Ris Dnalor's page

8 posts. Alias of risdnalor.


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Ravingdork wrote:
Hard to beat animated object armor. It's cheap and extremely versatile. It can assist you in putting it on, it can fight all on its own, grant additional Perception checks for the party, it can "walk" you to safety when you are unconscious, multiple identical suits can mislead enemies, it might grant your additional movement modes, etc.

"This spell cannot affect objects carried or worn by a creature."

source

So if animated objects can't affect anything worn by a creature, how is animated object armor even possible? Or am I missing something.


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Captain Sir Hexen Ineptus wrote:

I posted this in the rules question section, but people seem to have ignored it, so I am posting it here since it could fit in as advice as well.

I am new to the construct rules and all, but this construct armor looks VERY appealing to me, but I am having trouble figuring out this effect, specifically the last paragraph. Since attacks to you use the construct's hit points, not yours, why does the last paragraph says the armor acts as a breastplate?

Second question; could you add CPs to a full golem?

Third question; what would it take for a fighter to be able to make and use such a creation? I am guessing extensive use magical device checks, as well as items that can cast the proper spells frequently enough, as well as the "make whole" spell a few times per day.

Fourth; what would be the possible benefits from wearing a construct armor? If the construct could fly, would you also be able to?

Thanks

You can get bonuses to attacks via Construct Limp on pg. 115, adapting small or tiny constructs to fit over your arm, or possible an increase to jumping or movement speed by fitting the proper construct over your legs. These do modify armor apparently as it gives the example that an iron cobra modified to fit over your arm would provide protection equivalent to a heavy steel shield and you are automatically proficient with it.

interesting possibilities here.


ShadowyFox wrote:

So the stats are rolled for a Wrath of the Righteousness game. Sadly, the game has had a good deal of changes in character generation rules, but currently, it's a 3d6 roll, in order, for each stat. I have, honestly, no idea what these stats could play.

STR: 9
DEX: 11
CON: 14
INT: 11
WIS: 14
CHA: 10

So do people have any thoughts?

Race: Human ( +2 Wisdom )

Alignment: True Neutral
Deity: Lythertidia (NG)
Domain: Death
Favored Weapon: Unarmed Strike
Favored Class Monk

01 (Crusader) Cleric 01

Feat: Channel Smite
Human Bonus Feat: Guided Hand
Crusader Bonus Feat: Weapon Focus Unarmed Strike

Traits: Brawler, Quain Martial Artist

Spells:
Domain Spell: Cause Fear

zero level: Detect Magic and Cure Minor Wounds
1st Level: Divine Favor (or Cure Light Wounds)

02 (Martial Artist) Monk 01

Monk Bonus Feat: Dodge

03 (Martial Artist) Monk 02

Standard Feat: Domain Strike (Bleeding Touch)
Monk Bonus Feat: Scorpion Style
(free Evasion)

04 (Martial Artist) Monk 03

+1 Wisdom

05 (Martial Artist) Monk 04

Standard Feat: Boar Style

--------------------------------------

So at Level 5, with zero gear:

Flurry of Blows +6/+6 (1d8), but:
- + 1d6 from bleeding touch 6/day (via domain strike)
- + 1d6 from channel smite 3/day
- + 2d6 from Boar Style any time both attacks hit.
- Ability to do bludgeoning or piercing damage at will.
- swift action wis check for +2 to hit, or +2 to AC vs 1 opponent.
- - (+7 to DC 15 wis check to succeed vs. a CR 5 enemy to use)
- +1 additional to hit & damage via Divine Favor 1 minute / day.

DC 16 Stunning fist 4/day

Minor self-healing.
30-40 hit points
8/4/9 saving throws with evasion
15 AC (17 vs. opponent with similar wisdom check)

Future feats?

Boar Shred
Boar Ferocity
Power Attack (eventually)

it's not optimal, and some gear would make it better, but you won't need weapons or armor (good thing with your low carrying strength), so you can save up for magical goodies. I'd play it and I think it would be enjoyable.


Harrison wrote:

This is something that's been on my mind since the release of the Advanced Race Guide, mostly stewing in the back of my mind until recently, and doing a quick search of the Paizo forums hasn't really revealed anything that might help answer this question:

How exactly is a GM and his/her group supposed to deal with the death of a player laying a construct or half-construct character?

The rules specifically state that a construct and half-construct character cannot be resurrected, and for a construct that makes sense. They're all machine, so there isn't a soul that can be pulled back from the afterlife and put back into the body, but what about half-constructs? Why can't someone who's only partially mechanical be resurrected?

And outside of the reasoning, what am I as a GM supposed to do to a player if their construct/half-construct player character ends up dying? Is my only option just to tell them "tough luck, roll a new character"? Is there any chance Paizo could release in some supplement a way to bring back a fallen construct/half-construct PC?

[EDIT] Also, I wasn't sure if this was best posted here or in General Discussion, so if it needs moving, feel free.

Lots of ways you can deal with this. If you as a GM want this to work, simply house-rule it.

** Perhaps instead of death, the robot merely went dormant, and with sufficient repairs, who's to say the "personality" information has to be lost?


Bane Wraith wrote:

Thunk the Titan Mauler Half-giant, picks up a dagger.

That dagger is actually suited for a Gargantuan creature; it's ten feet long, and deals a mere 2d6, and takes Two hands just to wield (let alone Lift).

Point is Not that it deals the same damage of an appropriately sized Greatsword, with a ton more penalties;

Point is this: Can I wield that dagger One-handed, for an additional -2 penalty, thanks to Jotungrip?

if not, why is it Jotungrip allows me to wield a Greatsword one-handed, but not a larger sized Longsword?

If yes, please answer quickly! =D

I wish it worked that way.

One reason I can think that it might now work that way is that the Gargantuan Dagger was designed for hands so large that it might be impossible to grip it with one medium-sized hand.... Much harder than gripping the medium-sized two-handed weapon.

Nevermind, I'm sure a weaponsmith could fix that problem for you given enough time and money.... so I'll go back to " I wish it worked that way. "


gourry187 wrote:
I say no as well but my reason from logic side is that arrows do piercing damage so they are not blades ... blades do slashing

Your box is mighty small, step outside of it.

A short sword does piercing damage as well. And it has a blade.

Sometimes it's about how the weapon is used instead of just how it is made.


So, I have someone that wants to do this... Yea, I know.

I have done a little google-fu, and I see where competition level blow-guns typically range from 4ft to 9ft in length, however, in Japan one is allowed to practice with tubes that are under 2ft in length.

So, some questions.

Does the pathfinder range increment of 20 ft indicate a certain blowgun length?

Could these blowguns be small enough to dual wield?

Reloading issues? They're pretty small in diameter, If they weren't to cumbersomely long, I could see being able to reload them without dropping one to the ground...

Normal TWF penalties apply?

Wold the fact that you have to blow into them both be an issue?

Appreciate any thoughts anyone might have.

o/