M Human Time Oracle-Seeker, Lvl 11 (Spirit Guide)
GM bigboom wrote:
Thanks. So far, we've completed:
Thank you. I should've embedded the text for the Armor Storm's" hammer fist:
You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove (see page 187) with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost (see page 112). If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat). and the Skyfire centurion's Lend Expertise:
With just a few words, you can share your training with a bonded ally. As a move action, you can grant your bonded ally a single combat feat you have for 10 rounds, provided your bonded ally can see or hear you. The bonded ally must fulfill the feat’s prerequisites and be able to use the feat. For example, a mechanic’s drone can benefit only from feats that a drone can normally gain. If you have already granted your bonded ally a feat using this ability, the previous feat is lost. as well as Improved Unarmed Strike:
Your unarmed attack damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.. Hammer fist may, at first glance appear to, on occasion, lag behind improved unarmed strike in raw damage, but it can also have a fusion seal on it that won't trigger with all unarmed strikes. And, yeah, it looks like they changed how internal links work since last I linked to one. So like Isaac did, anybody else wanting to track the designers in these matters, just paste one of the following search parameters into the search field:
Hammer-Fist-Weapon-Specialization
Isaac Zephyr wrote:
Owen also commented on that (or at least on the aspect that may be the most important): http://paizo.com/threads/rzs2ujhx?Armor-Storm-Threaten In that thread, he says: "Hammer Fist is intended to allow you to threaten." It seams to me that a battle glove is:
You may also want to refer the following link which may have (a little bit of) relevance: http://paizo.com/threads/rzs2v2me?Hammer-Fist-Weapon-Specialization#1 in it, the key SF designer says. "Besides, for any question, it should be clear you either treat it as an unarmed attack, or as a battleglove.
This cybernetic upgrade reads as follows: Wide-Spectrum Ocular Implant:
Price 2,825 Level 5
These cybernetic spheres replace your eyes entirely. You gain low- light vision, as well as the ability to see infrared and ultraviolet light. These enhancements grant you a +2 bonus to vision-based Perception checks and allow you to notice some things people who can see only the red-violet light spectrum can’t, including the lasers from darkvision capacitors (see page 209). This doesn’t grant you darkvision, but in darkness you can see significant sources of heat due to your infrared vision. So suppose you have a race that has darkvision from the get-go. Does that mean that it loses darkvision to gain this new vision? Often the first sentence of the paragraph is just fluff, but in this case I'm not so sure. Is there a precedent in SF for an item to also be a detriment?
Tink_ wrote:
I created the exact same thing in one of my games for my players, but the curse was a little more complex. 1) if you didn't clean one item that day, when you went tor draw a weapon, you would draw the rag instead. 2) To get rid of it, you had to clean two or more items and then hand it off to somebody else. It made for an immaculately clean party.
Generally, I think a gradual decompression would work under the description of the spell, and maybe so would rapid decompression. But explosive decompression creates a dangerous barrier that ALL the air in the ship is going to try to squeeze you past. And opening a door to space (without equalizing first) should be similar. The closest example I can find is from a Mythbusters episode. That was only a plane at 40,000 ft. If the portal would tear your arm off, imagine what it would do to you with the vacuum of space on the other side and 2-3x the amount of atmosphere behind you. Also, if you were lucky enough to be free of obstructions, I suspect you'd be shot from the ship as if from a cannon. Maybe you can survive in space, but there might be complications... Naturally, with different GMs YMMV.
[thread resurrection] I played in one game where the mystic was warned that to enter one compromised room of a spacecraft would expose the character to the vacuum of space. The idea of the vacuum sucking him up against a small hole in the wall should eviscerate him. The Box office attempted to represent this in Aliens III movie when the creature was sucked through a hole. In this case, its not the vacuum that kills ya, its the differential pressure that pushes you through a quarter-sized hole that deforms you irreversibly. Is this case also covered by "Walk the Void"?
