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284 posts. Alias of William Brewer.




Ok this was tossed around and I want possible Ruling. We all know that Enlarge Person does not work on Bows because the arrows shrink back to normal when fired. However what happens if you have Large arrows designed for a large bow set aside to use when Enlarge Person is cast upon you?

Our thoughts is that you will do Large damage with the Bow because even though Normally the arrows shrink and the damage stays that of Medium bow. Because you are now using large arrows that will not shrink the damage stays that of a Large Bow.

Thus if you combine Gravity bow with this scenario.. you will be dealing damage of a Huge Bow because your Large bow now deals damage as if 1 Size category larger.

The whole argument is over this loop hole of getting pre made large arrows designed for a large bow to keep and bypass the shrinking that happens when normal enlarged arrow is fired.


This is a question that has come up in a game recently. Can a person get an animal Companion that has a template. IE: A Ranger (Falconer) takes a Vulture as an Animal Companion, can he instead of the Normal Vulture get an Advanced Vulture (using http://www.d20pfsrd.com/bestiary/monster-listings/templates/advanced-creatu re-cr-1 ) or even adding The Beast of Chaos Template.(http://www.d20pfsrd.com/bestiary/monster-listings/templates/beast -of-chaos-cr-2-tohc).. or both having an Advanced Vulture Beast of Chaos? I see nothing in the rules that keep someone from doing this (other than GM choice)... The Creatures CR would be +3 higher.. however it gains no additional HD but its HD does become d10's. I have looked over everything and cant seem to find any rules in RAW stating a person cant do this.. but I am just making sure. While I know its Munchkin and overpowered.. my question is for if its legal... considering a GM allowing anything that is legal within the rules..


Ok here is my Hypothetical scenario. You have a +1 Large Steel Shield that has been enchanted with Bashing (making it treated as 2 size categories larger for shield Bash and treating it as a +1 Weapon). You also have added Defiant (Humans) (giving it +2 enhancement to ac and dr 2/- when you fight a Human) and because the Shield is a +1 weapon you have added Bane Humans as well (increasing +2 enhancement and extra 2d6 to damage vs Humans).. you are a Shield fighter and have the Shield Master feat. and attack a Human with a shield bash. The way I read the rules.. the Shield vs Human has +3enhancement to ac for the Defiant.. the Shield Master feat converts that to Enhancement to attack and damage... at this point the Bane kicks in and increases the Enhancement by +2 vs the Human and adds +2d6 damage.. making your shield effectivally a +5 weapon .... Am I correct in this?


Ok Here is my question. I was creating an Oni-Spawned Tiefling and wanted to know what would be the rules for making him Nonhuman (Ogre so he is Large in size). As I have read the rules state that he gets none of the racial abilities but does get the size bonuses and penalties. So Here is what I dont understand.

If I use the Advanced Race to make this Large his stats become:
-+4str, -2dex, +2wis, -2cha and would get -1 attack and AC and +1 CMD/CMB and no reach.

However if he could be enlarged with Enlarge Person he would be:
- +4str, -2dex, +2wis, -2cha and would get -1att/ac and would get 10ft reach.

And lastly if go by monster advancement chart for medium creature going to large:

- +10str, -2dex, +4con, +2wis, -2cha and would get +1att/ac and +2NA and 10ft reach.

SO what is the correct chart to use? Im confused as to which option I can take that is legal for play (if DM is ok with of course). Enlarge Person will not work on a Tiefling I just added it because it shows what a spell would do in increasing size. Do I use the Advanced Race options to make a creature large or do I use the Monster Chart for size increases? Im confused as they both seem correct. Now again this is for an Ogre Tiefling as per the rules for Nonhuman Tieflings so I get the size Large.


Ok, I am trying to find out how to create gauntlets that give thrown ammunition their bonus (+1, bane etc much like a bow).if it would be possible to create gauntlets similar to the MIC Gauntlets of Throwing (they added the Throwing and Returning feature to any melee weapon) but instead of melee be for any item.

