Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Sunlord Thalachos

Quintain's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. 918 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 918 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
thorin001 wrote:
Quintain wrote:

This sequence can only be used by something attacking with iterative attacks, not natural attacks -- because natural attacks that can grapple can only be used once per round anyway.

Creatures with multiple natural attacks w/ grab can already use constrict multiple times a round without having to release their prey.

Not seeing the issue here.

Not true. Once something is grappled it cannot gain the grappled condition again until that condition is removed. Thus once you have grabbed something you cannot grab it again so long as you have it grappled.

You can be grappled by multiple creatures, and if one grapples you, you get the grappled condition, and you get the grappled condition again if another grapples you while you are already being grappled.

The conditions don't stack, but you'll still need to escape both grapples before you are free.

So, you can get the grappled condition from multiple sources.

You can even grapple someone else while being grappled, which would give you the grappled condition twice.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

The way to take out a mage is to choose the battlefield or modify the battlefield to advantage you.

There is a crystalline hazard in the prd that removes memorized spells and does 1d6 points of wisdom damage in a 10' radius if broken. Weaponize those as grenades.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

This sequence can only be used by something attacking with iterative attacks, not natural attacks -- because natural attacks that can grapple can only be used once per round anyway.

Creatures with multiple natural attacks w/ grab can already use constrict multiple times a round without having to release their prey.

Not seeing the issue here.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Selvaxri,

The question is about the way it interacts with the VMC (variant multiclass) rogue, not standard multiclassing -- although the problem exists in hero lab with standard multiclassing too.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I'd like this to be a FAQ candidate -- to ask if the Channel Energy FAQ applies to this question as well.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

It looks like levels in vivisectionist stack with levels of rogue for sneak attack damage:

Vivisectionist Sneak Attack:
If a
character already has sneak attack from another class,
the levels from the classes that grant sneak attack stack to
determine the effective rogue level for the sneak attack’s
extra damage dice (so an alchemist 1/rogue 1 has a +1d6
sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1
has a +2d6 sneak attack like a 3rd-level rogue, and so on).


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I got an answer from Hero Labs support. Despite the FAQ for Cleric and Paladin channel energy using different pools (same ability from different classes not expressly stacking), they decided that they weren't going to fix the issue -- maybe not enough interest in the question -- or there wasn't a definitive statement from Paizo (despite the FAQ) on this specific ability..

FAQ Channel Energy:
No—unless an ability specifically says it stacks with similar abilities (such as an assassin's sneak attack), or adds in some way based on the character's total class levels (such as improved uncanny dodge), the abilities don't stack and you have to use them separately. Therefore, cleric channeling doesn't stack with paladin channeling, necromancer channeling, oracle of life channeling, and so on.

The abilities do not stack, but you use both from different pools.

So, the bug still exists.

David: The vivisectionist sneak attack expressly states it stacks with rogue sneak attack -- and a 20th level vivisectionist with a rogue vmc shows +14d6 damage from sneak attacks in the stat block (in Hero Lab)


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Chess Pwn wrote:
Right get a metamagic feat so my anti ghost spell can work on ghosts. It's part of the hassle of making it work.

Ectoplasmic spell metamagic is much better than just making Ghostbane Dirge work properly.

Carl: Once for each target, just like displacement for melee attacks except for spells.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I would say that with magic weapons doing 100% damage, then sneak attack should apply by RAI. RAW, however is as above.

Chess, you can use a ectoplasmic ghostbane dirge without the 50% spell miss chance.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Buffs to allies just happen, they don't require an attack roll to apply, iirc.

The deadly dealer feat uses the card like a dart. By RAW, there is no mention of passing along beneficial effects.

So this falls under how to attack someone with a ranged weapon who wants to be hit.

Personally, I'd just let it happen without the need for an attack roll.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Quote:


Some kind of dog do something similar, trying to crush the windpipe of their target, but that, in game, is factored in their bite damage.

Dogs that do that generally don't release the target after biting it.

When crushing the windpipe, the animal will need to release *slightly* in order to re-establish their hold on the prey against the struggles of the prey animal.

This mechanic is not much different.

