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Count Haserton Lowis IV

Just Some Bard's page

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The on;y spell I know of that cures cosmetic damage (for sure) would be regeneration, anything else would be up to the dm. Of course any number of lower level spells that change the way one looks could also work, at least for however long they last.


I would fluff the tentacles as wrappings.


Rynjin wrote:

I'll just quote the REST of my post which people seem to have ignored for some reason.

Quote:
Yeah he can technically roll higher on the Greataxe but if he needs a high roll to even put a scratch on it (if that), he's realistically going to become discouraged real quicklike.
Anyone who's swung a sledgehammer for any length of time can tell you that if you were to try and smash a cinderblock with said hammer and it didn't at least crack on the first few swings, you might decide to try another tack.

Unless of course that character happened to be a stubborn barbarian who likes hitting things with a big stick.


Also keep in mind that cure line of spells are not specifically divine, several arcane classes have them as well.


Lobolusk wrote:
what oracle curse or what ever gives me immunity to fatigue?

Lame does, but I believe it takes a while to kick in. However you shouldn't feel it too much since you have fast movement.


I'd like the point out that you don't get to apply the double DR to nonlethal damage to guarded life because that damage has already been subject to DR. It only becomes nonlethal after it has already affected you and therefore you can't apply the DR twice.


Minos55 wrote:

thank you so in my case the attack would look like this

longsword +5 1d8+2/bite-2 1d6+1?

Correct. Don't forget you can use the longsword two handed for an extra point of damage assuming you aren't using a shield.


Minos55 wrote:

Same question, I played yesterday in a game of pathfinder sociaty and i had a long sword masterwork and bite with weapon focus longsword

am lvl 2 and have bab 1 +2 str modifier

so if i know exactly I have longsword +5atk for 1d8+2dmg

and bite +3 1d6+2 on single attacks

if I would use my fullround action to attack with both how would that be? they said that bite counts as primary att and longsword would count as secondary? I thought that i could primary att with sword and then bite but don't know how the stats would be for the full round atk any help please ?

Oh and Forgot to say I have no 2 weapon fighting feat and am quite new to pnp

Primary/secondary only refers to natural attacks. If you were to attack with both longsword and bite the longsword would be made at normal bonuses but the bite would take a -5 and 1/2 str to damage. You don't need two weapon fighting when using natural attacks.


Lobolusk wrote:
I would even say has a GM you would meet with him and go voer how he will get supplies, ie charcoal, sulfur ext..

Have him borrow it from the wizard's spell component pouch.


One thing I should mention is that we're using maptools so I actually have to build (at least a portion of) the city. If we were all sitting around a table I would just describe the basic idea and let their imaginations do the rest, but I've got to have maps for them to go to and do things otherwise they're just staring at a black screen.

Bart Vervaet wrote:

look at the hobbit movie for an idea how the lonely mountain looked when it was a thriving dwarven city.

read the icewind dale trilogy (I think the second book) for some more description on mithral hall (similar story to moria)

I sort of remember there being an adventure in an old dungeon magazine that took place in an abandoned dwarven city, with it being completely mapped out. This could give you some inspiration as well

In my opinion the look of a dwarven city should depend on its location relative to the other races. A border town could have a significant number of above-ground building where they trade with foreigners.
The further you are from other races, the more underground the city becomes.

I saw the hobbit movie and while I did enjoy that part it never really showed more than a few room and a mine.

I don't think I'll have time to read the entire trilogy in a few days but I might be able to find an excerpt describing the city, thanks. That adventure path would definitely be something to look for as well.

@tonyz
Those are actually some really helpful ideas. I'm no idea how long a coal fire like that would burn (the city has been abandoned for at least 500 years) but I really like the idea. I'll be building the city essentially piecemeal and that gives me some great focal points to start with. Thanks for all your input.


I'm currently DMing a game where the PCs are a bunch of dwarves who are going to go do dwarfy things. Right now they're heading to an abandoned dwarven city which has presented me with a problem. While dwarves are everywhere in fantasy, very rarely (at least in my experience) do we see what a dwarven city looks like. The two major ones I can think of are Moria and Ironforge. In Moria we never really see more than a couple of tunnels and nothing that looks like a city where large numbers of people would live. Ironforge is alright but I'd like to be a little more creative than copy-pasting it. So I was wondering what dwarven cities are like in other people's campaigns or if anyone could recommend other sources of inspiration.


I would guess it falls more under the "suggestions" than the homebrew part.


If you don't mind spending another feat you could take as little as 1 level of ranger and have full favored enemy.

http://www.d20pfsrd.com/feats/general-feats/shapeshifting-hunter


Had to look this up myself since the reach weapon description is poorly worded. When you're large your "natural" reach will be 10ft (with non reach weapons), with reach weapons your reach will be 20ft but you still can't hit things adjacent to you.


