Corrado marcucci's page

* Pathfinder Society GM. 16 posts (19 including aliases). No reviews. 1 list. 1 wishlist. 41 Organized Play characters.


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Dark Archive

so In herolabs, which I know isn't perfect. There is a weapon quality you can add called Reliquary(Holy) to make your weapon a holy symbol for the purpose of a divine focus. The add on is 250gp. Its list the source as Ultimate Magic, but I'm having trouble finding out if its PFS legal. I believe it is, but the GM is saying its not because its from a Crafting feat. My weapon is also Holy, and Called, which I didn't craft either. So If the idea is because crafting feats are not permitted to PCs then no one can have any magic items. I would appreciate help on this thought.

thank you

Dark Archive

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When you have something or someone grappled and or pinned and the CMD to break free is over 20 plus their CMB is, I.e. CMD is 44 they roll a nat 20 plus their CMB 19 = 39 ithat an auto success or is there a rule about not being able to auto succeed on a natural 20 to escape a grapple?

Dark Archive

Hi I am running a scarred witch doctor in our home game and it's really fun. He is a second line everything. Healer,fighter and magic user. I focused on hexes to help him like Healing Hex, Prehensile Hair, Fly Hex, Scare Hex, Aura of Purity. I took most of my feats I took extra hex so I was able to get many hexs by 7th level. I also went Con 20 (with half orc +2) Strength 15 and Dex 12 dropped my Charisma to 9 and all the rest 10.

Then I took mostly spells that would boost my AC or HP or Strength. I am a pretty effective fighter at 7th level.

Dark Archive

Not sure if this will help but I'm running a Scarred Witch doctor in our home game and as a general rule any ability or spell or feat or skill that would use Int for the witch we switch out for Con.

Rule is: A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.

It would seem on the surface that the witch doctor is over powered, but you really don't build them the same as you would a regular witch. They tend, in my opinion, to be more secondary melee then a controller as the witch usualy is.

Dark Archive

Ok, so this came up last night in our home game.

Aura of Purity Su
he witch's aura purifies the air around her.

Effect: Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch's class level are unaffected.

Would this also negate the Extraordinary ability of the Yellow Musk Creeper? There pollin spray attact?

Pollen Spray (Ex)

As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a +4 ranged touch attack to strike the target, who must then succeed on a DC 14 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper's reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. The save DC is Constitution-based.

I would think it does. But I would be interested to know what others might rule on this.

Thank you.

Dark Archive 1/5 **

Pirate Rob wrote:

I feel like I'm linking this a lot recently.

Here is my tracker feel free to make a copy and delete the existing numbers etc.

very cool spreadsheet. Thank you as well.

Dark Archive 1/5 **

RPat wrote:

I haven't seen a downloadable list, but this page should show you all of the past seasons: http://paizo.com/pathfinderSocietyScenarios

thank you very helpful :^)

Dark Archive 1/5 **

Hi, I'm just wondering if anyone knows of a downloadable list of all the games for PFS for the past 5 seasons? I have played a few and just want to be able to check off what I've played and know what games I can still play with out accidentally repeating a game. I would appreciate any help.

Dark Archive

I think the point I was trying to make is that the newest version of hero labs has a bug. When you try to take the feat "extra hex" it will only allow it to be gained once no matter what level you are or whether your a regular Witch or an archetype. The feat states it can be grained multiple times but the program i.e. Hero Labs, will not allow you to. So Jim.DiGriz, who originally posted the thread, was right in thinking that there was and still is a bug.

Dark Archive

They have the Hex class class feature upon creation. If you look under the archetype Hex is a class feature. First level hex is replaced by scareshield but you do get hexs at 2nd 4th and so on. The problem is with Hero Labs. I tried to add the extra hex feat on a plain old witch at level 6 and it would only let me choose extra hex once it wasnt on the list of feats after I added it once, even though it clearly stated " this feat may be taken multiple times"

Dark Archive

Cheapy wrote:

Nope. They don't have the hex class feature since Scarshield replaced it, so they do not yet meet the prerequisites for Extra Hex.

And yea, just ask your GM about it :)

The Orc Scarred witch Doctor does have the class feature HEX.

In it's description it reads:
Hexes: The following hexes complement the scarred witch doctor archetype: evil eye, misfortune scar, unnerve beasts.

Major Hexes: The following major hexes complement the scarred witch doctor archetype: agony, nightmare cook people, infected wounds.

Grand Hexes: The following grand hexes complement the scarred witch doctor archetype: death curse, natural disaster dire prophecy.

This to me would indicate that the OSWD does indeed have the hex class feature. However opening hero labs I have the same problem, but it will let me take extra hex feat but only once. I tried leveling up to 6th and it still would only allow me to take "extra hex" once. something isn't right.

Dark Archive

Hello I have been looking up things on the Orc witch doctor and I keep seeing these posting about the mask. The text reads:

Her fetish mask acts in all ways like a witch's familiar for the purpose of preparing and gaining spells.

from reading that I am pretty sure you do not gain any of the abilities a familiar gives you like alertness or so on. It says pretty clearly "for the purpose of preparing and gaining spells" The other abilities granted by your familiar are not bestowed, but you go get the +2 intimidate and heal checks when wearing it and that, I believe, is the trade off.

Dark Archive

2 people marked this as FAQ candidate.

what might be the effect of a swarm vs. swarm encounter.

Let me explain, lets say you were attacted by a swarm of tiny scarab beatles. they are immune to weapon damage cause they are Tiny but what if you summon a swarm to fight them, would your swarm a rat swarm, can they do any damage to the Tiny swarm?

Let me know what you think.

thank you.

Dark Archive

Hi, we had this come up. We looked up when is a 1 an auto fail. In the core rule book it states that Attacks and saves 1 always fails 20 always succeeds. A natural 1 is not an auto fail for skill checks, but we couldn't find any thing on if a natural 1 is an auto fail on a caster level check. Please let me know what you think and if possible let me know where the rule can be found so we can present it as fact and not have to spend all night in a debate.

Thank you

Dark Archive

Also, the player in question is a rules lawyer, so if anyone has a spacific rule we can show him in a book, that would help.

Dark Archive

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Hi, we had this come up in last nights game. We looked at different rules and here is what we found.

Supernatural Abilities (Su)
These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.

Now it is worded as "generally don't provoke" So we read on further.

this passage is regarding spells,

Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn (see FAQ below for more information.)

FAQ/Errata
When you cast a spell that allows you to make a ranged touch attack (such as scorching ray), and an enemy is within reach, do you provoke two attacks of opportunity?
Yes, you provoke two attacks of opportunity: one for casting the spell and one for making a ranged attack, since these are two separate events. (Note that at spell that fires multiple simultaneous rays, such as scorching ray, only provokes one AOO for making the ranged attack instead of one AOO for each ranged attack. It still provokes for casting the spell.

ok, so after reading this we were wondering if you use a SU power that is fire spit that required a ranged touch attack, would the ranged touch attact part provoke? so if you use the SU power to load up the spit, that part does not, but the action of fireing the spit does, right?

I know it's long winded but would love any help or rule that might apply.