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Pathfinder Adventure Path, Companion, Rulebook Subscriber. Organized Play Member. 266 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Thanks for the response. I have minor image, silent image, and ghost sound at my disposal. We engaged with the drake in the area, so I have some experience, and it is in the area so helps with the believability. But there are obviously limitations with making a creature vs environmental effects.

How well this works is, as you say, depends greatly on the how my GM will handle how the NPCs react. So I'm hoping that I can work out a couple of plans that look promising.

So far
1) Fog/smoke which gives cover to the humans
2) Walls
3) Approaching reinforcement via ghost sound/image
4) Some ethereal creature that can be used for fear and chaos

Any other ideas?

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Our party has come across a ongoing ambush between two small groups - one side is roughly 200 human soldiers, and the other a band of 80 elven archers and a small band of elven berserkers. The elves setup an ambush in the woods, and have boxed the humans in a crossfire with elves on both sides, and the beserkers on the trail in the front of the column.

We are debating about siding with one or the other and looking at swaying the outcome. We are a party of 5 5th level characters. The humans are in a bad situation, and will likely be wiped out if we do nothing. We could potentially turn the tide, if we engage the elves.

My character is a sorcerer - shadow bloodline, and have focusing on illusion spells. In any case, I'm looking for suggestions on how to make use of minor illusion/silent image to possibly aid the humans.

One idea is to put up a wall of <fill in the blank> to give the humans "cover", assuming it's believed. Another idea is to create an illusion of a drake that we've seen in the area. Another idea ...although I'm not sure you can do it is to create something like a ghost/wraith rising up from the dead humans.

Any other ideas or suggestions?

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If cleric spells come from their deity, and that deity doesn't give them evils spells, how can they it "be on their list". The reason that that is important is that use of the wand is predicated on it being on their list. I agree that they can UMD it.

But clearly people see it that it's still on their list, so even though they can't cast the spell, they can complete it.

In my game, one of the player's (a cleric of Pharasma) got a wand of spiritual weapon, and the first time he activated it a scythe show up. He dropped the wand immediately and was all about destroying it. Personally, I don't see why a good cleric would use a wand of infernal healing and not actively look at destroying it. Evil should not be spread.

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Thanks all for the replies. I, as well, think that by RAW it isn't allowed or if it was allowed, it'd take 2 full rounds. That said, I don't think that it is over powered, and may just house rule it that he can be use both.

And while Channel + Selective Channel does give you a broader ranged heal, it does have the risks of healing invisible or just unnoticed enemies, and you're limited to your charisma modifier for exclusion but in exchange you heal potentially more folks, with a similar range for the same cost as ranged lay on hands as a standard action.

Follow up, if you use channel surge as a paladin on a channel, does the cost go to 4 lay on hands (use two uses of channel) or just an additional lay on hands? Verse a channel surge on a lay of hands for 2.

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One of my players asked about this and looking on the forums, I haven't seen any discussion about his particular question, so figured I ask. He's looking at these two feats.

Channel Surge and Ranged Lay on Hands

Both state that they are full round actions to use, so the question is can you use them both at the same time? On the one hands, one simply increases the cost of the channel, and the other changes it to a ranged touch. In principle, I don't think it's unreasonable to allow it. On the other hand, both are modifying the time for the lay on hands action, and these two feats could be viewed as incompatible with one another.

I will note one oddity. I could not find the ranged lay on hands feat on archive of Nethys. I do see Word of Healing that does something similar without the change to a full round action, but at half the healing.

Any thoughts?

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Thanks for the responses. To be clear, the poisoner was not planning on fighting underwater, the poison he was using was black widow poison, and he was applying the poison before and after entering the water.

Are poisons liquid or paste? Are they effected by water? And honestly, I don't think there are any rules per se.

Personally, I think that the spell has the adverse effect of stopping the application of "liquid" poisons to the weapons, as they would be repelled by the spell. A paste I think would work but whether the poison "as a paste" is water soluble or not is again unknowable, unless there is flavor text in the description of the poison. In his case, he was using black widow venom.

