Aboleth

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What happens to a character's gear when someone is petrified? Specifically, I am thinking of when they are petrified by a cockatrice.

General rules seem to suggest that gear would be unaffected, but this flies in the face of the way I picture it in my head. Anyone know where I can find the specifics on this?


Let's say you use your move action to move a few squares, downgrade your standard action to a move action, and, with your move action, move half your speed and trigger an effect that grants you the staggered condition (in this case a homebrew persistent AoE spell, but it could be anything).

Would your action be stopped and your turn ended, as you are only able to take one move action a turn now? I don't see anything clear on this in the rules, and I could - as it stands - see it being ruled either way in a game.

Thoughts? Thanks.


Hello folks. I'm trying to improve the mockery ability of the court bard archetype...

Quote:
Mockery (Su): A court bard of 3rd level or higher can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by –1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components. This performance replaces inspire competence.

I want it to be as good as the ability it replaces (I know, I know; archetypes are supposed to be balanced on a whole and not on an ability-by-ability basis).

So far, I've thought of making it more like a reverse 'inspire greatness/heroics'; i.e. a more general target-specific debuff.

Alternatively, I've thought of having it be even more damaging to characters that rely on charisma; perhaps disabling things like tactician. However, it seems like I would have to make the ability rather lengthy in description to account of all possible uses.

Any ideas? As it stands, the thing is next to useless IMHO.


The focused shot feat states that it only works with bows and crossbows. A number of things - such as coup de grâce and rapid reload - were errated/updated to work with firearms when they were introduced in Ultimate Combat. Was this ever done for this feat?

Obviously, in a home game, it's a simple thing to house rule that this feat works with firearms, but I am wondering if there were was official word on the topic.


Writing campaign, offering flumphs as a PC race, yadda yadda,...

Ok, question. A flumph's stats are as follows:

Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10

Since most creatures are made with a 3 point buy, and usually 1 point is put into 3 different attributes, it is easy to figure out what racial modifiers should be.

Not so much with the flumph.

I am thinking the intent was either they dropped 1 into Con and 2 into Dex or that they threw all 3 points into Con (the flavor text describes them as being frail).

So it would be either...

+4 Dex, +4 Wis

or

+6 Dex, +4 Wis, -2 Con

Anyone have any thoughts?

Edit: Also, if anyone could direct me to any flumphs in published modules or adventures, that would be fab.


44 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Question as thread title: Are mutated bloodlines considered bloodlines for the purposes of the eldritch heritage feat?

This has been debated a lot in other threads and I have no interest in repeating those arguments here (although feel free to, other denizens of the interwebs).

This thread is intended to get FAQ hits.

The wildblooded sorcerer archetype.

The eldritch heritage feat.

Hit dat FAQ, yo, yo, yo. Hit dat FAQ.

Edit: The most common use of this combination is to get the fey bloodline so you can get an animal companion. This tactic has been mostly eclipsed by the animal ally feat, although this is still an option if you want something not on animal ally's list (and it turns out this is legal).


4 people marked this as FAQ candidate.
Quote:
This ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

I believe my GM ruled that it did not when we found one many sessions ago. My reading is that it does as the text seems to indicate that you wield it.

Thoughts?


I'm putting together a 1930s modern campaign and am looking to do some modern alternate classes.

What do you think are good concepts for alternate classes?

Do you think this is the right approach to doing modern classes? Do new base classes make more sense?

Are there any good OGL modern classes out there?

What do you think of these I have done thus far? These are a WIP excerpt from the player's guide from my campaign.

Any other thoughts on modern class design?


I'm stating up some weapons for a modern game I want to run in Pathfinder and I want to make sure I understand exactly how the weapons I am basing them off of work.

1) Double-barreled shotguns vs double barreled pistols.

Spoiler:

Double-barreled shotgun wrote:
A double shot that fires bullets is inaccurate, and takes a –4 penalty on both attacks. A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d6 points (Small) or 2d8 points (Medium) for a total of 4d6 or 4d8 points. A double-barreled shotgun uses metal cartridges (loaded with either a bullet or pellets) as ammunition.
Double-barreled pistol wrote:
If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a –4 penalty on each shot.

These function quite differently, with the double-barreled shotgun dealing significantly more damage.

