I am not sure I understand the wording on Psychic access very well. Pretty straight forward question. It says:
Psychic Access:
Psychic Access (Su): At 4th level, the mindblade gains
access to an expanded spell list. She adds two spells
from the psychic class spell list to her magus spell list
as magus spells of the same spell level. These must be
spells of levels the mindblade is able to cast. At 7th, 11th,
14th, and 19th levels, she adds two more psychic class
spells to her spell list, following the same restrictions.
When a mindblade takes the spell blending arcana, she
gains spells from the psychic class spell list instead of
the wizard spell list.
This ability replaces spell recall, knowledge pool,
improved spell recall, greater spell combat, and greater
spell access.
So do these spells get put on my list of spells I know, or on the list of spells I CAN POTENTIALLY know?
I am looking at the metal Oracle mystery out of Ultimate Magic. I noticed one of the abilities "vision in iron" looks like it could be pretty cool until I saw the limitations.
Vision in Iron:
Vision in Iron (Sp): You can use any piece of polished metal at least the size of a dagger as a scrying device, as if using the spell scrying. At 15th level, this functions like greater scrying. You can scry for a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive. You must be at least 7th level to select this revelation.
Now my question is, what is the cast time to use this ability? Is it like the spell and take 1 hour to cast? If so it seems like a poor choice to spend an hour to scry on someone for just a few rounds.
Or because it's an (Sp) does it function differently?
CASTING
Casting Time 1 hour
Components V, S, M/DF (a pool of water), F (a silver mirror worth 1,000 gp)
EFFECT
Range see text
Effect magical sensor
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.
DESCRIPTION
You can observe a creature at any distance. If the subject succeeds on a Will save, the spell fails. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge Will Save Modifier
None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5
Connection Will Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10
*You must have some sort of connection (see below) to a creature of which you have no knowledge.
If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.
Ok my search skills have failed me and I'm looking for some clarification for the Studied combat rules.
Studied Combat:
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied strike:
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike...
How exactly does this work. I can't tell with the wording.
Is it case 1: you study a target and then gain the bonuses on all attacks, but have the option of making one of your attacks a studied strike, at which case it ends the studied combat bonuses.
or is it case 2: You study a target and then gain the bonuses on that target until you hit them once, at which point the studied strike goes off and hence ends the studied combat.
Hey guys, I have a quick question. Does Delay disease work for mummy rot? With paladin divine health, it specifically calls out mummy rot where this spell does not.
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range touch
Target creature touched
Duration 1 day
Saving Throw Fort negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
The target becomes temporarily immune to disease. Any disease to which it is exposed during the spell's duration does not affect the target until the spell's duration has expired. If the target is currently infected with a disease, you must make a caster level check against the disease's DC to suspend it for the duration of the spell; otherwise, that disease affects the target normally. Delay disease does not cure any damage a disease may have already done.
So I find this class extremely interesting and want to figure out a build for it. I'm going back an forth on whether or not it would just be better to play a straight inquisitor or not. Right now I'm looking at Cavalier(Gendarme)2/Rouge(thug)1/Cleric3/Grey Gardener X. Not particularly in that order.
Build level 8:
Human with focused Study replacement.
Stats(20 point by per PFS)
16 str
14 dex
14 con
10 int
14 -> 16 wis
7 cha
Order-
Cockatrice
Domains-
Conversion Inquisition
Travel Domain
Abilities and Feats
lvl 1 Cav 1
Human feat Skill Focus(Intimidate)
Feat Weapon Focus(Greatsword)
Bonus Feat Power Attack
Challenge
Mount
lvl 8 Grey G 2
Harsh Judgment
stern gaze
Human feat - Skill Focus (perception?)
The plan would be to pick up shatter defenses at 9 and enforcer at 10 as a bonus feat. Have a merciful weapon so I can intimidate people every time I swing, therefore making them flat footed to the rest of my attacks and get sneak attack all while debuffing them. It sounds like a solid build in my head, but I can't help but to feel like I'm missing something or making this too complicated. I effectively get almost all skills as class skills, though I don't have a solid amount of skills to back it up. My AC wouldn't be great but I would have some healing, and the ability to use a CLW wand. Thanks to Cavalier I could dazzling display as a standard action instead of a full round action, pile that on top of the rouge's frightening ability and I can frighten a number of people depending on my roll.
