Simkiria's page

Organized Play Member. 24 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




Hi there,

in the Trait Section of Ultimate Campaign there are quite a few new ones. One that caught my eye is:

Fate’s Favored: The fates watch over you. Whenever you
are under the effect of a luck bonus of any kind, that
bonus increases by 1.

Do you think that works with the Half-Orc alternate racial trait?

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

I am not sure that this could be considered an effect?


Hi there,

me and my fellow adventurers are midway through the Kingmaker campaign and have defeated one of the baddies. This brought us quite a large amount of gold that we are now able to spend, around 20K for each charakter.

I play a neutral priest of Abadar and wondered how to spend the loot. I looked up the wondrous items in came aross the Candle of Invocation.

Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.

A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn't interfere with its magical properties.

In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.

I do not care much for the first ability and would not use the third one. I am pretty sure my DM would disallow it anyway and I consider it to be too much of a game-breaker (or a quick suicide).

But I have a question about the second ability. As I read the ability

a)the candle can be used more than once

b) the candle only needs to burn while preparing and casting the spells. The spell effects still remain, even after the candle has been extinguished/snuffed out.

Do you agree with this?

Preparing divine spells takes one hour or less. The mininum is 15 minutes. Does this mean that my character would be able to spend 15 minutes preparing the spells from the new spell level(say Wind Walk and Find the Path for a normally 10 level Cleric) cast the spell in a few rounds round and then frolic around in the air for a few hours? And essentially do this on about 15 days using the candle in 15-minute-segments?

Thanks


1 person marked this as FAQ candidate.

The title says it all.

In the longer threads about the Heirloom Wepaon trait from the Adventurer's Armory being too powerful (or not), the designers said that there would be a revision for that trait coming up soon.

These threads being a few months old I started looking for any revision but could not find anything. Has there been a ruling?

We will start a Kingmaker campaign soon and my cleric could use a fancy weapon.


Dearest Masters of Lore,

I have a few questions regarding incorporeal creatures and interactiong with them. I had a quick look at the archives but could not find a thread that was dealing with my questions. If these questions have already been asked I apologize.

My group is at the moment a round or two away from a TPK. The only way to escape for some of us would be to somehow make it through a crowd of incorporeal undead and evil outsiders to rally around the character which can teleport away.

My questions:

1. Are there any special rules for moving through incorporeal creatures?

2. Are there any special rules if incorporeal creatures grant cover differently from corporeal creatures.

I know that there is nothing in the incorporeal description and that I am grasping at straws but hey, any port in a storm. :-)

Thanks in advance
Simkiria


Hi,

mmh had to edit my post, sorry.

Sorry to come up with this old topic. I looked around on the message boards and came up with a few posts about the topic "AoO yes or no".
As I understand it the wording is a very claer on this topic.

p.186

Some spells allow
you to make a ranged touch attack as part of the casting
of the spell. These attacks are made as part of the spell
and do not require a separate action. Ranged touch
attacks provoke an attack of opportunity, even if the
spell that causes the attacks was cast defensively.

I can understand reading the rules in that way and of course the DM is always right. :-)

I just do not understand WHY there should be an AoO. All the other actions like standing up or firing a bow in melee put you in a positon where you are (more or less) hard put to defend yourself.

I found no indication of how you must behave to "shoot" a ranged touch attack. As with every ranged attack it depends on DEX, so in same way it is a physical act but I can find no reference that it involves an act that leaves you open to attack. I can't even find a passage that firing a ranged touch attack such as a ray involves your hands, tentacles, whatever. It seems to be possible to shoot them from your eyeas, knees, elbows,... The only passage I found is rather short.

p. 214

Ray: Some effects are rays. You aim a ray as if using a
ranged weapon, though typically you make a ranged
touch attack rather than a normal ranged attack.

Thanks
Jan


Hi there,

tomorrow I will leave my home country Germany on a holiday trip to Canada and the US. Starting in Vancouver my friends and we will travel to Seattle and drive down to San Francisco. All in all our trip will take three weeks and I think that is plenty of time to sightsee some "special interest" sites.

My friends are not into gaming/SF/F at all but I would love to hear some suggestions for shops, museums, historical sights, etc.

So were should I go to? Is the Science Fiction Museum in Seattle any good?


Hi there,

and here is another question for those of you wise in the rulings of the game.