Like I said earlier, all constrict does is add bludgeoning damage to the grapple/grab activity, it isn't described as continuous damage like everyone thinks it should be described.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

The stat blocks obviously do not take the FAQ into account.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
thorin001 wrote:
voideternal wrote:
Darksol the Painbringer wrote:
I'll also be one to advocate not playing the creature's Intelligence (or to be more accurate, natural instincts) properly: A creature who is not sentient (or fairly intelligent in some manner, such as maybe a Worg), would not be smart enough to grab and regrab over again, meaning those tactics cannot be emulated.
I don't know... It's one thing for the GM to claim the 2 Int creature can't engineer bridges. It's another thing for the GM to claim the 2 Int creature doesn't know how to optimally use its own natural weapons that it was born with and used repeatedly for survival since birth.
Only in some aspects. How often have you seen an animal let go of its food?

I saw my puppy (who was not yet 1 year old) do the exact scenario described upthread to a small varmint.

It's a natural sequence of events for the critter to bite, constrict, release, bite, constrict, etc. until the food is dead.

The conceptual problem is that people are separating the grapple/grab from the constrict (as separate things) -- they are one and the same. Constrict just adds damage to the grapple.

If it is legal to grapple/release multiple times a round as a full attack, then it is no different than adding damage to the grapple checks when the creature also has constrict.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
wraithstrike wrote:
Quintain wrote:

Fans of WWF Wrestling in the 80's will remember the figure-four leg lock, which is a grapple without hands, as I recall.

Unless you think that your legs are "metaphorical" hands.

Just throwing that out there.

Hands are need to set the move up.

Though not to maintain it


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

^ This.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Quote:


If I say I pass through the schoolyard, through town, and so on me moving my hand into the area does not count as passing through it.

You have to be able to move your hand into that area prior to being able to complete the movement of your hand out of the area. And when swinging a sword or attacking with a claw, that's exactly what you do. You reach out, hit them, then draw the weapon back to it's original position.

Nothing about "pass through" requires entering and then exiting a zone on opposite corners. You can enter and exit through the same location and you have passed through that location.

You do not need strike back at all, because you can attack adjacent creatures while earth gliding.

"fish swims through water" is a description of ease of effort of an activity, not a restriction on movement.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Quote:


Moving through water is not attacking into another square.

you aren't "moving through water", you are "passing through". Note the verbiage that does not restrict activity to just movement.

And in order to attack something adjacent to them a fish would very much indeed have to "pass through" water to make an attack. Just like a normal humanoid would have to "pass through" the air to do the same.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Drahliana Moonrunner wrote:
I don't believe rangers have such options.

Ranger spell, level 3, Dwarves of Golarion. See Through Stone


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I agree with Gauss here. The earthglide ability mentions passing through earthen material as if it were water. When making an attack, your weapon has to pass through whatever medium surrounds it, with it's normal Newtonian resistance to that effort (normally air).

So, an attack while earth gliding would follow the normal rules for attacking while under water, as long as the weapon can maintain the earthglide enchantment (which means normally melee only -- with some exceptions).

Quote:


I've run into the incorporeals that like to fight from walls. The usual way to counter those shenannigans are with readied actions.

If you have a druid or ranger, use earth glide and see through stone, and you can go on the offensive.

Or use readied actions with ghost touched mancatchers.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Fans of WWF Wrestling in the 80's will remember the figure-four leg lock, which is a grapple without hands, as I recall.

Unless you think that your legs are "metaphorical" hands.

Just throwing that out there.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
GM Rednal wrote:

I don't think I've ever heard of a lawsuit over fanfiction.

The OGL is a completely separate issue, though, even if the content you're releasing is free. You'll definitely want to pay attention to that, and maybe ask questions here if you're unsure about any aspect of it. ^^

It depends on the quality of the fan fiction. Recently, there was a fan made Star Trek movie "Axanar" that was obviously not from Paramount, and apparently there was some sort of legal action/intellectual property lawsuit.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Given that "While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell.", then the caster should also be immune to attacks (more specifically, no attacks can happen vs the caster) during the time of the extra rounds.

I would say that "free to act" means no possible repercussions from their actions happen during the free rounds. At the same time, they don't "queue up" and occur when time reverts to normal for the caster as well.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Ah, I stand corrected. Didn't see the beyond level 20 rule regarding BAB.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Quote:


You can totally have a BAB of +40 with 20 levels of 2 full BAB classes.

