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TwoWolves's page

748 posts. Alias of Twowlves.


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Not only is there a random encounter table for Xin Shalast, if the party has any Sidhedron Medalions on it's supposed to double the frequency and chance for those random encounters.

My -2 and -4 are identical twin ulfen brothers, built with the exact same stat array. -2 is a Fighter 1/Bard 7 Huscarl and former Ulfen Guard, while -4 is a Barbarian 1/Metal Oracle 1 who joined the society to try and track down his brother.

I made the -4 as a thought experiment to see how I could use the same stat array for a very different mechanical character. I've also kicked around making their younger sister a shieldmaiden (myrmidon) Magus...

There are only 34 Rune Giants in all of Xin Shalast, and they are pretty busy keeping the growing giant army perpetually dominated.

Constant True Sight and Dispel Magic at will is my guess. He's a non-combatant "referree" to make sure it's a fair fight!

IT MUST BE MINE!!!1!!11!!

While I cannot be certain until the package arrives on my doorstep, it appears to have been successfully removed. Thank you for your help Katina!

I did this for my game. The Warriors of Wrath were all 7 or 8 Magi, and the HighLady was too. I also used some spells from "1001 Spells" and other sources, mainly a lot of swift action/quickened force spells. The called buddy was there to spam Dispels and point out invisible foes, never attacking directly. I think she managed to drop the cleric and scare the crap out of the rest of the party, but in the end, the final blow was struck by.... the party wizard. He also Dominated a warrior of wrath, and so has instantly become a warlord with over a half dozen fanatical followers.

The players aren't supposed to cover every area in town. The attack on the gates is meant to divert them away from the main attack. The encounter is supposed to force tough decisions on the party, and/or force them to split up.

When I ran it, many giants escaped with important NPCs and got them all the way back to Jorgunfist. The rest of the adventure went from "seek and destroy" to "hostage extraction". It totally changed the nature of the narrative, and put a real feeling of pressure on the group to act quickly and decicively.

Apparently this order was not cancelled. It was moved into order 3861588 and I was billed for it.



Thank you.

Please cancel this order.

Thank you!

It's under "Familiar".

We took a lvl 7 Seoni into Bonekeep 3 and did just fine.

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Big M can see through their fog.

But honestly, I ditched the whole "I'm a stone giant and I love fluffy clouds!" theme. I had him drop a Wall of Force diagonally between the pillars and leave a 5' gap at the bottom. He could then target a Fireball at the base of the gap and still get a nice spread, or use column spells like Stone Call or Ice Storm over the top, all the while anything directly targeting him has no line of effect, so arrows and rays and such can't get to him. Made the fight last a lot longer.

I also have him a ton of stone-themed spells. Because.

I had forgotten about this thread already. I'm glad you quoted this Kinevon because this is exactly the kind of precedent that I needed to see to bring my way of thinking around to how they intended it to work. It removes the last bit of doubt I had over it.

Thanks to all who took the time to reply.

kinevon wrote:

Maybe you should consider how the feat Channel Ray changes Channel Energy, and the words in that feat, as most of them would also be applicable to a Reach modified Cure X Wounds spell:

Channel Ray
You can focus your channeled energy on a single target.
Prerequisite: Channel energy class feature.
Benefit: When you channel energy, you can project a ray from your holy symbol instead of creating a burst. You must succeed at a ranged touch attack to hit an unwilling target; your target is then affected by the channeled energy as normal and receives a saving throw. You need not make an attack roll to affect a willing creature with the ray. The ray has a range of 30 feet per channel energy die, and its save DC is increased by 2.

I mention this because changing a touch spell into a ranged touch spell would seem to carry the same proviso.

Would you require a caster using Reach Spell on Fly to need to make a ranged touch attack on his ally that is not adjacent to him to affect them?

I did exactly this. The wizard was snatched up and ONE POINT of initiative ahead of the cold breath/drop into the lake combo when he managed to teleport (Getaway, actually) out.

Of course, he went to Magnimar and left the rest of the party there while he went shopping...

DM_Blake wrote:
TwoWolves wrote:
Would it REALLY hurt to hit the FAQ button?


There is an "opportunity cost".

If the developers are only going to answer one FAQ request this week, I want them to answer one that really needs an answer. If they answer this one, that is CLEARLY defined in the RAW, then they've wasted their time and we won't get an answer to a question that actually needs a FAQ answer.

