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So, the Klar, is listed as an One-handed weapon, in the weapon entry. In the description, however, it states that "A traditional klar counts as a light wooden shield with armor spikes. A metal klar counts as a light steel shield with armor spikes." Now, Light Shields, are also light weapons. So, which is it? What exactly do they count as a Spiked Light Shield for? Feats? Class abilities? Two-weapon Fighting penalties? Enchantments? Do they count as both a light, and one-handed weapon?
So, some questions about the Soothsayer's Raiment. 1) Can this armor have a Revelation available to a higher level Oracle, but usable by a lower level Oracle? 2) Can an Oracle use UMD to emulate a class feature(Mystery) to use a Revelation in the armor, that is from a different Mystery?
If I add the Transformative ability to a shield, and transform it into a non-shield melee weapon, which abilities are retained? Bashing? Shield Special Material? What happens when a non-shield weapon that is enchanted with the Transformative ability, is transformed into a shield?
So, a PC, with the Hellcat Stealth feat, and one level in Shadowdancer(or with the Shadow Well ability of the Shadow Bloodline) attempts to hide. What does he need? A Bluff check? A Move action to move? What if he just attacked?
So, putting together a Stealth based Hobgoblin Ranger/Fighter. I have Hellcat Stealth and Dampen Presence, plus a pair of Boots of the Soft Step. Now, my hope, is to be able to hit enemies, then slink off, wait, then hit them again. Do I have all the tools needed to do this? Is there any other advice to facilitate this?
Has any converted the feats from Dungeon Denizens Revisited? More specifically, the Ooze Companion feat. With the Cave Druid's Ooze Wildshape, I was hope to add an Ooze Companion. Thing is, the companion rules are quite different, and there are no companion stats for Ooze Companions. If no conversion exists, are there any suggestion for converting the feat, and statting companions?
So, in my pursuit to create varied, useful, replacement Gnome PCs, for a deadly RotR game, I have come to the Crafter. I need some help though. So: 15 Point buy Must be Gnome Any Non-3rd Party Pathfinder Book allowed. No Gunslinger, or Summoner. Looking to craft, fast, and well. Suggestions?
So, a medium PC, proficient with Whips, wielding a Large Scorpion Whip. 1) Is it a one-handed, or two-handed weapon? 2) Do you apply x1.5 strength to damage? 3) Can the classification of one-handed, or two-handed, be switched, if wielded as Whip, or Scorpion Whip, or is it static? 4) If enchanted with the Agile enchantment, does the weapon still allow you to use your dexterity for attack and damage?
So, I have been creating some quick-grab replacement PCs for our very lethal RotR game. If curious, everyone has decided to play Gnomes(except me). I need help with some mini back stories for a number of prebuilts. Something that makes them interesting, with a lot of room for personalization. Mostly, a short jumping point. Here they are:
Fumbles Snaptwig:
Female Gnome Oracle (Seeker) NG
Deity: Cayden Cailean; Age: 54; Height: 3' 5"; Weight: 37lb.; Eyes: Green; Hair: Brown; Skin: Ruddy Str 6, Dex 16, Con 14, Int 10, Wis 8, Cha 18 Feats: Improved Unarmed Strike, Weapon Finesse Mystery (Battle), Oracle's Curses (Wrecker) Traits: Good Natured, Vagabond Child Beedizzle Bombazza:
Male Lava Gnome Bard (Dawnflower Dervish) CG
Deity: Sarenrae; Age: 80; Height: 3' 6"; Weight: 38lb.; Eyes: Yellow; Hair: Orange; Skin: Coal Str 5, Dex 18, Con 14, Int 10, Wis 9, Cha 16 Feats: Arcane Strike, Combat Reflexes, Dervish Dance Traits: Dangerously Curious, Flame of the Dawnflower Verna the Bleachling:
Female Dread Gnome Inquisitor N
Deity: Szuriel; Age: 99; Height: 3' 3"; Weight: 39lb.; Eyes: Yellow; Hair: Black; Skin: Grey Str 14, Dex 12, Con 12, Int 9, Wis 16, Cha 10 Feats Furious Focus, Power Attack, Swap Places Traits Armor Expert, Totem Spirit Thoughts?
