Thief

Cerwin's page

77 posts. Organized Play character for Crewin.



The Exchange

I have a player that is asking if he would be able to use the arcane exploit Spell Tinker while under the effect of Transformation.

Spell Tinker:
PRD says wrote:
Spell Tinkerer (Su): The arcanist can alter an existing spell effect by expending 1 point from her arcane reservoir. To use this ability, she must be adjacent to the spell effect (or the effect's target) and be aware of the effect. She can choose to increase or decrease the remaining duration of the spell by 50%. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent.

Transforamtion:
PRD says wrote:

TRANSFORMATION

School transmutation; Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a potion of bull's strength, which you drink and whose effects are subsumed by the spell effects)
Range personal
Target you
Duration 1 round/level
You become a fighting machine—stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can't cast spells, even from magic items.

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.

The Exchange

I know that disguise checks are supposed to be rolled in secret by the GM, what other skill checks would be reasonable for a GM to roll behind the screen to prevent metagaming?

The Exchange

Can a dhampir be damaged by a wraith's incorporeal touch attack? I'm running a game which one of the bosses is a wraith and one of my players is a dhampire. I'm worried that the party will just let him solo it and wait outside the room til the fight is over because the only attack that a wraith has is a negative energy attack. I'm hoping to find a RAW way to make this fight not completely trivial. Any help would be much appreciated.

The Exchange

I know in HoH one of the ways to defeat all the big 5 haunts is to use the cursed item associated with them. But how are players at that level supposed to get those items. Even taking a 20 on disable device (which you can't do) no one in my party can open the door.And with a hardness of 10 and 60 go they would ha e to spend hours trying to batter their way in, and with a dc 28 str check to break it that too is beyond what they can do. So how do they get in there?

The Exchange

I'm running a game and I have a player that is a pack lord druid and he as his first level feat was celestial servant. With this combination would the celestial template be applied to every animal companion or would it only apply to one. My player is trying to say it should go on every companion and I feel that would make it way too powerful for a single feat.

The Exchange

In a campaign I'm in the GM has been very railroady from the start and done a lot to mess with all the characters. All the original characters but mine had either dead or left the party. We are level 9 and I missed the last session. I get a text from the GM telling me that my character did two things that are very out of character for him and when I told him that he undid one of them, the lesser divergence from his character, but wouldn't the one that really was against character. I'm pretty pissed to the point where part of me wants to make a new mechanical character that I'm not invested in and just do everything I can to mess with GM. A lot of my friends are in the group and this GM is only running one of the several games the group plays.

The Exchange

I am running a campaign and 2 of my players have black blades, I have been trying to think of how their personalities will be and what their goals are. I want them to be sibling blades, I thought of an idea for their goals but my question is what happens when a black blade accomplishes it's goal?

The Exchange

I'm gming a homebrew campaign and my level 2 party is going to be traveling from the town that is the center of this section of the story to a near by fort(several days travel) to ask the commander there to help protect the town from a large bandit attack that is expected in about 3 weeks.

I want the next session to be them getting the mission to go get help and travel there doing the actual asking either at the end of the up coming session or beginning of the following one.

Which brings me to my question . I'm wanting the travel there to be more interesting than just % to get a random encounter once a day. Anyone that has any ideas I would appreciate it.

The Exchange

I'm gming a homebrew campaign and my level 2 party is going to be traveling from the town that is the center of this section of the story to a near by fort(several days travel) to ask the commander there to help protect the town from a large bandit attack that is expected in about 3 weeks.

I want the next session to be them getting the mission to go get help and travel there doing the actual asking either at the end of the up coming session or beginning of the following one.

Which brings me to my question . I'm wanting the travel there to be more interesting than just % to get a random encounter once a day. Anyone that has any ideas I would appreciate it.

The Exchange

So I am thinking about taking feral mutigen on my alchemists and focusing on dex, I'm going to take weapon finesse so I get dex to hit but I'm trying to see if there is any way to add dex to damage with natural attacks. I'm planing on this being my "oh s%+$ button" for when I find myself stuck in melee.

The Exchange

Do spells that have a cast time of a swift or immediate action provoke attacks of opportunity? I'm trying to find a way to make my melee inquisitor's spell casting useful for something other than casting cures on myself to keep me going.

The Exchange

I know that I read somewhere that all summoners had to be rebuilt as unchained to be PFS legal. Unfortunately I cannot for the life of me remember where I read that. It came up in my game last night. I let the guy play his regular summoner because I couldn't remember where it said that and he was under the impression that his summoner was grandfathered in. Can anyone please help me find where it says that the only PFS legal summoners are unchanged? Or and it is possible that I'm wrong in which case can someone show me where it says that old summoners are grandfathered.

The Exchange

I was talking to a friend yesterday about a time my gm TPKed my party of level 1s by colorspraying the whole part, we all failed the save and were then CdG before any of us regained consciousness.

spoiler:
This happened on the first level of emerald spire which is covered in supernatural darkness.

My friend said we should have been safe from the colorspray because it was completely dark. Unless someone was holding a light source which no one was because we all had darkvision. And darkvision states that you cannot see colors. So you would see a spray of gray scale not clashing colors like the spell discription says. The spell says nothing about creating light of any kind and makes it clear that you have to be able to see the colorspray for it to affect you because the spell says that blind creatures are immune to it.

PRD said wrote:


Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
PRD said wrote:


COLOR SPRAY
School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (red, yellow, and blue powder or colored sand)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes

A vivid cone of clashing colors springs forth from your hand,causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Emphasis mine

The Exchange

I'm working on making a Tiefling alchemist and was wondering if there was any way for him to be able to enlarge. I know enlarge person won't work because Tieflings are native outsiders not humanoids. So an extract of enlarge person won't work. Is there anyway to do it?

The Exchange

Can alchemists use wands of spells that they can make as extracts without a UMD check? For example cure light wounds.

The Exchange

So I'm working on a character idea were the character is heavily focused on UMD and wands usage. My question is is there and way to make drawing a wands less than a move action. Quick draw, which I was planing on using, specifically says that you can't use it with wands.

The Exchange

So I'm thinking of building a Counterfeit mage rogue but I'm not sure what wands I want. I'm thinking of haveing most of his wealth in various wands and I know I'm going to be picking up cure light (and stronger as I level) I'm also thinking lesser restoration and maybe restoration. But I also want to do some damage with them so I need help picking what other wands I want.

The Exchange

So I am thinking about building a rogue with the counterfeit mage archetype. My question is can I take the version of minor magic rogue talent from the unchained book or can that only be used by an unchained rogue? Because at will level 0 spell would be way better than only having it 3 times per day.

The Exchange

I have a quick question about this AP. I am a player and we are just starting the second book and I was wondering if the way my GM is running it is actually how it was written or if he has a case of "adversarial GM syndrome"? It seems that almost every fight we have that is outdoors is difficult terrain that the enemies ignore. I was just wondering if that is really how it is written because it has been my experience with APs that they usually don't screw a party over quite that much on a regular basis.

The Exchange

Awhile back I found a thread that had a link to a Google Docs file that was a really good article about building challenging encounters... I can not find it for the life of me know and I really need it. If anyone knows the post I'm talking about, or the file for that matter, could point me to it that would be great.