|
Gilfalas's page
2,448 posts. No reviews. No lists. 1 wishlist.
|
Astral Wanderer wrote: If a creature is being kept pinned in a grapple, or tied with ropes or chains, and uses a change shape ability or a spell or spell-like ability to polymorph into something larger, how would you rule it?
The Polymorph subschool description in the CRB doesn't mention anything about that.
Unless there are some other relevant rules somewhere, I'd say the ability/spell simply fails; lacking necessary free space, the effect is cancelled to prevent the creature from suffering damage from whatever is squeezing it. In case the creature was going to turn smaller, it'd work because there is no intrinsic potential harm in doing so.
There's plenty of threads about the other case, the creature getting smaller, but I couldn't find any about larger.
Some argued about the ropes or chain being considered the creature's gear because they're being worn, but like others in those same threads pointed out, it's quite a huge stretch and it would lead to all kinds of issues.
In the case of being grappled, someone noted there's no rule about size change breaking a grapple, and by extension a pin, and I'd couple that with the effect just failing as mentioned above.
Does anyone remember some other rule that would be relevant?
In our games we treat non magical restraints the exact same as anything else worn by the creature shapechanging. If there clothing or gear can be subsumed into their new form then so can the restraints.
Magical restraints we treat as immutable and can block the change based on the spell save or item level but those are obviously home rules.
3 people marked this as a favorite.
|
Human Bard. I would be a philanthropic Rock god who could heal the sick and injured.
I would have my name changed to Buckaroo Banzai.
If your GM allows 3.x Material there is a Prestige Class in Complete Champion called Sanctified One which could probably be adapted to PF. One of the deity options allows you access to:
"Holy Fire (Su): Whenever you cast a spell with the fire subtype, you can choose to change all the fire damage it deals into raw divine damage that is treated as good-aligned for the purpose of overcoming damage reduction. This choice must be made at the time of casting."
FraVit wrote: But If you have the GM's fiat then custumize all you want :) I sorta do but I also want what I come up with to be close to reasonable, hence why I sought more input from better minds here on the boards.
I am looking to keep in the Bloodrager as a base framework. In addition to getting more Bloodrage and Bloodline powers, with the spell base swap I would be able to cast my (now Paladin) spells while bloodraging, which I would not be able to do as a Paladin who dips bloodrager/barbarian. It also allows me to be Lawful Good and still rage since bloodragers have no alignment restrictions.
Swapping out Blood Sanctuary for Detect Evil as MrCharisma suggested sounds real good. One mostly useless abiliity for one slightly useful one seems even.
My GM is good on losing Uncanny and Improved Uncanny straight up for LoH so that seems cool as well.
I am still open to other idea's at this point though so keep them coming if you feel inspired.
I should note I am NOT looking for Smite or to use VMC. Smite seems overkill and VMC comes online too late for my personal taste.
Yeah I know horrible title.
I have this idea for a Paladin like character who is fueled by 'Righteous Fury' in combat, basically a rage mechanic.
So I was thinking of doing a Celestial Bloodline Bloodrager but with some class changes to sort of make it a little more paladin like.
I am working with my GM who is allowing me some design latitude in this characters class so I was looking for help and advice from the board on what would be balanced.
The basic idea is to swap the Bloodrager spell list for the Paladin spell list but then I hit a brick wall. I would like to swap out some of the Bloodrager class abilities that would not be needed given the new focus but am unsure what would be balanced.
Honestly I am only really looking to trade out Blood Sanctuary for something from the Paladin since the new spell focus will not be on AOE's but I am not sure what would be a good fit.
Though on second thought perhaps swapping out DR for Lay Hands? If that would be an even exchange?
Open to any suggestions from the masses overall though.
Thank you all in advance for taking the time to read this and any responses.
TRDG wrote: If true then I am betting Spelljammer, BUMMER OWLCAT abandoning Paizo for them if it turns out that way
Tom
Turns out it is Warhammer 40K: Rogue Trader CRPG.
I was REALLY hoping for a Starfinder CRPG though. :-(
Title says it all. Thank you all in advance for any help.
Senko wrote: I was thinking about this recently. You are playing a 17th level character (your choice of class) and a powerful mythic figure like Baba Yaga say's they will grant you one boon within reason in return for your characters aid (already given this is a reward). What would you ask for? Greater Teleport at will as a Supernatural Ability.
Yqatuba wrote: They do whatever the summoner says, so could they just say "work for this guy for a week" or something? Eidolons are smart enough to follow complex instructions so I would assume having the eidolon work for someone else is possible, but there would be differences.
