Hey people, I recently purchased Adventurer's Armory 2 and like many others I fell in love with the poppet.
I've got an Investigator (Psychic Detective) who's about to hit level 7 and Craft Poppet is calling out to me. The only problem is that I have no idea what I would actually use one (or a dozen) for.
So that's my problem. What do you actually use a weak, dumb, but oh so cute little poppet for?
Hello everyone, I had an to play a construct focused character.
The only problem is that it seems like until 5th level there's no real way to get any sort of constructed minion at all.
Is there any way I'm missing to get something a bit earlier?
It doesn't have to be strong or even really effective, it's just when I build a character to do something I feel pretty lame if I can't do that thing until I'm a bunch of levels in.
Thanks for any help you can provide.
Hello everybody, as I was getting stoked to get my hands on Occult Adventures next week I went looking for the playtest to start coming up with some character ideas.
However, when I went to my downloads page the download link has disappeared. And when I found a link to it on the internet it lead to a blank page on the paizo website. At first I thought they might have taken it down since the playtest is long over, but there are a number of older playtests still available to download so I'm not sure whats up.
The long and short of it is, does anyone know where I can get my hands on a copy of the playtest to tide me over for the full thing?
p.s.- I'm not sure this is the right forum for this, feel free to kick the thread over to where it belongs.
Hello forum, haven't posted on the homebrew boards for a long time but I need your help now.
I'm making a campaign setting and trying to develop a pantheon of nine gods to start out with (I'll likely add more as I develop the world). My initial inspiration for this setting was the idea of a city with six districts, each with a patron Lawful or Neutral god, the Chaos gods have a presence but no physical location to control (CG vigilantes, CN beggars, and CE murderers do not an ordered society make).
I'm pretty happy with the first eight gods but am a bit stuck on who will fill in the True Neutral slot. A nature god would fit the bill, but I already have a NG god filling that role and it's going to be at least initially an urban based campaign so two nature gods seems overkill.
What other aspects of NN could make a good god? Specifically, one that could attract a decent sized group of worshipers to run a district.
Hello all, I was looking through the android section of People of the Stars and found this alternate racial trait;
Nanite Revival: You can instinctively activate your nanites to save your life. Once per day as an immediate action, you can command your nanites to stabilize you while you are dying, even while unconscious or helpless. This does not count as a use of your nanite surge ability.
Is it just me or does this ability give you a nice bonus while taking nothing away? If it is supposed to replace something (like every other alternate racial trait) what was it supposed to replace?
Hello all, I'm going to be running Iron Gods soon for my group and I have a character who is interested in being a construct maker.
What he wants to know is if there is anything preventing him from using the "corpse" of a robot as the base of an Animated Object. Of course the robot won't keep it's special abilities or anything, he just thinks it's more cool and flavorful than using chairs and dining tables.
As the GM I'm down with the idea of this but I was wondering if there were any rules I don't know about that might conflict with this working?
Hello all, I have a player currently running a Druid in our Mummy's Mask campaign who's interested in the Green Faith Acolyte prestige class.
Most of the Green Faith Acolyte's abilities seem pretty straight forward in their use, but I'm not really seeing how their 3rd level ability Hibernate is anything but very situationally useful.
Does anyone see something I'm not in this spell? Anyone seen the ability actually be used in a game?
The text of the ability for reference:
Hey all, I've been running a group through Legacy of Fire and have come into a bit of confusion regarding my player's levels.
I was under the impression that the old APs were designed under the assumption of a leveling rate equivalent to the "fast" column of table 3-1 "Character Advancement and Level Dependent Bonuses".
The problem is now I can't remember or find where I got that information. Also, as I calculated out the party's experience gain throughout chapter 2 (to see whether I should use the set piece mini adventures from the back of the book)I realized that while they're only slightly ahead of the curve now, they would become increasingly over-leveled as the adventure continued.
On the other hand, It looks like using the "medium" column would leave them trailing behind level-wise.
Does anyone who's run through one of these 3.5 APs using updated Pathfinder rules have any advice on the subject?
P.S. It is a standard 4 player party, and my search-fu must be weak today because I could have sworn I've read something on this subject before.
Hello, I searched as best I can but couldn't find an answer to this, so here I go.
How Exactley does the sunlight bomb work?
Ultimate Magic wrote:
Sunlight Bomb (Su)*: The alchemist can throw bombs that explode with a searing radiance equivalent to that of sunlight and that act as blinding bombs. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the bomb. Undead that are harmed by sunlight and that fail their saves against the bomb are staggered for 1 round. An alchemist must be at least 10th level and must have the blinding bomb discovery before he can select this discovery.
And Blinding Bomb
Ultimate Magic wrote:
Blinding Bomb (Su)*: When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect. An alchemist must be at least 8th level before selecting this discovery.
So starting with Blinding Bomb, it is clear on a direct hit the target has to make a Fort saving throw. For creatures in the splash area, I'm not quite sure if the saving throw is Ref as per usual, or a Fort save, like a directly hit creature deals with.
For the Blinding Bomb itself, the bonus to damage seems straightforward, but the Undead's immunity to any effect that requires a for save (unless it works on objects or is harmless) brings into question whether the line about staggering them is a waste of space.
Okay, so I may be completely failing at reading the rules here, but Daze, Mass is confusing me a bit. Specifically I'm trying to figure out what limits, if any, there are to who can be dazed.
PRD says wrote:
So does the lack of any reference to HD in the Target line lift that restriction on the spell, or does it still apply, as per the body text of the original Daze spell?
Thank you very much for your help.
I was looking through the cavalier orders while making an NPC and had decided on the order of the lion, when I saw something a little strange.
Lion’s Call (Ex): At 2nd level, an order of the lion cavalier
When I was trying to find out how often he could use this ability I realized it didn't say. Does that mean it can be used as many times as he wants? Could a higher level cavalier just refresh the ability every few rounds and essentially make it a permanent bonus?
Hey guys, I'm a fairly inexperienced GM (and in fact am not sure if this is even the right board to post on) and I've been rolling around the Idea of a prehistoric setting.
Thanks for the help!