Jack in the Box

Besengo's page

11 posts. No reviews. 1 list. No wishlists.


RSS


Ohhh your last answer showed up after I clicked "send reply"!!!
Wow, if that's how it works then the problem is solved!
I still want to hear more opinions on the topic, though.


Cavall wrote:
Additionally you could get it to do multiple tricks in a turn as you can do so as a free action, just limited by its own ability to do so. For example only so many immediate actions a turn.

Thanks for answering, not the situation is a bit clearer to me.

Can I ask you a couple more?

Ex.

"Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds."

But, when it's my (huntsmaster) turn, I can only say either "Attack" or "Rattling Strike", because I can't order the companion to do two tricks (right?) ... so, is this one of the tricks I can't teach to the companion?


RickDias wrote:
Sorry, to be more clear, apparently deity-worship is required in PFS play which is primarily my concern.

Oh, I know literally nothing about PFS, so I'll step back and let answer people who know about the topic. Sorry I could not help :(


Hi people

I was reading the Sacred Huntsmaster (Inquisitor archetype) and I really liked it, but I don't get the mechanics of the Skirmisher tricks when applied to the Animal Companion

Quote:


At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the hunter class feature of the same name, using her inquisitor level as her hunter level.

So, you click on hunter, and you get this

Quote:
[...]A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.

At this point, you go check the skirmisher tricks:there are many.

But the mechanics are not clear to me.
For instance

Quote:
Second Chance Strike (Ex): When he misses with a melee attack, the Ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.

How does it work? I mean

My turn: "Animal companion, attack" (let's say it's a bonus trick, so I don't need to roll handle animal)
*various other creatures' turns"
Animal companion: attacks and misses

...So? How does it work? Can I tell the companion "do second chance strike" as an immediate action? Doesn't make sense to me.
Besides, it's obvious that my first order could not have been "Second chance strike"...and it's also obvious that I cannot give two commands in the same turn.
This is just an example, but there are many more skirmisher tricks of which I don't understand the mechanics (applied at sacred huntmaster's animal companion - otherwise they're quite straightforward)

Hope I explained myself clearly, if not just ask :)
Thanks to all who are willing to help!


RickDias wrote:

I'm wondering if there's anything in the rules that touches on this... with the Emissary Familiar option, it's indicated that your character's worshiped deity sends the Familiar.

However, as near as I can tell by RAW a non-Improved Familiar is Align Neutral (just N). This seems odd. Is there anything out there that would make such 'divinely-sent Familiars' align the same as the issuing deity, or is this in fact an odd issue in the rules?

This is not what I read: the archetype says that some divinity sent the familiar, but since it's not mandatory to worship a deity (not even for clerics), that means that it's not necessarily "your god" the one who sent the familiar.

This is my opinion, I might be wrong, of course

P.s. love that archetype :)


Thanks for your reply, KingOfAnything. You made the exact same grammatical considerations that I made on another facebook forum. But on fb people keep telling me that my grammar is incorrect.

I think I'll wait one or two more opinions, then I'll consider this issue solved.

Just in case: I'm not English mother tongue, so I could be missing some subtle meaning in the trait description.
Are you a native English speaker?
And what about QuidEst?


Thanks for your reply, QuidEst. (Is there a like function or smth?)
I'll wait some more answers, though.


Perfectionist's Brew
You know that potion recipes should be followed with exact precision.

Benefits: You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.

Hello mates, I'm not sure about this trait. How am I supposed to treat it?
Is it a flat +2 on alchemy AND a +2 on spellcraft to make potions

OR

is it a +2 on (alchemy and spellcraft) to make potions?

The "all" before craft alchemy confuses me.

Sorry if you consider it a silly question, to me it's not
Thank you anyway :)


Dastis wrote:

Math is techically right. I agree with VRMH that it is basically slotless and deserves a 50% modifier. Though it sounds as though it will just be sold so just price it as loot for beating the sheriff.

I am curious why you chose to make that item. The save would be very low meaning it will probably not affect anyone but a lv 1 commoner with any consistency. For keeping people in line a +10 intimidate bonus is probably better and might even be used by the players as a nifty little item. Might add a gate of only people who have intentionally broken the law within X days are affected. Just an idea. I can certainly see the appeal of him yelling HALT!

Hi Dastis, thanks for your reply.

I was shocked to learn that the DC is THAT low, but I can't help about that, so be it.

Actually this sheriff is not an enemy, he will be an authority in the kingdom creation (kingmaker campaign). Furthermore, I didn't cap his Intimidate, thinking something like "Well, a sheriff does not need to intimidate, he is the law, the law itself will intimidate people" but I was wholly wrong.

There are a couples of things I didn't understand

"...deserves a 50% modifier"
What modifier?

"Might add a gate of only people who have intentionally broken the law within X days are affected"
Nice idea, but that would increase the price, right?


Hi VRMH, thanks for your reply

This item is actually not meant for my players, one is a ronin (no masters no slaves), one is a former enslaved wyrwood (hates orders, giving and receiving, one is a brawler (no commands, just fists), one i s a summoner (my eidolon is hungry)

Since the Dwarf Gunslinger is a NPC, I wanted to respect the "NPC equip value based on lvl" rules


1 person marked this as a favorite.

Hi people, I just registered on this awesome forum.

I need an advice about magic item creation

I want to create a Sheriff Star, neck slot, (Command 3/day) for a Dwarf Gunslinger NPC
What is the cost? I think that I should look on this table

https://paizo.com/pathfinderRPG/prd/coreRulebook/magicItems/magicItemCreati on.html

Command word Spell level × caster level × 1,800 gp

Charges per day Divide by (5 divided by charges per day)

So it would be

1*1*1800=1800

1800/(5/3)= 1080 gold pieces

Is that right?

Thanks everybody :)