The reason it says it doesn't count as a 5ft step is so you can still move on the same turn. It is designed to be used in conjunction with a regular move or a charge, usually to get into a better flanking position without provoking.

Technically you could combine it with a 5ft step if you had 2 swift actions somehow.


Crosswind wrote:
Atarlost wrote:
+1d6 might be worth it at the end, but until you run out of +1s it's not a great deal. The +1d6 abilities basically trade +1 attack for +2.5 damage, which while better than one handed power attack is worse than two handed, doesn't crit, and is subject to energy resistance. +1d6 force or sonic would barely be worth a +1. +1d6 elemental isn't until your weapon is already +5.

Your general conclusions are correct - +1 is better than 1d6, generally, but your ability to average a d6 is a little suspect, and the conclusions you draw as a result suffer from it. =)

-Cross (3.5 average damage, better than 2H power attack)

I'm fairly sure he is counting the extra +1 damage you get for a +1 enhancement bonus. An extra 1d6 damage will do 2.5 more average damage than that.


Adamantine Dragon wrote:

So... is it the opinion of everyone that the standard, boring old energy boosts of 1d6 extra damage per attack aren't worth it?

Because I sure like those. Particularly "shocking" since it tends to have fewer monsters who are immune to electricity than from fire or ice.

I mean 3.5 extra damage per hit seems pretty nice to me.

That would be my opinion on them. I would much rather hit with regularity than do a bit of extra damage (barring a campaign where a specific energy type is particularly useful). More accuracy can also have tangential benefits with certain types of combat maneuvers and certain challenges the DM might throw at you.


Magic missile was just the first force spell that came to mind. An aoe force effect would probably be simpler. Something like blade barrier.


cwslyclgh wrote:

I don't think magic missile will work... the blink spell says:

"Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures."

Since magic missile normally can't cross planar boundaries, I don't see how it could not have the 50% fail chance.

http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal

For reference.


Magic missile. Always hits and is a force effect so it extends to the ethereal plane.


Everyone would just go around using a scimitar in two hands.


To me, a hex would qualify as an "ability that requires patience or concentration." which barbarians, even urban barbarians cannot use while raging. Controlled rage only removes the restriction on skills, not anything else.


I rather like the golden idol one. I was considering running a campaign where the PCs are dwarves attempting to recover an ancient dwarven stronghold. This sort of trap would be an excellent addition, especially with a group of greedy dwarves. I might make the small change of making the water near freezing since it would use melted snow from the mountain above. I'll have to check if there are rules for icy cold water.


Going by the definitions of ally used by spells you would only need two other party members and a npc.

I can see what you mean by the lesser trials not being barriers to entry but even so I think there does need to be SOME effort involved rather than things a non-mythic spellcaster accomplishes on a regular basis.


Rogue Eidolon wrote:

I've been assuming that if you use bless, they would need to hit the target AC exactly (or barely pass a save against fear) in order to gain a benefit. Now, if you replace with Good Hope (or Mythic Bless), then even one successful hit clearly grants a benefit, so it only delays the problem a bit. Perhaps the hard part is supposed to be having 4 different allies?

That said, the Hierophant lessers seem in general to be a bit easier (Master Healer is pretty likely to happen when casting heal until it hits the cap, for instance, and they have a few that can be done via RP)--perhaps to make it so support clerics who can't do tons of damage don't have trouble keeping up with the other PCs on trials?

I will agree on hierophant being easier although I would say it is MUCH easier. You already covered master healer. Deliver soul is just using a save or die. Deadly duo, while more difficult, is just solo warrior (from the champion line) except you get extra help. Wild warrior is basically "beat a mythic foe as a druid of 4th level or higher".

As for boon giver I think the wording (intentionally or not) is pretty clear that as long as the allies use the bonus then it counts. So as long as you bless at least 4 allies (not sure if you count as your own ally in this case) and all of them either roll an attack roll or a fear save then you've completed the trial.


I noticed the same thing. But then again they already have a flaw built into the class so I'm hoping they just leave it as is.


Beckett wrote:
Sounds reasonable, though I would give them hints, (both through Wis checks and in character nudges) pointing them in the right direction, if that where the case. I can actually see that as really interesting, possibly going out of my way to insinuate, (and let the draw the conclusion) that it is something a little special that a certin coffee shop adds in, or maybe it isn't the coffee, but rather an exchange of goods with a certain individual, or something really OCD, and allow them to find out their limits from there.

That sounds like an absolutely HORRIBLE way to play a game. Not only would you have to spend a session or two of the character binge eating and drinking (sure to be fun for the rest of the group who already have their powers) but now that character can never leave the city for any length of time unless he can literally pick up the coffee shop and take it with him.


For those of you planning on not telling the player what their flaw is, how do you plan on not telling the player that they have to drink coffee every morning? Do they just have to keep trying food and drinks until they find what they need?


