.

Yeah, you totally can. Rapid Shot is for ranged weapons only, but TWF is for any kind of dual wielding, including throwing or shooting crossbows/pistols.

Can you combine the two feats together?


TWF is for melee weapons and unarmed attacks only!
Rapid shot is for ranged weapons only!

You can't combine the two feats to get more attacks.

If I'm wrong then why would there be two feats that do the same thing?


If your looking for a fast hitting archer build I would go with the Rogue Archetypes‎ Sniper and Scout combo.

The ability replaced are not duplicated so the two Archetypes‎ can be together and it's still Rouge class so your sneak die won't suffer.

The Sniper:
Accuracy (Ex)

At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.

This ability replaces trapfinding.
Deadly Range (Ex)

At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd.

This ability replaces trap sense.

The Scout:

Scout’s Charge (Ex)

At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.

This ability replaces uncanny dodge.
Skirmisher (Ex)

At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.

This ability replaces improved uncanny dodge.

There are magic goggles that allow you to sneak attack at any distance but you still have to be able to see what your shooting at lol.

Combined with STR bow +5 enhancement and sneak die you can hit hard once and still move The extra combat feats you need you can take with rouge talents. Take the rogue talents Minor and Major magic. With Major magic you get to use a 1st level Wiz/Sor spell as a spell like ability twice per day. Take the spell Gravity Bow
Arrows do damage as though one size category larger.

With the minor magic you get a 0 level spell to cast as a spell like ability 3 times per day. I would pick one of the 0 level ray spells because you can add your sneak attack die to the ray. At 8th level your ray is 50 ft.(spells cast are at your character level). Deadly even not armed with you bow lol.

You don't come into your power till about 8th level and there are still some disadvantages to this build but hey you asked lol. I hope this helped you out Juke.


and it's also a standard action to activate each ability unless they activate all with one command word.


I don't think you can sunder with an bow and arrow but if you take the fighter archetype Archer you can.

The fighter archetype Archer's Trick Shot (Ex)

At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4).

This ability replaces Armor Training 1, 2, 3, and 4.

This allows you to sunder with a arrow.


For example can you(or creatures) turn off their immunity to mind effecting spells to have them take effect, like saving throws?


SaddestPanda wrote:

Also, shuriken are ammunition so they would be destroyed on throwing if he hits and would survive only 50% of the time if he misses. So, the real question is how can afford to lose 8 +4 equivalent weapons a round even with them being enchanted as ammunition. This would be 5120 gp a round lost if he hits with all of his attacks, even if he lost the returning due to it not really doing anything for him that is still 2880 gp a round.

Edit: Wow, when I started this post it was on post 2, thats a lot of ninja. ;P

Ya they come back to you in pieces lol.


Ok thanks for the input.


Can you add the ghost touch ability to wondrous items?


Necromancy Arcane School power
Power over Undead (Su)

You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier

Does your channeling dice progress as a cleric per level or is it just 1d6?


cartmanbeck wrote:
Jeff Clem wrote:
cartmanbeck wrote:
Jeff Clem wrote:
Jeff Clem wrote:
cartmanbeck wrote:
Jeff Clem wrote:

If you cast Ghostbane Dirge spell on a shadowdancer's shadow companion-

Ghostbane Dirge spell:
The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.

Now what I'm asking is would non damaging spell(s) effect 100% because,

Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature.

Example: casting haste on your shadow companion.

My build: 3 levels of Cleric 3 levels Shadow dancer( to get shadow companion then either more levels of cleric or shadow dancer.

I hope this doesn't sound confusing. lol

A couple things before I answer your question completely:

You can't possibly qualify for Shadowdancer with just 3 levels of Cleric. The first reason for this is it requires 5 ranks in Stealth, which you have to have BEFORE taking your first level in Shadowdancer, so you can't take your first level of Shadowdancer until at least level 6. Secondly, you need 3 feats, so only a human could qualify and that's by using all three feats for Combat Reflexes, Dodge, and Mobility, which would be a terrible set of feats to use on a level 3 Cleric.

ANYHOW: To answer your question, if you cast ghostbane dirge on the shadow companion, it would still only be affected by non-damaging spells (such as haste) 50% of the time. This is because the language of the ghostbane dirge spell says "While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects." Since it doesn't mention non-damaging spells and effects, the creature is still treated as incorporeal

...

I found Shadow caster which you mentioned earlier in the wizard archetype.


cartmanbeck wrote:
Jeff Clem wrote:
Jeff Clem wrote:
cartmanbeck wrote:
Jeff Clem wrote:

If you cast Ghostbane Dirge spell on a shadowdancer's shadow companion-

Ghostbane Dirge spell:
The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.

