Asmodeus

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Goblin Squad Member. 161 posts (198 including aliases). No reviews. 1 list. No wishlists. 2 aliases.




I was wondering if someone could give me clarification how the new remastered spell Acid Grip works.

It says the spell has a duration of 1 minute & is a Concentrate spell.

Does this spell work like Spectral Hand where you can move the Grip to a new target within the 120 feet range?

Does the Persistent acid damage only continue as you Concentrate?

Does the spell make an attack every round on same target as long as you Concentrate?

Thank you to anyone who can assist!


I was wondering if someone please could clarify the Elemental Companion rules in Rage of Elements for the Druid.

Normally druids only get a companion if they take the Animal Order but the description under the Air Elemental makes it sound like the Storm order can get the air elemental companion.

1) Can an Animal Order druid get an air elemental companion?

2) Or does he have to take Order Explorer Storm Order to get access to it?

3) Or Can a Storm Order druid just take the Animal Companion feat to get access to the Air Elemental companion (without being in the Animal order)?

Thank you to anyone who can clarify this for me!


I took the Inventor Dedication & was thinking of taking the Prototype Companion feat, It says it has 25 Speed.

Can this be a Fly speed? If not, how can I get the companion to acquire a Fly speed.


Good evening,

I have sent numerous emails to Support regarding an order I placed in July 2020. 6 months later & I still haven't received a reply from Support or the product I ordered.

I understand COVID-19 caused a delay but it is now 6 months.

Order 31742216

Thank you so much for your assistance


Not sure if there is the forum I post this but couldn't find a customer service one.

I ordered the Advanced Guide (book form) back in July. 3 months later it still hasn't shipped. I reached out to Customer Service via email & Twitter...still no reply after 3 weeks.

Are there books still not shipped??


I was wondering if someone could please give me advice on a new character I am making

I am making a reborn samsaran psychic investigator who will be a support character who will use a sword-staff (longer version of sword cane). I like the visual of swinnging around a staff...even though I know it isn't a great weapon.

We will have a party consisting of 2 barbarians, magus, monk, a healing oriented cleric & a multi-class bard .....so we will have enough damage dealers with the 3 tanks.

I want to use the sword staff more for support, aiding or combat maneuvers. I will have a 14 STR, 16 Dex, 16 Int.

Any advice how to do so with a staff? thank you in advance for any advice


I am going to be making a new skin walker Hunter character & my DM is going to allow me to reflavor the were-bat kin into a were-owl kin.

I am going to be taking the feat at 1st level that allows me to take owl form, Owl Shape.

I will mainly use the form to acout/travel but in case I do have to fight in the form - Since the feat acts likes Beast Shape II & the owl is a Tiny animal, do I get access to the Weapon Finesse feat that owls have so I can use DEX to attack rolls or will I still have to use STR to attack?

Thank you for your assistance


I have a question regarding the Archmage spirit.

When they are channeling the spirit, they use the Mesermist for the # of spells they cast....but are they still stuck with their awful Base Medium spells known +1 wizard spell known per spell level?

So a 1st to 3rd Medium would only be able to cast the 1 wizard spell they get from the Spirit plus their usual Medium knacks?


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I will be creating a new character for a new campaign...no one else wants to handle the healer role so I will do it.

I really want to try one of the new occult classes and I was leaning toward the Medium (hierophant spirit as main with relic archetype since I don't want to deal with the useless Haunt ability & limited locations) or a Spiritualist maybe with a Zeal emotion.

I was leaning toward Aasimar for the race.

I would also like to maybe work a Hallow Deck into the flavor if possible

Any suggestions what feats or traits which would make a Medium or Spiritualist a decent healer?

Any way I can get Channel Energy at 1st level via a feat?

Any assistance would be appreciated!


I tired to order the October release Occult Origins through the subscription plan as I always do but it won't let me choose it anymore. Black markets & Weapons books are only options.

How can I choose Occult Origins through Subscription??

Please assist


I have a question regarding the 2nd lvl Psychic Warrior power, Dissolving Weapon that I acquired with Expanded Knowledge for my Soulbolt/Psion.

1) Will Dissolving Weapon work on arrows from a Soulbolt longbow?

2) Lets say I manifest Dissolving Weapon on the previous round with a Standard Action & I get 2 attacks per round with a Full Attack (+6/+1) with my soulbolt longbow.

If I miss with my +6 first arrow but hit with my 2nd arrow (+1), will the Dissolving Weapon activate on my 2nd arrow?

Or is Dissolving Weapon only good on my 1st arrow which is now wasted because it missed?