The reason is I want to create a rock hurler and would like to be able to have the thrown rocks/etc to be enchanted much like a bow/slings/guns enchant their ammunition and or a melee weapon that is magical and thrown still has its affects. I was wondering could Spiked Gauntlets be able to be enchanted with melee/range weapon enchantments to apply them to the (thrown ammunition).

And if the spiked gauntlets can affect ammunition thrown then will its enchantment still count in melee? There are some weapons that set a precident for being able to be used range and to be used also in melee and have both enchants work. IE Weapons like the Bonebow from Frostfell that is a Bow and can be used as a Longsword have their enchantments work in regard to ammunition and the weapon itself. No need to double up on the enchantments and the ammunition is enchanted. Same with using a +1 bow as a improvised quarterstaff to hit a creature if out of ammo. So could gauntlets be made to enchant ammunition and be magical themselves for use in melee?


Ok me and my GM got into a discussion on this and want everyones opinion.

Entropic Shield states Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment).

Improved Precise Shot states that you ignore miss chance granted to targets by anything less than total concealment.

would improved precise shot negate the concealment of entropic shield? My argument is yes because the spell creates a magical field that is providing the concealment and that the feat removes the concealment since it is not total concealment. My gm states that its a spell effect and so not actual concealment. The issue I have is it states that the effects is similar to concealment and Imp Prec Shot works against all forms of concealment like a Blur spell and similar magic. So if that is the case then shouldnt it work for Entropic shield as well?.


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Ok we use RAW. And we plan on starting a game using the Pathfinder Companions, and will be starting at level 6. My question is the Trait Agent of Dusk. This trait states that you get to start with Twice the normal starting gold. Will that apply to the Normal starting gold for starting at above 1st? The rules state that a character that starts at level 6 starts with 16000gp Normally. So would this trait apply and make the starting gold 32000gp? Going by RAW only. I do not want personal opinions on what you would allow, this is for a strict RAW game.


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I asked this once before and never got an answer so I am trying this again. here is the ability in question.

Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

This makes no sense because blindsense does not work against concealment. Only blindsight works against Concealment. At level 20 they get this.

Storm Lord (Ex): At 20th level, you are one with the storm. You gain immunity to deafness, stunning, and wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather...

I at first didnt notice that one was blindsense and the other was blindsight, I thought that at level 9 you have 60 feet and then at 20 this would increase to 120 that was before I realized it was blindsense at level 9. What I do not understand is why Blindsense and why the description would say that it works against concealment when Blindsense does not work against concealment at all, its a useless ability, it only would make sense of the ability at level 9 was Blindsight 60 feet. Sense it works against concealment.

So my question is, has anyone else noticed this and does it not seem like they should have used blindsight in the level 9 portion of the 1 bloodline power? If not then why, because I dont see why you would want an ability that cant be used since it only is suppose to work on concealment and it doesnt actually work for concealment.


Ok This came up in a recent game and I need some advice. We were in an area being attacked by a Tainted Nymph who had Tree stride, and had cast some kind of Dark Fog that obsucrred all sight past 30feet (no darkvision would bypass it). So the party consisted of a level 6 Cleric, Level 6 Zen Archer, Level 6 Alchemist, Level 6 Barbarian, Level 6 Ranger.

We spent 6hours in this battle and so far we are no closer to a victory. The Nymph blinded the Barbarian and he was out for 5 rounds before cleric was able to remove it. The ranger was not an archer based and with the Nymph in the tree tops most of the battle they were not able to hit them, the alchemist got several good hits but the Nymph kept countering the daylight spell and staying outside the 30 foot vision area. As for me Im playing a zen archer and was 8 rounds behind group so unable to reach battle when the nymph was visible. after I reach battle field on round 9 we spent basically 20 rounds being sniped and attacked with no ability to catch the nymph (she hasted self, then using treestride would step out attack then step back into a tree). The cleric was unable to get a dispell readyied because of the 30 foot reduction in sight.

