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So maybe that's what I am remembering...


I could swear I saw somewhere that Outsiders gain native subtype while on their native plane, but can't find it now. Is that a thing, or only Outsiders native to material plane have "native" subtype.


CloudCobra wrote:
Otherwise murder some hapless Commoner, use the spell Create Soul Gem, and then use the rules for a Soulbound Doll. At that point the object has a soul again and you can use the Magic Jar line of spells.

That would be evil!

I guess I will just get a goblin from my goblin soul-farms.

Possess object should work since corpse or clone is an object, thanks!


Can a creature use magic jar to possess a clone of another creature? Clone does not have a soul, so can't be sensed from the jar, but if jar literally lies in the clone's chest can it be possessed?


Like copying the spell from a scroll into spellbook?


Makes sense. Ty.


If transformative weapon is disarmed while in alternative form, would this mean it transforms into its original form, due to "When unattended, the weapon reverts to its true shape." clause?


Thanks everyone! Guess having a Pit Fiend play along would also be more interesting.

I already have an idea how to exploit the sloppy wording of the contract, muhehehe.


If a Pit Fiend to sign a contract with his own blood (not an infernal contract, although written in infernal), how bound is he to abide by the document? Can, he just "so long suckers", or his lawful natures forces him to follow through this mortal-made piece of parchment?


Chell Raighn wrote:
DarkPhoenixx wrote:
Actually, can creature use disguise skill when casting Alter Self to determine the likeness? Disguise skill says
Quote:
Magic that alters your form, such as alter self, disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions).
So while one can not turn into specific individual, one can use the spell to disguise as one?

Yes and no... on its own, Alter Self can't be used to disguise as any specific individual (although some class abilities and item effects that function as Alter Self can, almost always with limited function). You can still make use of a simple disguise check as normal. However, without a magical source of disguise you can only make a mundane disguise through make-up, dyes, wigs, clothing, and accessories. Of course, with Alter-self you are able to become the proper race & gender for your intended disguise, you just arn't able to set any specific appearance parameters for it, which means unless your disguising as someone who looks fairly generic, you're disguise will have some potentially obvious flaws. However, due to the nature of polymorph spells, you do get that +10 to the check.

Granted, there are some major benefits to mundane disguises over magical disguises. The biggest one being that True Sight can't see through them. Though alter self would still falter under true sight (negating the +10 to your disguise check).

Also, it is worth noting... Neither Alter Self nor Disguise Self alter your voice. (Though Alter Self is often ruled to adjust your voice as appropriate for your new form, I.E. Male or Female voice along with any vocal distortions that are associated to race). If you need to mimic a specific individual however, you will need something like Vocal Alteration, or the Gnome alternate racial trait Sound Mimicry.

I see, that makes sense.


Actually, can creature use disguise skill when casting Alter Self to determine the likeness? Disguise skill says

Quote:
Magic that alters your form, such as alter self, disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions).

So while one can not turn into specific individual, one can use the spell to disguise as one?


Chell Raighn wrote:

Considering that Alter Self changed your creature type for you, yes. You can use Disguise Self after Alter Self to create a more specific disguise utilizing your current creature type.

Change Shape... the universal monster rule doesn't have the caveat of always appearing as the same individual, however, most monster entries that have change shape do include that line in their specific entries.

Neat.

Well, maybe I will just GM fiat that those spells in general work that way.


Well thats a bummer. But can creature use disguise self after alter self, disguising as humanoid as opposed to its original type of creature?

P.S.: What is the monster rule that let creature change shape, but it said something like "creature always appears as the same individual"? I think I mixed it with general rules.


As long as creature's original form is not seen, that is good news for me.


What I mean is, if creature under effect of Alter Self casts Alter Self again (if we disregard the fact that casting itself will be noticed), and changes into exactly the same form, will it be noticeable?

Now, before you think I am crazy, the idea is if a small creature uses this spell to pretend to be a human, then someone disarms its sword (originally small sword), it fall to the ground and becomes small. If the creature picks it up, then uses Alter Self again, will just the sword resize (per rules of polymorph,to adapt to the Medium size) or the whole creature have to blink back into small size and then re-alter self into medium?