The effects of the spell when the target is a creature is problematic. Are "all items" so the sword, the vial of poison, and the poison are all waterproof? Or are just containers?

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So having fun with the poisoner in my group. We had an encounter that was underwater, and we had a bit of rules debate. And I can't seem to find a lot of rules on environmental effects and use of poison. On one hand, the alchemist poisoner casts waterproof as a standard part of his day.

Rule question 1: What are the effect of poison in this case. A poison coated weapon underwater??? Does that really work? I think that the poison would be washed away by the water.

Rule question 2: What effect does waterproof actually have on the application on poison. If a weapon is waterproof, can a "mundane liquid" actually be applied to that weapon? Is the poison a liquid?

The rules for poison just seem vague but maybe I missed a source.

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I'd think that at step 3, you die, and are turned to ash.

The effect on living beings is more dramatic. Unless magically protected or attuned to the plane, mortal creatures have the life leached out of them in mere minutes—or even seconds (Planar Adventures 61). The process is so agonizing that most travelers become mindless wraiths on the spot, while their bodies crumble to ash.

So presumably you cast planar adaptation on yourself before going there. Items will decay, you light up like a beacon for all the undead. Not a nice place.

Then there's the DC issues. Nope not a plan.

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While I am inclined to allow it, I am not in favor of this being at no risk to the alchemist, or the drinker. To me this is something that draws the attention of he drinker, making him and the alchemist vulnerable to AoO. I also think that it should be a full round action on the part of the alchemist.

I don't like the idea of applying poison to a someone else's moving weapon, and while it's not game breaking, it just seems that the rules had an implied 'your weapon', not any weapon within reach.

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This came up last session and I am still unclear what RAW/RAI have to say about this.

Fighter is in melee combat, alchemist comes up to the fighter and feeds him a potion. So it's clear this is the alchemists move and standard action. But is drinking the potion a free action in this case? Is there an attack of opportunity involved?

Similarly, can the alchemist apply poisons to someone else's weapon while in combat.

Just seems weird to be able to apply poison to someone who is actively engaged in melee combat.

The alchemist claims both are RAW. I allowed it last session but am trying to figure out how it is suppose to be run before our next session.


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Shield spell (+4) + mage armor (+4) + dex (+4) -> AC 22. Here the difference is barkskin which the mage could also make use of as it is a natural ac bonus for another +2 so 24 with that as well.

Of course, the shield spell is min/level, mage armor hour/level, and barkskin 10 min/level. So it's not potential as good as the fighter's permanent 21 ac.

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Was asked in last session about the situation where the player who is an alchemist/Eldritch poisoner is using a Toxic Censure. His question/potition was does Poison Use mean he is unaffected by the poisonous fumes from the censure. My inclination is no, while the poison use will protect him from being poisoned by putting the poison in the censure, the fumes are still poisonous and he is equally effected by them as is anyone within range.


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I could see how you could read it that you can spend 2 points to gain one and only one of (corrosive, defending, flaming, frost, keen, merciful, shock, or throwing) and 3 points to gain one of (11th level list), and 5 points for one of the (15th level list).

The other way to read it that you could for instance make it keen, flaming and defending for a total of 6 points as a swift action.

The fact that it states "one of" makes me think that it is limited to single choice per bracket.

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Bottom line is that there have been pen and paper role playing game systems that tried to make the combat more realistic, hit point distribution over the body, parry and strikes to specific locations, loss of use of limbs due to damage, etc. If you like that then the simplifications of pathfinder, and the even greater simplifications of DnD 5th edition are not for you. It is always a compromise between realism vs ease of use. And at the end o the day, one can always home rule where the basic game gets something wrong that you don't like. But a framework allows people to come together and play, and we live with the warts that come from simplifying things or we play a different game

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This question keeps coming up and never makes much progress towards a resolution. I found this entry about Trolls which comes from Monster Codex that goes into details about trolls stating that they can be drown, starved, etc. This goes along with the reasoning that regeneration saves you from hit point damage but death caused by non hit point means bypasses regeneration.