Is there anything we should have done? this was a heavily dense forest with difficult terrain, we had buffed up party to try and rescue some people that were in the area. I looked at the situation and have decided that My monk (who is started to move to a lawful evil alingment) has decided that the situation is a stalmate, we are not being hurt that bad and the nymph is not being hit so there is no way to save anyone, and that walking away is the best course of action (maby burning down the entire area with a good amount of men would alleviate the danger once we flee).


Ok I have been designing a Sorcerer with the Stormborn Bloodline. My concept was based on the bloodline power:

Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

Then I noticed after I did all my work that it says Blindsense which states:

Blindsense

... Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment.

and in natural fog:

Fog

Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).

So basically if I am reading this right. At 9th level with my bloodline power I cast fod I am now in a fog I have 20% concealment and with blindsense those penalties are still there? Why have the ability and why does it say you have it against concealment? Did they mean Blindsight which would negate the concealment penalties? And since it is suppose to be only usable against the concealment of the fog it would make more sense.

Can I get a ruling on this??


Ok I am looking at creating a Necro, and I have chosen Cleric as the casting class and plan on playing a Dhamphyr. I was looking at Variant Channel abilities and saw this one:

Undeath: Heal—The healing effect is enhanced (see Variant Channeling above) for undead creatures and those with negative energy affinity. Harm—This works like a standard channel (not halved).

my question is, does the Heal effect on this alternate channel Heal or Harm undead?. From my reading it appears that this alternate will heal undead and negative energy creatures instead of the usual harm that would occur, and then the Harm effect channeling negative energy will heal them as well?. Giving them 2 ways to heal? Am I reading this wrong?


Just wondering how others feel about allowing a Barbarian to be Lawful that chooses the Serene Barbarian archetype?

Beginning at 1st level, a barbarian can call upon inner reserves of awareness and tranquility, granting him additional combat prowess.While in a state of serenity, a barbarian gains a +4 morale bonus to his Dexterity and Wisdom, as well as a +2 morale bonus on all saves.This ability replaces the rage class ability.

http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/4-winds-f antasy-gaming---barbarian-archetypes/serene-barbarian

The way it reads seem to suggest a more Lawful character than one who is chaotic? Do you think this would be permitted if a player asked for this. (Raw put aside).


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I have a simple question. I am horrible at pricing magic items. I am trying to figure out if it goes against the rules to Create for instance a Ring with Continous Mage armor and Ring of Continous Shield?. Now I have tried to follow the rules in back of book and the price I keep coming up with is Base price 4000gp (spell level 1 x caster level 1 x 2000)x2 for the Shield and 2000gp for the Mage armor since its duration is hours there is no added multiplier. (x4 to price for rounds/level, x2 for minutes/level, x1.5 for 10minutes/level and half price for effects last 24hours or more). I also thought about combineing both onto one ring since they are similar effects that add ac, so one ring would have price 5500 (4000 for first effect and 75% for second effect or 1500). Is my math correct? or should I consider command word effect? help is needed, I want to get this right and I hate the magic item creation.


Ok I have been going over the change to Forge Ring in Pathfinder Core book and on the website http://www.d20pfsrd.com/feats/item-creation-feats/forge-ring-item-creation- --final which have Forge Ring now caster level 7 to make. However I notice that they did not change the caster level requirments of the rings themselves. So my question is, would it be unreasonable to request that the caster level be dropped on rings to indicate the new requirement for feat?. so example: Ring of Wizardry1 will be Caster level 6 not 11 as it is (old forge ring 12 - new forge ring 7 = 5 level drop) so (all caster level requirments drop by 5 to a minimum of 1). The prices will not change. Just the caster level to make. Is this unreasonable to request this to a GM?.