Don't think it is supported by rules RAW, but I don't see a problem.

Its HP would be compromised, since its a familiar (but at -3 ranger progression maybe its not that big of a difference). GM will have to adjudicate cases where Companion and Familiar rules clash, but if companion is used as base creature for familiar rules seems like it gonna work.


I think the idea is that Lead Blades means "blades made of lead" not "leading the blades" (tho i prefer the later interpretation), and weapon made of force is not made of lead, but thats just the spell's name.
I mean, if it actually transmuted blade into lead it would deal less damage cos it would be too soft to hold an edge.


Secret Wizard wrote:

Crossbows are not the best weapons for this, as they are loud and clunky...

I seriously recommend Far-Strike Monk for this build though. The Shot on the Run features are exactly what you want, and FSM is one of the best stealth rangers out there.

Its more for flavor, and I can stripe Assassin's Sight on it (at least until have money for sniper's goggles)

LordKailas wrote:
If you go the mount route, I would suggest picking up a dragonfly mount, it has perfect maneuverability and gets a fly speed of 80, making it less awkward than most, while giving substantial maneuverability.

She is a human, is there anything as good as dragonfly but for medium characters? (i mentioned gecko and forgot its medium too XD)


Mount seems like the most logical way, but the idea is for a sniper-assassin character who is supposed to run on roofs and shower people with crossbow bolts, so it would be a bit weird XD Maybe I can get giant gecko as a mount or something.

Falling from building is not something I thought about, getting feather fall as rogue talent can work, just hope not to land in the middle of guard patrol. Is there a parachute cloak that allow gliding without having to hold the corners?

Well, maybe I will just settle for Vital Strike chain, I guess its more suitable for "one shot - one kill" sniper kind of things.


Secret Wizard wrote:

Full round actions, or full attacks?

Also what's the end goal here?

I know Outslug Sprint is an option, and so is an Unchained Monk's Flying Kick style strike, but I'm not sure if that's exactly what you need.

Its to make ranged full attack.


What are the way to move 10ft and keep you full round action? There was an old thread, but since then I am sure many other ways were made/found.

From what know:
Step Up + Following Step
Abjuring Step spell
Ranger Skirmisher archetype Surprise Shift ability
Critical hit with Snake Sidewind (not very reliable)
Level 3 Drunken Master Monk

If someone knows 3.5 feats/spells that can do that, like Press the Advantage, that would be appreciated too.


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I would rule that barb is only exhausted until one of the fatigue effects run out. Ray of Exhaustion explicitly says that it ends when spell ends, but that seems to me the most logical way to handle fatigue effects with limited duration in general.


Diego Rossi wrote:
DarkPhoenixx wrote:
Wonder if the spell counts as prepared or spontaneous in the ring, if original one is cast by spontaneous caster.
Neither, it is a magic item.

Sweet.


Thedmstrikes wrote:

A couple notes for clarification:

Default caster level for any magic item is the minimum caster level needed to cast the spell.

Magic items created by PCs or by NPCs at PC request can have higher caster levels based on the level of the actual caster, these must be noted as part of the magic item description on the PC's sheet. Cost of such items are factored at the new rate of the actual caster level.

Any metamagic feat consumes a higher than normal spell slot which requires a higher than normal minimum caster level when applied to any spell (a few feat combinations can play with this rule a bit under specific circumstances).

A metamagic rod cannot be used in conjunction with casting a spell as part of magic item creation

Quicken metamagic changes the action economy for casting the spell applied from 1 round, full round action, or standard action to swift action

Activating a magic item is a standard action

There are a handful of magic items that have a less than standard action requirement to activate, such as boots of speed which are a free action to activate, among others

Thanks, but I don't think ring's CL affects the spells stored in it.

Lelomenia wrote:
It would be CL 9. Note that it would still take a standard action to cast.

Damn, how did I miss that part. Oh, well.

Wonder if the spell counts as prepared or spontaneous in the ring, if original one is cast by spontaneous caster.


Ring of Spell Storing casts spells at minimum caster level. So a Cure Light Wounds spell stored in the ring would heal 1d8+1 HP (CL1)

Quickened Cure Light Wounds is considered a 5th level spell, so does this mean that minimum caster level for it becomes 9 and therefore such CLW cures 1d8+5 HP?