It obviously would come up short against undead/constructs since I couldn't use non-lethal on them, and anything immune to intimidate.
I guess let me know if this sounds fun, or if I'm being silly and should just play an inquisitor. And with it's somewhat awkward start up, would this be fun to play in PFS?
-------------------------
Afterthought question, would the rouges frightening ability work with the enforcer feat?
So I am looking at making a water specialist wizard. This means my "opposed school" would be fire. My question is, what if a spell is on both lists? (eg on my water list as well as the fire list, such as the summon monsters?)
I could see the justification that it would cost 2 spells slots if I wanted to summon a fire elemental but that doesn't quite fit with the rest of the rules.
I'm looking for some help here. I want one of my last big fights of my current homebrew campaign to be against an avatar/aspect of Szuriel, the Horsemen of war.
I was hoping I could get some help for designing such a creature that so that it would be a memorable fight. I'm hoping to land in the CR19-20 range.
Hey guys, looking for some pointers. I have a build I want to play in an upcoming game. A dwarf barbarian/inquisitor of Gorum. The key point I want is a decent raging inquisitor, picking up 2 levels in Barbarian for fast movement, and a healthy amount of rounds of rage. So far here's what I'm looking at.
stats(20 point buy)
str 16 dex 12 con 14->16 int 10 wis 14->16 cha 8->6
Anger Inquisition
Traits
-magical knack
-<open for suggestions>
feats
1: Power attack
2: rage power (superstitious)
3: Extra rage power (Moment of Clarity)
5: Extra Rage, teamwork feat(outflank)
7: <open feat>
8: teamwork feat(precise strike)
9: <open feat>
...
plan to take Barb 2 then Inquisitor onward. I am considering at 7, 9, and 13 picking up extra rage power 3 more times and get the beast totem line for pounce and some extra AC, also considering spending one of the feats on Extra Bane to make up for missing a few levels of inquisitor. I plan to use a Dwarven Waraxe so I can switch between two handing and having a shield.
Are there any other rage powers worth looking into? I'm not sure I'm sold on the beast totem line just because I'll get claws I won't end up using (unless I have to fight naked, which has happened to me in the past when I had a character with claws funny enough).
With my Anger Inquisition on top of my levels in barbarian, that means I should get con + 6 rounds(barb levels) + wis + inquisitor lvl-3 + 6 from extra rage feat. I want to say using most of my feats for rage powers is a cool idea, but I want to make sure I'm not missing anything obvious.
My reflex save is going to be kinda cruddy, but my other saves should be good - and they will be great against spells. I will put stat level ups in str looking at the stats right now.
Gaius wakes to a morning that is like every other. Still no leads on the case since the name he had received, ”Lamm”. This name has been ringing in his head nonstop for almost a month now. So close to the man yet so far. It seems most common folk have never even heard the name.
A knock comes at his door, but when he gets there, no one is to be found. Looking around he sees no one looks as though they are up yet. Closing the door and heading back to his bed to sit down and put on his boots, he will notice a card sitting upon his pillow. It has the picture of a mob with burning buildings in the Background. At the bottom is it is labeled “The Uprising”. What a strange thing to find, and who the hell put this here?
Cherry:
It was another morning in the market with Cherry looking over all of different fruits at one of the stands, when a few children came running past, knocking into her. Knowing that this is a pick pockets tactic, she immediately turned and went after the children. Just a minute later she ran into the guard who had already picked up one of the children.
”Sorry miss, these cretins just keep coming out of the wood work. Here is your money purse back.” With a smile the guard walks off with the kid. Checking her purse she counts the coins and they are all there, but to her surprise there is something extra. It was a Harrow card, with a picture of a man wearing a Jester’s mask. What a strange card, it is labeled “The Joke”, could this have a secret meaning?
Rumal:
Rumal wakes up outside Breathing Orc tavern with a slight hangover. This is not a new experience for him, but after he wakes he notices his stuff has been tampered with. Quickly looking through his belongings he finds everything is accounted for. Checking his Formula Book he quickly notices a card sticking slightly out of the top.