Now, we know that Overhand Chop cannot be used with a One-Handed weapon wielded in two hands. What happens when Overhand Chop is combined with Jotungrip? Advanced Player's Guide wrote:
Pathfinder Roleplaying Game Ultimate Combat wrote:
WARNING: Possible minor spoilers. So, a really odd situation has come up in the current RotRL game. To give a little preface, let's lay down core players to the situation: NG Gnome Ranger/Fighter, hell bent on saving the world from the "goblin scourge", after having Parents/Friends killed by them. Also, adopted father of a Half-Orc PC, who was later killed by Goblins(sort of). CN Possessed Oracle/Titan Mauler Barbarian, follower of Lamashtu, with a "motherly" bent in worship, and biological mother of the fallen Half-Orc PC, looking to wipe out the "Heretic" followers of Lamashtu. Now, in Thistletop, after slaying many Goblins, Goblin Zombies, Ghouls, Yeth Hounds, and then even more Goblins, and Goblin Zombies, we began cleaning up, and searching everywhere. That is when we found the Goblin Babies. Now, our Gnome Ranger was very keen on a "mercy killing" of the Goblin Babies, as was a few other party members. The Human Oracle was not so pleased with the idea, as was another member of the party. This caused quite a debate amongst the party, and had it not been for a random Ghoul rising, would have continued. Now, the babies have been quietly squirreled away momentarily by the other party member, and the session ended post combat. Thing is, this will come up next session, and want some advice on dealing with the situation. Any advice? By the way, I am playing the CN Possessed Oracle/Titan Mauler Barbarian.
So, I have been given the opinion that some creatures are not allowed to make unarmed strikes. This seems to stem from a wording here. Specifically, this: Pathfinder Roleplaying Game Bestiary wrote: Some creatures do not have natural attacks. These creatures can make unarmed strikes. With this, I ask: 1) If some creatures cannot make unarmed strikes, what qualifications need be met to do so? 2) If there is a limitation on which creatures can make unarmed strikes, is based on type, or access to natural attacks? 3) If the limitation is based on type, does the limitation carry over if their type is changed? 4) If the limitation is based off of shape, do Polymorphed creatures lose their ability to make unarmed strikes? 5) If the limitation is based off access to natural weapons, then do creatures who gain natural attacks lose the ability to make unarmed strikes? 6) If the limitation based off intelligence, do creature who take intelligence drain lose the ability to make unarmed strikes?
As they do not replace, or alter, the same ability, the Vivisectionist and Trap Breaker archetypes can both be taken. Now, that creates an issue, as some of the Trap Breaker's abilities alter Bombs, which the Vivisectionist does not have. How do these archetypes interact? What abilities can still be used?
I have some questions regarding the Lover's Vengeance spell: 1) What is considered a "intimate encounter" for the purposes of this spell? 2) How do you determine a what is a "lover or ex-lover" for the purposes of this spell? 3) What if the enemy is disguised as a "lover or ex-lover"?
Okay, a buddy of mine is looking to join our Red Hand game. He has a concept in mind, but is not that familiar with Pathfinder. Concept includes: "Divine Warrior".(Something that casts Divine Spells" "Tanky"(Can wear Heavy Armor, functional in melee) "Slings holy fire"(Fireball is a must) Also, worship Sarenrae, and cannot be LG, and only "Human-like" Races. As for parameters: 25 point buy, and all Pathfinder material and races allowed. Any suggestions?
So, I am thinking of creating a Samsaran PC, focusing on fighting with a Flame Blade. Not sure how to go about it. Taking the Mystic Past Life alternate racial trait opens up just about any spellcasting class. Which one, is still unclear. Any ideas?
Okay, I figured I have this understood, but I like to check my P's and Q's. So, Rage reads:
Rage:
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. So: 1) Can I use a spell-like ability? 2) Cast a Quickened Spell? 3) Use a Quickened spell-like ability? 4) Make a Heal check to stabilize an ally? 5) Make an Escape Artist check to escape a grapple? 6) Use a Bardic Performance?