Does it works the same way if spellcaster cast the spell using Quicken Metamagic Rod and does not even possess the feat?


Diego Rossi wrote:
Mel into stone wrote:

Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Even if you make your save, you still take 5d6 points of damage.

Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.

The following spells harm you if cast upon the stone that you are occupying. Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.

I cited the spell to get a good idea of the interactions with earth glide.

An earth gliding earth elemental can attack the caster?
The spell in no way sais that it is not possible to attack the caster. Most attacks are blocked by the lack of a line of sight and of a line of effect, but if you have an attack that bypass those...

Awesome analysis! Didn't realize that elemental can't see while burrowing.


So, if Earth Elemental earth glides into stone where spellcaster is melding into, I presume Elemental can attack the caster? Is the spellcaster helpless, or have any disadvantage (can't see the attacker)?

Can elemental bull rush someone out of the stone?


Quote:
If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities.

He receives animal companion only from one source (hunter), therefore it will be level 1 Animal Companion.

P.S.: Got ninja'd :)


keerawa wrote:
Ultimate Wilderness introduced the ‘Receive Spell’ trick that allows you to train an animal to make full use of a specific spell. If the animal isn’t so trained, I would suggest a challenging DC Handle Animal check to make it, for example, fly up a cliff.

Nice, that was RAW I was looking for.

Dave Justus wrote:
(Extraordinary mounts could change this, high enough INT and the question changes, I wouldn't have an issue with it for a paladins mount, but wouldn't allow it for a Druid's AC. But I wouldn't require such a special mount to have the extra air walk trianing either)

Makes sense, but its an Animal Companion with 3 INT so its kind of middle ground.


Does it require a trick or some special training for a non flying mount to be able to use Fly spell? Air Walk have a clause that states in needs special training, anything about Fly?


Fire Dancer wrote:
DarkPhoenixx wrote:

Damn, that looks like a dream party for a bard that does not trade Inspire Courage. Anyway, most fun I had GMing is for parties that lack some aspect (like lacking a healer made them rely on heal skill and long-therm care).

Bard with CLW wand should be enough to heal party up between encounters, I am thinking how you gonna deal with creatures with regeneration like trolls (wand of Produce Flame works for finishing them off if you would rather just outdamage the regeneration, but that will need UMD)

Dragons breath rounds for the Gunslinger... Alchemist Fires/Flasks of Acid for everyone else... Though Blistering Invective from the Bard would be cool, and boiling blood or cauterizing weapon would be kind of funny...

Hmm, didn't realise bard have such a nice selection of spells, tho Blistering Invective only works if you talk their language (but i guess since most of those creatures are trolls one can learn Giant)


Damn, that looks like a dream party for a bard that does not trade Inspire Courage. Anyway, most fun I had GMing is for parties that lack some aspect (like lacking a healer made them rely on heal skill and long-therm care).

Bard with CLW wand should be enough to heal party up between encounters, I am thinking how you gonna deal with creatures with regeneration like trolls (wand of Produce Flame works for finishing them off if you would rather just outdamage the regeneration, but that will need UMD)


Blue Scarf sounds neat. Too bad it does not count as slot for the purpose of Extra Item Slot feat.

Hmm, maybe Monkey Belt will work.


Hmm, I should of been more specific - something that will give it reach for its bite attack and without increasing size.

Also, if an animal have Amulet of Mighty fists with Dancing quality, does this mean it's jaw can fly off its face and ... uugh.


Is there a feat or spell or some magic item that can increase reach of animal companion, other than pre-errata Evolved Companion or Lunge?


Nice, thanks!


Is Knowledge (arcana) DC for discerning school of magical aura for spell-like ability calculated as if its a spell or a non-spell effect?

Example: Lamia Matriarch uses her charm monster on someone. Would the DC to detect such enchantment be 19 (15 + level if charm monster as wizard spell) or 21 (15 + half her caster level of 12).


Gilfalas wrote:

1) Is damage type of bane property's 2d6 for weapons the same as base weapon (AKA slashing damage for longsword, ect)?