The counter is that a drowned/starved troll isn't dead but is a suspended state until such time as the adverse condition is removed. So the room full of water and drowned trolls is an effective trap. The water subsides and you have a room of very hunger trolls. :)

I think it's a bit more consistent to say that death effects can kill a creature with regeneration, as will any method that kills via non-hp damage (con damage, suffocation, starvation). But the debate continues, and likely will until there's a FAQ that actually answers the question.

I also see the Tarrasque entry to point to the belief that death effects override regeneration hence the need to make the Tarrasque immune.

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If I take the healing domain as a Sacramental Alchemist, using the cognatogen, does the empowered cures from the healing domain effect
a) his healing bomb,
b) cure X wounds extracts, or
c) neither?

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I like the idea of an alchemist healer but it seem to be a bit low on the healing potential, but I've not really looked at healing bomb, and the other aspects of this.

With regards to the occultist, if you take reliquarian, you lose one implement, so as I currently have it spec'ed out implements are conjuration, abjuration, Saint's Holy Regalia. That gives you 3 implements and the reliquarian dumps knacks for orisons, and grants you the domain spells as spells known. Freeing up options from conjuration other than the cures. So 3 orisons, and 3 first, second and third level spells from the occultist list (abjuration/conjuration) and the domain spells. Is getting the healing domain and domain spells worth the cost of a implement? Probably.

The vitalist looks cute but also doesn't look like its that much of a healing powerhouse. Interesting but I'm not sure my GM will go for a psoinic character.

With regards to PeiZin/Spirit Guide, do you go straight life oracle or do this in conjunction with Paladin?

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Melkiador wrote:
I do have to wonder why your shaman died? Did you just get really unlucky? Was your party not looking out for you? Were you using a protector familiar?

We got ambushed by 6 fighter/rogues who had 2 trained dire least a CR10 encounter. Our party consists of 4 PC (cavalier, ranger, alchemist, and shaman) all 7th level. We all rolled poorly for our perception, and we went on to roll poorly for our initiative. The lions killed two of the horses in the first round, and they fell on their riders trapping them failed ride checks all round. These were the frontliners. The alchemist and I were able to jump off our light horse who were ready to flee. In retrospect, staying on the fleeing horse would have been better. The rogues targeted the alchemist and shaman. One round of surprise, one round of flatfootedness, then we go to act. I kept being forced to have to channel just to keep people alive, and could never get off any of the crowd control spells that I had. With several people pinned, and the soft targets getting eviscerated, we were in trouble and we knew it, but there simply was no escape. They focused fire on my shaman, and I dropped. The alchemist got me back to conscience and I channeled one last time, only to have the commander of the ambush tell the lions to kill that damn shaman. Pretty much all she wrote. The alchemist was the last man standing.

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In my current game, my shaman just died a brutal death, and so I'm looking at building a new character. The shaman was the healer of our group, Life Spirit Shaman. I didn't take Witch Doctor, and was doing ok but I had a lot of issues with action economy and was thinking of trying some other build for a healer. Yes, I am aware that many see the healer role as replaceable with a wand, and simply doing more damage is better but can we put that aside and just talk about healers. Note bring in the new character at 7th level.

Option 1: Just a straight cleric w/healing domain.
Honestly, this has a lot of options for spells from a great spell list. Solid number of channels, cures, buffs, remediation for conditions. What's not to like other than it is a bit boring. I have one made Cleric of Sarenrae Healing/Sun domain w/Envoy of healing trait.

Option 2: Life Oracle or Life Oracle/Paladin
A solid alternative choice but just seems a bit metagaming with the Oradin path

Option 3: Life Shaman or it's witch doctor alternative
I found the shaman spell list to be an odd collection. Its doesn't seem to have solid rationale for what is or isn't in the list. Yes, there is a lot of flexibility using wandering spirit/hexes, but I found myself locked into hex or channel in just about every combat. Don't get me wrong, Evil eye + chant is great.

Option 4: Witch
While this does give a better spell list, there is still the action economy that can leave me stuck in a fixed pattern for every combat.