Thank you to anyone who can help answer this :)


I am making a Dual Discipline Nomad/Telepath but i have some questions on how it affects the psionic item Students Robes.

Student's Robes - If i am a 3rd level Dual Discipline Nomad (Main)/Telepath & I use the Telepathy version of the robes which adds +5 levels to Discipline abilities, does that mean I can use the 2nd & 8th lvl Telepathy Discipline abilities as a 8th lvl psion?

If so, can I choose to take the alternate Telepath 2nd lvl discipline ability Mindbender Impose Will ability?

Thank you for your assistance


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I have some Ultimate Psionics I wondered if someone could assist with as my DM is now allowing Psionics :)

1) Soulbolt -If a Soulbolt takes Emulate Ranged Weapon bladeskill, does the Mindbolt actually take the shape of a ranged weapon such as a Longbow with the bolt on a bow or does the Mindbolt still appear as a regular Mindbolt but just has the characteristics of a Longbow arrow?

2) Fighter's Blade feat - If a 3rd lvl Soulbolt takes this feat, is she considered 7th lvl for the Enhanced Blade ability so she would get a Enhanced Blade of +3 which is has a Maximum Enhancement bonus of +2 so the other +1 would go toward a Weapon special ability? Am I reading that correctly

3) Elocater's Spatial Awareness - If a Soulbolt took the Elocater prestige class, would they also get the +2 attack bonus/dmg bonus if they used their ranged Mindbolt with the Spatial Awareness ability? or is it only for melee?

4) Armored Blade archtype - does the Mind armor weigh just as much as the regular version of the armor would weigh?

5) Soulbolt - The Soulbolt looses the ability to make any melee version of their mindblade unless they take Mind Daggers bladeskill correct?

6) Close Range Expert bladeskill - If an enemy comes into melee range for a Soulbolt, this bladeskill allows the Soulbolt to use their mindbolt on an enemy that is adjacent to them in melee without an AoO?

Thanks for your assistance,


I am looking to make a Wondrous Item that allows the user to have 2 way telepathic communication at will.

They have the Helm of Telepathy for 27,000gp but I don't want the Detect Thoughts or Suggestion abilities.

If I use the item creation formula, the closest spell is Lesser Telepathic Bond which is 3rd lvl spell so I get:

3 (spell lvl) x 5 (minimum caster lvl) x 2,000gp = 30,000gp

I just only need the telepathy within 60 ft or 100 ft.

Does anyone know what the cost would be?

Thank you for the assistance


I have a question regarding the 3.5 Spell Compendium spell "Delay Death".

Necromancy
Level: Cleric 4,
Components: V, S, DF,
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You gesture toward your ally and call upon the power of your beliefs. A soft, golden glow appears on your companion's chest, around his heart.
The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, the normal limit of —9 hit points before a character dies is extended without limit. A condition or spell that destroys enough of the subject's body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect.
The spell does not prevent the subject from entering the dying state by dropping to —1 hit points. It merely prevents death as a result of hit point loss.
If the subject has fewer than —9 hit points when the spell's duration expires, it dies instantly.

It is an immediate action. Does that mean if my character has that memorized & she gets hit with an attack that will take her to zero or below, she can activate the spell on herself?

It looks to me like she would be able to activate it on herself.

Thanks for the assistance


I am making an archaeologist. I would like to focus on ranged attacks with a crossbow.

Is there any feat or spell or weapon ability that would allow me to not get a Attack of Op if I shoot in melee?

I know about Snapshot feat but that is fighter/ranger only.

I also know about "Arrow Mind" spell in Spell Compendium. My DM allows spells from it but it is a ranger/wizard/sorc only spell.

How could I make a wondrous magic item that grants me the ability to use "Arrow Mind" 3x/day or continuous?

Thank you to anyone who can assist.


I am looking to start a new character that uses Bound daggers & bow like what is used in Elder Scrolls SKYRIM.

Besides the psionic Soulknife, is there an Arcane spell or prestige class that grants weapons like it?

Thank you for your assistance.


3 people marked this as FAQ candidate.

I am interested in getting the Improved Familiar to get a Pseudodragon familiar.

I am a multiclass Witch/monk. If I take the Beast Bonded archtype & I'm Witch 6th/monk 1st, do I qualify to get a Pseudodragon since it takes "Arcane Spellcaster Level" 7 since Beast Bonded makes my witch level +1 with regards to what abilities my familiar gets.

It doesnt say "caster level" but "Spellcaster level".

Thanks for your assistance!


Last night, I got stuck in a Web spell. When I made my monk I was under the impression that if I had a high Combat Maneuver Defense, I would not need to take ranks in Escape Artist skill to escape grapples, etc.

