Cthulhu-Azathoth's page
2 posts (44 including aliases). No reviews. No lists. No wishlists. 1 alias.
|
|
5 people marked this as a favorite.
|
I could give deeper suggestions about spells, but there are lots of reasons not to.
One, however, is to change the defining term "spell levels" into "spell circles". Or whatever else, really, but not levels.
There are already levels in the game, and spell levels only ever caused people to lose time specifying between character levels, caster levels, and spell levels.
Using "circles" simplifies everything while also being more evocative and also being a term that can be used in-game, where "I will keep them at bay with a 5th-level spell!" sounds extremely silly in-game.
Don't like "circles"? Fine, find any other evocative and fitting word, but for the sake of all that is good, get rid of spell "levels". That definition has lasted far beyond what it should have, through editions.

Say a creature has 15 ft. reach and grabs someone at that distance (usually with the Grab ability, but that's irrelevant).
Between the grappler and the grappled there are two empty squares (at 5 and 10 ft.).
While the grapple remains in place, the limbs of the grappler are in the empty spaces.
Now, the question isn't about the limbs actually occupying those squares and acting as obstacles or what (I think that's totally GM fiat, since it depends on many factors... they may be thick arms, thin tendrils, the grappler may be very high so the limbs aren't merely at soil height, etc.).
The question is: what if someone (either the grappled creature or a third one) wants to attack those limbs?
I couldn't find rules about this, as far as I can see, RAW, the grappler is still physically only in the squares he actually occupies, so no one can attack him by targetting one of the empty squares where his limbs are supposed to be.
And yet, it doesn't make sense. Rather, it's really common sense that if one friend of yours (or yourself) get grabbed by long tentacles, the first thing you try is cutting them off.
So, how would (or how DO) you handle it mechanically? Let the creatures attack the limbs in empty spaces? And what happens? How do they get cut off? How does the grappler release the grapple?
The simple plain question is: as an 8th level Druid, with Wild Shape ranging from diminutive to huge animals, can I turn into a diminutive species of lizard?
Common sense would say yes, but the "problem" is that the smallest lizard in the Bestiary is the one in the Familiar group, and it's tiny, not diminutive.
Can I use its stat block, except consider it as if it was diminutive?
Yesterday, I wanted to turn into such a diminutive lizard and go stealthing in a lizardfolk camp to scout, but I only found the tiny familiar lizard and turned into that (diminutive would have also given me an additional +1 Dex bonus and a further +4 to Stealth, so, just by transforming, I would have had an additional total of +15, instead of the +10 of being tiny.
I didn't even bring the matter to the GM to avoid losing time discussing it, but in case it happens again, I'd like to know if I'm limited to what's in the Bestiary or can do what I described above.
The text of the Robe of Bones says:
"This sinister item functions much like a robe of useful items for the serious necromancer."
It looks to me like a fluff text saying "cool necromancers wear this", but from rules perspective it looks like this robe can be used by anyone, rather than specifically "Wizard Necromancers".
What's the truth?
Searching about this seems to only produce results tied to the confusion about a Monk's normal and flurry attacks.
Well, I'm looking for something else.
How to get a Monk to hit better.
Other than the Amulet of Mighty Fists and any item than can boost anyone's attack bonuses (such as Ioun Stones or other things), are there any other ways to increase the total attack bonus?
A feat that lets a Monk add his Wis modifier in place of Str modifier to hit would already be great, for example, but does it exist in any core book?

Suppose a 3rd-level character has Two-Weapon Fighting and fights with two short swords.
If his normal attack bonus with the short sword is +6, when making a full attack with both hands, it becomes +4/+4.
Now suppose he benefits from Haste.
When he makes a full attack, does the extra attack get the full normal bonus +6, his actual highest bonus (as if making a two-handed full attack AND a bonus single-handed one), or the highest among the attacks of the full attack he's making, thus +4 (so the extra attack becomes somewhat part of the full attack)?
This question came from looking at the Monk's Ki Pool, so now imagine the above character is a Monk.
