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Can a wizard with an arcane bond item take a level of Sorcerer with the Tattooed Sorcerer archetype? It would appear this multi-class (archetype) combination is not possible because selection of an arcane bond “is permanent and cannot be changed.” Since the Tattooed Sorcerer grants the sorcerer a familiar and they are not allowed to have an arcane bond item, it would seem that these two character models are mutually exclusive. Is it fair to say that only wizards who have taken the familiar option when selecting their arcane bond at first level are eligible to take the Tattooed Sorcerer archetype down the road?
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So once a mimic successfully hits a target with its slam attack, is the character basically stuck inside its adhesive powered grappling and constrict machine until death? More specifically, if character has no way of removing the adhesive, does the mimic automatically win successive grapple attempts on its turn (doing the slam and constrict damage) or are grapple checks between the mimic and its victim held normally, and in the event the character wins they are still stuck fast (but without the grappled condition) to the mimic? Below are the descriptions for the mimic's adhesive and the constrict power. Adhesive (Ex)
Constrict (Ex)
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Good call on the "call" catch Mauril... :-) Your two additional quotes seems to slide in in the missing pieces on this one. In my campaign I have offered the player a significantly culled back re-calling blackout period, dropping it from 30 to 3 days, but keeping the -1 to attack and damage during the 3 day window.
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Jessie Scott wrote:
I don’t come to the same conclusion Aeryn. I do agree that the power’s description is flawed because it appears to be missing clarity, but I think you need to balance the first sentence against the last. “Stone Servant (Su): At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount.” In my mind, the critical piece of this sentence comes at the end, where it states “as a paladin calls her mount.” If the Stonelord was not supposed to use the summoning/death rules of a bonded paladin mount, then Paizo would have not mentioned the paladin mount at all in this power description. Also, at no point in the description is the word “permanent” used. If that was the intent, I would think that the team at Paizo would have rewritten the first sentence as “At 5th level, a Stonelord my call a Small earth elemental to her side as a permanent companion.” Presumably, this line would have been followed with an explanation on that calling process and how the Stonelord repeats the call in the event her Earth Elemental is slain. I am more apt to believe that the last line of the description that states “This ability replaces divine bond”, should have been written as “This replaces the divine bond ability, with the exception of the death and recalling mechanics of the bonded mount.” Hopefully a Paizo developer will weigh in with some behind the curtain feedback.
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A rogue that is flanking her allies fails her saving throw against a Hold Person spell. When her turn in the initiative order arrives, she takes a full-round action to break free of the spell effect. My understanding of the Hold Person spell and the full-round action rules is that she can attempt to break free as a full-round action, but even if she is successful on her save, the fact that it requires a full-round action to break means she is still effectively paralyzed until the beginning of the her next turn. If that holds true, the rogue would not offer a flanking bonus to her allies until her next turn, because she is in the process of breaking free for her entire round and thus would not threaten. Am I reading the rules wrong? Part of my assessment comes from the fact casters that cast a full-round summoning spell can be forced to make a Concentration Check or lose the spell from taking damage before their next turn when the spell goes off.
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MillerHero wrote:
Love the graveknight template. I think I will go this route - thanks MillerHero.
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Merkatz wrote:
Thanks Merkatz - think this response best speaks to my question!
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EvilMinion wrote:
I am interpreting the NPC CR calculation rule wrong? You are giving a 1 to 1 conversion on the level 5 Cavalier. I thought the Core Rulebook stated that NPC's with class levels should be calculated as one level lower for CR purposes?
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EvilMinion wrote:
Thanks for your response EvilMinion. To be clear though, I am not suggesting applying the skeleton template to the creature. The reason I reference the skeleton in my calculation, is because in the Bestiary under the CR calculation for skeletal champion's, is specifically recommends calculating off the model below: CR: A skeletal champion's CR is +1 higher than a normal skeleton with the same HD (see page 250). Since you can only apply the "Skeletal Champion" as an acquired template to any corporeal creature (other than an undead) that has a skeletal system, I'm not sure you could apply the skeletal champion template to a basic human skeleton given the rules on page 252 of the bestiary.
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Question One: Am I interpreting the CR calculation rules correctly? 1) “A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class level -1.” Since a human cavalier has no racial hit dice it would fall under this category? Therefore a level 6 human cavalier (using the heroic NPC stat creation statistics and equipment guidelines) would be a CR 5 creature.
Question Two: Building a skeletal mount animal companion?
Thanks
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@ Maerimydra - Excellent, excellent point on the mutual surprise at being summoned. I feel a bit embarassed that I didn't reach the logical conclusion on my own, but I appreciate that last post immensely. Even without the thematic "summoning-in-progress" effects, I think that puts the nail in the coffin for me. Thank you again to everyone who replied.
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Wow- excellent discussion and appreciate all the feedback. I guess I was always under the impression that while summoning a monster is a full round action for a wizard (not considering summoners or clerics with the Sacred Summoning feat), the player actually selects the point of appearance of the creature on the round that it arrives -- not when they begin casting the spell. Outside of Hecknoshows thematic indication (shafts of sunlight, cracking earth, etc. -- which I love and think will answer/resolve the question in my mind) it would seem like the creature would appear out of thin air (similar to a creature attacking from a state of invisibility) and subsequently catch the intended target off guard.
