I'm currently playing a Name-Keeper Shaman from Adventurer's Guide with my Shattered Star group and there are a few things I find odd/not detailed enough.
Firstly, you lose the spirit animal to gain a bonded object like a wizard. Problem is bonded object allows you to cast any spell from your spellbook, which as a Shaman I am lacking. My DM told me to simply swap "spellbook" for "spells-known", but shaman also doesn't have spells-known. Like a cleric, you pick from all Shaman spells when preparing your spells. Does that mean I effectively can cast any Shaman spell (of an appropriate level) once per day? That is quite powerful, even if Shamans don't have the most impressive spell list.
Secondly, that is probably simply an oversight, but without a spirit animal, I shouldn't even be able to prepare spell at all. I guess I simply commune with my bonded object instead, but that was omitted from the archetype description.
Thanks to any and all who can point me in the right direction for this :-)
Name-Keeper Shaman:
Class Skills
A name-keeper gains Knowledge (engineering), Knowledge (history), and Linguistics as class skills, instead of Knowledge (nature), Knowledge (planes), and Survival.
This alters the shaman’s class skills.
Inherited Wayfinder (Su)
A name-keeper forms a powerful bond with a damaged wayfinder inherited from another. It functions for her alone. This functions as a wizard’s bonded object except it can be used to cast shaman spells (instead of wizard spells).
This ability replaces spirit animal.
Keeper Spirit Magic: The name-keeper adds the following spells to the list of spells she can cast using spirit magic: stone shield (1st), object reading (2nd), speak with dead (3rd), wall of stone (4th), breath of life (5th), stone tell (6th), vision (7th), word of recall (8th), and true resurrection (9th).
This ability replaces the spirit magic spells gained from the shaman’s spirit.
Pathfinders Past (Su)
At 4th level, a name-keeper can form a temporary bond with a deceased person. The name-keeper must make this selection each day when preparing her spells. While this feature is active, she gains one or more benefits. Each allows her to select one or more options (such as a weapon or shaman spirit), and she can choose different options each time she forms this bond.
Scrolls: The name-keeper selects an oracle mystery. She can use any of the mystery’s associated skills untrained, and she treats them as class skills. For any of those skills that were already class skills, she instead gains a +2 sacred bonus on those checks. At 12th level, she gains Skill Focus for one of the associated skills as a bonus feat. At 20th level, she gains Skill Focus a second time as a bonus feat, and she always counts as having at least 10 ranks in those skills for calculating these temporary feats’ benefits.
Spells: The name-keeper selects a second shaman spirit and adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She gains one additional spirit magic spell slot of her highest spell level. At 12th level, she selects two shaman spirits and adds both their granted spells to the list of spells she can cast using spirit magic. At 20th level, her number of spirit magic spell slots at each spell level increases to two.
Swords: The name-keeper gains proficiency in all martial weapons and one exotic weapon of her choice. At 12th level, whenever she makes a full attack, she gains one additional attack at her highest base attack bonus; this ability stacks with the extra attack from haste, but it doesn’t stack with other abilities that grant extra attacks. At 20th level, she gains two combat feats for which she qualifies.
This ability replaces wandering spirit.
Versatile Hex (Su)
At 6th level, a name-keeper can temporarily gain a shaman hex or one of the hexes that her spirit has when she prepares her spells, lasting until the next time she prepares spells. At 14th level, she can select two such hexes each day.
This ability replaces wandering hex.
Wizard Bonded Object:
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).
Do you know what restrictions and effects are affecting your characters?
Say you are affected by an effect like Faith-Staeling Strike that prevents the casting of divine spells, do you know you can't do that? Or do you only become aware that something is wrong if you attempt to cast one, possibly wasting a standard action.
Same goes for penalties or other conditions that have no apparent visual effects. If you're affected by Pessimism do you know you have -2 to attack rolls or is it the DMs job to substract 2 from their rolls in secret or do you simply know you are feeling bad without knowing what that entails?
I'm not asking if the PCs know what spells, what monster, what abilities or whatever else is causing the penalties or restriction, there are Knowledges and Spellcraft for that, but rather if the players are aware of the effects it has on their characters.