In the Web spell description, it says you can make a combat maneuver roll or use Escape Artist to escape the webs. When I look up the combat maneuver rules, I only see where you roll to make Combat Maneuver Attacks, not Defenses. Defense is instead listed as 10+DEX+STR.

If the spell DC is 15 for Web & I am a monk - I could just roll a d20 + DEX + STR + Monk WIS and if I get higher than a 15, I would then be free of the webs??

Not sure how a Combat Maneuver Defense roll works....

Thanks for clarification :)


If it is possible to make...what would it cost to make an item that gave me an extra 1st level spell slot?

I know about the Pearl of Power but I want the slot be able to filled when you memorize your spells.


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I have always been a big fan of the OA Spirit Folk. Using the new Advanced Race Guide, I made both the bamboo & mountain spirit folk.

Do these look right & faithful to the other edition versions of them?

Both types:
Type: Humanoid (0)
Speed: Normal (0)
Ability Score: Human (choose human as the other edition versions had no ability mods & since they are of human descent)
Language: Standard (0)

Mountain

Movement Trait: Climb (2) climb speed 20, +8 to climb checks
Movement Trait: Fast Climber +10 to Climb (other editions had climb speed 30) (1)
Skill Trait: Acrobatics +2 (previous had tumble, jump, balance)
Senses Trait: Low Light Vision (1)
Magic Trait: Speak with animals (birds) 1x/day (1)

Total 7 points

Bamboo

Skill Trait: Knowledge (nature) (2)
Magic Trait: Trackless (Pass w/Trace at will) (2)
Defense Trait: +2 to saving throws vs. earth/wood spells (1)
Senses Trait: Low Light Vision (1)
Skill Trait: +4 to Stealth in woods (1)
Magic Trait: Speak with animals 1x/day (1)

Total 8 points

Thoughts? Corrections?


I am currently using a Witch 2nd/Monk 1st (Master of Styles). We are going to be going up against ALOT of undead soon.

Since the Witch is horrible vs undead, are there any good feats that would help me fight undead since my spells/hexes will be mostly useless vs undead?

The rest of the party consists of an alchemist, gnome ranger, cleric of alcohol/lust, dwarf fighter & a magus.

Thanks for the assistance :)


When a Witch uses a Hex (Supernatural ability) on a target, does the caster know if the attack was successful?

Ex: When a Witch uses Evil Eye on a target, does she know if the target made his saving throw or not?


I have returned to Pathfinder after 4E being such a huge disappointment for me...especially the 4E "Witch"

We are starting a new campaign and I have never played the PF Witch before.

I thought about making a 1/2 elf witch/monk......the character is an asian themed character so I thought the witch/monk might be fun. The DM has allowed me to use the Kung Fu Master feat which allows me to use INT instead of Wis. I was planning on only taking 1 lvl in monk for the extra AC bonus as I was only interested in the defensive abilities of the Monk and not the attack abilities.

Is this a bad idea to make a INT based Monk/Witch or should I stick with just straight Witch. If I go straight Witch, how should I boost my defenses?

Any suggestions what would be good Traits to take? I took the one which gives me an extra cantrip from another list as I love Presdigitation.

Thanks to anyone who can give me advice.


Is there a way a Witch can add a non-witch 1st lvl or higher spell to her witch spell list via a feat?

I know there is a Trait that allows you to add a 0 level arcane spell to the Witch list.

Thanks for your assistance!


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New ongoing Pathfinder campaign located in Delray Beach/WPB FL area looking for 1-2 new players for when we start in March. Usually play 2 Saturdays a month. Creativity, roleplaying, miniature painting & strategy highly encouraged. We use props & buildings for miniatures also.

If interested, contact Stephen at askanipsion@stuph.org.


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I tend to follow Rule 0 with a handful of caveats:

1. I will call the DM out if I am only informed of a rule change when I try to use an ability that gets changed because of the ability. Often, this is because I wouldn't have taken that ability (usually a feat or spell) if I had known that it wouldn't work the way I thought it did.
As a DM, I do endeavor to state rules changes as I discover something I don't like. I also talk to my players when they level up, so I know what spells, PrCs, feats, etc they want to take, so I can look at them and tell them of any changes.

2. I will DEFINITELY call a DM out if they keep changing the same rules for different encounters. In fact, this is something that's sure to piss me off. If the players are too powerful, don't change their abilities. Make the monsters tougher. Once a PC has earned an ability, making that ability weaker is going to make that player feel like he wasted his time.
As an exception, if they say "Hey, I want to try this and see if it works, so we're doing it this way for now. I might change it again if it doesn't work," then change it later, I'll usually be okay. I don't mind on-the-fly playtesting of house rules.

