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Redcap

VRMH's page

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Ghoul Fever wrote:
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects.

Ghouls are sentient, and - GM permitting - available as PCs. You'd lose your current Class Levels, but there's no reason you can't get new ones.


vadda wrote:
Since detect evil is a pin point spell and not an aura or cone spell

Actually, it's a Cone.

But a Paladin being a Paladin... can't you just hang up a "do not disturb" sign?


An extra pair of eyes can be as useful as an extra pair of hands.


Should work, yes. But how does your character know it has contracted the disease? Or is this meant to be preventive?


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Rules As Work Best For You. Slavishly adhering to either RAW or RAI isn't worth the effort. Groups should feel free to interpret, ignore or make rules as they see fit; roleplaying is a social gathering, not a sport.


Charisma is the least relevant of the Ability Scores, it's true. But personally I never to make it a dump stat - I'm a hero, dammit! So I'm a lover, not a swine.


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So, how 'bout them Masterpieces?

(Actually, I think we pretty much covered the all arguments already in the thread. It's just a matter of keeping the issue alive (and underailed) at this point.)


The Experimental Spellcaster feat can give free skeletons and zombies, but "Words of Power" is an optional system.


Now that wasn't very nice, mr. Devil. Why don't you go and apologise to that poor Mogloth.


  • The Wasp Familiar might be an option; it's only a single feat.
  • You'd have to ask your GM, but some people think the Companion Figurine feat grants a Familiar.
  • For three feats you can have a proper Familiar of your choice.
  • It's not a Familiar at all, but you can simply buy a pet or a Homunculus even.


Jader7777 wrote:
Is groovethink a word? It is now! Everyone groovethink about it.

/me gets into the groovethink.


There's no actual rule for it, so I guess common sense will have to be applied.
So forging is out, but woodworking should be doable.


The Medium can be reflavoured too.


Master Chymist.


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You'd have to lose some hitpoints, yes. Though you could use the Hit Dice Modification"-option for Constructs to get the maximum HD for the ship's size.

I guess a "ship crafted to be a construct" isn't the same as a "ship ensorcelled to be a construct".


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The "Construct Limb" option allows Small and Tiny Constructs to be "wearable," so you could have one main Construct wear a few others.


That... must be it. Definitely.


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addiejd wrote:
What happens to the Simulacrum if the telepathic link is severed?
They don't have a telepathic link to sever, unless you create one separately of course. The obedience of a Simulacrum is "baked into them", it's a part of their essence.
Quote:
does that mean that it retains personality traits of the original?
Yes. In almost all ways the Simulacrum is the original. Just with half the powers and an obedience to their maker.
Quote:
would it behave the way the original would
As much as possible, yes.
Quote:
(or even think it WAS the original that had just been released from mind control)
If there's no actual maker around to be obeyed... then I guess a Simulacrum might not realise it is one.
Quote:
or would it just be inert until its creator regained command?
Only if its original would do that, like a simulacrum of a Golem.
Quote:
Also, could the control be transferred to a third party?

Not that I'm aware of, though the Simulacrum could be ordered to obey its new master as well as the old one.


Barding Stitches are banned too?


There's a list of wagons here. Combining one with an Alchemist's Lab should do the trick.


Digging an actual "tunnel" is quite a bit different from merely creating a hole; a Knowledge(engineering) or Profession(mining engineer) roll would be in order I'd say.


Perhaps a Bard? They're significantly different in "feel" from Ninjas, but can mimic a Ninja-style of play just fine.

And no-one ever suspects the fop...


No love for the Flumph?


Rysky wrote:
Pssst! You just linked back to this thread :3

Gah! Okay, let's try that again.


Here we are. It's actually called "Taldan Knight" and it's indeed a 3.5 feat.

Guess you'll have to restrict yourself to an Aide-de-camp and a Squire. And maybe an Apprentice. And some evil minions. And perhaps a Familiar, Animal Companion, a few constructs, some Zombies...


