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I don't believe this is correct:

Chell Raighn wrote:


5) IF they identify the spell school of an aura they can continue to identify the properties of a magic item.

The spell says:

"If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft)."

There's nothing in the description that says identifying the properties of a magic item requires determining the aura school, they are two separate knowledge checks.


Zagig wrote:

So, here's what I did or am going to do. The party has reached the babau encounter.

The intersections used to have illusions of piles of gold in them. Since this is the seemingly easiest treasure to get, past groups have found this out and dispelled the illusion.

The two northernmost traps have been trapped by Iramine so that if the party goes around the intersection, the trap drops gold stones on the channel, setting off the trap.
The other option, and one I'm considering, is that the babau, hunting the party instead of just attacking at the bridge, set off the trap on purpose.

Perception DC is 30 for the trap, so the party will probably not notice the first one and may not notice the others. I would be good with them only setting off one.

The babau tactic won't work as "The fire elemental always attacks the first PC who triggered the trap, pursuing him throughout the city."


Calliope T wrote:

Hi Bacondale,

I've refunded the shipping costs from this order as it shipped out before we could catch it. When the package arrives you can refuse it on delivery and it will be routed back to us with no other input required from your end. Please let me know if I can help you further.

-Calliope

Calliope - Thank you.


Hi Diego,

I didn't complete my online order for this book as shipping was more expensive than buying locally. I requested that Paizo donate the book locally in another thread (https://paizo.com/threads/rzs4385y?Donate-Humble-Bundle-Hardcover) and requested the order cancelled ~ 4.5hrs before your post when I saw you had processed an order I had not requested (https://paizo.com/threads/rzs438s5?Please-Cancel-Order-30712032).

Please cancel this order and reverse the shipping charges.

Thanks

Diego Valdez wrote:

Hello Bacondale,

Yes, your order should be on its way any time now. I suspect you will see it ship out today or tomorrow.


Hi,

I never completed this order as shipping was more expensive than purchasing locally (see my Nov 4 post). Please cancel this order.

Thanks!


Link to Nov 4 post : https://paizo.com/threads/rzs4385y?Donate-Humble-Bundle-Hardcover

Bacondale wrote:

Hi,

I never completed this order as shipping was more expensive than purchasing locally (see my Nov 4 post). Please cancel this order.

Thanks!


It's confusing as it states that you get a saving throw each day in one section and that the negative level becomes permanent after one day and a failed save in another section.

The daily saving throw only applies to "temporary" negative levels. In the case of the Energy Drain monster ability, the "temporary" level becomes a "permanent" negative level after the first failed daily save and "permanent" negative levels do not get a daily save.


Sandslice wrote:
Also, if two melee fighters tie initiative, and one has a faster weapon by 5 speed points, the faster gets an attack of opportunity but then loses initiative to the slower. However, if the faster is faster by 10 (usually if the slower is using a polearm,) then the faster gets TWO attacks of opportunity, and his first real attack is simultaneous with the slower! Note that none of this happens if one of the fighters actually wins initiative.

Can you point me to where this rule is explained in the 1E books? I don't have the books in front of me, but I recall not being able to find any rules regarding Speed Factor in 1e (though a value was provided for each weapon). First rules I remember re: Speed Factor was in 2e. Thanks!


I discovered that it would be cheaper for me to buy the PF2 CRB HC locally in Canada than to have the copy from my Humble Bundle shipped.

Can you have the Humble Bundle copy donated locally to you? Possibly to a Xmas toy drive?

Thanks!


1 person marked this as a favorite.

Are all Humble Bundle PHBs shipping in November?


dot


1 person marked this as a favorite.

"When a Star Falls" is a great module.


LordKailas wrote:
Interestingly, according to the definition above, firearms apparently ignore DR when they are used to make touch attacks.

The attack is resolved against Touch AC but it is not a Touch attack:


vhok wrote:
You could walk 40 then fly 20 you can not add them together

40ft Walk would use up the entire move action so you couldn't fly.


dot


Sure, I don't see anything in the spell description that limits the height.