Actually, you can't. Bonuses of the same type do not stack. In this case, these are "Base Attack" bonus types. No stacking. Maximum BAB is 20, regardless of the number of class levels you get.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Grey_Mage wrote:
Adamantine bypasses hardness, not obstacles. The arrows will damage the wall, bypassing hardness, but will still be blocked by it.

At what point is the wall breached?

Quote:
A section of wall whose hit points drop to 0 is breached.

Once the arrows damage the wall enough in the 5' section between the ranger and the target, why would it continue to be an obstacle?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Ridiculon wrote:
is there a feat that allows projectiles to pass through the first target in a line? its pretty wuxia but it would make sense

So, clustered shots would penetrate?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Here's one for the gallery:

Given the following circumstances:

A ranger with See through Stone running and is shooting adamantine arrows.

His enemy is behind a Wall of Stone.

Given that you can breach a wall of stone, how is an attack from the ranger resolved against his enemy?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Yup. Can't. For the same reason you can't vital strike on a charge.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Jagster87 wrote:

So if this is the last "hostile" action in the round, would the wizard then lose her action altogether? Or could she just take the readied action AFTER the attack by the invisible attacker?

I get that she is unaware of the attack for obvious reasons, but I'm trying to figure out if it would be possible for her to still cast her readied Magic Missile against her attacker after he surprises her with a rapier in the back.

Thanks for the input! :)

I would say that the mage would be able to take the readied action after the backstab. She would lose the ability to "interrupt" (which in this case is largely meaningless unless it has the possibility of knocking the enemy unconscious) due to not being able to perceive the threat before the attack.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
James Risner wrote:
I don't have your patience with this type of rules-lawyering. I'd have quickly told him no, and consider the matter closed.

If it were me, I would say that you cannot do a combat maneuver during a flurry of blows using the BAB provided by flurry of maneuvers due to them being different full attack actions.

Choose one, they cannot be combined.

Or we could dispense with the shennanigans and do it correctly.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

His argument is flawed in that combat maneuvers are attacks (just attacks with special consequences instead of just regular damage) and follow the exact same basis for resolution insofar as base attack bonus is concerned.

Quote:


Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action.

If you look at flurry of blows and flurry of maneuvers in context, it simply uses longer wording to state that a monk may use combat maneuvers instead of normal attacks when performing a flurry of blows full attack action. The resolution sequence is exactly the same, because they start with the same initial base attack bonus value.

If they did not have the same starting base attack bonus, then combat manuevers would not be able to replace standard attacks in a flurry of blows full attack.

Those combat manuevers that require a "specific action" (see quote above) cannot be used with a flurry of blows or flurry of maneuvers due to being restricted to a specific action type (move/standard/swift, etc).


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Sunglasses.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Typically, the class for which this feat is designed has some sort of class ability that transfers teamwork feats onto their animal companions without the need to qualify for the feat itself.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Given the base cryptic class, I'd like to poll the community on just what it would take to apply an archetype that has the following changes applied:

Power Points/Day = 9 power level manifesting
Maximum Power Level Known = 9 power level manifesting
Power List = Cryptic + 1 more power list (psion/wilder or discipline)

All else remaining the same, would the change of pp/day, max power level, and adding a discipline or psion/wilder power list be worth 4 insights? (Comparison is number of tactician strategies to cryptic insights)

Is this viable?:
1) Replace 1 insight @ upper levels to add 1 power level to maximum power level known each time it is reached.
2) Reducing the disrupt pattern/enhanced disruption progression by 1/2 to add number of power points per day equal to a full manifester
3) Replace 1 insight to add a discipline powers or psion/wilder powers to the list of available powers that can learned.

The insight cost would be a replacement ability, not actual insights available to just anyone.

Comments?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Boomerang Nebula wrote:

That is an interesting way of interpreting the spell. It makes teleport considerably more powerful than my own interpretation.

I think I would be okay with using your method for interplanetary teleportation but not for regular teleport or greater teleport.

Personally, I'm surprised pathfinder removed the "stable platform" from the older versions, which prevented aerial teleportations. That right there expanded the power of the teleport spell beyond what I am historically familiar with.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Boomerang Nebula wrote:


The formula is below.