Now what I'm asking is would non damaging spell(s) effect 100% because,

Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature.

Example: casting haste on your shadow companion.

My build: 3 levels of Cleric 3 levels Shadow dancer( to get shadow companion then either more levels of cleric or shadow dancer.

I hope this doesn't sound confusing. lol

A couple things before I answer your question completely:

You can't possibly qualify for Shadowdancer with just 3 levels of Cleric. The first reason for this is it requires 5 ranks in Stealth, which you have to have BEFORE taking your first level in Shadowdancer, so you can't take your first level of Shadowdancer until at least level 6. Secondly, you need 3 feats, so only a human could qualify and that's by using all three feats for Combat Reflexes, Dodge, and Mobility, which would be a terrible set of feats to use on a level 3 Cleric.

ANYHOW: To answer your question, if you cast ghostbane dirge on the shadow companion, it would still only be affected by non-damaging spells (such as haste) 50% of the time. This is because the language of the ghostbane dirge spell says "While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects." Since it doesn't mention non-damaging spells and effects, the creature is still treated as incorporeal for those effects.

This is a little

...

I picked Cleric for healing the shadow with channeling. What book is the Shadow Sorcerer from?


Jeff Clem wrote:
cartmanbeck wrote:
Jeff Clem wrote:

If you cast Ghostbane Dirge spell on a shadowdancer's shadow companion-

Ghostbane Dirge spell:
The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.

Now what I'm asking is would non damaging spell(s) effect 100% because,

Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature.

Example: casting haste on your shadow companion.

My build: 3 levels of Cleric 3 levels Shadow dancer( to get shadow companion then either more levels of cleric or shadow dancer.

I hope this doesn't sound confusing. lol

A couple things before I answer your question completely:

You can't possibly qualify for Shadowdancer with just 3 levels of Cleric. The first reason for this is it requires 5 ranks in Stealth, which you have to have BEFORE taking your first level in Shadowdancer, so you can't take your first level of Shadowdancer until at least level 6. Secondly, you need 3 feats, so only a human could qualify and that's by using all three feats for Combat Reflexes, Dodge, and Mobility, which would be a terrible set of feats to use on a level 3 Cleric.

ANYHOW: To answer your question, if you cast ghostbane dirge on the shadow companion, it would still only be affected by non-damaging spells (such as haste) 50% of the time. This is because the language of the ghostbane dirge spell says "While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects." Since it doesn't mention non-damaging spells and effects, the creature is still treated as incorporeal for those effects.

This is a little strange, but that's how the rules are

...

This wouldn't be your typical red cross cleric lol.


cartmanbeck wrote:
Jeff Clem wrote:

If you cast Ghostbane Dirge spell on a shadowdancer's shadow companion-

Ghostbane Dirge spell:
The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.

Now what I'm asking is would non damaging spell(s) effect 100% because,

Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature.

Example: casting haste on your shadow companion.

My build: 3 levels of Cleric 3 levels Shadow dancer( to get shadow companion then either more levels of cleric or shadow dancer.

I hope this doesn't sound confusing. lol

A couple things before I answer your question completely:

You can't possibly qualify for Shadowdancer with just 3 levels of Cleric. The first reason for this is it requires 5 ranks in Stealth, which you have to have BEFORE taking your first level in Shadowdancer, so you can't take your first level of Shadowdancer until at least level 6. Secondly, you need 3 feats, so only a human could qualify and that's by using all three feats for Combat Reflexes, Dodge, and Mobility, which would be a terrible set of feats to use on a level 3 Cleric.

ANYHOW: To answer your question, if you cast ghostbane dirge on the shadow companion, it would still only be affected by non-damaging spells (such as haste) 50% of the time. This is because the language of the ghostbane dirge spell says "While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects." Since it doesn't mention non-damaging spells and effects, the creature is still treated as incorporeal for those effects.

This is a little strange, but that's how the rules are written. If I were your DM,...

Sorry 5 levels of cleric.


If you cast Ghostbane Dirge spell on a shadowdancer's shadow companion-

Ghostbane Dirge spell:
The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.

Now what I'm asking is would non damaging spell(s) effect 100% because,

Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature.

Example: casting haste on your shadow companion.

My build: 3 levels of Cleric 3 levels Shadow dancer( to get shadow companion then either more levels of cleric or shadow dancer.

I hope this doesn't sound confusing. lol


Can you add the ghost touch to wondrous items or does it only apply to weapons?


Does a Shadow dancer shadow companion provide flanking?

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