This has come up recently in our game when 10x10 solid wall forcecage was cast.

Can you hear through the forcecage? I say no, but looking for others' opinion.


There's this.


2 people marked this as a favorite.

Kitten.


Quixote wrote:
So the village apothecary, with Wis 13 and a 2 ranks in Heal, fails to determine if someone is dead 40% of the time?

40% of the time in situations where they can't take 10 (e.g. in combat).

Auto-success when they can take 10.


McDaygo wrote:
What he said but get +5 defending Spiked gauntlets too. Since you will never strike with them, that is a free + 5 to your AC

You have to use them as a weapon to get the AC bonus: https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9o3r


One limitation is that it only works on one piece of stone so you could only shape one stone in a manufactured wall, not a large volume of a wall composed of many stones.


A couple of questions:

1/ Do the duplicates have full hp, spells, etc or do they have any reductions on the character viewing the mirror? I'd say they have the same injuries and abilities available as the viewer but looking for other opinions.

2/ Can the same character create multiple duplicates (up to 4) by looking at the mirror again?

Thanks!


Thanks! I'll go with Intermediate.

I'm still up in the air about the INT/CHA damage. I don't want this to be abused,


What type of deity is contacted by the quill? Demigod, Lesser, Intermediate, or Greater? Thanks!


Unchained skill unlocks:

Swim
With sufficient ranks in Swim, you earn the following.

5 Ranks: You gain a swim speed of 10 feet, but only in water with a Swim DC of 15 or lower.

10 Ranks: You gain a swim speed (though you do not gain the +8 racial bonus on Swim checks) equal to your base speed in water with a Swim DC of 15 or lower, or 10 feet in all other water.

15 Ranks: You ignore the penalties for using slashing or bludgeoning weapons underwater, as freedom of movement.

20 Ranks: You gain a swim speed equal to your base speed in all water. If you have both hands free, you gain a +8 racial bonus on Swim checks.


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Slithas wrote:
and probably more d12s than you have at the table.

You need to buy more dice.


Note that it is an "opaque sheet of flame" so creatures will have 100% concealment from creatures on the other side of the wall.


Also, it looks like the +10ft to base speed from the boots is an untyped bonus so it should stack with any other speed enhancement (e.g. haste).


Are there missing stairs in the Jorgenfist Library map?

C1 appears to be on the same level as the upper area of Mokmurian's Lair (C9) but there is no elevation change from C1 to the lower level of C9 anywhere on the map.

Thanks!


Lots of corrections here!


shalandar wrote:


2) Use Ascetic style with shurikens at 5th level? Only if you have weapon training (monk), which is generally a fighter ability. If you have that, then I would say yes.

It's 5th level monk or a character with weapon training (monk)


Sacred Huntmaster Inquisitor is another option, arguably better than Hunter.

I just wish there were better archery teamwork feats. None of them look very good to me.


Dot


RedDogMT wrote:
Guys, my point on that is that there is only one window to view. If you set the Initiative panel to float...

You can have a floating initiative window and a GM facing initiative window on at the same time. You activate the floating window by hitting the down arrow beside "Combat Manager" at the top of the GM window and selecting the "Show Initiative Window" option.


HangarFlying wrote:

Quick question about the Skull Ripper and the order of operation with grapples and the behead ability.

So:

Round 1) Hit with claw, do claw damage, make grapple check, success, do constrict damage.

Round 2) Maintain grapple as a standard action, success, apply pinned condition, do constrict damage and claw damage.

Round 3) Maintain grapple as a standard action, success, continue pin, do constrict and claw damage, do behead special ability.

Does this sound right?

You do not apply the claw damage on rounds where you apply the pinned condition. You have to choose between applying the pin or doing damage (or moving, but the Skull Ripper would be going for a pin).


From CRB: "Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee."

So a dagger is a melee weapon when making melee attacks, and a ranged weapon when thrown.

Point Blank Shot only works with ranged weapons so does not apply when used as a melee weapon.

Rapid Shot requires a full attack action with a ranged weapon, so using it as a melee weapon for the first iterative eliminates use of Rapid Shot.

