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I know generally how to do this, the flavor and everything is all there. Just need some specifics, i've noticed ALL of Pathfinder's Deities have exactly 5 domains each and have a number of subdomains. If i create a Deity what is the method in which i should go about it? Should i follow suit with Panthfinder's example and just give them their portfolios/areas of concern and then give them 5 corresponding domains to those? Should i follow the Deities and Demigods book (3.0 i think) and basically create them as characters? For what I have done currently, I have their names, Portfolios/Areas of Concern, Alignments, Favored weapons, Worshipers, Titles and Symbols. I think all that is left is Domains lol ![]()
I am planning some "bigger badder" versions of these creatures for my PCs, how is the disease's save calculated? I know that 10+(hd/2)+con is the usual but the Akata has 2 HD with a +3 Con mod and the save dc is only 12... ![]()
Yeah it makes no sense cause they're assuming all base weapons are made for a medium creature cause they all start with the following statitics for a medium weapon Quote: So if they say Quote: This quality can be selected three times for light weapons... isn't this not true? Cause you actually CANT select it three times cause three times is Quote: (1d3 to 1d4, 1d4 to 1d6, 1d6 to 1d8 Or is this limitation JUST for medium weapons and if you make a "Large" weapon you get 1d4 as the base? And 1d8 is the limitation for a large light weapon? ![]()
Under the section to Improve Damage it lists that a Light weapon can select this three times. But it goes on to later state it can only go up to a maximum of 1d6. Now if all weapons start at 1d3, its only selected twice to get to 1d6? 1d3 > 1d4 > 1d6... Did they forget a part like the others for a (1d8 if exotic).. cause thats how I am currently interpreting it. Cause if all weapons start at 1d3 and you can select it 3 times then it should be able to go up to 1d8 with with the exotic limitation like the others... ![]()
Quote: For the duration of this spell, you or your familiar can separate or merge at will as a move action. While merged, your familiar can’t be targeted or affected by any means (including ongoing effects). Now you merge with your familiar, do you then have a magical aura that can be dispelled because there is a magic and duration on going with you and your familiar? I am asking this for the instance that a caster dispel magics this off of a caster that is currently merged with their familiar. ![]()
So all spells are kinda donkey sh*t when it comes to "You can't cast through a pane of glass or a Force wall" even though thematically it makes sense for a mind related thing to permeate physical barriers... Cause honestly how does a caster live in the fantasy world when all people have to do is carry around glass doors with stands and then just wave at the caster who is trying his hardest to mind fu*k them but can't now because Line of effect is blocked by this see through door lol Also "If it creates an effect"... doesn't literally EVERY single spell create an effect? ![]()
Yeah that seems like what could have possibly happened... Also a question slightly off topic that came up. A player insists ALL spells are Line of Effect and some spells have the additional caveat of Line of Sight. Now, my argument was that a mind affecting, enchantment spells still goes through a force wall because the creature's mind is not a physical thing. Cause by this definition of "all spells are line of effect" you can never say look through a pane of clear glass and cast a control spell on someone and get them to do something. What is the actual ruling here... cause either hes right and now magic just sucks donkey dongers cause non emanation/creation magic can't go through the simplest of obstacles or it works and hes just being too strict with the ruling ![]()
I was looking at the Hell Knight creature block and noticed something fishy going on with the feat section. How does the Hell Knight have Improved Critical, Critical Focus and Sickening Critical? When it is a Fighter 5, Hell Knight Commander 6? Cause if you build the npc out from 1st level they have access to 1st level feat
10 feats, which matches up with the amount they have listed. but... Improved Critical requires a BAB +8 putting that as the 9th level feat, critical focus requires a BAB +9. And Sickening Critical requires BAB +11 and Improved Crit. So how do they get the feats? Are there some retraining rules or something that I am not aware of that they used? Cause as it currently stands they have only 2 feat slots that all 3 of those feats need to sit in right? Or am I mistaken in assuming that retraining a feat slot requires you to retrain that level's feat so if i retrain a 3rd level feat i have to make sure i qualify at 3rd level? Or is there no limitation of that sort and you can retrain that 3rd level feat into say sickening critical because you now qualify for it? ![]()
The character in question using this is an alchemist of 10th level playing a Blood Orc, with an already high strength (around 30-40) before buffing. He effectively negates all the minuses implied via the spells because of his high strength score and thus is able to have a 40ft reach. So having a non reach weapon would be "I hit everything within 40ft" right? ![]()
A player of mine is using the spells and items Longarm Potion
Do the effects of +#ft reach stack in these cases? Because I figured they wouldn't because although they're separate spells of differing names they're all applying the same bonus... ![]()
Lady-J wrote:
That is pretty much how 3.5 did that system, but i personally liked it where you are in "xp debt" because although you may be behind on xp you don't have a level adjust and you can pay it off through extra xp rewards for your actions or other such things. This allows it to be a more dynamic approach to templates for PCs cause they are at an advantage for having the template but at a disadvantage for the xp debt, it balances itself out and through their actions they can overcome the disadvantage. It promotes some good and interesting plays on their behalf to get caught up and it makes the story that much more meaningful ![]()
My game is running a custom campaign setting where I have devised a system to allow players to have templates at the cost of what is called "EXP Debt"... but thats another thing. But this world is harsh both thematically and mechanically and the worlds inhabitants have to fight for their lives almost daily. ![]()
Okay thanks for that clarification, I also read somewhere that if you arcane lock a door it can't even be opened by the key that would normally open said lock. Knock wrote: A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Is this for Casters to say Arcane Lock a door, Knock it to suppress the arcane lock, use the key and open the door, close and lock said door again and then 10 minutes later the arcane lock resumes? ![]()
Arcane Lock wrote: An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes. vs Knock wrote: Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo as many as two means of preventing access. When you are using arcane lock it either creates a lock at a DC 20, or it improves a lock by +10. So a Good lock becomes a DC 40. Knock says it grants a +10 to beat the DC of a lock. The problem I am having with Knock is that it doesn't clarify when it suppresses Arcane Locked doors. As written
Knock wrote: If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. This by order of written format that first declares that Knock has to beat a CL check against the DC of the lock with a +10, but in order to suppress the Arcane Lock it has to open an arcane locked door meaning you have to succeed in opening the door in order suppress the arcane lock for 10 minutes. So you have to beat the DC 40 with the Knock check in order to suppress the arcane lock. ![]()
Snowlilly wrote:
Thats the problem, it doesn't specify. Everything else in the books point that Humanoid is a term used to describe racial type. There is this one situation where saying that it is an exception is warranted but it doesn't and thus the questioning ![]()
Snowlilly wrote:
There are no rules or such stating that though. If you want to use humanoid as a descriptive term instead of a type then yes that works. But even on other threads a Centaur has the normal medium sized humanoid upper body but still pays the x2 cost for unusual creature. Even though i understand that Aasimar and Tieflings are mostly humanoid in form, they by raw here do not have the humanoid type or subtype (if you take an alternate racial trait for Aasimar you get the humanoid type/subtype) so therefore by raw their armor costs x2 because they are considered an "unusual" creature. I understand that it is probably annoying to play a race that is almost 100% identical to a human with cosmetic differences only to be told that their type has to pay x2 armor costs because their type/subtype isn't humanoid. It should be made aware/prevalent that when discussing armor it prefaces/defines humanoid as body type not racial type. Because everywhere else where humanoid is brought up it is referred to as the racial type. |