Additionally, the shotgun seems to result in this absurd situation. A character who attacks twice with the shotgun in one round is at a considerable disadvantage to someone who discharges both barrels at one time. Am I missing something? Does this seem weird to anyone else?

2) Coat pistols and daggers.

Both of these grant a +2 bonus on sleight of hand checks to conceal them on your person. Ok. Sleight of hand lets you conceal light melee weapons and some ranged weapons on your person. Are there any guidelines anywhere for which firearms can be concealed on your person or is this completely up to the GM?

3) The Nagant M1895 in Reign of Winter has a listed range of 80 feet but description says it is the same as the advanced revolver in Ultimate Combat (which has a range of 20 ft.). I assume this is a misprint? I couldn't imagine it having the same range as a rifle.

4) The grenades from Reign of Winter... You throw it. Then you wait until it is your turn again before it explodes? Is anyone ever going to take damage from this thing?

That's it for now! I know these are pretty basic, but I want to be clear as some of the above rules seems strange.


Hey folks,

I'm developing a campaign set on Earth in the late 1920s and early 1930s. It involves an incursion of fantastic forces; this planar incursion also happened to awaken latent abilities in some people (such as holy men/women, mystics, etc.,). I've started trying to put together as many coherent archetypes for such a game as possible.

Here is what my effort has produced so far.

Thoughts, feelings, issues with fluff, balance, etc., are all welcome.

Right now, though, issues are around balance and enjoyability are my primary concern. I want all the archetypes to be comparable in power and enjoyable to play. The game would start at level 3 and would be 15 point buy with humans as the only option (to start). Kytons feature prominently in my current set up, so I wrote up a Kytonic bloodline as well.

Thanks for your time!


Quote:
The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.

A group of PCs and NPCs are talking and not in combat; they are 30 feet apart and they are all humans with unmodified speeds. One NPC charges a PC, drawing a dagger as part of his charge.

Questions

1. Was the PC flat-footed against this attack?

2. Was the charge performed as part of a surprise round?

My Thoughts

1. Yes, but only by RAI. I have always ruled that you are flat footed against you are not expecting. Unless you are actively considering someone an enemy, you aren't expecting them to attack you. This last part seems to be firmly in house rule territory.

2. No, by RAW, although I would houserule it as Yes. There is no surprise round if the combatants are aware of eachother (not if they are aware of eachother as having hostile intent, which is the way I rule it). If we accept No by RAW, how do you even resolve someone initiating hostilities (by RAW)?


As the title asks... what is the point of the bandolier?

It doesn't seem to speed up retrieving an item... it seems it would take only a move action if taking an item from a backpack. So, is this just meant for flavor? If so, why the extra rules text on how many bandoliers and how many items the bandolier can hold?


How would you price a cloak that allows you to turn into a Gargoyle via Monstrous Physique I for 5 minutes a day divided as you choose into 1 minute segments?

The similar Cloak of the Scuttling Rat is basically the same item (allows you to divide up the duration of the spell as you like, limits you to a single form the spell allows you to assume). It costs 6,000.

I do think that the cloak of the gargoyle should cost more, as it would generally be more useful. Any thoughts? There isn't much to go re: magic item creation formulas.


This is for a modern/post apocalyptic game, but I'm also curious if it could work for Pathfinder.

What changes should be made to not break the 'spine' of pathfinder (i.e. the statistical assumptions that make up the CR systems) if we were to replace BAB with a skill check.

* Both attack calculations and skill checks have a single attribute modifier added in; no change on that front is needed.
* Putting a single point into a class skill would give you a total of +4 bonus to an 'attack skill'; CHANGE: Having an attack skill as a class skill negates the non-weapon proficiency (-4) but does not grant the trained class skill bonus (+3)
* Certain feats that grant skills bonuses become too good (skill focus and 'skill affinity' feats [+2 to two related skills]). OPTION 1: Treat attack skills differently and do not allow those feats to modify them. OPTION 2: Make it an assumption of the spine and modify monsters to take advantage of those feats as well; this would cause attacks to grow faster than defense
* Exotic weapons function unclearly when proficiency is folded into the class skill system. CHANGE: Exotic weapons take a -4 penalty which can be negated with proficiency feats or features; non-weapon proficiency users of exotic weapons will be taking a -8 penalty
* Certain classes need to have skill points per level boosted in order to account for the need to spend points on attack skills
* For Pathfinder specifically, there are magic item costing concerns as +attack bonuses are priced higher than skill bonuses

Anything else? Comments? Concerns?