Startoss Style could be better written as RAW it could be interpreted to apply to a weapon in the thrown weapon group used as a melee weapon.


Does a familiar count against the number of "willing Medium or smaller creatures" that can be teleported or are they considered part of the caster's gear?


Also: "Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB"


Dotting.


Summon Monster says the summoned creature "appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability."

Does this mean the monster automatically knows who your opponents are?


Garbage-Tier Waifu wrote:
If your DM allows Advanced Weapon Training (it's stuff from a companion book but it is the saving grave of fighters), get Armed Bravery to add Bravery to all Will saves at 5th through the Advanced Weapon Training feat.

You can't replace Weapon Training 1 with Advanced Weapon Training, it only becomes available at lvl 9 to replace Weapon Training 2.


It would make more sense as a personal divination spell allowing you to detect a creature's weaknesses as if they were your favoured enemy.


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drumlord wrote:


- It doesn't work on Taiga giants (though this could easily be considered more of a problem with Taiga giants having enchantment immunity)

Per the CRB: "All enchantments are mind-affecting spells".

Therefore all creatures immune to mind-affecting effects (e.g. constructs, plants, undead,vermin, etc) should be immune to Instant Enemy.


Can you cast it in a 5 ft wide hallway? Would it extend up one wall 5 ft?

The spell description just says "solid surface", nothing to indicate that has be on the same plane.

(This question is prompted by the current Create Pit thread.)


I had misread the rule to read that all NPC's did not receive max HP at first level, not NPC class levels only. I'm good now!

Strife2002 wrote:
ckdragons wrote:
Bacondale wrote:

Should Kaven Windstrike's HP's be 45 instead of 49?

2d10 = 11
5d8 = 22
CON = 7
FCB = 5

Total = 45

Max hit points at 1st level, which technically would be his Rogue level to make the math correct.

2d10 = 11
5d8 = 8 + 18 = 26
Con = 7
FCB = 5

Total = 49

In case you're unfamiliar with this rule, it's described in the first chapter of the Core Rulebook under Common Terms.

CRB wrote:
Hit Points (hp): Hit points are an abstraction signifying how robust and healthy a creature is at the current moment. To determine a creature's hit points, roll the dice indicated by its Hit Dice. A creature gains maximum hit points if its first Hit Die roll is for a character class level. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally. Wounds subtract hit points, while healing (both natural and magical) restores hit points. Some abilities and spells grant temporary hit points that disappear after a specific duration. When a creature's hit points drop below 0, it becomes unconscious. When a creature's hit points reach a negative total equal to its Constitution score, it dies.
So characters with only NPC class levels don't get this benefit.


Should Kaven Windstrike's HP's be 45 instead of 49?

2d10 = 11
5d8 = 22
CON = 7
FCB = 5

Total = 45


0o0o0 O 0o0o0 wrote:
Witch should be banned because the entire point of the class is save or suck.

Not sure if I'd go so far as to ban the Witch, but the Slumber hex has made short work out of quite a few encounters.


Claxon wrote:
Kileanna wrote:
I really like hex vulnerability because it has many uses on allies. I have the healing hex and I always use hex vulnerability on my allies so I am able to spam healing on them out of combat. It wasn't easy to convince them that they will be ok if they'd let me cast a necromantic curse on them but it was worth it.
I'm pretty sure there is an FAQ that says that doesn't work. Let me see if I can find it real quick.

The spell description says it's limited to harmful hexes.


PossibleCabbage wrote:
Firebug wrote:
Real physics goes out the window when magic is involved.

I disagree, magic introduces new forces, but doesn't change how the world reacts to them. Magic lets you push the guy standing 100 feet away from you, that you wouldn't already be able to do without magic, and ignores Newton's third law as there are no forces acting on the wizard who does the push, but the person being pushed still reacts precisely the same way they would had they been subject to the same force via non-magical means.

Magic introduces new physics, it does not change how the old ones work in the absence of magical intervention.

You're right! I don't think I've actually encountered this spell since 2e when it was an infinite column of reverse gravity.

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