At level 3, he has a real BAB of +2, and let's say he has +2 from Strength. A single unarmed strike from him has a +4 bonus.
On a Flurry of Blows, his BAB is considered +3, and he takes a -2 to both attacks (which are made as if using Two-Weapon Fighting), thus +3/+3.
Now, when he's either hasted or spends 1 point from his Ki Pool to get an extra attack during the flurry, what's the "highest attack bonus" to use? His normal +4, his full attack flurry +3, or his flurry bonus but as if he wasn't fighting two-handed for this attack, thus +5?
We're at the beginning of Kingmaker's second book, and the land is becoming quite large. Going from an end to the other of the map gets more and more time consuming.
We have horses that could go at a 50 ft. base speed, but we're slowed by a Halfling's mount that moves at 40 ft.
Looking at the Horseshoes of Speed, the price is too high to waste on all our mounts (3000 gp each, for seven PCs), or even four horses pulling carts in couples.
Are there any other reliable means of fast travel that wouldn't overkill our treasury?
Master of Many Styles says:
Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not need to meet the prerequisites of that feat
So I was wondering if one who has Snake Style can use one of those bonus feats to take Snake Fang (third feat in the chain) without having Snake Sidewind (second in the chain and prerequisite for Snake Fang).
RAW, I see nothing preventing it, although it seems too good to take the third feat in the chain without having the second.
So I looked up the messageboards here, but the closest thing related to this matter I found was this thread, where they talk about errata.
But looking at the PRD, D20PFSRD, and actual book, I see no difference, and moreover I see nothing preventing the skipping of the second feat in the chain.
Am I missing something, or were they talking about something else and one can simply skip the second feat?

Since I couldn't find any faq about it, and the other threads were quite confusing, I'm going to be the 34153879th to ask.
Looking at this picture, who is creature #1 flanking with? Surely with #4, who is diametrally opposite, but does #1 flank with anyone else?
#2 and #5 should not flank with #1, since the lines between them don't cross opposite borders.
But what about #3? Does #1 flank with #3?
'CRB on Flanking' wrote: When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers' centers. If the line passes through opposite borders of the opponent's space (including corners of those borders), then the opponent is flanked.
Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.
Only a creature or character that threatens the defender can help an attacker get a flanking bonus.
Creatures with a reach of 0 feet can't flank an opponent.
And what does "including corners of those borders" mean?
Does it mean that the line *must* pass through the corner at an end of the opposite border (thus, #1 and #3 wouldn't flank), or that it *may* but is not needed, as long as the line crosses opposite borders (thus, #1 and #3 would actually flank)?
The wording could be interpreted both ways, but if it has to be taken literally, it seems that the corners *have* to be included, unless the flanked creature is medium size (aka by definition it can be flanked only by enemies on opposite sides).
Also, I tried an experiment here.
I did nothing more than rotate the grid. The creatures are in the exact same location, but now, if you tilt your head a little, you can see that #1 and #3 are no way on opposite borders of the bear, while #1 and #4 still are (yes, the grid is a little off, but you can see for yourself).
When you have 9th-level bonus spells due to high ability score, it's kind of odd that you don't get bonus 0-level spells.
Spontaneous spellcasters end up having a lot of 0-level spells, since they can cast at will all they know, and they end with quite a few.
Preparing spellcasters, instead, after about class level 2, are stuck with only 4 cantrips/orisons per day forever.
How would you give 0-level bonus spells?
The same amount as 1st level ones?

Yesterday we had an issue (small one, but still left me wondering) with cylinders, particularly with Ice Storm.
The relevant bits:
'Ice Storm' wrote:
Area cylinder (20-ft. radius, 40 ft. high)
Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area.
The zone had a small house in it, with an undefined height ranging maybe between 10 and 15 ft. (GM said just that it was less tall than Ice Storm's 40 ft.).
We were outside, like most of the enemies except one, who at that moment was just inside the open door. So he was exposed to the outside world horizontally, but not vertically, having the roof just above his head.
