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Does anyone have a list of fear and charm spells for a Court Bard? How useful is that reducing saving throw performance?

I find it a little confusing. Is suggestion a charm spell? It's in the charm domain but I don't see the charm designator. Seems odd. I like the idea of enchantment and illusion spells but I'm not sure what I should specialize in.

Thanks.


:::Nevermind - Just read it again and it says you can't share a square right in the paragraph so it's meaningless for medium mounts with small riders::

A friend and I are thinking of making a Pally and his squire/herald (bard) combo but we don't understand cavalry formation.

- Does it let us be in the same square all the time? (Obviously, sync of initiative to move together) (Also, we thinking of being gnomes so we're talking about only sharing 1 square)
- What are the rules for two characters being in the same square and being fighting-capable?
- Any good Pally tricks he can do to defend the Bard if they share the same square?

Thanks!


Up front caveat that I kinda hate Paragon Surge but I want to know how this stuff works RAW.

Can you cast Paragon Surge and take extra discovery with the free feat and pick any discovery you qualify for? If so, what happens in the following situations:

Could the alchemist grab combine extracts and whip up a bunch of combined extracts (up to 1/lvl b/c of time limit) with unused spell slots? Would they stay combined extracts once paragon surge wore off?

Could the alchemist grab enhance potion and suck down an int mod number of potions at caster level? Would the effects stay at caster level once paragon surge wore off? What if he does it again? Is his int mod cap used up or is it refreshed because he lost and re-gained enhance potion?

Could the alchemist grab poison conversion and change the form of 1 poison / lvl (time limit again)? What happens when paragon surge wears off? Are the poisons still in their new form?

Thanks.


It says you can be exposed to multiple doses of inhaled and ingested poisons simultaneously and doing it that way is 1 save that is harder with greater duration.

But how do you actually subject someone to multiple doses simultaneously? <-- This is the only real question, you can just jump to answering if you know. Everything else is hypotheticals.

Can you just use a glass jar that can hold 2 doses in it? That seems too easy to me and like it trivializes the alchemists concentrate poison discovery (although perhaps that is meant for injury and contact poisons). Also, if it works this way what is the limit on doses per projectile?

Do you have to throw multiple vials of the same inhaled poison in one turn and for some reason unlike multiple melee attacks with injury poison they all go at once? Does this imply that enemy isn't exposed until their turn when they breath it in so however many you can stack in there before their turn is what they are exposed to? Would they then take exposure at the beginning of their turn and frequency at the end or would the frequency not start till next round?

Would multiple poison delivering sources have to act simultaneously (ie two characters with readied actions to throw a vial at the same time)?

Little help please!


Three quick ones:

- If you want to hand someone an item in combat what does that take? Move action for the giver and free for the receiver? Do you have to ready the give for their turn? Move action for both?
- It says retrieving a stored item is a move action but it doesn't say anything about simultaneously retrieving multiple items stored in the same location. Can you retrieve as many items as you have free hands? It seems like manipulating the pack is the justification for the time and free hands is the limit on items to me.
- Can animals retrieve stored items? Say you have a familiar of some sort. Can it dig through your pack and hand you an item?

Thanks!


What do you need to throw multiple acid flasks every round? It seems like drawing them is a problem. Quick draw explicitly says you can't draw alchemical items after it says you can throw weapons at your full rate of attack.

Also (semi-related), can you retrieve as many items as you have open hands with a move action? It seems silly to say it takes twice as long to grab 2 potions while you are in your potion bag as it does to grab 1...


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I've been reading up on all the places I can find about the real way poison works (Hurrah, Jason Bulmahn!) but I still have a few key questions:

1) How long does an inhaled poison last?
2) Is there any cloud or obscuring effect on inhaled poisons? Is the cloud visible but has no negative effects on vision? Is it invisible?
3) It says you can be exposed to multiple inhaled poison doses at once. If I throw 3 vials of the same poison in one turn at a guys feet is that exposing to 3 doses at once (1 harder save) for when he breaths in or is it 3 normal saves as each vial breaks?
4) Is throwing an inhaled poison considered a splash weapon for stuff like splash weapon mastery?