Option 5: Occultist
Here I was thinking about Reliquarian w/Abjuration, Conjuration, Saint's Holy Regalia. Lots of abilities, very limited spells known, and ok healing. Much more interesting to play but substantially weaker healing output

Option 6: Medium
Just started thinking about this but using the outer channeler archetype, pick one of the angels to get healing. This one is probably even weaker than the occultist but has interesting party buffs.

Any other options or suggestions?

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Symbol of Sleep is probably the pinnacle of the sleep spells. It has no HD limit. Deep slumber is a good upgrade to 1st level sleep spell. It would be cool if it would keep applying till it reached 4HD limit who failed their saves. Unfortunately, I don't think that is really the way it works.

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Concentrated Fire: You can reduce the radius of your fireball by increments of 5 feet, to a minimum of a 5-foot radius. For each 5-foot increment you reduce the spell, you increase the spell’s damage by 1d6. This additional damage can exceed the spell’s maximum damage.

Fireball is 20 ft radius, so with a minimum of 5 ft, you can reduce it by 15 ft or 3 5 ft increments, so 3d6, not 8.

Intensify will indeed get you from 10d6 to 12d6

Heighten really doesn't buy you much. A better DC, and longer range but no additional d6s as the d6s are based on caster level not spell level.

So I get 15d6 not 25d6.

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My group stated Shards of Sin a few sessions back, and it's a pretty large group - 7 players (swashbuckler, witch, oracle, rogue, fighter, bloodrager, and paladin). I decided to not scale things up, other then some minor tweaks but they have been having amazing bad luck. For example, when they encountered the lone sorcerer in the warehouse, the three front liners (swashbuckler, fighter and bloodrager) all dropped due to color spray. The paladin wasn't there and the sorcerer ended up capturing them all. All in all they have been struggling

But the current problem is that they gotten to the fight with Natalya and after slogging thru the muck, fighting the goblins, they ended up in pretty good shape so I figured that the fight would go their way but that didn't happened. Suffice to say they left the building with their tails between their legs. It was either that or a TPK. But now I'm in a bit of quandary.

What I was thinking is to have the tower girl lieutenant who is outside, take this opportunity to attack the weakened Natalya and seize the shard. But the question is where do I go from there do I
1) Have her return to the tower girls and try a takeover
2) Have her decide like Natalya that she needs to hold up somewhere
3) Something else?

Any thoughts or suggestions appreciated.

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As mentioned, the Archive of Nethys site gives both tables:

Reincarnation Spell

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Disguise Self really doesn't work (RAW) as it can't change creature type. Alter self looks like it can. One question I have is when the Polymorpth Any Object says permanent, it it really permanent or can it be dispelled? Does it interfere with other polymorph effects? And does it really change you to the type of creature or is it just sort of just a looking like the creature or really the creature?

What I'm thinking is that I could in principle use PAO to change into a silver dragon, and then use the shape change ability of the silver dragon to be humanoid. But I suspect that the bottom line is that PAO doesn't really make you the creature but just gives you something like the Form of Dragon spell, and makes you look like one not really one. Not that my GM will let me do that...not sure there would be any GM that would let someone actually play a dragon :(

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That is indeed the table he used. I think Polymorph any Object with a +9 on the table to make it permanent is probably the simplest solution. Just will need to stay away from dispel magic and polymorph effects.

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I did ask about that. My GM doesn't subscribe to the idea that reincarnation preserves the creature type. As seen by the Aasimar -> Wyvaran :) I like the idea of posing as a gold dragon but I'm not sure if that is really in scope of disguise self spell from the hat. I have a feeling that a scroll of polymorph any object might be a cost effective solution. If I go back to Aasimar, other than prohibiting me from using polymorph on myself, it might work ok.

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Except the characters playing as nobles and while I can say that I've been reincarnated and it's not my fault.. I'm fine being a wyvaran, and don't mind embracing it. However, the GM (who created this mess) is warning that it will be an issue. I'm thinking maybe a custom magic item that can do alter self with a long durations or something like that.

