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Does being immune to lucky hits also allow a monster to be immune to the penalties of being really bad at resisting an effect? For example, the Ooze cannot be crit, but would it take more damage if it failed to dodge Electric Arc by 10 or more? What about spells that only do their main selling point on a crit fail like the save-or-sucks?
Excuse me if this is something obvious, but my GM and I have gotten to the first combat, and we're not sure what Recall Knowledge we would have to roll for the sewer ooze. Is it something listed in the Bestiary, or is it in the handbook, or is it just always Nature? Also, are we expected to get similar results to knowledge checks in PF1, or how does that work?
Is being a spell-like ability that has an effective spell level enough to qualify as a spell for feats and traits that affect spells such as Elemental Focus? N. Jolly's Kineticist guide sure seems to think so, but I've seen other materials that did not list these kinds of feats as a consideration. Is there any sort of official ruling on this?
About Kayla AdrianasFaction:
Sign of One ("Signers"), who believe that everyone is the center of their own reality and that reality can be reshaped by the power of imagination. Their headquarters is the Hall of Speakers, which houses Sigil's legislature. Some of them are solipsists, though most are not so extreme. Contract:
"In exchange for my services as an ambassador on behalf of the Baatezu for a period of seven years, I, Kayla Adrianas, ask for a certain set of maps." Skills:
Knowledge (religion) +6 [1rank+3inclass+2int] Diplomacy +8 [1rank+3inclass+2cha+2racial] Sense Motive +8 [1rank+3inclass+4wis] Perception +11 [1rank+3inclass+4wis+2racial+1trait] Knowledge Geography +6/+7 [1rank+3inclass+2int(+1trait)] Combat:
Initiative: 2 HP: 8 BAB: 1
AC: 15
CMB:
Saving Throws
Feats:
Selective Channel Traits:
Seeker You are always on the lookout for reward and danger. Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Mountain Guide You are skilled at getting along in the mountains, enabling you to find hidden trails and secret entrances into the caverns beneath mountains. Benefit: You gain a +1 trait bonus on Knowledge (geography) and Survival checks when in mountainous areas, and Knowledge (geography) is always a class skill for you.
Spell List and Domains:
Spells Known Orisons
1st Level
Domains Luck
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th. Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle. Travel/Exploration Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier. Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Domain Spells: 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—world wave. Background and Appearance:
Wealth and Gear:
Starting wealth - 240 gp Wealth Armor
Weapons
Magical Gear Mundane Gear
Deity:
Fharlanghn, the Dweller on the Horizon, is the Oeridian god of Horizons, Distance, Travel, and Roads. He is a well-known deity on the world of Oerth. He wanders that world in person, his petitioners present in spirit form at crossroads and in mysterious oases. His symbol is a disk with a curved line representing the horizon, and an upturned crescent above that. He is the brother of Celestian, and is said to make his home on Oerth. Fharlanghn was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #68 (December 1982).[15] Fharlanghn appears as an elderly man. His skin is wrinkled and weathered, but his green eyes sparkle with life. He wears unremarkable, travel-stained clothing of leather and unbleached linen. He carries the Oerth Disc, a magical version of his holy symbol. Fharlanghn insists that everyone travel in order to discover and learn new things. He urges people to look to the horizon for inspiration. Aasimar Racial Traits:
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable. Native Outsider: Aasimars are outsiders with the native subtype. Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Aasimars have a base speed of 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level). Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
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