You've made a common mistake in thinking race trait and racial trait are the same thing. A race trait (what adopted allows) is just a trait that is typically specific to one race.
You can see a list here:
http://www.d20pfsrd.com/traits/race-traits

Racial traits (the things automatically given to all members of a race) are a different thing entirely.


I know that when you use a natural weapon (such as a bite) with a manufactured weapon the natural weapon is considered to be secondary and thus takes a -5 to attack. My question is, does this still apply when you're using the natural weapon in place of a "normal" attack? In other words, if you were twf with a dagger and a claw would the claw still be at a -5 penalty? In this example the user would not be getting "extra" attacks outside of what his Bab would normally allow.


This just seems like a general nerf to PCs at almost all levels of play. I dont get why you wouldnt just use a system more in line with the power level you want. Then you wouldnt have to spend hours upon hours week after week rebalancing every challenge you throw at your party


Wouldn't this mean no one but elves could cast ninth level spells?


AvalonXQ wrote:

According to the 3.5 SRD, a long jump attains a quarter of its length in height. So a jump of 40 feet or longer (a jump check of +40 or more) would be 10 feet off the ground, which would be outside of the threat range for creatures Medium and smaller.

So, I would say yes -- in the right situation you can basically jump entirely over your foes, avoiding AoOs.

Actually one would have to jump at least 15 ft in the air. Keep in mind that the creature takes up a 5ft square and their reach extends 5ft above that. If anything it would go about 5ft since most people are taller than 5ft but hey...abstraction.


That would be something I would consider vastly overpowered even for a character of much higher level. A level 4 character would be lucky to have just the extra frost damage (a +2 weapon).


You're misunderstanding how criticals work. First you have to roll a 15 or above to threaten a critical. Then you have to make a second roll to confirm against the target's AC. Not the threat range of the weapon. The +4 is applied to this second roll.


Should I assume that it was a prismatic spray instead of ray? That makes a big difference. Also, because of the mistake your DM made that you already mentioned this obviously had a much bigger effect than is intended in the spell. I also don't see you mention the saving throw anywhere in your post (will negates). And while I'm at it I'll just go ahead and chastise your DM for using a spell he thought could instantly kill (petrify) the party or send them to another plane of existence.

All that being said; no I don't believe the insanity effect is broken. You just have to use it correctly.


Grick wrote:
Lord Pendragon wrote:
Apparently it's stupidly bad for magi and whoever put it on our spell list to begin with should be kicked in the crotch. Daily.

Why? Almost half your spells have no material/focus/divinefocus components.

Perhaps, but all of his hitting things with a sword abilities require a sword.


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You may not like the biology behind it but it's actually sound. In real life we call these species "Ring Species". Essentially there exist one or more "middle" species which can interbreed with the species on either side of them. The edge species cannot interbreed with each other as they are too genetically different.
Wikipedia may do a better job explaining it than I do.
http://en.wikipedia.org/wiki/Ring_species

themoreyouknow.png


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As far as balance goes, yes this would fubar things up quite nicely. It would effectively force most melee classes to pump dex as hard as they do str right now with the downside that they will do MUCH less damage than they do currently. Furthermore, monsters won't be affected nearly as much since they tend to have much higher stats to begin with. Try to explain to your DM that 1. It will SEVERELY gimp most every melee class and destroy the already wonky CR system. and 2. That Dnd and Pathfinder aren't meant to simulate how things work in real life, they're supposed to simulate high fantasy (or low in earlier editions).

If you absolutely HAVE to play with these rules I would reccomend a caster of some sort or a character that would normally use dex such as a rogue or magus (free feat).


StreamOfTheSky wrote:
It's not useless, but it could definitely be better. One die size increase and a crit threat upgrade are all it offers over the simple, free quarterstaff. If there's a martial weapon with the 19-20/x2 but only d6 damage, I'd take that instead in a heartbeat and save the feat on exotic proficiency.

You mean 2 shortswords?


Bandavaar the Brave wrote:

Okay, so for about two sessions now, a player who had his previous character killed in Sandpoint's Glassworks (RotR's - Won't go into detail due to spoilers, but if you really want to know, check the Rise of the Runelord's Obituaries thread) has been playing as a Barbarian (was a Witch before).

Anyway, when he was telling me the concept for his character, he said that he was a Shoanti Human with Orc blood in him.

He said that the Orc blood is very weak in him and that for all intense and purposes, he is a Human, just with Orc blood, so I said ok.

Anyway, turns out he's playing as a Half-Orc (for the extra Str stats) who supposedly looks like a Human.

Now, surely that means he would still look like a Half-Orc, because if his Orc blood was so thinned out that he looked like a Human, he should be using the human stats imo.

Would you allow this?

Should I allow this?

Or should there be a penalty somewhere?