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No problem. Of course, my GM sees the paragon surge as an example of why the hex should be a fixed list. He seems to think that paragon is equally static, which makes no sense to me as that is not what the FAQ is talking about at all. It is only static for the day, not forever.

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I'm playing the War for the Crown AP, and for better or worse I started the campaign as an Aasimar shaman. Two of the party ended up dying recently, and the party decided to reincarnated us. The other player got reincarnated as a human, I however got reincarnated as a Wyvaran. Being an Aasimar was not great for the campaign but with Scion of humanity it was manageable. Being a Wyvaran is infinitely worse as it's clear he's not human and it's intrigue campaign in a mostly human area. So I looking for ideas on how to either a) hide the fact that I'm a Wyvaran, or b) get permanently changed into some other race that would fit better in the campaign.

I do have a hat of disguise, and can cast shaman spells to hide but was wondering if there are other options, items, suggestions on how to better fit into a human-centric society.


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I can't find the extra arcane FAQ. And the paragon one seems to only be talking about using paragon surge multiple times in a given day, as opposed to using it on successive days.

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If you can change the spell list daily, then I agree. My DM however sees this as something that is fixed upon taking the hex. From that point onward until you level, the list is the same on any subsequent day. So for my shaman that is 4 arcane spells between 0-3rd level that I can add to my shaman spell list. I can change one spell from that list when he levels up.

It's not a bad feature, just not how I interpreted the rules as written. I thought that it would be a new list each day.

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From my perspective the shaman is a poor mix of abilities. The other hybrids try to blend the two classes but here you can do witch kinds of things or oracle kinds of things but not both. I'm playing a life spirit shaman and chose aasimar as my race. In retrospect, human would really have been a better choice. I'm finding the shaman spell list a very eclectic mixture of spells, and spirit magic is a limited expansion of choices based on the available spirit. The wandering hex looks like a great addition but action economy is hampered by most hexes beign standard actions, and no real swift actions. I'm planning on my next hex (8th level) will be chant to get a way to do hex things better. His role as party healer if fine with life spirit. I was just looking for a way to improve spell choices for planned encounters.

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I did have the discussion with him, and he sees it that once the hex is selected, the list is frozen and may only be modified when my shaman gains a level. Thus the wandering hex acts the same as if I chose lore spirit as my primary spirit and then took the arcane enlightenment hex.

It wasn't really the answer I was looking for as I like the added flexibility that it allows on a daily basis if I have a need to access spells outside the shaman's normal list + spirit magic. With a fixed list, it is not nearly as attractive an option. It's not bad, 4 up to 3rd level spells with his stats, but it loses the versatility that I really like about this option as a wandering hex.

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My shaman just got the wandering hex class ability, and looking over the list of possible hexes, I came across Arcane Enlightenment which allows the shaman to add sorcerer/wizard spells to his spell list. The text for this hex was obviously written from the point of view that this is your chosen spirit and you are adding this hex as one of your hex choices, and not a wandering one. I found several older threads about this from 2014, and rather than necro one of those, I figured I'd ask anew what the thoughts are on this. The older threads seem to have come to no real consensus.

Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.

Wandering Hex: At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

The question is if you take this hex as a wandering hex, is the list of spells added to your spell list fixed and can only be modified once per level or since you loose this hex at the end of the day is the spell list established when you take the hex and can be modified each time you chose the wandering hex.

It is unclear, at least to me, why the list would be permanently established when you first chose to gained this as a wandering hex. As a permanent hex, sure I'm gain a permanent capability to augment my spell casting. As a temporary feature, it should be ephemeral as the spells fade at the end of the day.

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Archive of Nethys lists the Unicore bloodline spells as

Bonus Spells: cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th), neutralize poison (9th), atonement (11th), heal (13th), greater restoration (15th), mass cure critical wounds (17th), mass heal (19th).

And the same source lists the Phoenix class skill as Knowledge (Arcana). Odd but that is what is listed. A cursory look a the bloodline class skills don't have overlap with the sorcerer base class skills but I didn't do an exhaustive search.