For one the eidolon, as far as I can determine, has free will and while it obeys it's master there is no such magical bond with someone they are 'assigned' to so that may be a factor.
Also the eidolon does not exist when the summoner is asleep or unconscious so they would not be around for 'a week'. They would need to be re-acquired from the summoner on a a daily basis at best.
And of course whoever the Summoner assigns the service of their eidolon to would enjoy none of the class benefits the Summoner does with the eidolon.
lightsenshi6 wrote: I'm reworking some of the material in my Homebrew Campaign, and I'm trying to figure out the actual cost of an infinite use Cure Light Wounds item... Would it not be simpler to have the party return to max HP after every battle? That is what your effectively giving them with an unlimited wand of curing.
DRD1812 wrote: What is the most extravagant, expensive, and not-very-useful-in-combat purchase you've character has ever made? Was it a permanent spell effect? Funding for a new orphanage? A partial stake in a small business?
(Comic for illustrative purposes.)
My current warpriest just mortgaged himself to the tune of 200,000 gold for a half ownership of land and bar from our campaigns king of the elves (home brew setting) so that he would be a landowner in the empire.
Owning land is one of the requirements of joining the empires 'House of Lords' which is sort of a martial organization that also has pull with the government but is mostly independent.
I also had a previous cleric fund the building of a cathedral to the tune of 250,000 gold to their deity in a newly discovered land so as to spread their religion.
Yes our GM gives us far, far, far too much loot. But they also tend to rob us semi regularly as well.
71. The most delicious flavor of all: Halfling
2 people marked this as a favorite.
|
Senko wrote: Not that pricey if you look at it that way . . .
Gateway of the Stars
Allows travel to other planets but no protection for the conditions there.
Cost: 360,000 gold (9th level spell x 20th level caster x 2,000 gold)
If 180,000 GP is not pricey in your games I am intrigued to see what IS pricey in your game. ;)
1 person marked this as a favorite.
|
Senko wrote: I was looking at telportation circle and it saying it functioned as greater teleport got me thinking what would you use to set up a permanent means of people travelling between two planets? Would it not be a custom magic item based on the Interplanetary Teleport Spell?
Is that not how the Elven Gates were made in Golarions history?
Even if that is not how they were made that seems the way to go. Use activated/unlimited use. (gonna be crazy pricey but then it should be)
AmpuleGado wrote: On page 550, table 15-29. There is a chart for estimating the values in gold pieces.
On the "Special" section there is an entry for boots of teleportation.
It says "Divide by (5 divided by charges per day)".
What does that mean?
The boots of teleportation are CL 9th and has 3 uses/day.
charges/Spell trigger items cost Spell level x CL x 750. so that would make it cost 33,750 gp.
But the boots cost 49,000 gp, that's a 15,250 gp difference. Where does the 49,000gp come from?
Charged items are specifically wands or items that once their charges are used up are rendered non magical.
Uses per day use a different cost formula., in this case Boots of Teleportation are command word activated with 3 uses per day (not charges).
So the cost would be (Spell level x caster level x 1,800 gp) /(5/3) which becomes:
(5x9x1800)/1.66= 48,619 which was rounded up to 49,00 GP
2 people marked this as a favorite.
|
Mightypion wrote: I would say strike true is when an enemy just needs one more hit, you hit it on a 15 on your primary, and trying to hit once on 11 is better then trying to hit on 15 and 20.
Could possibly be worth it, but how often do you know it is one more hit?
Seems like strike true would pair well with Vital Strike on Warpriests wouldn't it? Or am I missing something?
1 person marked this as a favorite.
|
Gaulin wrote: Aaron shanks said that it's fake on a Reddit thread. People under legally binding NDA's would have to say that wouldn't they?
;)
Acmegamer wrote: Just ran into the same issue as Phodra. seems Gilfalas has decided to no longer share his form fillable character sheet any longer? It seems google changed some authorization values on those sheets. I am not sure how or why it happened but someone recently brought it to my attention and I am updating the links now.
Try them again and if you still get authorization notices please let me know with a message here on Paizo.
Click on my name and use the links in my profile for the updated links.
5 people marked this as a favorite.
|
VoodistMonk wrote: Paladins are story pieces, they are SUPPOSED to be the stereotypical difficult to work with super strict sheriff @$$hole do-right.
Absolutely nothing about the Paladin class is essential for me to play an adept warrior zealot character. Nothing. I can achieve those concepts using NPC classes, if I desire.
And here is where we VASTLY disagree. Sure Paladins CAN be the 'difficult to work with super strict sheriff @$$hole do-right' but that just means that player has bought into the lawful stupid hype and has not actually given any creative thought into playing a Paladin.