Jaxom Faux wrote: I hate ratfolk so I'd already decided in my world they were space hamsters :D Who pilot their FTL shuttle, the KiaSoul.
198. Your Dance Dance Revolution leg-stim chip gets stuck in a loop when playing Star Sugar Heartlove!!. Once activated, you're movement must always begin and end in the same 5' square. 199. Your ear mod goes mute in response to gunfire or when you yell or scream. 199a. Your aural tech was adjusted; it now also unmutes and up-volumes when within eye-shot of any open-mouthed munching sound. 200. You've discovered your exo-core emits a trans-drift signal which coincides with when your darkvision strobes on/off. 200a. Like a chameleon, your cybernetic eyes occasionally look in two directions, often other than where you wish they would. 201. You're now grafted with a stealthy synthetic skin previously worn by an in-field exo-botanist. She wore it to blend with the plant species. But you are about to learn, like she did, that you've gained the tasty flaw. 198b-201b. Your mechanic back on the Pegasus, is bewildered by an error report accompanied by intermittent music from Strawberry Machine Cake synced to an unofficial psychedelic video. The cause? All of your implant's flaws (listed above in reverse order) were triggered.
One-in-twenty odds does seem bad, except to the folks who left instead of facing the predicted...
Now you need to strip away the other possible solutions, like gate.
I'd like to take a tally to determine most gamers opinions:
Here's our tally so far: [Yea: 2, Nay: 0] What's your vote? (please vote only once).
I found the Shackle spell: shackle:
Shackle
Source Adventurer's Guide pg. 99, Path of the Hellknight pg. 61 School conjuration (creation); Level arcanist 2, cleric/oracle 2, hunter 2, inquisitor 2, ranger 2, sorcerer/wizard 2, warpriest 2 Casting Time 1 standard action Components V, S Range touch Effect one set of restraints; see text Duration 1 hour/level Saving Throw Reflex negates; see text; Spell Resistance no You summon a set of Small or Medium masterwork restraints into being. When you cast this spell, you can choose whether the restraints are manacles or fetters (manacles specifically designed to fit around the ankles). You also summon the restraints’ key to your person; the Disable Device DC to open the locked restraints is equal to 15 + your caster level + the modifier of your primary casting ability score. Typically, the restraints appear in your hands. However, as part of the spell’s casting, you can make a melee touch attack against a creature; if you succeed and the creature then fails a Reflex saving throw against the spell’s DC, the locked fetters appear clasped on the creature or locked manacles clasp you and the creature together. You can instead have manacles restrain the target’s limbs in front of or behind it. If you cast the spell as a full-round action, you can make melee touch attacks against two creatures you can reach. If you succeed at both attacks and both creatures fail their Reflex saving throws, you can cause the set of manacles to bind the targets together. As you increase in level, the restraints become stronger and you gain more control over them. If you are 6th level or higher, you can make the restraints mithral, or you can summon Tiny or Large restraints. If you are 12th level or higher, you can summon Diminutive or Huge restraints. If you use an emerald worth at least 1,000 gp as a material component while casting this spell, as a standard action once during its duration, you can affect any creature bound by these restraints as per dimensional anchor with a duration of 1 minute per caster level. If you are 18th level or higher and use an emerald worth at least 1,000 gp as a material component while casting this spell, the restraints’ hardness increases to 30, they have 60 hit points, and they can’t be broken with a successful Strength check. (The emerald must be worth at least 2,000 gp if you also wish to use the dimensional anchor effect described earlier.) If you cast this spell before the duration of a previous casting has lapsed, you can create a new set of restraints or reset the previous spell’s duration. If you used an expensive material component during a previous casting, you must again use a component when creating new restraints or resetting the duration if you wish to maintain the special effect. You do not need to touch these previously created shackles to renew their duration, though you must be on the same plane as the shackles. When this spell ends, the restraints disappear, and any ongoing effects created by the spell end. Now, I feel that a 'restrained' person can be shackled with their hands in tront of them or behind them, and that the the shackler can be connected to the shackled person. In the latter configuration, that would mean that the captured subject couldn't run away without trying to reposition the other person. I guess that's something. Anything else?