So, my playgroup is planning on starting a Wrath of the Righteous campaign after one we are running now, and I was wondering what to play.
I bought the Mythic Adventure when it first came out and beside a quick one-time session, I never got to play mythic ever since.
This AP is the only one that includes mythic AND it goes to level 20. There is so much I would like to do, but I don't know which one should I go for.
Cyclopean Seer Oracle: Hierophant Main reason I would want to play this is to hit that sweet lvl 20 ability that allows me to select my result on any dice roll 1/round. With starting CHA at 20 (18+2 racial), +5 from level-up, +5 from inherent, +6 from item, +10 from mythic and +2 from Enhanced Ability universal path ability, you get to 48 Cha and can pick 19 on all d20. If the DM allows me to start as middle-aged, I could hit the auto 20! Unfortunately, the other ways I found to get that missing +2 all seems to be evil or require multiclassing, which aren't an option here. Possibly Shadow mystery as I always wanted to play a character based on shadow conjuration/evocation, but I might pick battle to profit from the auto 20 or life if we need healing or to interact with the channel myhtic abilities.
Wizard, sorcerer or arcanist: Archmage Because mythic spells exists and many seems insanely cool. Probalby an evocation or enchantment specialist, but I could see a transmutation or even maybe an universalist, haven'ts played one till 3.5 haha.
Crossbowman of Abadar: Champion This one I simply wanted to play for a while and mythic does have some pretty cool options for a ranged crossbowman (fighter) or bolt ace (gunslinger). I would be using the Measured Response feat and possibly the combat stamina option to roll as few dices as possible. Everything as to be perfectly calculated! Why would you allow randomness and chaos in this world!
Side note: Always wondered what would happened if you fire an Unstoppable Shot with Limitless range using a brilliant energy bolt or arrow? Does it circle the globe forever? Does it goes to outer space and pierce through to the end of the universe? In any cases, do the silly rule of "your attack happens during your round" mean that it does all that under 6 seconds(which makes no sense)? Could you attach a message to a regular arrow and send it to another planet if you have a straight shooting line to it?
Vital Strike combatant: Champion, Guardian or Marshal The mythic Vital Strike feat is pretty neat and other combat feat also seems to be really nice. Could be combined with the Crossbowman build, but I'd rather go melee for this one. Fighter is the obvious choice, but barbarian, paladin and others seems viable.
In any case, I would probably take the Universal Path ability that allows you to grant spells as a deity because when else can you do that xD
So, I was thinking about this, about how loot works:
1. You determine how much wealth is appropriate to go up from their current level to the next one.
2. You look through the SRD/book to turn this wealth into items that your PCs might or might not actually use.
3. You divide this loot among an appropriate number of encounters.
4. Your PCs kill the monster/find the treasure, you call them one after the other while the player write down a few items for themselves and write the rest in the party loot to sell.
5. They get to town and sell their wares. You or the PCs now have to search for these items once more in the SRD/book to determine how much they sell for and to determine if it's worth selling or if they'd rather just keep it.
That is without even taking differences in between playgroup in how the loot is actually split between party members and if the actual selling has to be role-payed or if it can take place behind the scenes.
I will admit that the core system DOES make treasures horde more realistic, but I find it really adds a lot of tracking and I think the time spent on looting the bodies and buying/selling items could be spent better on role playing, combat and other non-combat encounters.
What I had in mind was Schrodinger's loot. i.e. simply handing out gold when PCs level up and follow the Characer Wealth by level table for this. For instance when a level 8 pc, (estimated wealth 33,000 gp) goes up to level 9 (estimated wealth 46,000 gp), he would gain the difference (13,000 gp). That money could be instantaneously used to buy gear and it would simply be as if the nondescript loot they found battling monsters and searching the catacombs was actually this gear they are now "buying" and it simply wasn't defined yet, hence the term Schrodinger's loot.
If a player would want to use an item that was used by a defeated enemy, I would allow it, but that item's value would be taken off of it's future(s) level-up loot.
I would also allow players to lend money to others, but that would be a personal choice and nobody could, let's say, force the monk into giving up her share of loot because "She doesn't need gear anyways, right?"