I'll speak in terms of X, Y, Z axis to give a more clear idea (with a perspective from above, so that the Z axis is exactly the line of sight of the viewer, X is horizontal and Y is vertical).
Ice Storm was cast so that the guy in the house was inside the circle of the spell on the X/Y plane, but as said he had the roof above his head.
Now, since the spell says "Great magical hailstones pound down", the GM ruled it that the hail goes straight down and hits the roof, so the enemy was unaffected (as well as the floor of his space, so the ice sheet of Ice Storm didn't form either), and that would look fine, even supported by the CRB rules on line of effect:
'CRB' wrote: A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin). From the circle straight down along the Z axis, line of effect is blocked by a solid barrier.
However, the entry for cylinders themselves in the CRB says:
'CRB' wrote: When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area. Which seems to say that even if the hail cannot rain down from straight above, it still manages to reach inside the door (since its space is still within the cylinder).
So, what's the actual meaning of that "ignores any obstructions within its area"?
Is it just a contradictory artifact that should be ignored or what?
The part relevant to the question:
"The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear."
So, just to be sure if I read that right... I can cast area spells, like Entangle, for example, and leave them there, as long as the area doesn't include foes at the very moment of casting, and if later on anyone steps in the area, I'm still invisible and comfy.
Correct?

First, I am a player on the Kingmaker AP, so NO SPOILERS.
We're about to attack the fort of the Stag Lord, so if you're also playing Kingmaker and aren't at that point yet, BEWARE, there may be SPOILERS AHEAD for you.
I'm a 6th level Druid (got Air Domain, instead of the animal companion to not make the party too crowded). The others are a Barbarian 4, a Bard 6, a Paladin 4, and a Rogue 6.
First thing, since I have the Natural Spells feat, I used Wild Shape to turn into a seemingly harmless raven and flew around the fort, taking a look at first, then decided to wreak some havoc, throwing some area spells in the most crowded zones. I ended up killing a couple of the cannon-fodder bandits and wounding many others, before one of the bigger dudes understood it was the mouthy crow to bring the death on them, so I flew away before they hit me with one too many arrows.
Now.
I don't know what of the following is actually in the book and what was added or changed by the GM, and I don't need nor want to know that, I'm just going to give you a briefing of what we know in game:
- The Stag Lord is said to be incredibly strong, but he's a drunkard and, moreover, he's probably the puppet of some dark unknown man (or entity; I'd suspect a priest of Gyronna, since the fort seems to have been built over a temple to that evil deity); we spilled this out of the mouth of the bandit captain we captured earlier.
- Among the biggest guys who serve the Stag Lord, one is a bit different from the other maggots; a sort of knight in disgrace, if I recall correctly, who still has a bit of honor and doesn't always follow the Stag Lord's orders. But still, he's there with them, so he sure isn't the nicest guy ever. This too was spilled from captured bandits.
- All around the fort except on the trail that goes to and from its gate, there are fast zombies who spawn endlessly. Actually, they seem to come in waves each day, and are limited in number for that day, but it will start all over the next day, if they're killed. We discovered this because, when I scouted as a raven and fled after my little havoc, I noticed a trapdoor just south of the fort (within arrow distance from there). When I told about it to my fellows, they wanted to get close to inspect it, and we just had the time to discover it bears the symbol of Gyronna, then the zombies came out of the ground to attack us. They were few, at first, but then new ones came each round (up to the 4th or maybe 5th round), and the fight ended up being very tough (the bandits even noticed and were shooting arrows at us, and besides, I had already cast all my best spells on those guys).
So, we backed off after that fight to spend a day in curing ourselves. Last session ended with me turning into an eagle and going for a new scouting (saw the zombies all around the fort, and saw the bandits seem very attentive).