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Thanks. I can see how delay poison can be read that way, and in fact, it is pretty clear that that was the intent. It seems a bit of a death trap/desperate spell. Depending on the situation, you can have DC and duration that have escalated to fatal levels. We are faced with a lot of highly poisonous spiders and I have few neutralize poisons to recover folks before the delay poison expires making it a risky approach.

I still think that the lack of communal delay poison is a mistake. It's on the witches list and it seems in line with the skills of a shaman.

Thanks again for the input.

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So two questions regarding communal delay poison

1) I'm currently playing a shaman and we have a need for delay poison, and so I looked on my spell list and saw that while I have delay poison, I do not have communal. I'm curious if this is just a oversight or do people think it was intentionally omitted. The other spell caster that has the communal version dropped is the oracle. While the shaman is a blend of oracle, they are also part witch and witches get the communal version. Just seems odd and was wonder what folks thought - intended omission or mistake?

2) This question is more about the mechanics of delay poison. I did some searches looking for comments about the communal version and saw post about how delay poison works that were not how I thought it worked. I believe that if I cast delay poison on someone 2 things happen. The target is 1) temporarily immune to any *new* exposures to poisons, and 2) any current poison effects are suspended till the spell wears off. But I saw many comments that implied that at each exposure, you need to make the saving throws, and while the consequences of that is deferred, the DC and duration can rise as with any repeat exposures to a given toxin. The spell is worded oddly in that it starts with "you are temporarily immune", and then goes on to talk about current poisons, and new exposures. My take on it is that delay poison makes you immune to any new instance of being poisoned, and that at the end of the spell, only poisons in your system before you had delay poison cast resume harming you.

How does the spell work? Is there consensus?

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I will also note that if the spell says Spell Resistance: Yes, then even though it is harmless you must bypass the target's spell resistance if any. This can be quite a pain for those cure spells. The target can lower his/her spell resistance but that is a standard action, and leaves you vulnerable for at least a round.

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So does Ki Rush in Tiger Stance give you 2 10 ft steps or 2 5 ft steps. It is clearer than Elf Step in that it states clearly you have 2 steps or 2 strides or one of each, with no length specified. But is it action step that is 5 or 10 ft? I would assume that it's 10 but requires the ki point. So very limited use, and it get's you concealment till your turn.

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I am playing an elven monk, and I really liked the "idea" of taking elven weapon familiarity. The problem is that the way it's worded, your proficiency with "elegant weapons" doesn't improve because the are martial weapons. The elven weapons are considered simple so that will increase as your proficiency with simple weapons. But none can be used with FoB. You can of course pick up the 13th level feat, elven weapon expertise to bring your bow proficiency up to snuff but it's going to lag for some time.

I just liked the idea of the Elf monk flurrying with an Elven curved blade. Seems appropriate.

So I'm not sure it's worth it. Take Nimble Elf instead and go with the mobile archer (w/short bow) or just mobile unarmed. Possibly add Monastic weapons to pick up bo staff for reach.

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That does bring up the question is the elven curved blade an advanced elf weapon or not. I can't find a definition of what is "an advanced weapon", elf or otherwise.

Does "For the purpose of determining your proficiency, martial elf weapons are simple weapons" mean that the bumps in simple weapon proficiency apply to the elven curved blade as my monk levels?

I'm beginning to think that the Elven Weapons Familiarity might not be a great choice for a monk. Just stick with short bow, and unarmed strike.

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Exactly. I was just curious about the Elven curved blade, more as an alternative, not something that I necessarily was going to focus on. The long bow however has decided advantages as a ranged weapon. And if they close to volley distance to my monk, I'll move to engage with Tiger stance/Tiger claw.

But FoB with the Elven blade would be cool, and something I could imagine an Elven monk being able to do.

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Started my first 2e game on Saturday and decided on a elf monk. I took elven weapon familiarity, and I have a couple of questions.

1) Does this allow the monk to wield the elven curved blade trained? The working is a bit unclear.

Elven Weapon Familiarity wrote:

You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows.

In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons.