PROS:
It makes it so the loot is automatically equal for everyone.
Even if someone joins mid-campaign, they should still have close to the same amount of wealth as anybody else.
It saves a lot of time for both the players and the DM compared to the old-fashioned way.
CONS:
It is less realistic.
Consumables item might loose in value as it means you fall behind the rest of the party for a one-time boost.
CAN GO EITHER WAY:
It changes the time the loot is gained. If the PCs would normally have access to shops, it delays the loot gain; on the other hand, if they aren't near civilization for a few levels, it will instead accelerate the loot gain.
Players can do both their level-up and shopping at the same time. Makes it so level-up break takes longer when taken mid-session; but for level-up taken in between sessions, it helps things flow more easily.
Do you people think my alternate method of handling loot would work well? What adjustments, if any, would you make before running it?
I want to know before actually using it in my games as my playgroup is often concerned about alternate rules and doesn't want to even look at them if they don't feel the change would be worth the effort.
So, I'm taking my 13th level (Phantom Thief (Rogue)7/Noble Scion PrC 6) and I was wondering what feat to take. I don't have spare money for now, but future magic items suggestions could be cool. I still have the body, chest and feet item slot free and some other slots could be swapped if need be. The only thing I considered so far is a Designating weapon, but as I said, no money for now.
A little about me:
My character is not "optimized" by standard definition and is instead an insane skill monkey. He has +9 INT (29) and with Human and favored class bonus to skill point, that brings him at 19 skill point per level.(8+9+1+1). Most of my gear are AC boosting items, +5 to skills and saves boosting. My damage output is close to null (+15/+10 1d6+7 and no sneaks), but I already built god knows how many heavy damaging rogues in my years as a player and I wanted to try something else for a change and I don't mind. Note also that the DM house-ruled that I can pick an extra skill unlock (and get the other Phantom Thief bonuses to these skills) instead of sneak-attack from the Dilettante Study feature of Noble Scion.
So far I've taken the Greater Feint feat tree and can allow my allies to touch an enemy per round with no Dex, other new rogue likes it a lot, wonder why ;-), also has the Assault Leader Rogue talent (Once per day, when you miss, an ally get an attack of opportunity against the target of the attack), and the Enforcer feat (Whenever you deal non-lethal you can make an free Intimidate to demoralize the target)
So I usually feint as a move action and make a single attack, if it hits, I shaken my opponent, if not an ally gets a free attack.
A little about us:
Playing through Hell's Rebel and we'll be starting book 5 next session. Party is composed of an Unchained Summoner with an Azata eidolon that one-rounds anything and everything, a Kensai Magus that prides himself on having 46 AC and being only touchable on Nat 20 by DM, a Dwarf Barbarian with good DMG output and tankiness, a newly added vanilla Rogue as his Archer died in the last dungeon and a 1 level lower (Noble Scion cohort) blaster/utility spell user Wizard. Used to have a Cleric, but the player quit the game because of conflict with work schedule. As you can see, beside my cohort, I'm the only character with access to many skills, which was the deciding factor in making this build when I joined the campaign during book 3.
Looking for:
Since I now don't really fail my skill checks, continuing to increase them might be a bit redundant and I'm trying to explore other options that improve my allies. Also, note that I do not use my Swift action and my Standard action is used to make a regular attack action so I could easily take a feat that involves using one or both of these actions, as long as I keep my Move action for feint. It could be things that impose penalties on the enemy (but not only against you) or give bonus to ally.
My "default" feat for this level if I don't find anything better, would be Extra Rogue Talent (Multitalented) to get extra uses of Assault Leader.
Not looking for:
Things that boost me only.
Feel free to give suggestions for later levels too as we should finish the campaign at level 17.
At 5th level, a cruoromancer can control up to 5 Hit Dice worth of undead creatures per caster level instead of the normal 4 Hit Dice of undead when casting the animate dead spell. He also gains the following blood infusion ability.
Commanding Infusion: When using this infusion with animate dead, the cruoromancer can create a number of Hit Dice of undead equal to three times his caster level instead of twice his caster level.
This ability replaces the 5th-level wizard bonus feat.
from Animate Dead wrote:
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.
