Angra Mainyu's page

52 posts. Organized Play character for Pink_Panther.



Grand Lodge 2/5

I did a quick audit on the new pregenerated characters and found some possible problems. I love the effort to get new pregens out, but would like to see some corrections made.

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Barbarian: has two combat traits

Bard: has a potion of expeditious retreat which is a personal spell and personal spells cant be potions.

Druid: level 4 has Natural spell. Cant legally take this at 3 as far as I know as druids dont get wild shape until 4. So the earliest I can justify it is 5th level.

Monk: Spring attack has a bab requirement of 4 and at 4th level it has a bab of 3.

Ranger: has two combat traits

Samurai: level 7 has Greater Weapon Focus which has a class requirement of 8.

Wizard: the defensive concentration bonus is 16 and should be 18 by my math.
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Anyone else find anything?

Grand Lodge

Had a random thought and started being curious. How many arms are required for a medium sized creature to carry a large two hander? I remember seeing that it was 3 somewhere, but have been unable to find that thread. Anyone know?

Grand Lodge

2 people marked this as FAQ candidate.

I play a bones oracle in PFS and now have the Raise the Dead revelation. But, im not sure what to do with it. In the rules section it was mentioned at one point that the skeleton can be anything not just a human skeleton from the bestiary. Is this true for PFS?
-What stats get used for the skeleton/zombie?
-Does a human type have a 20point buy as well?
-How many hit points does it get for the first level?

Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.

Grand Lodge

When GMing, I tend to have a conflict with myself over telling players the results of a spell save. Spells with a visual effect if the save fails are easy (suffocation for example). But, what about ones where there are no visual clues that something has happened? For example, a witches misfortune hex or doom. Any GMs out there have an opinion?

Edit: I should have put in there that the players would be casting the spell. Should they know if their spell failed basically.