All you really need to do to play a paladin is have honor, not be a dick, and try your best to do the right thing as often as possible.
If the party is constantly butting heads with that then maybe the party is full of the stereotypical murder hobos that so darken our hobby.
There are myriad ways to play a Paladin without being inflexible, super strict or a jerk if you just try. Also assuming the rest of the party is not full or selfish, childish, contrarian players/characters.
4 people marked this as a favorite.
|
VoodistMonk wrote: Mark Hoover 330 wrote: Why play a paladin? I wouldn't. Lol.
I can make a holy warrior concept character without all the baggage, so why bother with all the baggage of being a Paladin?
One thing we can all probably agree on, though... it is NOT a Paladin's spellcasting prowess that may draw one to that abomidable class. Because the baggage could be fun to RP and as a play challenge to some people.
I read so much anti paladin rhetoric on these boards in some posts and it makes me think that a lot of people have no idea how to properly play one or deal with one. In my own experience over 35 years of gaming is that Paladins are nowhere nears as broken or onerous to play/play with as the boards make it seem.
1 person marked this as a favorite.
|
IMO if your not playing a 4 level casting class because the casting power is not powerful enough then I think you may have missed the entire purpose of what the spells are supposed to be doing with those classes.
Paladins, Rangers etc are classes that are (in my personal play experience) pretty good as they are and have some minor spell powers to put them a little bit better. But I don't play with power gaming optimisers (they have me for that) so for the most part average power works just fine in our games.
Obviously this varies heavily from group to group. But if your playing a paladin in a campaign with lots of undead, dragons and evil outsiders, you will definiltey not be lacking in firepower.
Since I believe RAW is not 100% clear on this I will tell you how our table plays it when it came up.
Bags of holding, handy haversacks, etc are normally 'closed' when not being interacted with physically, like putting things in and taking things out by hand. When they are 'closed' the extra dimensional spaces are sealed off from this plane and not accessible. If the bags are 'open' then the extra dimensional spaces have a conduit to our dimension (which is why you can put things in and take them out) and then you could 'call' stiff from the spaces since there is a line of effect so to speak.
Generally it is assumed at our table that things are 'closed' as a rule. Handy Haversacks are a notable exception since they are often used for accessing combat usable 'things' by our group.
Hope this helps.
Crashdown wrote: Because Diablo 2 Resurrected drops this month I wanted to create one of my favorite characters in Pathfinder. What do you guys and gals think would be the best class/builds?
I was thinking about just going straight Paladin but I'm also still learning the game so maybe we can come up with something cool in terms of multiclassing and races.
Thanks!
I assume you mean a Tyrael inspired character as Tyrael, before he falls, is way too powerful an archangel to be replicated as a PC.
Going with Angelkin Assimar is probably good. If you really want to stress the angelic nature of the character you can use the racial feats others have suggested already.
As for class I would recommend the Warpriest instead of the Paladin. If you go Champion of the Faith instead of vanilla Warpriest you get smite evil at the cost of your AOE channel (which frankly is a great tradeoff) and get a much higher ability to buff yourself and more clerical spell power.
You can uses your classes bonus Combat Feats on the Vital Strike line with power attack and furious focus and you can stay VERY good in melee until you can get your second attacks.
Check out any of the Warpriest guides for the Vital Strike build.
Wear long sleeves and gloves so they don't know your arms are metal?
St0nemender wrote: During an encounter, the Paladin was killed and his soul subsequently transferred into a clone of a runelord. That alone would have me thinking this is not the Paladin any more.
1 person marked this as a favorite.
|
You could use the old 'ancient transport system rediscovered' excuse.
The city square has always had a'rune circle' in it that the town was originally built around in old times but it was eventually obscured by dirt and traffic and such and forgotten about by the townspeople.
The rune circle is part of an ancient travel network of a lost empire, most of them having been covered or destroyed in the ages since. Your bad guy has discovered a second portal and the information required to open a connection between the two, but not the location of any more gates yet (perhaps there is such in the town which he is trying to steal?).
To activate the gates requires you to know and think of the 2 gates 'mystic numbers' and cast a conjuration spell into one of them to activate the connection. The level of the spell used x 10 minutes is how long the connection stays open before collapsing.
The connection however is 2 way. I would suggest the ogre's gate be near but not IN the ogre's stronghold.
Valandil Ancalime wrote: "Identify a spell effect that is in place" is a 20+spell level Know(arcana) check. The question is, is an instantaneous spell a "spell effect that is in place"? I would say no. You MIGHT be able to reason out the after affects of such spells (like scorch marks in the area from a fireball or that fact that a previously wounded creature was no longer wounded mere minutes later) but the nature of instantaneous magic effects is they happen and are instantly done.