Now let say my wizard 5 Cruomancer cast animate Dead in a desecretated zone, that means he can create 3 times his caster level of undead(s) per Commanding Infusion and doubles that limit with desecrate for a total of 6 times his caster level in HD, which means 30 HD of undead(s) animated at once.
He also is able to control 5 times his level in HD, which would mean he could control 25 HD worth of undead(s).
We can see that this archetype can create more HD of undead(s) then he can control with a single casting of animate dead.
Now, there is this line "If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled."
Am I safe to assume that as long as you don't cast animate dead again, you should be able to keep your 30 HD worth of undead(s)?
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.
So I was wondering how this interacts with multiclassing or possibly with racial HD and class level.
For instance how much HDs of undead could a wizard 5/cleric 5 could control?
Do you get a pool for each class at 20 HD each? (Can't control a 21 HD undead, but you can control 40x 1 HD skeletons)
Do you get a combined pool of 40 HD at your combined caster levels?
Do you get a single pool at your best caster level, 20 HD in this case?
If you’ve already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.
Action
Usually none. Normally, you make a Stealth check as part of movement, so it doesn’t take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.
So I see 2 ways of seeing how these two works and that in most case the distinction wouldn't be necessary, but it does matter when extra move actions are involved.
Method 1:
Since sniping is a move action, it simply mentions that "...you can make one ranged attack..." because 99% off the time that will be true and they write so to alleviate the text. Which would mean that you could make a full-attack and snipe as your extra move action. Depending on other rule interactions and table variance this could mean:
That you are never discovered but that only the first is sneaky
Think the bandit shoots the arrows at the guard but hides before they hit, when the first arrow hit, the guard is then aware that other arrows are coming and will not stand there waiting for the other ones to hit his vitals.
It might mean that you stay hidden and sneaky for all attacks.
Same as above, but guard is not so quick on his feet and he doesn't have the time to react.
It might mean that you remain hidden (and sneaky) only for the first 2 attacks.
Bandit makes attack 1 from hiding and then spends a move action to hide before being found, if he is succesful he can make attack 2 from stealth and unless something else enters in play, he makes additional attacks without being hidden and he his now being observed by the guard.
Or assuming move action can't be taken during a full-attack, you could "snipe" after all attacks, but it will only help you against your last target if its a new target or if DM allows you to remain hidden if your attacks miss and only the last one hits.
Bandit shoots arrow one hit guard 1, arrow 2 hit guard 1, arrow 3 kills guard 1 and arrow 4 hit guard 2, he can hide.
He shoots 3 arrow that miss and just his last arow hits the guard, but he since the missed arro didn't break stealth the guard never had time to notice were he was shooting from before the bandit made the stealth check.
Method 2
It only works when you make a single attack AND it cost a move action and it is not written like this to alleviate the text.
This would still mean that it could be used with extra move action to do a special attack that takes a full-round action, as long as that full-round makes only one ranged attack and does nothing else that would prevent the stealth from working beside the attack itsef.
Still neat, but less wow.
Which one do you guys think is the correct method of interpretation?
Also if Method 1 is/was true, which of the sub-scenario would be corret? if so, is there a clarification somewhere or is it simply common sense?
You are skilled at making deadly attacks from an extreme distance.
Prerequisites: Int 13, Wis 13, Far Shot, Focused Shot, Point-Blank Shot, Precise Shot.
Benefit:As a full-round action, you may make an attack that allows you to deal precision-based extra damage to a distance equal to your weapon’s range increment. You may only make this attack with bows and crossbows. Precision-based damage includes sneak attacks, a ranger’s favored weapon bonus, and the damage bonus from the Focused Shot feat. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
http://www.d20pfsrd.com/feats/general-feats/sniper-shot/
Focused Shot:
Your anatomical insight adds deadliness to your shots.
Prerequisites: Int 13, Point Blank Shot, Precise Shot.
Benefit:As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
So my problem with this is that Sniper Shot require a full-round action, but it specifies that the bonus damage from Focused Shot (a prerequisite for it) is among the damage that it allows you to do at any range... but Focused Shot is a standard action and as such is not really compatible with it.