I don't want to spoil the game for him or anyone else, because people are enjoying the game, but I don't really think it's right hiding a fact like that away from me, as I was expecting him to play a normal Human who had Orc blood in him, like he told me before playing.

I'm a little confused as to what you mean when you say "extra Str stats". As far as allowing him to look like one race and play another...well there is a bit of precedent for human-like half-orcs but for him to have no orc features is a little too far for my taste (although he could hide them). I think the bigger concern is if he intentionally hid it from you or just changed it one night at 1am and forgot to mention it. Might be something you want to talk about.


Lord Phrofet wrote:
The only issue with the rod is the fact that drawing it would be a move action unless she already had it in her hand. The Inquisitor is going to be using a greatsword and quickdraw does not apply to rods....so the issue here is the wasted move action to draw the rod.

Tell her to have it hanging on her belt. That way she can easily grasp it and cast then let it go without interfering.


Yeah, you can't use magic items to mitigate the effects of your curse, much less mundane ones.


I obviously don't know your group at all but I feel like most people wouldn't automatically know to do some of these things. Ordering the crew around for example. Or if some of your players aren't familiar with what rigging is they might just say "I guess I'll just hold on to this" instead of tying it off like you want them to. I doubt any of them will actually try to coax the dog out from its hiding spot (wherever that is), especially with all the other things going on. Having him hiding actually seems preferable to having him run about on deck. I'd also be curious to know what would cause the ship to sink if they guy in the crow's nest died and the dog and boy burn (but the fire is put out eventually). You didn't mention what Ralin does but it must be very important if his death could cause the ship to sink.


You could use a rod of quicken metamagic.
Found here: http://www.d20pfsrd.com/magic-items/rods/metamagic-rods/metamagic-quicken
The lesser version would allow the player to cast spells of level 1-3 as though they were quickened 3 times per day. They are however rather expensive and not particularly worth it for the use you describe, unless the player decides that it is.
Make sure the player realizes that while the spell doesn't come into effect until the next round, they still get all of their actions on that round.


I was reading over the scroll creation guidelines and the wording used raised a question for me. We've established that a wizard can use a sorcerer to "power" a scroll for him, but the phrase used in scroll creation is:
"The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)"

It doesn't say the spell has to be CAST like I had assumed it did. It seems to just happen automatically. The question I had was "Does the person providing the spell in this manner have to be willing?" Would it be possible to have an unconscious or otherwise incapacitated spell-caster nearby when scribing the scroll that is used to "power" it?

Not really a PC viable thing to do most of the time but it could be a very interesting trick for a evil wizard BBEG.


Using intimidate on party members is a terrible idea.
Besides the concerns you mentioned there's also the possibility of them just throwing him out of the party. I mean would you want to adventure with someone who's constantly threatening you?

And besides that, even if you play it strictly by the rules, treating the PCs like NPCs, the intimidate skill says this: "After the intimidate expires, the target treats you as unfriendly and may report you to local authorities." It's one thing to make the bartender mad at you. It's an entirely different thing to have a powerful wizard angry at you.

Bluff/sense motive? Sure
Intimidate? No


Cheapy wrote:

Ok, a less silly question:

Quote:

verdant Boots

prICe
12,000 gp
AurA faint transmutation Cl 5th WeIght 2 lbs.
The wearer of these boots can, on command three times
per day, cause her current square to sprout a thick canopy of
fruit-bearing or otherwise edible plants. These plants count
as difficult terrain and grant cover to any Medium or smaller
creature within the square. They also provide enough food
to sustain two Medium creatures for 1 full day. While the
plants can grow on surfaces that would not normally support
vegetation such as a wooden floor or cave stone, they cannot
sprout on surfaces explicitly hostile to vegetation. The plants
are usually of a sort common to the terrain or climate of the
area in which they were produced. They disappear after 24
hours or when completely harvested, whichever comes first.
ConstruCtIon requIrements Cost 6,000 GP
Craft Wondrous Item, plant growth
Your job is to figure out what I'm wondering and answer it.

I'M wondering why that is worth 12k gold but to answer your question pot may or may not be an "edible" plant. Catnip is though.


Ravingdork wrote:

Provided he has line of sight to where he is going, yes.

It's a supernatural ability and thus isn't interferred with by things like grapple.

There are a few exceptions though. My GM once ruled that I couldn't teleport out of an air elemental's cyclone, because I couldn't see through all the dust and debris. Also gotta watch for Tetori Monks. They can stop teleportation effects cold.

I'm fairly certain teleportation effects don't require line of sight or line of effect. If they did the max range on them would be quite a bit shorter.


ekibus wrote:
Oh another question I have is about bucklers, can a archer use one with the -1 penalty and gain the shield bonus or no?

If you use the arm the buckler is on, including using it with a bow, you take the -1 penalty to hit and do not benefit from the shield bonus for that round.

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