Bonus Question: They say similar but different poisons are tracked separately and list the same poison but with different base DCs as an example. What about identical poisons but of different forms? So say the same poison but you've made one an injury and one an inhaled?


Sicken + sicken == Nausea right?

So does this work? Lvl 8, Maneuver master monk with greater dirty trick. The monk dirty tricks to sicken the enemy and then stunning fists them to sicken in one flurry. Does it upgrade to nauseated? Stunning fist says it can't combine with itself but doesn't mention combining with other things that caused the same effect. And once nauseated the creature lacks the standard action to clear the dirty trick. So did you just lock a guy down for 1d4+X rounds?

Is this super good or are there so many ways to nauseate (or stack sickness into nausea) or hard disable people that it really isn't that big a deal?


So, is this actually legal? It seems absurd.

Druid who goes into mammoth rider. Switches animal companion to a Arsinoitherium at this point.

Mount becomes huge naturally at mammoth rider 1. Large Arsinoitherium has a 2d8 gore. I'm not totally sure how the advancement works because we started higher on the dice than normal (in the strong jaw table) so I'm just going to walk up the table. Going up the table from 2d8 makes it 4d6.

We haven't used a magical size boost (I assume there is a way to do that for animals but didn't bother looking it up) and we are already off the table so I'll just start using the doubling clause. Up to gargantuan for 8d6.

Strong jaw to act 2 sizes bigger... 8d6 -> 16d6 -> 32d6.

Vital strike, 64d6

Improved vital strike, 96d6

If you just want to be a jerk, pour in alchemist infusions to give transformation and paragon surge for greater vital strike, 128d6.

Does this really work? I mean, 128d6? Avg damage 448 before adding static damage pluses?


Hey, quick question.

Half-orc barbarian 2 / cavalier 2
Human bard 4
Whatever else (lets say cleric and rogue)

Barb/cavalier has the amplified rage feat. He uses his cavalier side to grant this feat to everyone, then rages. The bard casts rage on everyone but himself, then spends his time spamming with a wand of moment of greatness.

Are 3 characters now raging with a +6/+6 (+8/+8 for the barb) with a 1 swing / round str spike to +12 (+16 for the barb)?

Anything in here cheating or is this a totally legit really fast way to buff pretty darn hard?


Say a Ranger goes fully into Horizon Walker and always just keep picking the same favored terrain over and over again and that terrain the the terrain his favored enemy is native to.

Terrain Dominance says:
"When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy."

Instant Enemy says:
"With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes."

Since you are treating it as that type for "all" purposes does that mean you can treat it as if it were also from that terrain effectively giving you a +16/+16 against it by the time you are Ranger 6 / Horizon Walker 10?


I was under the impression that RP gave you more rounds of rage just like barbarian levels did but someone just told me they don't think it does.

So, does it? It couldn't really stick you with limited to no rage until you hit the 6th level and then force you to start sac'ing spell slots just to keep up the ability that all the class abilities revolve around, could it?


2 people marked this as FAQ candidate.

So we've started doing this and it just seems way to good to be legal but I don't know what makes it illegal...

It all works on shield other and works on the following premises:

- When the damage splits, it says you "take" the damage
- The spell doesn't say that the damage you take from the person you are shielding cannot be reduced or redirected, which is wording I remember seeing in other places
- It doesn't say anything about you casting the spell on multiple people, or someone casting it on you when you've already cast it on someone else.
- It doesn't say the damage changes type

So in the simple form:
- I shield other you, you shield other me, and we share a communal stoneskin, and communal resist elements
- (Depending on how you rule the order of events) You get hit for 50 damage (resist to 40) (split to 20), I take 20 (resist to 10) (split to 5), You resist 5

We just took a 50 point hit and only suffered 25 points of damage...

Now make it the whole 4 person party!

- You take 50 (resist to 40) (split 4 ways to 10), everyone resists the rest

That's a 50 point hit with only 10 real damage!

It's even worth if you do the splitting before the resisting... then the damage is 0!

All these spells are super obtainable in bulk from rings of shield other and wands of stoneskin and resist elements and have crazy durations.