I'd also like to know that effect each has when they are in use. It seems a hog-tied person would be immobile and a manacled person could still use their move speed but couldn't cast spells or use weapons. But I couldn't find anywhere where those assumptions could be corroborated. Are there rules about mechanics in place someplace?
I have a question about elemental commixture. This is what happened to us: example:
My witch along with another player's commixed a flaming sphere with a cold descriptor'ed spell to get a steam effect. We wanted to make sure the target was blinded. It made its reflex save. I and the DM figured it still had to make the save versus being blinded. Then, another player convinced the DM of the general case should have negated the blinded fortitude check for any future attempts. And here is the feat in question: Elemental Commixture (Teamwork):
[Blood of the Elements pg. 28]
You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects. Prerequisites: Caster level 1st. You and an ally within 30 feet who shares this feat can cast your spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]) . Both spells must be at least 1st level, within 1 spell level of each other, and cast during the same initiative turn through the use of readied actions. When the spells to be commixed are cast, one is designated as the primary spell (typically the higherlevel spell), while the other is the secondary spell. The primary spell must be an offensive spell that targets an area or one or more creatures. The secondary spell can be any spell with an appropriate descriptor. Neither spell can take more than a standard action to cast. The primary spell behaves as written (with the exception of the synergistic benefits that are described below). The secondary spell does not manifest any of its usual effects; instead, targeted creatures are affected by a secondary effect that is determined by the combination of the two spells’ descriptors. Targeted creatures can attempt a saving throw against the primary spell as normal (assuming that a save is normally allowed), and then attempt a separate save against the secondary effect. The secondary effect’s save type is described in its listing, and its save DC is equal to the normal save DC of the primary or secondary spell, whichever is lower (or, if neither spell allows a saving throw, 10 + lowest spell’s level + spellcaster’s primary spellcasting ability score [Int, Wis, or Cha] modifier). Commixed spells cannot be counterspelled normally. A creature with Improved Counterspell can counterspell commixed spells if both spells are correctly identified and both belong to the same school. Regardless, the secondary effects of two spells combined through Elemental Commixture cannot be counterspelled. Spell resistance still applies to the secondary effect, unless both of the commixed spells bypass spell resistance. Synergistic Benefits: The primary spell’s save DC (if any) increases by 1. If either spell is normally modified by Spell Focus or Greater Spell Focus, the bonus to save DCs granted by those feats stacks with this increase. The caster of the primary spell also gains a +1 bonus on any caster level check made to overcome spell resistance. Secondary Effects: While the secondary spell has no direct effect other than bolstering the effects of the primary spell, the combination of spells also creates a unique secondary effect depending on the elemental descriptors of the commixed spells. For the purpose of this secondary effect, the acid, cold, and electricity descriptors count as earth, water, and air descriptors, respectively. Commixed spells with the same elemental descriptors do not produce a secondary effect, though the primary spell still gains the synergistic benefits described above. Dust (Air/Earth): Choked by dust, the targets must succeed at a Fortitude save or become staggered for 1 round plus 1 round per 5 caster levels of the secondary spell’s caster. Targeted spellcasters must succeed at a concentration check to cast spells (the DC is equal to the save DC). On a successful save, the targets are not staggered but must still attempt concentration checks.
I have been told that the general rule in PF play is that a secondary effect (which another player referred to as a "rider" effect) is negated automatically if the primary effect is. But the description of this feat seems to be a specific case that overrides the general (at least to me.) What are your thoughts?