1 person marked this as FAQ candidate.

Whether or not the use of Create Treasure Map is an evil act has recently come up in the game I am in.

Now, it does not have the evil descriptor while the similar body-part-involving Blood Transcription does. The DM seems to object to cutting off a piece of a body in order to create the map. My contention is that if this was in itself an evil act, as it is necessary to cast the spell, it would have the evil descriptor. Creatures which most moral systems would consider 'ok' to cut up would be creatures that this spell would be pointless to cast on (animals, constructs, vermin, non-intelligent undead, etc.,).

The two bodies I used this spell on were a troll and a human bandit (a flayed finger and a foot respectively).

My character is a N elf who grew up in Kaer Maga, so I play him very unconcerned with morality. For him, a corpse is just a corpse and it has no special moral consideration (like Klingons!).

I will inform him of this thread and let him come on and defend his position if so chooses.


So, my party is going to deal with an (over our CR) threat; a large size flier. I think I have preparations set for its specific abilities, but I'm not sure what the best way to prevent it from just flying away once we get it to low health (the fight will probably take place in a large, flat, rocky [difficult terrain] area).

We are...

* 4th Level Wizard
* 4th Level Cleric
* 4th Level Barbarian/Ranger

Are there any good wizard or cleric spells that could be used to shut down its flying? Any mundane gear tricks save for tackling and binding the thing?


I'm having trouble finding a specific spell I know I read somewhere in an official Paizo source.

It was (I believe) a divination spell which allowed a caster to touch a wall and tell how far it was until the next open space.

Any help on figuring out what this spell was would be much appreciated.

I've tried using the Spell DB, but I still can't seem to find it!


Simple question: How much Labor do you believe should need to be expended in order to tunnel a single 5x5x8 square of solid stone?


I didn't think this was a point of contention, but some differing opinions came out in this thread.

The question is, for the purposes of accidentally discharging a held touch attack, does water count as 'anything'?

Quote:
Holding the charge: If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges.

I think it does (that is to say, entering water with a held charge would discharge the spell), but others do not.

Thoughts?


Holding a charge wrote:
If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges.

Are you touching (and therefore unable to use that hand for holding a charge) handwear you have equipped? Such as a gauntlet, glove, or a ring?

The situation in which this came up...:
My character wanted to use air bubble in order to create a bubble of air around his hand (by casting it on a piece of twine wrapped around his hand) so he could cast shocking grasp, hold the charge, and then enter the water without the shocking grasp discharging upon contact with the water.


4 people marked this as FAQ candidate.

I can't see to find any guidelines for determining what the base save for (nonstandard) vehicles should be. Anyone know?

I need to stat up some vehicles for a modern game I am going to attempt and, as you would imagine, vehicles will be of some importance.


If I am a spellcaster and I grapple my opponent can I, on the next round, choose to not maintain the grapple and instead cast a spell (and still be considered in the grapple)?

Put another way, if you choose to not maintain a grapple does the grappled condition go away at the beginning or end of your turn?

The issue, of course, is that maintaining a grapple is a standard action and casting a spell is not one of the options for grapplers who have maintained a grapple. Without proper feat investment, you can't grapple and cast a spell (though you can be grappled and cast a spell...).

The practical situation this came up in was in an underwater fight against a lacedon (I had touch of the sea and air bubble up), and it was decided a shocking grasp would dissipate/discharge when it touched the water. So, I decided it best to try to grapple the lacedon and then cast shocking grasp while already touching it.


Can a witch use the evil eye hex multiple times on the same creature, each time choosing a different penalty?


Simple question that came up this weekend. If a PC feints, does he know if he has succeeded or not?

Can't find anything solid on this, but it makes sense to me the PC would know. Opinions at the table differed.


Hey folks,

Writing up a little ditty here and I have come across the following situation:

PCs need to cast hallow so they are given a hallow scroll.