Picking it out as it quite obviously doesn't belong there, he revels he is looking at a Harrow card of sorts. The card is labeled "The Foreign trader". Such curious things happen when the night before tis a little blurry.
Kessel:
Dawn is breaking. Kessel has had a long night of running as a few of his old “colleges” friends had shown up in town looking for Kessel. Life just got interesting, running not only from the guard but now from some more thugs, and all he wants is Lamm on a silver platter. Just a few minutes ago, Kessel had set it up for the guard looking for him will find these “friends” of his and hopefully take care of both problems at the same time. But for now it is time for some grub.
Walking past a few of the drunks passed out in the street, Kessel enters a tavern by the name of Breathing Orc. Ordering up some eggs and grits he starts casing the place, making sure the danger has passed. Half way through his meal, kessel moves his plate to make room for another and underneath he finds a card. This just so happens to be a harrow card. Staring at it, it stares back with the picture of a rabbit wearing a crown. Looks like the rabbit is of the mischievous sort, and the card is labeled “The Rabbit Prince”. What kind of joke is this?
Gregorius:
Arriving to his shift at the guard on time, as usual, Gregorius heads straight to his locker. Being on the low end of funding his locker couldn't fit a halfing child within it, but he has managed to get all of his uniform and bow stored away in it. Just coming off of a double shift the night before, his mind is a little hazy, the kids in the slums had crept out and started trouble in the market district once again.
Gregorius may be the only person who knows how to fit everything just right in the locker. He starts pulling everything out when he notices something sticking out of his quiver. Pulling it out and looking it over he notices it is a Harrow card. Who could have put this here all the way at the back of the locker? It has a key pictured on it, with the wording “The Locksmith” at the bottom.
Hello everyone. First and foremost congratulations on making the cut. There were alot of great submissions but ultimately taking everything into account you 6 should prove to be the best for the job.
First, Alain as first runner up I invite you to follow along with the game and be our sub in if anyone drops out. If you do not wish to do that I would understand, but I would like to give you the option to have a chance to play still as I know keeping PbP games together is sometimes a challenge. (also you get a spot if one of the other 5 don't check in).
To everyone else, please take this time to get to know each other a little bit, rearrange skill points, adjust builds, etc etc now that you know what the party will be looking like. If you wish to tie backgrounds together in some way now would be to time to do so as well, but is by no means required.
Also please place your expectations and desires for this game here so I can do my best as the DM. I will have the game thread up here either later today or tomorrow.
I am looking for 4 or 5 solid adventurers who are willing to delve into the affairs of the city of Korvosa. Who among you is willing to risk their lives for the affairs of the kingdom?
Quick history on me, I have been DM'ing for the better part of a decade and now find myself with some extra free time so I am giving PbP a go. I am newer to the PbP arena so everyone selected will have to bear with me as I adjust.
Here is what I expect from you:
Posting at least once a day on weekdays, weekends will be optional
Have an interesting background that ties you to the campaign
To use the discussion thread!
Be a friendly person and a team player
A quick overview of your gaming history.
munchkins belong elsewhere
If you have a question in game, or dispute to a call I made, contact me via PM.
Adventure Crunch:
Starting at 1st level with max HP
The books we will be using will be: Core, APG, UM, UC, and ARG (all 3pp material is a no go, none core must be passed by me well in advance and will limit your chances of getting a spot.)
Races will be: Core(with all their options from the ARG), and assamair/tiefling(and all of their options from ARG, blood of fiends/angels)
Abilities: 20-pt buy
HP max at first, half+1 on level up.
Average Starting Wealth
2 traits, one must be Campaign the other must be from the books listed.
All alignments (except for CE), but you must be a team focused player and not disruptive. If I take an Evil person I will only take one and there better be a good back story for it.
All I need are backgrounds and character concepts for submission, though having the crunch won't hurt your chances.
I am not sure how I will do combats yet so I am up for suggestions. I have heard nothing but great things about this AP so it should be fun for everyone involved. I'll keep recruitment open from 9/11/2012 until 9/14/2012, longer if I don't feel I have an enough quality applicants but I doubt that will be a problem.
Hey I'm looking to see if there is any interest in a curse of the crimson throne pbp. I just got my hands on the books so I am still reading through them but I figured I should check to make sure there would be people wanting to play.