182. A Vesk satirist who was made famous by his “Cat LOL” memes about the feline barbarians of Vesk-6. 183. A Shirren who has fallen on hard times due to a lack of demand for an “exo-courtesan.” 184. This is the origin story for my -701
And here’s some of my favorite ideas as played by other players: 184. Dr. Zoon is a Lashunta who lives on Eox. He’s made a sustainable income as an interplanetary “Corpse Courier”, “in-the-name-of-science”, of course. 185. Jik Jik is a ysoki acrobat who prefers to wear long floppy ears over his own as well as to spool his ratlike tail in a round fluffy bag. He is a professional cosplayer. 186. As an android with full body subdermal implants, Bill is capable of projecting advertisements and corporate logos. He’s paid commissions by the number of eyes he turns his way. I think his last name was Mr. Board. He assisted in intimidating somebody by streaming a gory commercial for a flamethrower.
To build upon what Metaphysician said... Then throngs of check-proofing computers would immediately freeze regional transactions and post digital 'wanted posters'. What started as a great hacking scheme would snowball into a global angry-mob manhunt. On the flip side, since a credstick can be handed to a person, it can be stolen/traded/money-launderd without triggering a computer lockout. All-in-all, this makes it infinitely safer/easier to just steal the stick than to hack it.
Claxon wrote: Using the item mastery/weapon mastery feats you can get access to dimension door on a fighter. Dimension door into the emergency force sphere, it'll surprise the crap out of them. in more detail: Teleportation Mastery (Item Mastery) from Weapon Master's Handbook pg. 27
Other things you may want to look into include the following: Feat: Fey Obedience
All of which fit your build concept and come from the recently new book "The First World - Realm of the Fey". And what if your slavery actually took place in the First World...
Kerney wrote: Cast resurrection. Are you kidding, Kerney? Favorites never die; they live on forever. :) So I'll play along, too.
Shadowkire wrote:
I suspect, like Ravingdork, that AO was written exclusively to insure that it wasn't a veiled offensive spell that could be used to disarm opponents. Either way, an easy way around all ambiguity is to have the AO load the trunk afterwards.
I have a 2nd level Paladin. He could get an emissary bat familiar from his lawful good god, Kelinahat gained from the “Chosen One” archetype. The familiar can get access to the Espionage Subdomain. Does that mean his bat detects as lawful good? After all, A paladin may accept only henchmen, followers, or cohorts who are lawful good. Most of my confusion arises from trying to interpret the following archetype ability:
True Form (Ex):
At 7th level, a chosen one’s familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one’s patron’s alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any lawful neutral, lawful good, or neutral good outsider familiar depending on the patron). The familiar gains the change shape universal monster ability if it doesn’t already have it, which it can use at will to transform into its original form or back to its true form. 1. Here is a list of the Outsiders that fit into the criteria of "True Form" as well as their default alignment:
With the conflicting rules, there are three interpretations:
Personally for my build, since he's trying to serve the god of intelligence gathering, he'd benefit the most if it turned into a Cassisian. Its got the ability to be a dog or a fish; which would be great for stakeouts. Additionally, it can erase it's own memories, making it easier to keep secrets to a need-to-know basis. A runner-up, a lyrakien azata would be nice. Her high charisma or wisdom would make the “Deep cover” ability more usable. (Side question: Which attribute should be driving the familiar's domain ability?) I'd paint her wings black and light blue, matching Kelinahat's heraldry. A lantern archon would also make for great flavor and its the same starting CR as the other lawful good archon (and I'd like to build a stained-glass bat miniature that actually glows), but not sure if the rules are permitting a lantern archon to be a familiar, since I exclusively play PFS. The harbinger archon is not a great fit for this character concept. (...and its going to be damn hard to model.) What's your take/advice?
Dang! I was looking forward to playing an "Ollie North" type by using the following trait: Memory Mastery: [Inner Sea Races pg. 198] Race Gillmen
You can suppress your own memories to help tell more convincing lies. Once per day as an immediate action, you can cause yourself to forget a single event or fact for a period of 10 minutes. Enemies reading your mind cannot learn the information. Until the memory returns, you gain a +10 trait bonus on Bluff checks to convince others that you do not know the information.
I have a character who may (or may not) have been impacted by a recent FAQ.