PCs will need to make a caster level check to cast said scroll, so the NPC who gives them the scroll also gives them a potion of owl's wisdom/eagle's splendor to help them cast it.

As said potions have a much shorter duration than the scroll's casting time (24 hours), would it have any effect on the caster check to cast the scroll?

Does the caster check come at the end of the 24 hours? (in which case they couldn't even take the potion during the casting?)

Do I need to invent a magical item that has the effect of owl's wisdom/eagle's splendor with a 24 hour duration? (this seems to be the case, but I want to make sure before I introduce unnecessary custom magical items [prob elixirs]).


These are inspired by FR Hagspawn, but I feel they are different (and expanded) enough to be considered a homebrew rather than a conversion.

Anywho, see this document. This includes fluff, racial traits, alternate racial traits, racial archetypes, and some extra wildblooded sorcerer bloodlines. I'll be adding a few spells and magic items in the next few days.

This is a first draft, so it definitely needs to be polished. I'm primarily looking for feedback about the mechanics, but if you find something problematic about the fluff let me know.

These are intended for my homebrew campaign setting which features a lot of hags, ogres, ogrekin, and changelings which associate with each other.

Here is a picture of the FR hagspawn (on the far right), it was the inspiration for the included witch archetype.

Edit: I'm thinking of changing the name to something like Hagson, Hagwretch, or the like to distance it from the FR race.


Here is a draft of a system to allow PCs to determine the threat level of individual opponents or combat encounters.

Comments, questions, concerns welcome.

This is only intended to be implemented in games where it is feasible that the party will run into encounters too hard for them. It provides a buffer against TPKs in such a game. Note that it is a sense motive/Wis based system and thus represents intuition.

Edit: I will probably bump up the DC of reckon opponent by 5 and reckon encounter by 10.


So, there was recently a thread about metamagic components which made me go back and read the UA rules that cover them.

For those not in the know, metamagic components are components (like the heart of a manticore) which can be expended during the casting of a spell to add a metamagic effect to a spell without increasing the spells level or requiring a full round action (for spontaneous types).

I like the idea, but not necessarily the execution.

I've reverse engineered the pricing of these things and have developed the following formulas...

Metamagic +1 Spell Level (Extend, Enlarge, etc.,)
50 + (200 * Spell Level)

Metamagic +2 Spell Level (Empower, etc.,)
300 + (400 * Spell Level)

Metamagic +3 Spell Level (Widen, etc.,)
750 + (600 * Spell Level)

NOTE: There are adjustments for specific spells which fall on different levels for different classes. I have used spells that are exclusively cleric or wizard to develop these formulas.

EXAMPLE: So, for instance, a metamagic components which turns a magic missile into an extended magic missile would cost 250 gp. It would be consumed during the casting.

This example isn't a good deal from a player's perspective, but, because the costs scale linearly rather than quadratically, higher level use of metamagic components becomes cheaper relative to WBL and, IMHO, does become a good deal. This is especially true as it improves a caster's feat economy.

Does anyone have any experiences with using this system? Does anyone have ideas for alternate pricing formulas?

Assume standard WBL and standard XP advancement (so, 15 CR appropriate encounters each level).


1 person marked this as FAQ candidate.

The magic item section on staves describes "[a] typical staff is like a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24."

The equipment section describes a quarterstaff as "[...] a simple piece of wood, about 5 feet in length."

Assuming a quarterstaff is a hafted weapon, it has hardness 5 and 10 hp (i.e. the same as a staff [magic item]).

Can I use a staff as a quarterstaff?

If a staff is my bonded item, can I enchant it as a quarterstaff or (and?) a magic staff?


Couldn't pin down exactly where this belongs, so my thanks to any mod who deems to move it somewhere more appropriate.

Simple question. Why does the Squire feat from Knights of the Inner sea have a prerequisite of character level 4? Feats are gained on odd levels and it is not a combat feat. Am I missing some way to access this feat at 4th level?

I would really like to so my eldritch knight to-be can have a mobile scroll rack 1 level sooner.


Aid Another wrote:

Aid Another

You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.

Emphasis added.

Is there any resource breaking down how/if any specific application of aid another should be allowed (PF or 3.5)?

How do you believe it should be handled?