Basically, yes, the DM CAN change a rule whenever he feels like it. But if he's not consistent about it, or if I feel like he's using Rule 0 to screw me over, I'm not going to be happy. At the very least, I want to know when my abilities are changed BEFORE I've locked them into place.


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Oooh, I forgot about Cavalier. I just don't see their purpose. They get a horse, and they are really good at that horse. But how often can you bring your horse with you into the dungeon? No thanks, I'll stick with my Paladin, which gets a horse a bit later, but can do well without it.

Gestalt rules would be too overpowered for me, unless the party doesn't have enough people in it and we're running an AP.


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Goblin: A race of creatures with heads larger than an adult human, but bodies smaller than a human child's. Created by the gods for the sole purpose of giving low level Adventurers something to slaughter for practice.

Fighter: A class created to make all the other classes look better by comparison. Receives no superpowers.


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So, I just bought Ultimate Campaign, and I really enjoy most of everything in it. The only thing that has me a bit off is the way the book suggests you create your character.

For those who don't have the book, the book suggests that you first roll your stats, then work out personality, name, etc.

I read that section and thought "Huh. Y'know I do it very differently from that." That line of thought got me thinking about how other people create characters.

So my question for you is: What is your character creation process?

Personally, I tend to get a general concept (naive paladin, alchemist desperately trying to cure a disease, friendly goblin, etc) first. Then, I narrow down on three "core" personality traits. Things that won't change much, if at all.

Then I build the character's personality from those. I ask my self what my character would do in various situations, and figure out how s/he would act in general.

After all that is done, I determine attributes based on the character's personality and class. My naive paladin has a low Wisdom score, because she's a bit oblivious at times; the alchemist has a higher wisdom score, because he has the focus to cure the disease; the goblin has an unusually good charisma score, because he works hard to prove he's trust worthy.

Next is traits, which are only rarely picked based on the stats they give me. They're usually picked based on background. In cases where none of the existing traits feel right for the character, my GM is usually nice enough to let me re-fluff something.

After that is feats, then skill points, then spells (if any), then equipment.

The name is probably the only thing in my character creation process that doesn't have a set place. Sometimes I know the character's name right away, other times I don't know until I'm halfway through equipping the character. I don't usually spend much time thinking about the name. I usually find the name by thinking about the character's personality, then realizing I've been using a name to refer to her in my thought process, and writing that on my character sheet.

For me, the character is built long before I ever get into the mechanics of it. Making a character based on the mechanics is weird for me.

But either way, I'm now curious how other people do it.


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Okay, so I'm a relatively new DM (I've run a few one-shots of 3.5, but this is my first time running anything spanning multiple sessions), and I'm running Carrion Crown with some buddies. The problem I'm having right now is that one character is being, for lack of a better word, blatantly antagonistic.

The character is a fetchling, and, to put it nicely, a complete and utter jerk. However, she feels that people hate her because she's a fetchling, and that if they're going to treat her like a criminal, she's going to act like one. So she said something rude and confrontational, immediately alienated the rest of the party, and now feels that their reaction is unfair and if they're going to treat her like a problem, she'll be one. So she's now alienated most of the party, and refuses to spend more time with them than she has to. She's also one of the types that completely doesn't realize that the way she acts is generally frowned upon, and she won't listen to people who try to tell her that, because she assumes it's a race thing.

Talking to the player has yielded minimal results. He's mostly unwilling to budge on the character. Kicking the player himself from the group isn't an option either, as he lives with one of the other players, and I'm playing with him in a game run by another person in the group. Kicking him from the game would create a lot of drama that I'm completely unwilling to deal with.

So do any of you have advice on how to handle it? I'm kind of at my (limited) wit's end :/

Possible CC spoilers:

The character being antagonistic is particularly troublesome in this game, because there is a Trust mechanic in the first book of Carrion Crown that is shared with the entire party. I can't think of a way to punish this one character without also punishing the rest of the party.


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Benoc wrote:

Check out MythWeavers, its an online character sheet and does quite abit of the math for you. Ive tried several pdf sheets but none of them are as good as the mythweaver site imo. Its very close to the standard sheet in design too.

Sorry for not linking, on a tablet.

I'll help you out with that, as this is what I use as well.

Here ya go!

It's quite good, in my opinion. It also has the added benefit of being able to share it with people (such as your GM) by simply pasting a link.
For example, here's the first character I ever made in Pathfinder's system.

Meet the second form of Ezzran (The first was for 3.5, and this is a conversion of that character.

You can also set other users able to edit certain sheets, so you can give your GM access to your character or whatever.