What exactly is the opportunity cost of a developer glancing at the email, mentally thinking "nope. Next!" and moving on?

Declaring yourself as willing to be a target is outside the realm of the caster's choice, it's the target's choice. Once a spell is created an unleashed, "ally" vs "not ally" is out of the caster's control. The caster made a chunk of positive energy and lets loose. The target chooses to be an ally, but in this case, by that time the energy is loosed and the dice need to be rolled bacause it's at range, not adjacent.

Core Rules wrote:

You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate.

Target or Targets

Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any time (even if you're flat-footed or it isn't your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.

Charm Person never requires an attack roll, no matter what metamagic feats you apply. It has an entry under the "Ranged" entry that is not "Touch". They are not exactly the same, as the Range for Cure Light Wounds is clearly listed as "Touch". Conversely, do you not require a roll to throw a flask to an ally 30' away just because it's a healing potion and not alchemist's fire?

DM_Blake wrote:
TwoWolves wrote:

Be great if we could get a few hits on the FAQ button regardless of one's own interpretation.

There is no interpretation. The rule is very clear. No FAQ needed.

Obvously, I disagree. The rule is very clear that Touch spells become Ranged Touch Spells, which always require a roll to hit. Would it REALLY hurt to hit the FAQ button?

How I see it:

The caster makes all relevant decisions about a spell, including targets, and then let's it fly and what happens next is completely out of his control. The spell is created, it flies off, and what happens then is dictated by the circumstances. IMO, there is no way the spell can determine if the target at range is friend or foe once the caster has cast it. In other words, you have no idea when you cast the Reach Cure X Wounds if your target is really an ally or undead, so why would it automatically behave differently based on knowledge you don't have when you make all the decisions about the spell?

The stipulation that Touch spells auto-hit allies is to me less to do with "casting a spell on a buddy" and more to do with "buddy lets down his guard for his caster pal and accepts the spell". Hell, you have to roll to hit to drop a flask of alchemist's fire at your own feet!

I can see both sides of the debate, but there is enough ambiguity that I'd like the FAQ to answer it definatively and have an errata to either the feat description or to the section on touch/ranged touch spells.

Be great if we could get a few hits on the FAQ button regardless of one's own interpretation.

So, it doesn't matter if your ally is blurred, invisible (but you know what square he's in), if you are blinded, he's in melee, nothing?

The specific (Ranged Touch Spells in Combat) doesn't supercede the general (Touch Spells in Combat)?

I've never seen a circumstance where a ranged touch roll is EVER considered automatic, and that's specifically what a Touch ranged spell becomes when modified by Reach Spell.

Follow up: If it does require a roll, what modifiers would apply to a dead/not dead Schrodinger's Corpse ally targeted with a ranged Breath of Life? Can you crit healing with a ranged touch Cure X Wounds (used for healing)?

5 people marked this as FAQ candidate.

Simply put, when a curative spell (such as Cure Light Wounds or Breath of Life) is modified by the Reach Spell metamagic feat (increasing the range from "Touch" to "Close (25' + 5'per 2 levels)", becoming a ranged touch spell in the process), and used in such a way as to target an ally (not offensively vs creatures harmed by positive energy), is a roll to hit required?

Reach Spell wrote:

Reach Spell (Metamagic)

Your spells go farther than normal.

Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long.

Level Increase: Special. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher.

Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.

Spells that do not have a range of touch, close, or medium do not benefit from this feat.

Core Rulebook wrote:

Touch Spells in Combat

Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Ranged Touch Spells in Combat: 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. Unless otherwise noted, ranged touch attacks cannot be held until a later turn.

I might be running the encounter with Ghlorofaex tomorrow. After I do so, I'll post my changes to that encounter. I feel devious already!

For a minute, I thought this was about MY bard. He rocks a +1 adamantine cruel battleaxe.

I never told them anything about Sin Points at all until they set foot in Runeforge. I didn't want them to play any differently knowing such a thing existed.

Murdock Mudeater wrote:

Any clue why Simple/Martial/Exotic weapon proficiency aren't considered combat feats?

Not really sure where besides combat you'd be using those feats...

Clerics with the War domain gain the ability at 8th level to emmulate Combat feats they qualify for, 1 rnd/level/day.

I watched their actions in the campaign, but I also started everyone off with a point or two based on their class and race. The dwarf got a greed point, the summoning druid got a sloth point, the elven wizard blaster got a pride point and a wrath point, etc etc.