I've mainly had issues with it being used in social interactions and this is what I currently do.

Diplomacy: I have been allowing an aid other action from the secondary speaker in any given NPC encounter. I still haven't broken my players out of the habit of everyone yelling at the NPC at the same time and interrupting eachother, but I do allow the person who talks the most to have a diplomacy check and the second most vocal person to assist.

Bluff: I have never allowed an aid another on bluff (that I remember), but I could see it in a coordinated planned lie (not just, hey, yeah, believe this guy).

Where else do you see aid another being problematic?


Simple question. Why are elves immune to sleep effects? As in, what is the justification or origin of this ability?

Is it because in editions past elves meditated for 4 hours rather than sleeping?

Any insight appreciated.


Simple question, can a goblin snake or an awakened snake who takes levels in a spellcasting class actually cast spells with somatic components?

Relevant information:

Magic wrote:
Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

Now we know by 'hand' they mean anything capable of fine manipulation such as a tentacle (this has been stated by Devs and is supported by the [optional] targeted attack rules).

Snakes don't appear to have any limbs capable of fine manipulation. Their tales are not prehensile and cannot manipulate objects.

Thoughts?


I asked this in another thread, but it went unanswered.

Simplly, do NPCs gain favored class bonuses? Adding favored class bonuses isn't mentioned in the section on creating NPCs, but the favored class section says all characters gain a favored class bonus (unlike traits, which specifically call outs NPCs as not getting traits).

RAI, it seems like they shouldn't because this generates extra bookkeeping and potential errors in statblocks (like why synergy bonuses were removed).


When using the Sense Motive skill to determine if a character is under an enchantment, do PCs have to declare they are observing a character for suspicious behavior indicative of being enchanted or do they get one automatically?

In the past, I have given this check automatically; however, after reading it again just now I can't see anything by RAW either way.


Question: does the following feature of familiars...

Familiars wrote:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

...mean that the familiar gets a feat every 2 HD beyond the 1st? It seems like this would be listed explicitly if it was, but I'm hoping that's not the case.


Intelligent Items wrote:
Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do); many cannot see otherwise.

However, this contradicts how light generation from magic weapons is handled in their own specific section.

Magic Weapons wrote:
Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

I'm guessing the Intelligent Items section is in error? Holdover from 3.5, perhaps?


Having some trouble parsing this ability.

Howl wrote:
Howl (Su) A howler's constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than outsiders within 120 feet of a howling howler must succeed on a DC 12 Will save or become cursed by the creature's howl. Once a creature becomes cursed in this way, she takes no additional penalty for being exposed to additional howlers' howls until the current howler curse is lifted. This is a sonic mind-affecting effect. The save DC is Charisma-based.

Is the 'constant howling' a piece of flavor text, or does it indicate this ability is constantly active? I read it as being flavor text and that the howl, like the howls and bays of many other creatures, was a standard action (like any SU that doesn't specify).

Thoughts?


So, my games seem to get bogged down into the nitty gritty of tracking time fairly often.

So far, I've been counting the 8 hours of travel you can do a day against the 8 hours of item creation you are allowed to do. So, if a crafter takes 4 hours a day crafting they have 4 hours available for travel. If they travel further than that, they are force marching.

Is this correct? (I already know bout the rules for crafting while adventuring)

A second, and perhaps more important question, is in regards to spell research. If it says researching a spell takes a week, what does that mean in terms of hours? I read it as requiring all 8 of your 'work hours' for each day of a week.

Any insight appreciated.


Trying to come up with fair rules for players to research original spells.

What should the Spellcraft DC formula be for researching new spells?

What should be the consequences of failing this check be?

I am not concerned with other aspects of researching spells at the moment (cost and time), but will be in the future.

Opinions welcome!

Somewhat lengthy considerations follow...

Background:

In 3.5, the suggested DC for learning a new spell is 10 + the level of the spell. I think this value is patently absurd. A level one character can very easily be optimizied to be able to research level 9 spells 'right away' (note: only AD&D spell research rules stipulate you actually have to be able to cast the spell you are researching; even if we institute this common sense rule, the low DCs that can be met by level 1 characters is still relevant). In Pathfinder, the guidelines suggests a "number of Spellcraft and Knowledge (arcana) checks." This isn't very helpful.