The Soothsayer's Raiment is keyed to a specific Revelation, but unlike the Ring of Revelation, it has no level restriction to use the Revelation. Now, under this current understanding, how is an Oracle, with the Outer Rifts Mystery, affected by a Soothsayer's Raiment, with the Dread Resilience Revelation keyed to it?
So, with the discovery that the Coca Plant exists in Golarion, as does the drug, Cocaine, made from it(see here), I have decided to try to stat it out. Any suggestions as to how?
There are some strange weapons that seem to not have a dedicated Fighter Weapon Group. Perhaps the people here can help. 1) Ripsaw Glaive. 2) Piston Maul. 3) Barbazu Beard. 4) Thorn Bracer. 5) Battle Ladder. 6) Blade Boot. 7) Cat-o'-nine-tails. 8) Combat Scabbard. 9) Pickaxe. 10) Ogre Hook. 11) Syringe Spear. 12) Hook Hand. Anyone know?
Presented in Rise of the Runelords 5: Sins of Saviors, were two Relics of Faith to Lamashtu. They were not present in the Anniversary Edition, and wanted to convert them. Here they are: Black Milk of the Demon Queen:
This substance looks like
fresh white milk and always remains just below human body temperature. When touched by a member of the cult of Lamashtu or held in a container by a member of the cult, the pure white color quickly changes to black. It smells sweet but bears a slight undertone of spoilage. An ounce of it is the equivalent of dark reaver powder (ingested DC 18, 2d6 Con initial, 1d6 Con and 1d6 Str secondary). If the victim rolls a 1 on the second saving throw, he gains some bestial trait, such as animal fur, a mane, a snout, backward-bending legs, clawed hands or feet, and so on. This is always a drawback that imposes a permanent –4 penalty on Charisma and never an advantage (a snout does not give the Scent ability, clawed hands do not grant claw attacks, and so on). This physical alternation can only be cured by amputation followed by regeneration, limited wish, miracle, or wish. A pregnant woman who consumes black milk has a miscarriage or a stillbirth. If she nurses a child while her ability damage is still in effect, the child suffers the effect of the poison as well. The black milk still functions if used as an ingredient in some other food (such as bread or cheese). It is detectable as evil. Worshipers of Lamashtu are immune to black milk’s adverse effects and instead gain a +4 enhancement bonus to Constitution for 24 hours and immediately heal 3d8+5 hit points of damage upon consuming it. Sometimes the goddess provides 2 to 12 uses of black milk in lieu of the Waters of Lamashtu as a reward to a tribe she favors. Tablet of the Betrayal:
This stone tablet depicts Lamashtu’s
battle with Pazuzu. Roughly a foot long and nearly 3 inches thick, the item was created by followers of Pazuzu and bears cracks and scars from centuries of wear and abuse. Holding the tablet in one’s hand gives the bearer a +3 bonus on all saving throws. Once per day, the bearer can use the tablet to cast a banishment spell (caster level 15th); a minion of Lamashtu has a –2 penalty to the save against this. At some point, the item fell into the hands of a priest of the Mother of Monsters who, after a long ritual, managed to “retune” its effects so that the wielder can, if he chooses, use it to cast summon monster VI once per day instead of banishment. The tablet radiates a strong evil aura and bestows one negative level on any good creature who touches or carries it. The negative level remains as long as the item is held or carried. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the bearer has the item. Members of the cult of Pazuzu have been found with baked-clay copies of the original tablet that, while lacking the powers of the true tablet, can be broken to allow the bearer to cast a dismissal spell (caster level 7th). What advice do people have, as to converting these items?
Situation:
We then look it up, I am right, and he responds either " ...whatever", "well that's stupid it should work this way..." or "well in 3.5 it was...". This happens so often, that on my way to game one time, I bet one of my other fellow players driving me there 5 bucks he would say it. I won. He asked less than 5 minutes after we walked in the door. Now, to fair, I will sometimes say "I am not sure" and then we look it up. I even confronted him, and the response was excessive scoffing, and then dismissal, and accusations of overreaction. So, how do I get the point across that I am trying to help, but tired of whatever the hell he is trying to do?