I ran my pre-Pathfinder campaign there for many years, and the group has fond memories. After our current RotRL game wraps up we just might revisit this world.

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Matthew Morris wrote:
Just got in myself. Sad there are more 5E pledges than PF pledges :P

I see it like this: 5ed needs a quality campaign setting, whereas Pathfinder already has one!

So if you make Breath of Life a ranged touch attack with Reach Spell, do you have to roll to hit?

I'm not worried about dying to a single failed save. Rerolls are like $10, after all....

Down to the last 6 hours, and they've unlocked the Wise and the Wicked goal, complete with 3 new characters. They've also added a bunch of add-ons like posters and new pledge levels. Get it while it's hot!!

Glad to be of help.

The Wizard's Amulet?

Necromancer Games/Frog God Games free download, prequel to The Crucible of Freya/Abysthor's Tomb.

I don't know I missed this, as this is exactly the sort of thing I would have submitted for. I have had a mini for my Ulfen Guard/Taldor faction fighter/bard character for years, and had to paint not one but two versions of my cleric of Iomedae. Hopefully this will be an annual thing, because by then I can submit my newest character/mini combo, the ulfen barbarian/oracle twin brother of the fighter/bard!

My group hit Lust first, and failed to clear the area. The leader of that wing went looking for them after teleporting away according to her tactics. I played it as everyone in Runeforge is super-paranoid and automatically assumes the party is recent recruits/allies of their already established enemies, so that's where she started looking for them.

Meanwhile, they went back down the (now dead end) entrance tunnel, and stone shaped it mostly shut in the last 10'. Anyone looking down that way wouldn't be able to tell the tunnel was 190' and not 200', and they disintegrated another 10' cube to one side for extra room.

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I use HeroLab on a Surface Pro. I also have PDFs of all of my sources used for my character on the Surface. I take notes with the stylus and OneNote during play. I have a hand-painted mini for my character and I roll dice hand picked to represent said character. I also print out a copy ONCE per character level and leave it in my folder along with my chronicle sheets.

If asked to provide a paper copy, which is the current rule, I can and will. But under no circumstances am I going to use scratch paper and pen to track my spells, buffs (I run a cleric and a bard), hit points, temp mods, or my character as a whole. I use HeroLab because it's a good product and does what it claims to do, and is licensed by Paizo. I don't try to use it in place of a rules referrence (I have those separately, in PDFs) and I'm not using it as a "crutch". It's a time saving convenience. Refusing to seat me because of a program on a device smaller than my core rulebook is a dealbreaker. THAT most assuredly falls under the "don't be a jerk" clause.

I'm in.

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Glen Cook apparantly took this tack when naming characters and cities in The Black Company. At least for the original trilogy. All the members of the company had nicknames ("Raven", "Croaker", "Goblin", "Silent") and the bad guys had titles ("Soulcatcher", "Shifter", "The Hanged Man"). Even the cities were named after gems ("Beryl", "Jasper", etc). He really kept the exotic names to a minimum.

He can both swim and burrow. He can get away enough to buy himself some time. He's ancient, and he didn't get that way by being impatient.

Yeah, taking THAT much time off to craft (presumably ignoring your warnings about being on a timetable) sounds like they should just lose. Almost. Leng Device worked, so no:

massive armies from the Xin-Shalast of 10,000 years ago

and most likely the first sign they've screwed the pooch is
Mhar Massif running around flattening the countryside with a swarm of Leng Denizens dancing up a storm


Ah. I see. When I played Waking Rune, I had not played in any of the other scenarios where "special" things could have been aquired/used. The GM for Waking Rune asked, the table (which were my home group + Random Passerby) unanimously said "what's that?" and it never came up again...

I played In Wrath's Shadow and The Waking Rune, but none of the rest of that season's metaplot, and I don't remember anything in the former that dealt with the latter. Can someone clue me in?

My party captured him, so I had him stand trial. Ironbriar presided, of course, and sentenced him to life in The Hells. What no one else knew was that Tsuto was Ironbriar's son, and he was sprung to help his old man with his crazy death cult thing. Tsuto was leveled up and encountered in the sawmill with his old man.

With 3 Full BAB classes and potentially a wildshaping melee/mook summoner, I'd consider maximizing the HP of every foe they face.

I don't use XP, and level them up according to where they are in the plot, and I've just kept the party 1 level behind the suggested benchmarks. Seems to work ok, but it really depends on what your party composition is.

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