In AD&D, the check for wizards to research a new spell is the same as for them to learn a new spell. In Pathfinder terms, that means "...he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school." That would mean it is as hard to invent an entirely new spell as it is to identify a spell being cast, learning a spell from a spellbook or scroll, or preparing a spell from a borrowed spellbook. This, to me, is an absurd result.

I set the DC as 20 + spell level in the first draft of my research rules. This makes it as difficult as deciphering a scroll. In retrospect, this seems too easy. Surely inventing Magic Missile (DC 21 with this formula) should be harder than deciphering a scroll of Magic Missile (DC 21 as well)?

The other thing we can compare it to is crafting a magical item. Crafting a +5 sword (DC 20) is as difficult as deciphering a scroll of Light without the use of Read Magic. Consider that a level 1 Wizard NPC has a +5 (basic) or +6 (heroic) bonus to spellcraft and a 15 PB PC can easily get +7 and then a possible +1 trait and a +2/3 feat (magical aptitude, skill focus) as well as possible racial bonuses, it doesn't seem that unreasonable when it comes to identifying the scroll (30%, 35%, 40%, 50%, 55% chances respectively); it is, after all, meant to represent a rather hard task (read magic notwithstanding). The DC of the +5 Sword seem pretty low as it seems like wizards capable of crafting such items should have rather inflated craft checks. It seems, instead, that these values are purposefully low to make crafting for those who do not meet the prerequisites or who want to craft items more quickly.

Researching a new spell should at least be as hard as deciphering another's arcane writing, if not harder. What things have a DC 25 check (only skill checks considered)?

Getting a natural animal to approach a creature with an unnatural aura
Picking an average lock
Overcoming a difficult obstacle in a chase
Listening in on a message
Climbing a rock wall

What things have a DC 30 check (only skill checks considered)?

Guessing the command word to an item using Arcana or History
Overcoming a very difficult obstacle in a chase
An iconoclast destroying a minor artifact
Find a well hidden secret door

None of these DC 25/30 checks are scaling; that is, they are flat DCs.

So the question is, what should the DC formula be for researching a new spell?

Failure?

What about the penalty for failure? In AD&D, if you failed the character has to spend another week in study before they re-roll. This process continued until the player made their check.

In 3.5, a failure means that the player must start anew (it is unclear whether they wasted all of their money, but this is probably what is intended). If we make an analogy between researching a spell and crafting a magic item, it seems to make sense that failure under this option results in wasting your time and materials.


[First, apologies for a second thread on a related topic. This is a different - though related - question and I find adding one to an existing thread doesn't result in many replies.]

So, I am writing a little program to make light easier to track in my games. While testing things, I ran into what looks like an absurd situation.

"The increased entry indicates an area outside the lit radius in which the light level is increased by one step (from darkness to dim light, for example)."

When two torches are set apart a certain distance, they create a normal light transition to dim light transition back to normal light transition back to dim light and then back to normal light (see this picture )

Is this just an absurd result due to not having gradual lighting (which would be too complex to implement, IMHO) or am I reading something wrong?


Hey folks,

Just want to make sure I have these spreads correct (currently running a game on a permanent dim light demiplane; writing an app to make sure I keep track of light in combat accurately).

http://i.imgur.com/evCWT.png

Also need to make a 40 radius template, but if the logic of these are correct it shouldn't be a problem.

Thanks.

Edit: Side question. If that 10 foot spread is correct, how does that work with reach weapons? By RAW, can reach 'reach' across two diagonal squares? How do you run it?


So it has become something of a running issue in my group what actions can be performed while a character is paralyzed.

http://paizo.com/pathfinderRPG/prd/glossary.html#paralysis

My understanding is that you could only dismiss a dismissible spell as a standard action, dismiss a spell you are concentrating on, use telepathy, cast a spell with no components, or similarly obviously non-physical actions.

Can you use any or some spell like abilities? Which ones, if only some?

Can a cleric channel? (this is the one that comes up most often). Can a cleric channel if the cleric channeled the round before and is therefore already 'presenting' their holy symbol?

As this is the rules forum, I'm only looking for RAW interpretations.