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I suspect this answer is no they are not, but in theory, I don't think there is any signs that the monster is about to appear and in many respects, its like an invisible creature suddenly pops into existence in that spot. On the flip side, the creature appears and you could argue it takes a few seconds for it to locate and attack its target, eliminating the surprise of the intended victim... This issue has not come up in my game, I was just pondering it on the way to work this morning. I am guessing the answer from the boards will be quick and definitive :-) Thanks
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I am big fan of variant summoning tables (I helped a player who was running a druid of Aedrie Faeyna create one based on faeries and avians) and recently got approval from a new DM for themed summoning list below. This is for a Golarion, dwarf conjurer who hails from the Ironbound Archipelago and has traveled a good deal in the Linnorm Kings. Below is the synopsis and reasoning I presented to my DM along with the subsequent table. It’s been approved by my DM, but I was curious if there are other casters (particularly clerics, druids and wizards) out there that have created other themed lists for their home campaigns. “…Specifically, I would like to request a summoning table that reflects my character’s alignment(Lawful Good), animals that he would have observed directly or read about in his homeland, and the elements of fire and earth that are so closely associated with dwarves, crafting and metallurgy. On the converse, I would like to remove from the available summoning list the vast majority of amphibians and vermin (with the exception being those creatures that potentially exist in a temperate or cold environment), all dinosaurs and animals from tropical/warm locals, and any summoned outsiders of evil alignment. My primary reason for removing particular creatures is broken down into four categories: • Foreign Environment: Creatures that would not be native to the Linnorm Kings or Varisia. This covers most creatures of the dinosaur type or creatures that are listed as exclusively living in some type of warm climate.
As a rule of thumb, I removed twice as many options as I added and I made sure that the CR of the creature added matches that of the current summoning spell level. This helps limit the argument of "selection gluttony" and truly makes you think about what additions would be ideal and appropriate. 1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
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9th Level
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I am planning to start a Pathfinder Campaign using the Carrion Crown adventure series later this month (likely the 3rd or 4th week of November). Our current group has three players and we would like to bring that up to four or five. We play Wednesday night at my house in downtown from 7 to 11:30. We are regular career guys (all with full time jobs and/or academic responsibilities) that happen to play D&D one night a week. We appreciate diversity, a good laugh, role-play, bedeviling the bad guys and eating deliciously unhealthy food one night a week. For more information about the upcoming campaign, please visit my campaign site on Obsidian Portal: http://www.obsidianportal.com/campaigns/dark-fortune
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Eric Clingenpeel wrote: Taking splash weapon mastery from the adventurer's armory next level might help a bit, it would allow him to adjust where the missed bomb goes so as to help not hit party members. also remember splash dmg allows for a reflex save for half... Yeah - I am aware of the half damage thing, but I think at this point the rest of the party is saying "Stop! WTF?!?! We are in combat, use a different weapon until its safe!" and the alchemist is hurling away...
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Blueluck wrote:
This is a perfect summary of where my head is at this point. I guess I was wanting to see if I was missing something, before I approach the player about getting him a change of heart and civility lessons.
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Mikaze wrote:
This Alchemist does actually have precise bombs. Its when the character misses that the party seems to get chewed up by the damage. As they are still fairly low in level (4th), even the automatic splash damage (or direct hit) is fairly deadly. The attitude of the alchemist seems to be at this point, I know I am taking a risk by throwing into an area where my allies are meleeing a target, but is disregarding the impacts of a missed attack.
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I have a new player that joined my home campaign, bringing the number to five. The player created an Alchemist and used the point buy method. While the individual told me they were not a min/maxer, they proceeded to buy their strength and charisma down to 7, while raising their intellect and dexertity to 20. The player thus far (who I like very much out of game) has been undermining the efforts of the other party members as it relates to the local NPC population and seems indifferent to the fact his bombs, when they miss, injure his comrades. This latter fact, which nearly killed a player last evening and did kill his mount, are causing a great deal of static and discomfort at my table.
Thanks
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I have a player interested in playing an Alchemist and he wants to take the Two-Weapon Fighting feat (after he gets the fast bomb discovery) to unleash multiple bombs from each hand in a given round. My general concern is focused around the act of making bombs, which states “alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs.” The description also goes on to state that “Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored.” My interpretation of the word "mixing" is that it would require two hands to combine the unstable chemicals necessary to create a bomb. Am I wrong in concluding that this use of the off hand in the mixing process would prohibit an Alchemist from holding something in their off hand (weapon, wand, etc.) or mixing/hurling a second flurry of bombs? The second request from the player is to utilize Improved Weapon Mastery to increase the size of his bombs from d6 to d8 and increase the threat range from to 19-20. Bombs however, are splash weapons and don’t incur the same penalty as improvised weapons, so I am fairly confident that this feat would not apply to the Alchemist's bombs. Please chime in with your perspective on both feats and let me know what your thoughts are. Thanks
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