Sure we can still be death-spelled or something but we are near immortal hp wise and AC doesn't matter at all because getting hit doesn't matter. We can easily stay at max hp just with mass cure light wounds if we ever even bother to feel threatened.

It can't be legal... but why not?


I know this character is anything but optimized - I just want the flavor... but I also don't want to be totally useless so I figured I'd ask advice from the more informed.

Here's what I have figured:
- I want to be a dwarf, lame metal rage prophet who only ever does 1 thing a round
- Recover some speed and get heavy armor with revelations
- Aim to always either cast or drop big ole vital strikes with my lead blades, oversized dwarven waraxe
- Debating barb archetypes but I kinda like the idea of drunken brute elemtenal kin because it helps extend rage, everything little thing makes him angrier, and being a drunk fits the backstory

So questions:
- Will I actually be able to hit anything? Sure I'm always at full BaB but I'm also taking on an inherent -2 from the oversized weapon and don't have full BaB progression
- If hitting is a problem is furious focus a good idea or is it a waste because there are other ways to deal with these issues?
- Will I ever actually be able to drink alcohol in combat? Sure, my move action is just kind of lying around because I'm always using vital strike but how does it drinking work with a two-handed weapon? Do wine bottles on a should sling exist in pathfinder?
- What barb/oracle split should I do? I know I need at least 2-2 but after that I can't decide
- Do I really need more than a starting cha of 12 that I boost as I go? There's no real reason to have more cha than what I need to cast my highest level spell right?
- Any general advice on stuff to take?


If you cast obscuring mist does that stop casters from casting non-AoE on you spells unless they get within 5 feet of you since they can't see you?


Does Hurling Charge mean the barbarian can hurl a big object for falling object damage during a charge (when normally it takes a full round action) or does it just mean that the barbarian can draw and throw a regular throwing weapon during a charge?


I've got a wand-happy Magus running around who has a monkey familiar with a bag of wands. The monkey digs out and throws whatever wand the Magus wants at him, he snags it with snatch arrows, casts his spell as a part of spell combat, and drops it. The monkey retrieves it later.

I was just curious if this was totally legit. I don't really care because it's hilarious but does it work RAW (aside from being somewhat silly and probably non-optimal)? Does he even need snatch arrows? If the monkey just tries to hand it to him does it take an action to retrieve it or is that free?


I'm trying to make a giant energy creature who tosses an enemy around like a rag-doll and then eats it (think dog with a chew toy) but I can't figure out the rules on what I have to do or if it is possible.

Here's the idea: Half-orc Synthesist Blood God Disciple.

I get large, a bite attack, grab, swallow whole, use my 11th level rage power to pick up body bludgeon, and a pair of arms if I need them.

Swallow whole says I have to begin my turn with a creature grappled with my bite attack using grab, so I initiate the grapple that way. Body bludgeon says I can use a pinned guy as a two-handed improvised weapon.

Questions:
- What size improvised weapon is my foe? If I'm bigger than him does he drop from a two-hander down to a one-hander?
- If he's "in my mouth" because I initiated with bite/grab can I body bludgeon with him right now or do I have to move him to my arms? What kind of action is that? Is it an action?
- After I body bludgeon with him is he still in my mouth to swallow him since I opened with bite/grab or did I move him to my arms and now have to move him back to my mouth?

(Other questions relevant to the character but not this exact conundrum)
- Is the eidolon constrict the same as the monster one? It reads a little different but I don't know if that's on purpose or not. Do you constrict with every grapple check like a monster or just on the initial grab?
- Can you use rage powers while under the effect of the spell rage?


I thought I got this until I saw the following in the FAQ:

"Summoner: If a synthesist (page 80) takes the swallow whole evolution, does he use his own hp or the eidolon's temporary hp to determine the hp of the "stomach"?

Use the summoner's hp to determine this. Obviously the summoner isn't actually swallowing the target, so it's merely contained within the eidolon-suit, but the hp of the "stomach" is based on actual hp, not temporary hp, so it's simpler to use the summoner's hp rather than create a specific exception to have this based on the eidolon-suit's temporary hp. Fortunately, this means effects that boost a summoner's hp (such as bear's endurance) increase the hp of the "stomach."
"

What are the implications of this? I can't choose who to target with Bear's Endurance while we are merged since we are one thing right? And I'm using his con score. So why does it boost my con giving me real hit points instead of the eidelon's con giving it/me temp hp?

