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Brett Gillespie wrote:
One of the risks of going with amazon on new releases. They are pretty notorious for this sort of thing. For things that have been around a while amazon is usually a great option, but for new books, movies, video games, it normally isn't worth it.
I'm making a Witch, who will be Chaotic Good. Now the way I envision the character is one who seeks to right the wrongs he perceives, without regard for any rule or authority anyone might claim for themselves to that end. I see this character as taking out his own view of justice, karma, or the like, on those he believes are guilty. Say a murderer gets off easy, or is released on a technicality. He has no problem killing them, or doing things that don't lead to their death directly, if he thinks they deserve it. To him, the ends do justify the means. If it will ultimately bring about better He does help people and takes on causes, but a large part of his alignment is made up of pursuing retribution on those who cause the wrongs. He doesn't trust easily, and the benefit of the doubt is given sparingly until they prove themselves one way or the other. He has the best intentions. He wants to make the world better by sticking it to those who make it worse (in his mind, they don't deserve kindness, benevolence, or mercy)..whether they're corrupt, or they are murderers. When he takes action to stick it to them, he feels no remorse or pity if they've earned it, in his opinion. So would you say he's Chaotic Good? He's comfortable with morally gray, but in a sense twists it to his own point of view. I suppose I'm trying to justify the behavior and stick to CG. :P
Is it possible to take a green hag as a cohort with leadership, so that me and another player can join a hags coven, if we both have the coven hex? Also, if it were possible to take that green hag as a cohort, what suggestions might you be able to offer as to how we get that hag to not be so evil all the time? The first thought that comes to mind is an atonement spell. how can we get the hag to accept it? since both me and another player are 9th level witches, and the hag is CR 5, maybe..maybe she challenged us to some sort of display of skill/prowess, and became so impressed as to accept atonement so we could become a coven? lol. i'm not sure. but it would be really cool. thoughts?
Me and a friend are considering playing twin witches in a pathfinder game another friend runs. If we both used the Evil Eye Hex on the same target, both targeting AC, would it stack? -2 from each of us. and eventually, -4 from each of us. the source of the evil eye is from two separate witches..so I think it might stack, but am unsure. regardless, we could just evil eye for two different penalties, if it won't stack. like ac and to hit. What do you guys think?
I was just reading over the rules for monsters and natural attacks. In the Bestiary on page 302, it says, The Bestiary wrote:
Also at the end of the overview of natural weapons rules, it gives an example of the part I bolded above, of a creature with only one type of attack (primary), but multiple attacks per round. Format: bite +5 (1d6+1), 2 claws +5 (1d4+2) right?
Hey guys. I've been working on a writeup for a Prestige Class that combines elements of a bounty hunter with an assassin. I used some ideas from the other thread about the assassin prc, so thanks to anyone who posted there. :D a note: while the whole assassin's talents thing was really cool, i decided to just give him the abilities i wanted for this particular variant of the PrC. one of the primary themes of this class is essentially that he is a hunter, whether capture or kill, that is difficult to dissuade once he is on the trail. even magical means to locate, or subvert his will becomes very difficult. Prestige Class: Shade
Requirements:
Medium BAB, Pretty Good Saves (Reflex is 1-5, Will and Fort 1-4) 1st Level: Deadly Focus, Alter Form, Sneak Attack +1d6
Deadly Focus (EX)– After studying a creature for one full round, the Shade gains a bonus equal to half his Shade level (round up) to attack and damage rolls, as well as armor class versus the target of his focus only. This ability can be used a number of times per day equal to 1 plus the Shade's intelligence modifier, and one such use lasts an entire encounter. At 5th level, the number of uses per day becomes 2+INT mod, and at 10th level becomes 3+INT mod. The Deadly Focus bonus applies only as long as the target is alive (or for those that aren't exactly alive, whatever facsimile thereof is appropriate for sentience). Alter Form (SU)– This ability is the amalgam of Disguise and Alter Self. At will, as a move action, the Shade can change his appearance to the form of any small or medium Humanoid creature, although he may appear as whatever subtype he wishes. The ability itself is a polymorph transmutation, not an illusion; however, the Shade's clothing and gear do not meld into his form, but they do re-size accordingly. If the Shade wishes to become a specific person, he must spend at least a minute studying them prior to his change, and then need only take a full round action to recall their specific form later. Unlike disguise self, this ability provides complete sensory properties appropriate to the form taken, and Bluff checks while the Shade is in an alternate form gain a bonus equal to the Shade's level. Sneak Attack (EX) – This ability functions as the Rogue ability of the same name, and it stacks with it accordingly. Wall Crawl (SU) – The Shade gains the ability to move