Clearly you get trained in listed weapons, but the second clause seems to imply that things are tied to your proficiency. Does that mean that you don't have proficiency with advanced elf weapons, and where does the elven curved blade fall? Monks only have access to simple weapons.

2) I gather that RAW, you can't use any of these weapons with FoB, as that seems to be tied specifically to melee monk weapons.

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Funny we had a similar situation where we were all invisible and attacked a camp of bandits. A bandit heard a noise and walked into a square with one of the party. The GM give the character a reflex save to step out of the way. Certainly not rules as written but made sense that you should be able to avoid being run into by someone that didn't know you were there. A perception check for the bandit to notice the slight noise/blur etc. Seemed reasonable to the group.

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If my shaman takes the fire spirit, he gains access to fire spirit magic which has fireball. Is it on his shaman spell list? No, it's spirit magic which like domains is a separate set of spell slots. But I would think that I could craft a wand of fireballs, or is that impossible as well. Could he use it if he can make it?

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Pathfinder has plenty of options for classes to be healers of some sort. Life Oracle, Shaman, Witch, Bard, Paladin, Druid and Cleric. Heck with the Phoenix and Unicorn bloodlines sorcerers can play that role too. If no one wants to play any of them or would rather not have to play that particular role, then the game offers the option to use other resources to augment/supplement natural healing. I'm GM for a party that is playing Shattered Star, and they have no healer. Resting to recover is a painful and long process.

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A Horse With No Name wrote:

I'm building a Dinosaur Druid, Level 10. So, via Wild Shape, I can turn into a Huge dinosaur. With that, I get hit points. I assume I get the HP of the dinosaur, but I'm not certain of that. I myself have 110.

Either way, let's say I battle and get hit and drop to -4 HP.

Do I revert to my Druid form with 110-4hp = 106? Or am I unconscious at -4hp in my Druid normal form?

Or something else?

It seems that if I can go Wild Shape, fight, revert, go Wild Shape again, fight, revert, etc. that I can end up taking hundreds of HP worth of damage, which seems kinda' OP.

Not to mention my dinosaur Animal Companion, and, Summon Nature's Ally spells.

Any help clearing this up would be appreciated!

What you described is the 5th edition DnD Druid wild shape. In 5e, you take on the HD *and* Hitpoints of the creature you wild shape into, and when you drop to 0 hp, you revert to your original form and take any excess damage to your true form. And as people have mentioned you only get what the text says you get for the wild shape nothing more.

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I vaguely remember that the reason was that the ghoul/ghast touch is a reminder of death and something reaching out from the grave and since elves are "immortal", they have no fear of the grave.

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RJ Dalton 89 wrote:

So, the sorcerer in the party just leveled up to 15 and gains this ability: s-from-paizo/undead-bloodline/

The page indicates that in the incorporeal form, he takes only half damage from physical sources if they're magical, including spells, but it says that non-damaging spells function normally. However, it says that they gain the incorporeal subtype and the subtype says that spells and effects that do not do damage have only a 50% chance of working.
So, how would you rule? Should I go with the 50% rule of the subtype, or the specific wording of the ability?

That's not what it says, or at least that is not how I parse this. It states: s-from-paizo/undead-bloodline/ wrote:
Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

In this form:

1. you gain the incorporeal subtype
2. half damage from corporeal sources if they are magic
3. no damage from non-magic weapons and objects
4. spells that you cast deal half damage to corporeal creatures
5. spells that you cast that don't deal damage function normally

To me the last 2 sentences should be read together. This part of the ability is referring to spells that you are casting, not ones being cast on you. For that you have the subtype text which states:

Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature.

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The party is 1st level, so no immunity for the paladin much to his annoyance. I see that free spell casting seems like a bridge too far. Providing service in exchange or payment at a reduced fee seems reasonable to me. The fact that there is a miss chance, as it is a DC check of 15, means that the 5th level cleric has a 50-50 shot of curing him, and so likely will need 2 castings to remove the diseases.

As it turned out the cleric needed 3 casting to free the paladin of both diseases. 450 gp at standard rates, which for a 1st level party is a lot.

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