At this point, for me the best strategy would be to keep throwing spells at them. I still have surprise, since they can't know if every bird around the fort is a death-dealing spellslinger, and even when that will be gone, with a couple buffs, I could stand/avoid more arrows. So unless they bring out a caster of their own, I will be able to at least kill some more cannon-fodder (there's a ton of them, in there). Personally, I'd keep doing that every day until the remaining bandits don't decide to bunk inside the fort's covered buildings and never come out again (at which point my fellows would have clear way through the main door) or until they pose against me anything that will change the odds (I know, there's the risk they crush me with something as simple as a successful Hold Person spell, but I feel like trying, they didn't show any magic ability yet, and I have good saves).
I'm also aware doing this would be boring for the other players, since I'd be taking all the attention, but from an in-game perspective, I think it's really the best strategy we have.
The rest of the party except the Rogue, though, shows a strong will to go through that trapdoor (hoping we can distract the zombies with a Minor Image from the Bard), supposing that it will lead inside the temple/fort, given the Gyronna symbol/Gyronna temple apparent connection.
Truth is, the GM (who may be playing helpful or cruel, can't know) hinted that's a good option, so they flew on it like pigeons on breadcrumbs; but in-game it really looks like a bad idea. We don't know at all what may lurk down there, the layout (may be a labyrinth or anything), traps, hidden alarms that would make enemies prepare an ambush... it really looks like going into death's mouth.
Also, it doesn't help that most of them really like to play the bold guys who never back off and rush into things straight off, rather than choose safer routes.
Got any advice on the situation? Including the use of Druid spells (up to 3rd level) I may have underestimated, to bring on stage something clever (anything from official books of the core line is allowed; I mean... Ultimate Magic, Advanced Class Guide, and so on, but not Player Companion books, Campaign Settings, etc.).
For example, I had thought about using Soften Earth and Stone on the earth under the fort's palisade, but we'd probably still have to dig though the sand that remains, to actually form a passage, and that would only make the game more complex, rather than help us.

I just discovered Cyclic Reincarnation (source: Arcane Anthology).
Well, am I missing something, or is it one of the best ways ever to resurrect a PC? (Well, a Humanoid one, but they're absolutely the most common PCs.) You only need to couple it with something to remove the negative levels. Apart from that, it sounds too amazing. Under certain circumstances, one may even want to suicide and have Cyclic Reincarnation used on him.
It functions as Reincarnate except this:
1) Its material components cost 5000 gp (Reincarnate's ones cost 1000), just like an "ugly" Raise Dead.
2) Resurrects creatures who died within the past year (Raise Dead only resurrects creatures dead since no more than 1 day per CL; Resurrection and True Resurrection go as far as 10 years per CL*).
3) Body remains don't matter, you just need to have any kind of remains that were part of the creature at the moment of death (just like Resurrection).
4) You avoid the randomness of Reincarnate. You get in a new body of the same race which closely resembles your old body, but not really the same. (Which can easily aid with disguises or getting out of troubles if you're wanted or whatnot; these are some of the "certain circumstances" I mentioned above.)
5) Your new body is young adult (just like Reincarnate). This is one of the best things. As long as you don't keep the same body long enough to die of old age, you can use Cyclic Reincarnation endlessly to return to youth over and over. (More "circumstances".) You can even pass your new self for your old identity's offspring, to keep rumors low. Also, with this, comes the question about age ability modifiers. Your physical ability scores get penalties with age advancement for obvious reasons: the body slowly fails more and more. So, a new young body has them removed instantly. The mental scores' modifiers, though, aren't penalties for the mind failing too (just as is common in real life with senile age), but rather they're bonuses for (supposed) life experience (expanded knowledge, consciousness, manners, etc.). So, since resurrecting doesn't alter in any way your memories and personality, the mental ability score bonuses should be kept, it seems. And guess what? They're untyped bonuses, and untyped bonuses stack... just keep getting old and accrue them. Many reincarnations done as soon as you reach venerable age = skyrocketing Int, Wis, and Cha?
* Shouldn't the time for Resurrection be 1 year per CL? How come it caps just like True Resurrection, when Raise Dead starts at 1 day per CL?
|