The last two gaming sessions our group fought a quite powerful demon that was not only hard to hit but had also Damage Reduction 15/good and cold iron (at least this is what the GM said after the fight).

One of our characters was a ranger with a +2 evil outsider bane longbow. The DM ruled that this weapon did not overcome the demon's damage reduction.

I was of a slightly different opinion thinking that the increased enhancement bonus of +4 would take care of the cold iron and good prerequisites.

We won in the end, but I think this was not the last demon we are going to face and I hope that you can clear this up before our next fight.

Would do you think?

On a similiar note: Would a +4 evil outsider bow also overcome epic damage resistance? I found nothing in the rules that stated that the enhancement bonus of a bane weapon would stop at +5 (which would make +4 and +5 bane weapons slightly less useful).

Thanks
Jan


Hi there,

last gaming session, somewhere deep in the Savage Tide AP, our group found some treasure including a Celestial Armor.

Celestial Armor
Aura faint transmutation [good]; CL 5th
Slot armor; Price 22,400 gp; Weight 20 lbs.
Description
This bright silver or gold +3 chainmail is so fine and light that
it can be worn under normal clothing without betraying its
presence. It has a maximum Dexterity bonus of +8, an armor
check penalty of –2, and an arcane spell failure chance of 15%.
It is considered light armor and allows the wearer to use fly on
command (as the spell) once per day.
Construction
Requirements Craft Magic Arms and Armor, fly, creator must be
good; Cost 11,350 gp

I would like my character (Wizard/Rogue/Unseen Seer/Abjurant Champion) to wear this armor. There ist still a 15% spell failure, but I clould live with that.

But there is this small niggling piece of rules that makes me uneasy. :-)(PFRG 154/155):

Mithral: Mithral is a very rare silvery, glistening metal
that is lighter than steel but just as hard. When worked
like steel, it becomes a wonderful material from which
to create armor, and is occasionally used for other items
as well. Most mithral armors are one category lighter
than normal for purposes of movement and other
limitations. Heavy armors are treated as medium, and
medium armors are treated as light, but light armors
are still treated as light. This decrease does not apply to
proficiency in wearing the armor. A character wearing
mithral full plate must be prof icient in wearing heavy
armor to avoid adding the armor’s check penalty to all
his attack rolls and skill checks that involve moving.

Yeah, I know the Celestial Armor is not made out of mithral, but still it seems very close. If this passage applies I can't really use the armor, my character does not have medium armor proficiency and a -2 to attacks is not really helpful.

Looking at the specific magic armors on page 465 I I found:

Elven Chain
Aura no aura (nonmagical); CL —
Slot armor; Price 5,150 gp; Weight 20 lbs.
DESCRIPTION
This extremely light chainmail is made of very fine mithral links.
This armor is treated, in all ways, like light armor, including when
determining proficiency. The armor has an arcane spell failure
chance of 20%, a maximum Dexterity bonus of +4, and an armor
check penalty of –2.

And in contrast another mithral armor that directly refers to the mithral rules:

Mithral Full Plate of Speed
Aura faint transmutation; CL 5th
Slot armor; Price 26,500 gp; Weight 25 lbs.
Description
As a free action, the wearer of this fine set of +1 mithral full plate
can activate it, enabling him to act as though affected by a haste
spell for up to 10 rounds each day. The duration of the haste effect
need not be consecutive rounds.
The armor has an arcane spell failure chance of 25%, a maximum
Dexterity bonus of +3, and an armor check penalty of –3. It is
considered medium armor, except that you must be proficient in
heavy armor to avoid taking nonproficiency penalty.

So thats clear. I have no problem with specific rules overruling the more general rules, so that certain specific sets of armor have slightly different rules.

But the wording in the Celetial Armor passage is ambigious:

It is considered light armor and allows the wearer to use fly on
command (as the spell) once per day.

It could be read both ways. My interpretation, perhaps a bit subjective, goes like this:

Comparing Elven Chain and Celestial Armor (both being chainmails) ine can see that they both weigh the same (20 pounds), but the Celestial Armor has a lower spell failure chance (15% vs. 20%) and a higher max. Dexterity Bonus (+8 vs. +4). It seems to be even more "comfortable" than the Mithral Armor. So I hope that the armor proficiency ruling of the Elven Chain (light proficiency being enough) also applies to Celestial Armor.

But as I said, I am not really impartial here. I would really like to read your comments.

Thanks a lot
Jan