If I get enough responses I will make an official recruitment thread after I finish reading the first book. I would use core, apg, um, and UC. No third party, and anything official but not in the four books I mentioned will have to be approved by me. I will be converting the path to pathfinder so hopefully it doesn't turn into a huge fiasco.
I am new to dm'ing in the pbp arena so everyone will have to be patient while I get the hang of it. I having been dm'ing irl for about 10 years so this should be fun.
Any question comments or suggestions please let me know.
Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.
Can this be combined with any of the polymorph type spells such as beast shape or form of the dragon?
So I had a new member in my group last Sunday. He is playing a magus and is all well and honky doory. Well it came up that he is claiming he can use spell shield
spell shield:
Spell Shield (Su)
Benefit: The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.
to make an attack miss that is already hitting. Say he has a 29 ac, the baddie swings and i say "He got a 32, so he hits you." The player says "nope I will use spell shield to give me 4 more ac to make it miss".
I let it slide for the night but I'm 99% sure that is not correct, Please let me know if I am mistaken.
I understand immediate actions can be used as a reaction but if he wanted extra AC he would have to use the immediate before the attack roll is announce correct?
So I've seen plenty of threads talking about Samsaran sorcerer, wizards, etc using spells off of the summoner spell list to get early access to things.
What I'm looking for is help picking out spells for a Samsaran Summoner. I see this as an awesome opportunity to expand the severely limited spell list that summoner's possess. Right now I'm looking at possibly playing one with a 16 cha starting so 4 spells. If I can find an awesome spell worth buying up to the 18 cha I'll make due.
Right now I am leaning towards some evocation spells like fireball, scorching ray, disintegrate(magus 6), and possibly Draconic Reservoir for my eidolon. I feel the evocation spells are a trap and possibly a waste, so I ask you fellow gamers what your choices would be.
So as we all know magic items are usually created and attuned to a specific body slot, and making the magic item of a different slot increases its price pretty drastically. Ok here is my situation, I have a player that wants an item that casts Bestow Grace of the Champion with a command word once per day. I am pricing this item using the cleric version of the spell at the minimum caster level of 13, so it's base price will be 163,800 GP.
Since this item obviously doesn't exist, what slot would you have this item be attuned to? Also would you add or subtract any from the base cost of Spell lvl(7) * Caster lvl(13) * 1,800? I could justify using the alignment based discount on the item to LG, reducing it to a base cost of 114,660 GP, but that seems a bit much since the spell already requires LG or it doesn't work. Its command word and so it takes a standard action to activate once per day.
My first gut feeling is cloak, but I would love to hear from you guys on both issues.
So in a game I am running right now, I have a party at level 3 and they are easily clearing the 25+cha dc to make npc's go from hostile to unfriendly(rolling 10+). So my question to you is what am I to do when they are all level 9, Is there any way to Scale the DC of diplomacy with level or at least make it more challenging without just saying hey this guy doesn't want to listen to you?
I hate the thought of them walking up to the chieftain of the tribe of murderous bandits and using diplomacy and talking them to be their friends?
Hey guys I've been kicking around playing a wizard here soon and had a question. How exactly does fast study Arcane discovery work?
d20pfsrd.com wrote:
Fast Study
Prerequisite: You must be at least a 5th-level Wizard to select this discovery.
Benefit: Normally, a Wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.
I understand the quicker prep'ing of spells at the beginning of the day but where it says you can prepare you spells with a minimum of 1 minute what does that mean? Does this function kind of like an alchemist where if they don't prep all of their extracts(rather spells in the case of the wizard) at the start of the day you can prep some on the fly at a later point?
I did not know that there was a function of a wizard that allowed him to save spell slots for this. Can some wizard experts(or anyone who knows more about wizards than I do) shed some light on the subject?
I guess I have two Questions. One can anyone with improved unarmed strike two weapon fight with their fists? Like an unarmed fighter, is there anything stopping them from two weapon fighting?
That leads to my next question, is there anything stopping a monk who takes an arch type that replaces flurry of blows from just taking the two weapon fighting feats? I know they wouldn't get full bab with those attacks like a monk normally would but is it possible?
