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Liberty's Edge

Pathfinder Rulebook Subscriber

If a magic traps that casts targeted spells (slow, chain lightning, erc) what senses does it use to target addition targets past the one that set off the trap?

Let's say, for instance, the following happens. A party is moving through a dungeon. The rogue is hiding, the wizard is flying and invisible, and the cleric and barbarian are walking along. The barbarian decides to suddenly run a head of the party (maybe he saw a squirrel? ) and triggers a magical trap that would catch the whole party in its AoE. Can the trap target the rogue and/or the wizard?

I'm thinking it can't, but I don't see any rule for that.

Liberty's Edge

2 people marked this as FAQ candidate.
Pathfinder Rulebook Subscriber

This question is about Monstrous Physique and gaining the Mimicry ability from a Doppelganger.

Mimicry (Ex) A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.

If you have no racial hit dice, does this make your caster level 0 or do you use your hit dice instead?

I know that the DC for abilities you gain from polymorphing are based off the spell used to assume the form. Would this mean that, in the instance of mimicry, you'd use your caster level in place of racial hit dice?

I searched the message boards and couldn't find anything.

Liberty's Edge

Pathfinder Rulebook Subscriber

I was running a game recently and I had a monk drop down a 20ft pit to engage part of the party. I rules that, since a monk can control his decent down, that he can use acrobatics to avoid AoO. We couldn't fine anything here for or against my ruling, so I stayed with it. Is there any rule about using acrobatics when you fall?

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

Liberty's Edge

Pathfinder Rulebook Subscriber

So, the Orc bloodline arcana says:

Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Will this allow you to qualify for feats that require you to be an orc. Most specific, for me, will this work with Amplified Rage or Boiling Blood, which require you to be an orc. I checked and didn't find any mention of this on the boards. I believe it should work, but I want to hear what other people say.

Liberty's Edge

Pathfinder Rulebook Subscriber

I have been reading a lot about how inferior the phantom is to an eidolon and how people feel it is weak in general. Some of it I agree with. The phantom could use some tweaking to make it better, but I don't relish the idea of an eidolon clone and would like to see something different. I roughed out an abiity for the phantom. I am not 100% sure this is the proper area for it but this is my best guess.

Spoiler:

Possession (Su)
As a standard action, a phantom can attempt to possess a corporal creature. The target gets a will save (10+1/2 the phantom's hd + the phantoms charisma modifier) and lasts a number of rounds equal to its charisma modifier.

At 1st level this interferes with the creatures normal actions and results in it only being able to take a single attack or move action.

At 5th level the phantom can take over the targets body, if it is mindless. The phantom can use the targets basic attacks and movements but not use any supernatural or spell like abilities. The phantom still uses its BAB and mental stats, but will use the targets physical stats.

At 8th level, the phantom is no longer restricted to mindless targets, when controlling the targets body. They can attempt a knowledge check appropriate for the target. Success means that is can use one supernatural or spell like ability during the possession.

The phantom does take half of the damage that the target suffers. It doesn't take any extra damage from attacks that the phantom wouldn't qualify for due to its alignment or creature type. For example, a chaotic good phantom wouldn't take the extra damage from a paladin's smite or a ranger's favored enemy ability unless they have Outsider(phantom). It does take all the extra damage beyond what is needed to kill the target. If the target only has 10hp with a 12 con and takes 30 damage from a single attack, the phantom would take 11 (half the 22 needed to kill the target) and then the 8 left over, for a total of 19.

This action requires the phantom to move into the targets space and does provoke an attack of opportunity.

Whether or not the phantom succeeds, it can't try again for 24 hours vs the same target.

The phantom can leave the target as a move action that doesn't provoke from the target and leaves the phantom in any square that it can legally occupy adjacent to the target.

Liberty's Edge

Pathfinder Rulebook Subscriber

My party consisted of:
Level 1 Hyrdokineticist (Slick)
Level 1 Pyrokinetcist (Kinetic Healer)
Level 1 Occultist
Level 1 Spiritualist
Level 1 Ranger
Level 2 Shaman

I was pleased with how well slick worked through out the scenario. Almost everything had a poor reflex save, so a DC 15 reflex was very often failed. The down side, I had a hard time hitting anything since, most of the time, my potential pray had both cover and was in combat. The first combat was mostly me tripping with slick and the Occultist smashing their brains out. The Pyrokineticist rotated between dealing some damage and healing the Occultist. Unfortunately, the Spiritualist got knocked down to -3 hp before she could even do anything in battle.

The 2nd battle: I was useless in. I couldn't slick the opponent due to the water. Luckily the Spiritualist phantom and the Occultist dealt with it. I was also sickened from deciding to eat something bad for me/

The 3rd battle: Targets had a decent reflex save, so they didn't fall as often. It did slow them down a little. We tried bottle necking them at the entrance. This worked for half of them. The rest we had to chase down and kill. I managed to hit 1 finally.

The last battle was short lived. I managed to slick the boss once before he was dead.

I was pleased with how well slick worked. It would have been nice to have access to both blast types. I'm not sure why we are limited to just 1, since it doesn't look like having both would be OP at all, since they both have a strength and a weakness. I think i will try using the cold blast next.