Much to my surprise, this looks quite legal.

Tyinyk wrote:
Imperial Knight says "As if you had selected the Leadership Feat" Does that mean neither actually count as the feat

They both specifically say that the cohort acts as if you had taken the feat. Not the PC, who should still be free to take Leadership (or in your case Greater Leadership).

The book with Imperial Knight feat in it: "Taldor, Echoes Of Glory", isn't that 3.5 though?


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Something that looks like a Symbol spell.

Or Lego bricks.


Rules aside... how does one "stare" at something that cannot be seen?

That said, there just isn't any rule for what happens when targets (or in this case sources) of spells cease to be valid after the spell has been cast. So ask your GM.
But be prepared to be ridiculed. ;)


Gisher wrote:
An Alchemist or Investigator can make Extracts of True Strike if they have True Strike on their Formula List.

'fraid Not. It's on their list, but...

SRD wrote:
Extracts cannot be made from spells that have focus requirements


Maybe trade ships with a captain who wants to go on account? Then the both of you are still tracked of course... just by people neither cares about.


Tarantula wrote:
Alchemists can use wands for spells on their list.

Quite correct of course. It's just a pity they:

A) Can't actually make wands, not being casters.
B) Have spells on their list that can't be made into wands, extracts, infusions or potions and thus are useless.


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  • Buy Homunculus Clay.
  • Use a drop of a PC's blood on it.
  • Kill the resulting Homunculus.
For the small, small price of 750gp a pop you're doing 2d10 points of damage to a PC, at any distance.


"the eidolon stuff"?


Please don't inflict realism on your players, or on the game. Things just work, because the rules say so. Unless you have a good explanation for Fireballs too...


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A Changeling commoner could add +1 to your CL with the Coven Caster feat, though she'd need a Charisma or Intelligence of 28 to do so reliably.

A Changeling with the Adopted trait can take the Azlanti Inheritor trait, and grant +2 CL. I guess ma Sea Hag bagged herself a Gillman.

(+3 with a Ring of Tactical Precision.)


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Ah, right. Guess we'll have to pilfer from strongboxes then.


Sepia Snake Sigil springs to mind.


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Daedalus the Dungeon Builder wrote:
Thoughts?

If you can hide your spellcasting, it's a great way to pickpocket.


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It would make sense for such a ship to have a literal "Skeleton Crew", after the ship ate away their soft organic tissue for its own nourishment.

It could be some sort of long-distance "sleeper ship", which picks random passengers to feast on while the others wake up at their eventual destination - unless the ship goes rogue and just keeps eating them all, one at the time.

(Just a few ideas you may want to consider.)


Pyrite Pinchbeck and Whiff.

I've no practical suggestions.


Swamp gas balloons.


Whispering Way: yes.
Four Horsemen: No. Or rather: <expletive deleted> no!

Useful info on either can be found in the Golariopedia, among others.


Azten wrote:
"Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level."

Ah, but the trick here is: they're not different classes. It's the same class.

The intent of the rules is clearly not to allow "super Familiars", but the RAW does permit it in my opinion.


If your Familiar is important to the character's concept, you may wish to consider the Figment archetype. It's not very potent, but there's something to be said for the immortality your Familiar gets.


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The Polymorphamory guide should have all the info you need on that subject.

Also: hone your skills with a Soulbound Doll - they're a lot cheaper.


CraziFuzzy wrote:
I was under the impression that the words of this spell stating the you can make a knowledge check was overriding the DC 10 limitation.

Perhaps that was indeed the intent. But I doubt it myself.


It's 318 now anyway. Onwards to 327!


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Maybe it can flap its masts? Really fast?


No. Compare it to a Homunculus, which also can't speak but still has Telepathy.


Yes, added equipment bumps the DC of an NPC encounter. On the other hand, it also adds to the reward so I wouldn't worry about it too much. Just consider for a moment what the PCs might do with the stuff first, apart from just selling.

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