Can a Barbarian under the effects of a Berserking Sword, activate his Rage Powers? Do the rounds under the Curse count towards a Barbarian's Rage rounds per day?
I am looking for some Lamashtu themed items for my Oracle PC, and am looking for what's available. I know about the Demon Mother's Mask and Great Barghest Hero Cloak, but I was curious if there were others. I am looking into anything, not just magical items. Any suggestions?
How do the rules handle an Oracle with the Haunted Curse dropping dangerous objects like Caltrops, Alchemist Fire, Acid, or any other dangerous object? See the Haunted Curse here.
So, I am nearly finished building my CN Possessed Oracle(later Titan Mauler/Rage Prophet). She will be worshiping Lamashtu, as she believes she is blessed with gifts from the Mother of Monsters, and helped her survive the Worldwound. This is further supported by the Outer Rifts Mystery, and the Twisted Flesh feat. Thing is, I am not sure the effects of worshiping Lamashtu in Rise of the Runelords. 1) How will this be a detriment? 2) How will this be a boon? 3) How will this effect the story/encounters? 4) How should I handle these effects?
I was curious to know if anyone has done a conversion of the Lamashtu worshiping alternate Druid class, Ashvawg Tamer, from Rise of the Runelords: Sins of the Saviors? If not, I wonder how one would go about it. As written, it is an older version of the current Class Archetypes. Obviously, the Variant Companion and Exotic Companion abilities would be the most difficult to convert. Luckily, the Hippogriff Companion is already done, but the others are not. Cutting down the list will make it easier, but what should be on the list?
The ability granted by the Foul Belch trait notes a DC12, and goes on to say that the DC is Constitution based. Is the DC12 the base, in which your Constitution modifier is added to? Is it 10 1/2 your HD, plus your Constitution modifier?
What adds to Lesser Spirit Totem attack rolls and damage? 1) Bard's Inspire Courage? 2) Improved Natural Attack feat? 3) Magic Fang? 4) Amulet of Mighty Fists? 5) Haste? 6) Smite?
With the death of my current RotR PC eminent, I have decided to build a Possessed Oracle, who worships the Demon Lords
Core Races only.
What I have so far:
Oracle Build:
CN
Level: 3 Race: Human Stats: Strength: 11 Dexterity: 10 Constitution: 15 Intelligence: 8 Wisdom: 7 Charisma: 17(19) Feats: Twisted Flesh, Iron Will, Racial Heritage (Grippli) Traits: Deformed, Resilient Class: Possessed Oracle, Mystery: Outer Rifts, Curse: Haunted, Revelations: Demonhide, Two Minds Spells Known: 0: Ghost Sound, Mage Hand, Create Water, Detect Magic, Mending, Spark, Enhanced Diplomacy 1st: Cure Light Wounds, Ventriloquism, Shield of Faith, Magic Weapon, Burning Disarm Now, while this PC is partially inspired by see here: , it is in no way a conversion.
A Cultist of Chaos Undivided Any advice is welcomed.
With the death of my current RotR PC eminent, I have decided to build a Chaos Cultist inspired Oracle.
Core Races only.
What I have so far:
Oracle Build:
Level: 3
Race: Human Stats: Strength: 11 Dexterity: 10 Constitution: 15 Intelligence: 8 Wisdom: 7 Charisma: 17(19) Feats: Twisted Flesh, Iron Will, Racial Heritage (Grippli) Traits: Deformed, Resilient Class: Possessed Oracle, Mystery: Outer Rifts, Curse: Haunted, Revelations: Demonhide, Two Minds Spells Known: 0: Ghost Sound, Mage Hand, Create Water, Detect Magic, Mending, Spark, Enhanced Diplomacy 1st: Cure Light Wounds, Ventriloquism, Shield of Faith, Magic Weapon, Burning Disarm Any advice is welcomed.
What Armors/Weapons can be made from Darkleaf Cloth? Are there Eastern Armors that could be made from Darkleaf Cloth? Could a Sling, Cat-o'-nine-tails, Whip, Rope Gauntlet, Scorpion Whip, Garrote, Net, Snag Net, Lasso, or Bladed Scarf be made of Darkleaf Cloth? Could a Madu be made of Darkleaf Cloth?
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