FAQ wrote:
Ultimate Campaign pg. 59 wrote:
If my character was adopted by a Gillman, does that March 2017 FAQ also impact my character's original trait selection?
I think the reason that they did that is that the Faction Guide opens up some combos not accessible through the other sources, leaving the other trait categories open for the pickens. Its one of the perks for joining the Society (along with some unmentioned downsides). :) But definitely in your game, GM =, its your call. Glad you like the link. Its a must for when I'm building characters. It lets me know what other resources to buy.
Convincing Liar:
Source Faction Guide pg. 63 Category Basic (Social) Requirement(s) Bellflower Network You’ve spent your life perfecting the art of half-truths in order to accomplish what you need to. You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you. +1 trait bonus to one skills and either skill is treated as a class skill (your choice). I Suggest doing a search at Archives of Nethys for "One of these skills". Be sure to click "traits" checkbox. There are lots and the list keeps growing. If your just looking for one source to prove its not an exception, look at River Navigator: Source Pirates of the Inner Sea pg. 13
Category Region Requirement(s) River Kingdom You grew up in the River Kingdoms and are familiar with the many winding streams that cross the land. You gain a +1 trait bonus on Survival checks or Profession (sailor) checks dealing with lakes, rivers, and their immediate surroundings, and one of these skills becomes a class skill for you.
Thread resurrection!
The phrase “for the next round” is distinct from the following phrases:
The 8th level Bloodrager bloodline power reads as follows:
While the oracle's hunger curse reads:
(Both emphases are mine.) Am I correct to assume that bloodrager's 'immunity' overcomes the condition portion of the oracle's curse?
Byakko wrote: I really hope they "errata"/change Improved Familiar at some point... Ta-da! Since I've already resurrected this thread once, I might as well point out the following here, too: FAQ wrote:
Another example I figure works is a shaman's viper becoming a Raktavarna, (with the suitable boon, of course.)
Edit: Opps, looks I reanimated a dead thread.
The plot thickens when used in conjunction with the Brawler (or Monk) class due to lines like: Quote: A brawler also deals more damage with her unarmed strikes than others, as shown on Table 1–5. Lets assume Mr. Brawler has a cestus on one hand and a gauntlet on the other (and isn't grasping some other weapon in the gauntlet). The cestus would definitely be a step backward in damage output for this Brawler. But, in spite of the first benefit (lethal damage) being redundant with the improved unarmed strike feat and/or the unarmed strike class feature(s), wearing a (non-spiked) gauntlet doesn't lessen the damage for this class since it still counts as an unarmed strike, and is therefore still improving in die type at higher class levels. At least, that's my take.
nosig wrote:
UndeadMitch's paladin of Damerrich, Berric "The Ladies' Knight" Thorne, operates a trade caravan in addition to numerous other endeavors. Come on down to Honest Berric's Travelling Trade Extravaganza, "Where the prices are the only thing falling! Prices so low you'll think I'm lying, but I'm not! You know, the paladin code and all." I like that you can use the word "honest" honestly.nosig wrote: [Which one just made you go "huh?"? Joe Jungers' CORE Barbarian/Sorcerer (6) - Craft: Apple Products - jerky, hard cider, dried slices, tobacco, etc. Its a family business. I bet it was a play on the words "Core character". Am I right? I'd play this concept, too, just to see the Huh-factor from other players.nosig wrote: Which one are you tempted to steal the idea? James Anderson's Pistolero White-haired Witch: Profession Barber. (Uses prehensile hair to model styles, then to wield the implements in head-to-head combat) This is packed full of the kind flavor-text I crave.
BigNorseWolf wrote: I usually use the vanity for a skill i'm already taking. Skills are just too vauable in PFS to burn for a fun dayjob that doesn't do anything. I agree; to mechanically optimize a character, this is probably the last thing to consider. And yet for me its usually the first. Its like an actor considering the motivations for the character. Here's what I've got: 01) Handle Animal + farmstead vanity + treesinger archetype = bonsai treant farmer (& Bellis logroller trait for added irony.)
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