Was it an oversight and is it supposed to allow use of Focused Shot as part of a Sniper Shot or is that mentioned just in case you somehow get an extra standard action?
Hi you fixed my problem with the order not having shipped, but now that it has shipped, the Curse of the Crimson Throne PDF is not showing in my download. Was it not included or is it a side effect of the previous bug?
I've read a lot of threads about doing full-round attack with splash weapons or t
TWF with splash weapons but what about when you don't wanna throw them one after the other but rather in a bunch?
Like take a crate of Alchemist's Fire and throw it in your opponent's face or if they want to tie 10 flasks of Acid together with twig and whatnot. Or simply buy a huge glass container and fill it with dozens of Holy Water flasks?
Surely being drench in Holy Water does more damage then being splashed?
I've been asked that numerous times and by various playgroups (and somehow never been asked about doing a full-round attack with those)
Is there an actual rule for that? If not, how would you play it? I guess I could impose penalty on the attack roll and maybr on the range as well as not simply adding the damage straight. Maybe like every flask beyond the first adds only half damage and gives -1 to the attack roll?
Hello, I've made an order with you on october 6th (Order # 4062077) but that order shows as being complete even tough books from it never shipped.
If I look at the individual items from that order, it says they've been moved to order # 4102148 for some reason. But this order doesn't show on my order history and I actually have to follow the link on the previous order to get there.
When will it ship? Because my playgroup pitched money in to cover the price of the Curse of the Crimson Throne Limited Edition and they're all starting to be pretty inquisitive about when we'll finaly be able to start playing it, especially my DM. Could you at least make the PDF available for download so I can send it his way so he can start prepping?
I alreaydy tried to contact you by email a week ago, but looking through other people threads it seems your emails are quite busy, so I'll give this a try.
Does you stay in your Dark-Half when you go unconscious?
Dark-Half:
By allowing the dark forces to overcome you, You can enter a state of instinctual cruelty as a swift action.
While you're manifesting your dark half, you increase the DCs of your psychic spells by 1, gain a +2 morale bonus on Will saves, and become immune to fear effects. Whenever you cast a spell that deals damage while manifesting your dark half, you can cause one creature that took damage from the spell to also take 1 point of bleed damage. The amount of bleed damage increases to 2 points at 5th level and to 1d6 points at 13th level. While manifesting your dark half, You can't use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration other than casting spells using psychic magic, using phrenic amplifications, or attempting to return to normal. You can attempt to return to your normal self as a free action, but must succeed at a concentration check with a DC equal to 10 + your caster level. If you fail, you continue to manifest your dark half and can't attempt to change back for 1 round.
You can manifest your dark half for a number of rounds per day equal to 3 + 1/2 your psychic level + your Charisma modifier; when these rounds are expended, you return to your normal self without requiring a concentration check.
In a game we play we had to fight an elder lightning elemental that was born from the Eye of Abendago (that giant permanent storms) that nearly tpk us. When we talked about it with some of our fellow player they asked us why we didn't simply dismiss/banish it.
I told them that this wouldn't work as this particular elemental was already on its home plane, but they told me that it didn't matter and it would still be sent to the Plane of Air. Is that right?
Spoiler:
Dismissal:
This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
Banishment:
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.
I'm making a Harrow bloodline sorcerer and while looking at the Twisted Fortune ability I realized there are no specified DC. nor is there any in the general bloodline power description.
Quote:
Twisted Fortune (Sp) At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability's effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.
Am I safe to assume it is 10 + ½ lvl + Cha modifier ? It seems to be that for other bloodline powers :-/
The facts:
Ok there are official ruling for using Weapon Finesse for CMB and they state that you can only apply it to maneuver in which you are actually using the weapon, usually Trip, Disarm and Sunder but there are exception like the Polearm master that can use the a Polearm for Bull-rush and a feat that allows a whip to Reposition and another that allows to Grapple and suches...
Also, Unarmed Strike are considered light weapon and are Weapon Finessable and a monk may do unarmed strike with any parts of his body, not just his hands.
The issue:
My friends claims that since his Monk is using his body for all combat maneuver he should be allowed to use his Dex on all combat maneuver.