D = R * arccos(R/(R + h))

D is the approximate distance to the horizon, R is radius of the planet in question and h is height of the observer.

Some things that will effect this is how close the planet is to a perfect sphere and the opacity of the air.

A Wizard with a high enough intelligence and a Knowledge (Enginneering) skill would be able to derive the necessary knowledge enough to give an "objective" destination from his current point in space as a point of reference.

Just do the math, really. Once that is done, you have a fixed destination and layout of empty air is no different than the layout directly around the caster.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I'm mostly with Diego on this, with the dice roll deciding the error factor, so I don't have to do any work. I decide whether there is an accurate point of reference based on the description given by the caster, and his in game knowledge. Although, I don't think that the caster needs to have seen the town from the perspective of the destination. Giving a vector and distance from a known point is enough.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Diego Rossi wrote:
Boomerang Nebula wrote:


I don't allow teleportation to fluid locations like patches of sky or bodies of water. I figure you can't visualise something that is constantly changing and teleport is a powerful enough spell without that extra functionality.
I agree with Boomerang. Teleportation say "You must have some clear idea of the location and layout of the destination." A patch in the sky don't seem to fulfill that request.

Having a point of reference for the teleport is key. Giving a distance and vector (in 3d space) from your current location is sufficient, IMO.

"Over there" isn't.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Boomerang Nebula wrote:

If you do a google search for "distance to the horizon" you will find sites that allow you to calculate the distance to the horizon from different heights.

I don't allow teleportation to fluid locations like patches of sky or bodies of water. I figure you can't visualise something that is constantly changing and teleport is a powerful enough spell without that extra functionality.

Distance to the horizon requires knowing the circumference of the planet you are on (if I remember my geometry right). As far as I know, that's unpublished.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Since the ectoplasmic spell feat's text is ambiguous in it's application, I'm going to be opening up a FAQ request. Please clicky and let's get a ruling from the devs. This should be a simple one.

FAQ


3 people marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

FAQ: Is the use of the ectoplasmic spell metamagic feat restricted to spells that target incorporeal/ethereal creatures directly, or can it be used with spells that affect incorporeal creatures only indirectly, such as walls of stone or summoning spells?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Darksol,

I understand your reasoning, let me first say that.

However, let me put forth a different line of reasoning, as I believe that you and those that agree with you might be stretching things a bit (and in the same vein, I might be as well):

The metamagic ectoplasmic spell modifies the spell cast so that it affects incorporeal creatures.

Ectoplasmic Spell:

Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures.

Wall of Stone:

Effect stone wall whose area is up to one 5-ft. square/level (S)

How does a wall or other inanimate object affect a creature? By it's mere existence, if that existence cannot be ignored. A wall is a barrier that must be walked around, or otherwise dealt with if it is an impediment to our desires. The wall affects you by you having to interacting with it.

Now, Nothing in the ectoplasmic metamagic feat itself states that you are required to target creatures. Nor does it expressly restrict the metamagic feat from being used on just spells that target creatures. This is an interpretation/implementation of the phrase "spell has full effect on incorporeal/ethereal creatures"

What the feat does is make the spell effect *real* (or have the same effect upon) the incorporeal creature in question, as if it were corporeal, if it could otherwise ignore the spell due to it's incorporeal nature.

Examples:

An ectoplasmic wall of stone of any thickness less than 10' would prevent the incorporeal creature from being able to ignore it in the same way that a corporeal creature cannot ignore a wall of the same size.

The wall affects the incorporeal the same way it does a corporeal. A "ghost touch wall" so to speak.

If you use ectoplasmic metamagic feat on a summoned sword (say storm of blades), those summoned blades would affect the incorporeal the same way it does a corporeal. Whereas a standard storm of blades spell could be ignored due to the non-magical nature of the summoned blades (instantaneous conjuration is even able to make it through an anti-magic field).

Now, when it comes to fabricate. Fabricate makes one thing into another. But in this case the end goal is the same object, or perhaps a "masterwork" version of the same object, except now it is *real* to incorporeal creatures by virtue of the ectoplasmic feat being used with Fabricate.

As an aside, back in Old AD&D, there were often mundane items that had the effect of being barriers for incorporeal/ethereal creatures while being fully corporeal (plants, gorgon's blood in mortar, etc).