There is no spell in place. The spell has happened and ended. There are only the after effects the spell caused.
Active spells like Invisibility Purge, Protection spells, or some of the wall spells would be applicable examples of spells for this function of Knowledge Arcana.
Faolán Maiali the Azure Abjurer wrote: So a friend is GMing a game where players can make their own races and gives all the players 40 RP to make their character. However, I expressed a desire to not play such a race and possibly have an alternative boon(s) if I were to play a race with RP more in line with the standard races (10 RP).
What would you suggest to this GM for such alternate ideas?
Perhaps if you told us more about your homebrew race and it's concepts folks could make better suggestions?
Thank you both for your responses. Bjørn Røyrvik I am thinking that is the item we were looking for!
So ages ago our GM gave out a magic belt pouch that was essentially a belt pouch sized BoH type affair but if someone tried to steal it or pick pocket you out of it it would start screaming. She has a habit of giving out items from 3.x and Pathfinder 1e but our group cannot seem to find this item.
Does anyone know what the exact name and/or game edition this item was in? Our group spent a lot/stupid of time trying to find it and no one could. All we came up with was the Stone of Alarm but we are all sure this was a belt pouch and not a stone.
Any help would be appreciated from the brain trust. Thank you for your consideration.
1 person marked this as a favorite.
|
Off the top of my head I would observe that it says you must have ONE hand free to make and fire a soul arrow. NOT that you can make and fire a soul arrow per free hand. Otherwise normal 2 handed creatures would get twice as many attacks as they list them getting.
Also nowhere does it state that you can use MORE than one hand to fire more soul arrows per round.
So I think your attacks calculations are way off. Multiweapon fighting does not even enter into it as they are not even wielding any actual weapons.
Belafon wrote: While I think Gilfalas’s response is overly confrontational, the answer is that it is the minimum caster level unless the GM decides otherwise. In hindsight, after rereading my response, you are correct. I apologize for my overly harsh tone.
Not sure what was going on with me that day but it is no excuse.
yukongil wrote: Acute Senses (this one I highly recommend, it's about the only thing that will let you see the sneakiest of rogues)
Echolocation
Clairvoyance
Scrying
Darkvision
True Seeing
See Invisibility
if you go MCU version
Teleport for the bifrost
That is a great list. I am gonna see if, instead of Teleport, she will allow me to alter Word of Recall to return to or send from a Temple of Heimdall and call it 'Walking the Bifrost'.
She's let him have perception as a class skill as well so with his ioun stone and Eyes of the eagle he already has a massive +23 perception bonus at level 7.
My GM is letting me look over NON cleric spells for anything that might be appropriate suggestions to add to the spell list for my Warpriest of Heimdall.
So far he has been focusing highly on the whole 'nothing escapes the senses of Heimdall' and eternal vigilance apsects of his service as he guards the rest of the party on their missions. He explains his Greater Weapon of the Chosen effects as Heimdall granting him visions of the immediate future in battle for example.
So far she has let me have access to 'Keep Watch', so he basically almost never sleeps and is on guard every night (he takes one night per 9 days of rest to honor Odin).
I am looking for suggestions for sight/hearing/perception oriented spells that would be appropriate in this concept.
Thank you all in advance for any suggestions or idea's you can supply. :D
TheApapalypse wrote: Player asked what caster level it was created at and assumed that if it isn't specified there is no reason not to say the highest and so use 3 rays per charge....
Acceptable?
Since this is in the Rules forum the answer is no, it is not acceptable. It is cheating.
ALL wands are specified as minimum level unless OTHERWISE stated.
The rule is unless you tell them when they get it that it is a higher level and have paid for that in the loot adjustment accordingly, then the wand is at minimum caster level.
Your players assumption is dead wrong. The base rules cover exactly this issue.
avr wrote: This is the original ring of continuation IIRC. The nerfed version is still priced at 56K, and while I'm not familiar with the details I expect the nerfing was due to abuse of some kind. Think I will just go with the Ring of Continuation. As has been shown in this thread my original idea was not balanced.
Thank you everyone for all the good advice!
Ryze Kuja wrote: Level 9 spell Time Stop lasting 24 hours would be a little broken. Excellent point. That's why I posted. To catch the things I missed in the concept.
JoeElf wrote: Can I use a Rod of Reach with the Cleric domain abilities if the ability is labelled as Sp for Spell-like? Can the Cast Defensively option be used with the Cleric domain abilities if the ability is labelled as Sp for Spell-like?