What happens if I multi to barbarian and rage while eidelon fused? Does the rage + to str and con go to my str/con or to the eidelon's which is replacing my scores?

(Side question if anyone knows - The orc variant that lets you take rage powers, what level barb are you for that? your summoner level?)


Can a summoner synergist use the features of his evolutions to qualify for feats since they are one fused being when it is summoned?

For example, can they take multi-weapon fighting if their eidelon armor thing has four arms, or would they need to have a third arm in their natural form to take the feat?

Can they take final embrace if they have the constrict evolution?


I'm interested in starting making a summoner and I've seen some threads that say, "Summoners are OP" with immediate responses of "Most OP builds have been revealed to have illegal eidelon builds".

Could provide me a quick guide to what the common illegal pitfalls are or point me to such a guide so I can make sure I don't screw everything up?


Okay, bare with me (bad way to start I know). I feel like the current way Magus' are being used is thematically broken and counter to intent and has arisen due to Pathfinder trying to clarify touch spells over time and people doing very literal word-by-word rule interpretations.

When I first saw Magus I loved it. Finally, a melee caster that felt thematically right. Then I just recently saw how everyone was interpreting the rules at their table.

In classic DnD, you cast a touch spell and your hand glows with the power of the spell. It discharges when you touch something, anything, whether you wanted it to or not. It's not a mental thing you are doing, choosing to heal/hurt something with it. It is power you put on your hand that goes off on a touch trigger. You can dismiss it without discharging it because you can dismiss any spell effect you create. You aren't actively sustaining it though just like you aren't actively sustaining your mage armor. It just is. You can cast a touch spell and touch an enemy as part of the same standard action because it is such a trivial action. You are already gesturing while you cast the spell, now you are just trying to touch them as well. It is really no different than pointing in their direction at the end of a ray spell.

It seems like they tried to "clarify" why you can cast the spell and touch attack in the same standard action so they added the words that casting a touch spell also grants a free attack which you use to make said touch. People are perverting that while using spell combat and spellstrike. All spellstrike does (should do) is let you put that energy on your weapon instead of on your hand. You can cast the spell in the same round you swing the weapon offensively thanks to spell combat. You can have the energy on that weapon instead of your hand thanks to spellstrike. People are twisting the wording to say, oh, I swing my weapon and cast a spell thanks to spell combat. I then use the "free attack" from casting a touch spell to swing my sword again since I can deliver touch spells with a sword thanks to spellstrike.

It is just.. wrong. Your character has the speed and skill to swing a weapon competently once per round (with BaB below 6). The magic you are casting does something in particular (creates an electrical charge if Shocking Grasp). It does not enhance your speed to let you swing the sword again. Claiming it does is absurd. Thematically broken. If you want to make 2 attacks in one round swing the sword and put the energy on your hand instead of the sword and poke them just like a regular touch spell.

I also don't get where this "casting any spell dismisses your held charge" thing comes from. It also seems thematically broken. The spell is cast and done. The energy is there. The only way it discharges from casting another spell is if you try to put another touch spell on the same hand/weapon. It feels like this was added to try and curb power the wrong way. It's acting like they have a GUI screen showing their item slots and one of them happens to be "charge" and it is just floating on your stat sheet and only holds one object instead of the charge being attached to an object that just happens to be part of your body (hand). If you wanted to do the mythos that way you could (who am I to say how magic works) but I don't know of anything in DnD lore to say that magic works like that.

Does anyone agree on either of the two points or am I just crazy?

Full Name

Brogue

Race

Shundar (Shoanti) Human

Classes/Levels

brawler (snakebite striker) 1, unchained rogue 2

Gender

Male

Size

Medium

Age

Young

Special Abilities

Smash

Alignment

CN

Location

Belkzen

Languages

Common, Shoanti

Occupation

Thug life

Strength 8
Dexterity 19
Constitution 14
Intelligence 10
Wisdom 12
Charisma 12