I'm finding these things missing in the current version of pathfinder. I think this (using fabricate + ectoplasmic spell metamagic) as returning those things, in principle, back to the game.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
QuidEst wrote:

Fabricate- turn materials into finished objects. Has no effect on creatures.

Ectoplasmic- spell has full effect on incorporeal/ethereal creatures, which is "none, creatures can't be transmuted by this".

So, by this you are stating that only spells that affect creatures can be modified by the ectoplasmic spell metamagic feat?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Berinor wrote:
The effect of the spell is it creates a wall. The way that wall interacts with incorporeals isn't adjudicated by the spell - it's normal matter. If it were permanent duration I might feel differently, but there's no direct interaction between the spell and the creature, so ectoplasmic has no effect.

Fabricate doesn't "create a wall", it produces something from another thing.

A thing being a product of itself (X * 1 = X), I was thinking that the metamagic feat would alter the end product and make it's effect apply to incorporeal creatures.

It's instantaneous duration means that the end product is not dispellable.

The effect, really, is no different than a wall of stone + ectoplasmic spell feat -- other than the differences between wall of stone and fabricate, naturally.

Quote:

Then again...fabricate is instantaneous and isn't specifically meant to affect creatures (imagine fabricating weapons with innate ghost-touch! Ludicrous).

Actually, I'm not so sure that this idea is ludicrous. It seems pretty plausible actually.

The regular ghost touch enchant can be used for items that weren't constructed with fabricate and ectoplasmic spell, and this spell/feat combo can be used to create ghost touch items that are "non-magical".


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Can the ectoplasmic spell metamagic feat + fabricate alter an existing stone wall into a wall that is impassible to incorporeal creatures for the volume of the wall equal to the volume of the fabricate spell?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Ravingdork wrote:

Putting it front and center at the top of an archway isn't in plain sight and in a prominent location?

It doesn't get much more prominent than that!

Also, my question had a lot less to do with whether the symbol would effect the PCs, but rather about whether or not they would have any chance at all of spotting it before they risked triggering it. To put it another way...

It's not in plain sight from at least one side of the enterance. In this case, I think it is fair to rule that this equates to no LOS, no LOE.

As a sense of fairness, you should always give the characters a chance at detecting a trap provided they have the requisite ability to do so.

If you are going to rule that they are indeed affected prior to a mundane perception check, then I would suggest that the trap spotter talent would be a suitable counter.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Foot in the Grave:

If either body is killed while the power is in effect,
the other participant also dies when the power ends. If
one participant’s body becomes petrified, imprisoned
by temporal stasis or imprisonment, or incapacitated
in some other way, the other participant will be
incapacitated in that way when the power ends.

Can anyone provide an example/explain the incapacitation clause that applies "to the other participant".

If psion A manifests this on undead B, then psion A becomes undead psionicist B and undead B becomes undead A.

1) The incapacitated effect follows the mind: if the psion is incapacitated in a different body, he is still incapacitated when he returns to his body.

2) The incapacitation stays with the body: the psion, if incapacitated in the undead's body, returns to his regular body, and the undead is incapacitated at the end of the power.

3) The incapacitation backfires: The incapacitation effect is duplicated to the non-incapacitated individual when the power ends.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
TriOmegaZero wrote:
Quintain wrote:

Cast a heightened, quickened Daze cantrip, 5' step toward gunslinger

Follow up with channel energy 2x via the feat that allows for move action channels.

Rinse, repeat as needed.

Dead Gunslinger.

Daze cantrip wrote:
After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Ok, small hiccup.

quickened persistent hold person, would work though.

The idea is to prevent him from acting.

Have all the mooks cast hold person too...all in the same round if possible. Eventually he will miss a save.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Cast a heightened, quickened Daze cantrip, 5' step toward gunslinger

Follow up with channel energy 2x via the feat that allows for move action channels.

Rinse, repeat as needed.

Dead Gunslinger.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Joana wrote:

My RL group used to cast both darkness and light incorrectly, due, no doubt, to descriptions in the Drizzt books of drow "calling down a globe of darkness" over their enemies at will. (A favored tactic that had absolutely no rules backing at all was casting light "on the enemy's eyes" to blind him.)

The casting light to blind was a 1st/2nd Edition tactic.

1 to 50 of 918 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.