You are goblins of the Licktoad tribe, who live deep in Brinestump Marsh, south of the hated man-town called Sandpoint. Once, other goblins tried to burn Sandpoint down, and they would have been legends if they had succeeded. But they didn’t bring enough fire, and got themselves killed as a result.
Yesterday, your tribe discovered that one of your own had been using forbidden arts and was engaged in one of the greatest of taboos—writing things down. In fact, rumor holds that what he was writing was a history of your tribe! There’s no swifter way to bring about bad luck than stealing words out of your mind by writing them down, and so your tribe had no choice. You branded the goblin’s face with letters to punish him, which is why everyone calls him Scribbleface now, and then you ran him out of town, took all of his stuff, and burned down his hut.
That’s where things got interesting, because before you all burned down his hut, Chief Gutwad found a weird box within the building. Inside was a map and a lot of fireworks—fireworks that immediately came to use in burning the hut down. Then, this morning, Gutwad announced that tonight there would be a feast in order to drive out any lingering bad luck from
Scribbleface’s poor decisions. But perhaps even more exciting, all of you have been secretly invited to meet at Chief Gutwad’s Moot House. Why would the chief want to speak to you? It can only mean that he’s got an important mission for you all... one that the other goblins of the tribe couldn’t pull off. This could be your chance to go down in Licktoad history!
Here is the discussion thread I will be using for our little adventure. You may talk among yourselves and get to know each other a little bit, maybe work out how you all met and ended up in the lickToad tribe.
I Have not heard back from the webmaster yet but since the game hasn't started it is probably easier to just start a new set of threads. I will get the actual game thread as late as Wednesday and as early as tonight, depends on when I get everyone to check in.
I have a quick question, I will be putting my group up against a linnorm soon and I noticed its death curse ability, The question I have is, how does one go about curing such a curse?
Remove curse seems like the logical answer but that seems a little underwhelming being able to remove the curse of a cr 18 or 20 with a third level spell. I mean there is the caster level check but ya. How would you guys run a death curse?
So I have a player that wants to play a Gunslinger in my game. There is access to Advanced fire arms.
The issue came up with, he wants to Duel wield. Does this even work? A couple issues we came across, one being there are no light category fire arms. Does this stop us from being able to duel wield without horrid penalties right there?
Another is reloading. Since you need a free hand to reload, even with a revolver after two rounds your empty. Even with quick draw, the best i can come with is taking a full round to first, move action to holster gun 1 then reload gun 2, standard action holster gun 2 quick draw gun 1 then reload gun 1 with finally quick drawing gun 2 back out. Now you are ready to go... next round.
My guess is that duel wielding just wasn't supposed to be all that possible, but I could be wrong.
So here's my question, I want to play a Kensai (possibly also bladebound) Magus. I do not have access to the dervish dancer feat so a dex build is out. Humans are also banned from being played.
So with all this I could use some help building a str based Kensai. I am looking at a 25 point build, want to use a Falcata, Starting at lvl 1.
This will be an island hopping based game so lots of water, probably not alot of in water combat (if at all) knowing the DM.
My current idea is a Suli since I would like a str bump but the int minus is not so good.
Str 16 -> 18
Dex 12 -> 12
con 14 -> 14
Int 16 -> 14
Wis 8 -> 10
Cha 10 -> 10
feats
Kensai Bonus: Weapon Focus(falcata)
1: Extra Arcane Pool???/Toughness???
thoughts on Toughness, get the extra HP since no matter how i look at it my AC will be not so good.
So I was preparing an encounter for my game, and my players will be adventuring into an area where a clan of headhunters rule. A mix of ranged and melee rangers with favored enemy humans, dwarves, and elves. And bane arrows to match.
My question is the teamwork feat target of opportunity, how does it work with more than two people having the feat
Feat description:
Benefit: When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend an immediate action to make a single ranged attack against that opponent. Your ranged weapon must be in hand, loaded, and ready to be fired or thrown for you to make the ranged attack
Say I have a patrol of 5 rangers all with this feat, does that mean when the first one goes the other four may immediately make those attacks? Or can only one other ranger take an immediate attack?
Also I forget but are there a limit of the number of attacks a character can make in a round?
On a side note, other dm's out there, should I pair ranged rangers with melee rangers or barbarians? Either would bea nasty treat for my players.