Yes.

2) Does this mean it is multiplied on critical hit?

No. It is extra dice from a magical source. Even though it does the same damage 'type' as the base weapon it is not considered to be 'base weapon damage'. It is identical to fire from flaming or cold from frost damage in how it handled and as such never multiplied on a critical hit.

But its still halved vs tiny swarms because its slashing, right?

Well, thats a bit suboptimal, but thanks for clarification!


Is damage type of bane property's 2d6 for weapons the same as base weapon (AKA slashing damage for longsword, ect)? Does this mean it is multiplied on critical hit?


Well, problem is skill checks don't auto-succeed on 20, so character with 8 dex and no ranks have no chance against anyone with CMD of 20+.

Anyway, thanks for the answers!


So if someone with sanctuary wants to pass through blocked corridor without breaking Sanctuary their only option is to Acrobatics check DC+5?


What does constitute an attack for the purpose of BREAKING the Sanctuary spell? Can warded creature attempt to move through enemy squares without breaking it by using Overrun?
Will this maneuver break the spell always?
Will this maneuver break the spell only if the creature not get out of the way, requiring an attack roll?
How angry would you be if GM ruled that overrun does not break sanctuary unless it knocks the enemy prone?


blahpers wrote:

That would be this FAQ:

FAQ wrote:
General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)
Since the discovery only mentions "when you prepare spells", it should technically work for any slot in which the caster prepares spells. Not bad if you have a dud or two in your domain spell progression and want to get more than just one lower level spell instead.

Neat. Thanks for the FAQ, didn't thought of looking there :/

Claxon wrote:

Well, that FAQ is pretty convincing.

I forgot about it, because it's one I explicitly ruled the opposite way on for my home games.

Specifically because I didn't like the whole crossblooded draconic orc sorcerer dip for a wizard. It still seems like an incredibly cheap and cheesy thing.

But I must admit that the FAQ clearly supports it.

I just don't have to like it.

It does open a bunch of possibilities for broken stuff, so makes sense if you playing often with mischievous people.


Bump?


Can Wizard 5 / Cleric 9 split his domain spell slot for lvl 5 into 2 lvl 3 slots? Discovery thing says "may treat any one of your open spell slots" not "wizard spell slots".
Can wizard split his spell school spell slot into 2 spell school spell slots?


All languages are "made up" - they are just bunch of symbols and sounds that people agreed to pretend to relate or signify some objects/events.


Dave Justus wrote:

Your biggest problem with trying to use these two spells together is that Hide Campsite is a 20' cube area, while campfire wall has an area of 20' radius. So your giant ball of flame is outside of the area that is hidden.

I suppose there is a chance that someone would get past the campfire wall and then due to your hidden campsite see nothing and turn around and go home, but that seems like a pretty rare circumstance.

Damn. You are right.

But that means that campfire wall is more roomy than I thought, so thats nice.


LordKailas wrote:

Since neither spell is an abjuration spell it should be fine.

Magic: Abjuration wrote:
If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Perception skill drops by 4.

Yea, thats the kind of thing I am talking about. This is probably least used rule in whole pathfinder XD


Can Hide Campsite spell be used in conjunction with Campfire Wall to make hidden flaming barrier campsite?
Or is there some caveat I don't realize, like spells interfering with each other.


Ravingdork wrote:
DarkPhoenixx wrote:
Ravingdork wrote:

You only lose flight speed if it is dependent on your physical form (such as transforming from a winged creature to one without wings).

If you flew via magical/supernatural means, however, it can be argued that it is not dependent on physical form and you keep your flight in the new form regardless.
So if winged creature transforms into a Strix it still can use its fly speed?

Unless your original mode of flight was magical/supernatural, I imagine you would be limited to whatever a normal strix's fly speed is (or that of the spell's limitations, whichever is worse). Your wings, musculature, and whole locomotive system has changed to those of a strix, after all.

Why would you think it wouldn't change?

(emphasis mine)

I thought it would change, but not to 0, but I see now that since Alter Self only gives swim speed, even a creature who originally had fly speed would not be able to fly altering itself into another flying creature.

Actually this is for the better, I think.