I'm writing some archetypes to emulate AD&D style specialist wizards. Why? Both because I enjoy the flavor of AD&D and because I feel like specialist wizards in PF aren't distinct enough. I've written them all up, but, because they are remarkably similar, I am just posting my enchanter.

You'll note that the enchanter uses charisma instead of intelligence. This is because that is the attribute associated with enchanters in AD&D (it's not as important as this archetype makes it, but yeah). The other archetypes are similarly keyed to associated attributes (except for those which were keyed to Con or Dex, I thought that was too powerful). The two feats emulate the fact that in AD&D specialists did indeed get a bonus on how hard it was to save against spells of their school as well as a bonus on saving against spells of their school.

Feedback on this write-up? Ideas for making each archetype more flavorful? Anything welcome.

Enchanter (Archetype):

The enchanter uses magic to control and manipulate the minds of his victims.
Diminished Spellcasting: An enchanter can prepare one less spell for each spell level than a normal wizard. If this reduces the number of spells per day for that level to 0, he gains only the bonus spells he would be entitled to based on his Intelligence score for that level, plus her arcane school spells for that level.
Focused Specialist: An enchanter can prepare two additional spells of the divination arcane school per spell level each day. These extra spells are in addition to the one normally granted by the arcane school class feature. This doesn't apply to spells gained from classes other than wizard.
Prohibited Magic: An enchanter cannot cast spells from his prohibited schools of magic and cannot create magic items which list spells from his prohibited schools as prerequisites. An enchanter who takes the opposition research arcane discovery is instead allowed to prepare spells – and create magic items – of the chosen school in the normal fashion for an enchanter without this archetype (i.e. he must expend two spell slots to memorize a spell from an opposition school and he suffers a -4 penalty on his spellcraft checks to craft magic items of the chosen opposition school).
Charisma Dependent: An enchanter uses Charisma instead of Intelligence when determining the highest level of spells he can cast, his spell save DCs, number of spells known at 1st level, and any effects of his arcane school powers normally determined by his Intelligence.
Intense Study (Ex): An enchanter gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level.
Arcane school: An enchanter must choose the enchantment school or an associated focused school; he must choose evocation and necromancy as his opposition schools. This ability otherwise functions as the wizard ability of the same name.
School Focus: At 1st level, an enchanter gets Spell Focus (enchantment) and Spell Defense (enchantment) as bonus feats.

Spell Defense:

You are better able to resist spells from a specific school of magic.
Prerequisite: Spell Focus in the chosen school.
Benefit: Choose a school of magic, such as necromancy. You get a +3 bonus on your saving throws against spells from the chosen school.
Special: You can gain this feat multiple times, but its effects do not stack. Each time you take the feat, it applies to a new school of magic.


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Hey folks,

So I was deeply disappointed that the ARG didn't feature even a short chapter on my favorite goblinoid: the bugbear. So, for those who might want to use bugbears in their campaigns (as I plan to) I whipped up two versions of the bugbear. One is a translation of the Bestiary bugbear (which is a bit different than the bugbear that was in the ARG playtest) and the other is one that could be suitable as a player character.

Critiques are welcome (If there are errors in the advanced bugbear or if you feel the standard power level bugbear is lacking; also the language array is up for debate). Considering given the standard bugbear intimidating prowess as a bonus feat to knock him up to 11 RP, or even giving him skill bonus (+2 intimidate) and skill bonus (+1 stealth, +1 perception) instead of his current skill bonus (+1 Stealth, +1 intimidate).

Also, anyone know if the two feats for bugbears found in Classic Monsters Revisited will ever be OGL?

Bugbear, Advanced

Spoiler:
Type
Humanoid (goblinoid) (0 RP)
Size
Medium (0 RP)
Speed
Normal (0 RP)
Ability Score Modifiers
Greater paragon (+4 Str, +2 Con, –2 Cha) (2 RP)
Languages
Standard (Common, Goblin; Bonus Languages: Draconic, Dwarven, Infernal, Giant, Gnome, Halfling, and Orc.) (0 RP)
Racial Abilities
Advanced Strength (+2) (4 RP)
Advanced Dexterity (+2) (4 RP)
Darkvision 60 ft. (2 RP)
Improved natural armor (+1) (1 RP)
Natural armor (+1) (2 RP)
Sneaky (5 RP)
Fearsome (5 RP)
Stalker (1 RP)
Total RP: 26 RP