along walls or vertical surfaces, similar to Spider Climb, at will. Hide In Plain Sight (EX) – This functions as the ability of the same name. Spawn Darkness (SU) - The Shade can spawn tangible darkness from a designated point out to a maximum radius of sixty feet. Accordingly, the Shade can also lower the light level within the area by up to three steps. Within this area of darkness, sound may enter, but cannot escape. If the darkness is targeted at an individual, it moves with them, however the highest radius that can be created is halved; otherwise, the darkness is stationary. The Shade also gains Darkvision 60ft, that can penetrate supernatural darkness. If the darkness comes into conflict with magical light, the Shade must make a caster level check to overcome it. The DC for this caster level check is equal to the caster level (or equivalent thereof) of the creature who originally placed the light effect. The Shade's caster level for this purpose is his Shade level plus his intelligence modifier. Resist Divination (SU) – Whenever the Shade is the target of a divination effect (spell, etc...), he makes an immediate Will save (adding his Assassin level as a competence bonus) versus the DC of the spell. A successful save means that the spell fails entirely, and returns no information to the caster. On a successful save, the Shade is also made aware of the failed attempt, and knows instinctively from whom it came (ie. recognizes the caster on sight). On a failed save, the Shade makes whatever saving throw is normally required by the spell or ability in question. Greater Sneak Attack (EX) – The Shade has become so precise with his sneak attacks, that the his sneak attack die type goes up to d8s. Resist Enchantment (SU) – This ability is otherwise identical to Resist Divination, except that it now applies to enchantment based effects. Manhunter (EX) - The Shade is now supremely competent in his abilities to pursue a chosen target. Against the target of his Deadly Focus, the bonus from it now applies to any skill check made with regards to the target in question, while he is in focus. This includes but isn't limited to tracking, hiding, intimidating, or any other skill rolled that relates to the person or creature he pursues. This is up to GM interpretation, as needed, but without question, the Shades's skill with regards to his focus is unparalleled. Furthermore, the Shade no longer needs line-of-sight visual contact to establish his deadly focus. The Shade must spend an half an hour (per hit die of the target) in contemplation over his desired focus, and the information he has about him. Following the meditation, he gains a vision of his target, and can thereafter make him his Deadly Focus without visual contact. The Shade may only have one such target in mind at a time. If he studies another target, and meditates accordingly, the previous one is lost and must be relearned. this is only my first draft, although i've probably revised it several times and toned it down. what do you guys think? what do you like or not like about it, or what seems too powerful? why?
Could a human with reduce person cast on it use a regular medium sized light crossbow? I'm trying to find some way to take advantage of the good benefits of Reduce Person, but not get gimped by my crossbow being one size smaller. I was thinking that if I set the crossbow down, get reduced, then pick it up again, it will remain it's original size while I'm smaller. Can you think of any complications to this idea? Besides the -2 for using an improperly sized weapon (effectively cancelled out with the +2 dex and +1 attack given by reduce person). The light crossbow entry says it can be wielded with 1 hand, but at a -2 penalty. However, as a small creature using a medium crossbow, I would definitely be using 2 hands. It'd just be one size larger. Thoughts?
Under the Magic Item Creation rules for potions, it says that The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. With regards to alchemists, lets say I'd like to brew a potion of Cure Light Wounds, which is one of my formulae. To make the potion do I need to prepare Cure Light Wounds as one of my extracts, which is then used for the potion? Or, like the sorcerer and bard, do I simply have to know the spell? In my understanding, the Alchemist is somewhere in between Wizard and Sorcerer (for spell preparation) because they must mix their extracts before-hand, but aren't required to do so after rest or first thing in the morning. any ideas? thanks :)
I was going to just order my copy of the Advanced Player's Guide from Amazon, but their release date is August 17th. The price on their page is about 10-14 bucks cheaper than on this site, but if I activated an ongoing subscription, would I get the APG sooner than with Amazon? I'd be willing to pay more for it on here if it meant getting it sooner than after August 20th...lol. Thanks for helping me understand. ;)
I've read around this site, and didn't find a particular post that addressed my question concerning this. When a Monk chooses to make one or more trip attempts in place of regular attacks with Flurry of Blows, what bonus does he use in the attempt? Does he roll his regular attack bonus? Or is Combat Maneuver Bonus. Assuming he rolls his regular attack bonus when subbing trips in Flurry of Blows, what effect do the Trip feats have? Do they add their bonus like normal? Say my Monk has Improved and Greater Trip, and uses Trip with his Flurry, does he get a +4 to those attack rolls because it's a trip maneuver? Thanks for your help. :) |