My assumption is yes to both, since the detriment to the ability being Spell-Like is that it otherwise provokes.
My understanding is that metamagic rods only work with actual spells, not with SLA's.
1 person marked this as a favorite.
|
Here is my suggestion:
Check the characters and see who has the most attribute points in total on their character. Allow the other players to add points to their stats until they have the same total on their characters. That way everyone has equal stat potentials (for the most part) and no one is behind others in the group.
Then just set the XP for all characters equal to the XP of the character with the most XP. The policy of penalizing people for not being able to make games is TERRIBLE. Stop doing it.
Having everyone have the same XP means less book keeping and less stress for EVERYONE. The problem your asking for help on is one of your own making, so get rid of the policy. Our group used to do this 20 years agao and got rid of it since real life needs to be dealt with and that sometimes means a PLAYER missing a game. But the CHARACTER is still there and would still be learning in the setting from actions.
Gingerino wrote: Brawler Constructed pugilist (Vicious Blades)
Human
Class pre-chosen feat*
1 Brawler (Improved Unarmed Strike*)(Weapon Finesse)(Weapon Focus)
2 Brawler (Slashing Grace)(Two-Weapon Fighting*)
3 Brawler (Two-Weapon Grace)
Would not this line from Slashing Grace preclude getting Dex to Damage while TWF, since it appears your making a TWF build?
"You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied."
Sandslice wrote: So... a different question.
Is there support for the idea that a person retains accumulated nonlethal damage while he's dead? I can't find anything. Conditions do unless the condition or revival method says otherwise; but nonlethal damage is not a condition.
Nothing says it should not. Nonlethal damage is damage. Just like lethal damage. It stays just like lethal damage would. I see no wording that says otherwise.
The idea for this ring is that you can cast any self only spell on yourself that has a duration of 3 rounds or more and then the ring will sustain the spell for 24 hours, effectively making the spells duration 24 hours rather than it's normal duration. The ring can only sustain one spell and can only be used once per day.
I am looking for feedback on possible abuses of such a ring to see if it is a straight up bad idea and for pricing on it should it not be a bad idea.
Thank you in advance for any help and input.
2 people marked this as a favorite.
|
Our GM's world does not have 20th century morality for the most part so 'gentling' fallen enemies into the afterlife is common on a battlefield.
If your good aligned and an enemy surrenders that is a whole different thing, depending on the honor of your character.
But a foe who fought till you were forced to put him down on the ground but is not quite dead yet? Let him bleed out or put a blade to him to 'stop his pain' is perfectly acceptable in a medieval world with as much clash of arms as most fantasy settings have.
Least that is how we run it.
3 people marked this as a favorite.
|
Is a die being rolled? Yes? Good and bad luck is already being simulated.
Not sure why the Nazghul would have darkvision or low light vision. Their vision was actually terrible unless you could be seen in the spirit world. Their noses on the other hand were extremely sensitive. They should have the sent ability.
And I am not following the reasoning as to why they are native outsiders instead of undead?
Runrafter wrote: This feat is triggered if an adjacent foe moves away.
Is moving into cover considered "away"?
Thanks
IMO any 5 foot step that moves an adjacent creature to where it is no longer adjacent is 'away'.
So you could 5 foot step next to a creature your already adjacent to, to move into a flanking position for example.
But if your next to a creature and 5 foot step to any square where your no longer adjacent then your stepping 'away'. I don't see why cover has any impact on this.
Shouldn't the touch AC be higher? The only thing Touch AC does not count is AC, Shield and NA bonuses, correct?
Could always stick a sleepy little village on the coast south of Magnamar and call it Innsmouth.
1 person marked this as a favorite.
|
Minigiant wrote: I was very excited to play a Green Faith Cleric until I was told that Clerics cannot worship that faith
But why doesn't the Green Faith have Clerics?
I assume it was because the writer's thought it would be an interesting limitation and expansion on the nature based faith concept for the setting.
Too many people miss the fact that limitations are just as important as abilities when making up interesting settings.
And yes I know rule 0 exists, I am not saying it doesn't.
Name Violation wrote: i may be doing math wrong?
speed 4
i guess you can only gmw it up to a +2
Speed is only +3 so you were right the first time. You could GMW that weapon to +3 for a total of 10 '+'s.
Weapon abilities expressed in '+'s do not actually count as enhancement bonuses for considering a weapons '+' to hit and damage. That is why GMW can increase the enhancement bonus on the example weapon as it only considers enhancement bonuses to hit and damage.
|