Bugbear, Standard

Spoiler:
Type
Humanoid (goblinoid) (0 RP)
Size
Medium (0 RP)
Speed
Normal (0 RP)
Ability Score Modifiers
Greater paragon (+4 Str, +2 Con, –2 Cha) (2 RP)
Languages
Standard (Common, Goblin; Bonus Languages: Draconic, Dwarven, Infernal, Giant, Gnome, Halfling, and Orc.) (0 RP)
Racial Abilities
Darkvision 60 ft. (2 RP)
Natural armor (+1) (2 RP)
Skill Bonus (+1 Stealth, +1 Intimidate) (2 RP)
Stalker (1 RP)
Total RP: 9 RP

Vital stats

Spoiler:

Bugbear, male 6 ft. 1 in. 330 lbs. 2d12 ×7 lbs.
Bugbear, female 5 ft. 9 in. 290 lbs. 2d12 ×7 lbs
Bugbear 15 years +1d4 +1d6 +2d6

Alternate Racial Traits for Standard Bugbears

Spoiler:

Intimidating Prowess: Bugbears are known for their ability to terrify their victims. Some use their great strength as to leverage their terrifying tactics. Bugbears with this racial trait gain Intimidating Prowess as a bonus feat. This alternate racial feature replaces Skill Bonus (+1 Stealthy, +1 Intimidate).

Quick not Tough: While all bugbears are physically powerful, some are a bit quicker and more coordinated than they are tough. Bugbears with this alternate racial trait have an ability modifier of +4 Str, +2 Dex, –2 Cha rather than +4 Str, +2 Con, –2 Cha.

Primal Scent: Some bugbears are a throwback to a more primal incarnation of their race. These bugbears gain the scent special ability, but they lose their Natural Armor and Skill Bonus (+1 Stealthy, +1 Intimidate).

Hunter: Some bugbears focus on tracking their quarry in woodlands; these bugbears must be more keen eyed to track their quarry. Bugbears with this racial trait get Skill Focus (perception) as a bonus feat. This alternate racial trait replaces Skill Bonus (+1 Stealthy, +1 Intimidate).

Favored Class Bonuses

Spoiler:

Barbarian: Add a +1/2 bonus on Intimidate checks and Survival checks.
Ranger: Gain a +1/2 bonus on damage dealt to humans.
Rogue: Add a +1 bonus on the rogue’s sneak attack damage rolls during the surprise round or before the target has acted in combat.
Fighter: Add a +1/2 circumstance bonus on critical hit confirmation rolls with morningstars (maximum bonus +4). This bonus does not stack with Critical Focus.


So, I was annoyed to realize this week that the energy types (acid, fire, etc.,) interacted with hardness differently than in 3.5 (specifically, that acid no longer ignores hardness).

This change was made without making changes to [acid] spells and, as a result, all (?) [acid] spells are underpowered compared to other energy types at the same level.

So, two things. Is this a reasonable claim? And how would you fix acid spells?

For me, acid is all about dealing a fair amount of damage stretched over a few rounds. So, look at Shocking Grasp vs Corrosive Touch. Very similar spells, except shocking grasp is one die step larger and it has a specific bonus against metal/armored opponents. This disjunction might have been justifiable in 3.5 where acid had a special function against objects, but not in pathfinder. So, I'm thinking of changing Corrosive Touch to be 1d4 damage a level (max 5) plus 1 damage per level the next round (max 5). This makes it on par with shocking grasp. The damage being spread out over two rounds isn't too hot, but it promises more consistent damage than Shocking Grasp.

My intention is to 'fix' [acid] spells up to level 6 (as that is where my campaign ends in terms of normal access to magic). I'll post my work if there is interest.


I'm wondering how the Dreamspun sorcerer's Dreamshaper ability is supposed to work? (link: http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/sorcerer.html#dream spun)

Is using it to modify memory just like casting modify memory (but on a sleeping target)? Is using it to speak with dead like casting speak with dead (but on a sleeping target)? Or does it have the range of nightmare?

Thanks for any input.