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Since the Eidolon adds its hit points to yours as temporary hit points, can the Eidolon be healed by the Rejuvenate Eidolon spell? Rejuvenate Eidolon, Lesser wrote:
Or a wand of that type of spell? Or can those temp HP be healed by anything? Thx,
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So been wondering this since I first started. If I'm a Druid with lots of skill points invested in Handle Animal, and I want to train an animal to fight, or combat, it takes a successful handle animal check and anywhere from a week, to 3 weeks of training. But what if I cast 'Speak with Animals', since I can actually talk to the animal I'm training, would that reduce the amount of training time, or reduce the skill check DC? Thx,
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Hi, I need some advice. My GM has a talent for making his bosses way too powerful for our group. Example: I have a character with 6 feats dedicated to tripping. (Combat Expertise, Power Attack, Combat Reflexes, Improved Trip, Greater Trip, and Felling Smash) So tripping is a pivotal point of my character, but the other night, the boss he threw against us had such an incredibly high CMD, that even with a roll of 20 I couldn't trip him. (adding 20 the number, I know I can always trip on a critical) I can't find anything to help improve my CMB. (Other then stat building items that improve my strength. Which I already have) Does anyone know of any magic items I can get that will improve my trip attempts? Thanks,
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Touch of Corruption:
Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature. This may be a stupid question, but can I damage undead with my 'Touch of Corruption' ability? I know it says alternatively I can heal undead with it, but I don't see anywhere where it says it actually does negative energy damage. ![]()
Crafted poisons can cost hundreds of GP to create. I can see how applying poison to the entire blade of a long sword could use the entire dose of poison. But shouldn't you be able to coat more then a single arrow head or bolt tip with your dose of poison? Wouldn't common sense be more like: You craft a dose of poison for hundreds of GP in materials, and you make enough to dip 3 or 4 bolt tips in poison? Darthslash ![]()
I'm floored at how vague this description is, it had our group arguing almost angrily last night. Acrobatics:
In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move though an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity.
Situation Base Acrobatics DC* Move through a threatened area Opponent's Combat Maneuver Defense
* This DC is used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round. According to the wording of this action, you can only move 'Through' an enemies threatened square and avoid the AOO with acrobatics. You can't move away from an enemy and avoid the AOO with acrobatics! And this floored me. Why allow you to move 'Through' an enemy's threatened square but not out of a threatened square with acrobatics? OOOOOOOOOO
O=Empty Square
So according to the rules, the enemy rolls his acrobatics check against player's 1 CMD, but players 2 and 3 get AOO's Vs. the enemy. Please tell me, is this how it really works??? According to the wording it is. ![]()
Last night I cast the spell Rolling Boulder. Rolling Bolder:
A spherical boulder of elemental earth rolls around the battlefield under your control. It moves up to 20 feet in a straight line every round (less if it strikes an immovable object) in a direction of your choice, bowling over creatures in its path. Creatures struck by the boulder must make a successful save or be knocked prone, taking 3d6 points of bludgeoning damage as the boulder rolls over them.
The boulder has hardness 5 and 150 hit points. The way its worded made me belive that the spell will do 3d6 bludgeoning damage every time it hits someone. First off, the bolder is a 5 ft. diameter sphere which fills an entire 5 foot map square, so unless the target can get out of the way somehow, it should hit its target every time. Secondly, it says that the bolder moves in a direction of your choice, bowling over creatures in its path....taking 3d6 points of bludgeoning damage as the bolder rolls over them. So, half my group thought the bolder did 3d6 points of damage every time it enters a space filled with the target, and then the target had to make a reflex save to avoid being knocked prone. The other half thought that when the bolder entered an occupied space, the target had to make a reflex save to see if he got knocked prone AND took the 3d6 points of damage. Can I get some feedback on which way is right. Thanks. Oh. Ps...the bolder has a hardness and hitpoints, which means it can be destroyed, which also means to me it should hit the target without the reflex save. ![]()
Command Undead:
Command Undead
Using foul powers of necromancy, you can command undead creatures, making them into your servants. Prerequisites: Channel negative energy class feature. Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. Q: What happens if an enemy uses a spell or ability that summons undead for 1 round per level, and I take control of them with Command Undead? Do I keep control of them indefinitely like the feat says? Or do the controlled undead disappear after there summon spell ends? ![]()
Can you teach an animal you are training with Handel Animal new tricks that aren't listed in the rules? Example: Say I'm a rogue with the Getaway artist talent. Getaway: Can I use Handel Animal to teach a trick like 'Cause Diversion' or 'Create Scene' so the animal will make a large scene and then run away. Allowing me to slip away or make a break for it? Getaway Artist (Ex): A rogue with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks. ![]()
Felling Smash:
Felling Smash (Combat)
You commit all your focus to a devastating blow, trying to crush your opponent to the ground. Prerequisites: Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus +6. Benefit: If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent. ({[A]}) So lets say I'm a fighter with 2 attacks per round. Does felling smash mean I can only make one attack using felling smash, and if I hit while using power attack, I can trip the opponent using the swift action? ({[B]}) Or....Does it mean I can use my first, and highest base attack bonus, to attack with felling smash. Get the hit with power attack on, and then trip with the swift action....AND THEN use my second iterative, (lower BAB) for my second attack against the opponent? Because if its (A), It doesn't help me at all. Because with 2 attacks, I could do (A) without using felling smash. I simply make the first attack with my highest BAB. Hit or miss I then trip the opponent with my second iterative. Same outcome as (A), without having to waste a feat spot. ![]()
Anaconda's Coils:
Anaconda's Coils
Price 18,500 gp; Aura moderate transmutation; CL 8th; Weight 1 lb. This snakeskin belt's buckle is shaped like a serpent's head. The wearer gains a +2 enhancement bonus to Strength and a +2 competence bonus on grapple combat maneuver checks. Treat the enhancement bonus to Strength as temporary ability bonus for the first 24 hours the belt is worn. In addition, the belt grants the wearer the constrict ability for 1d6 points of damage plus the wearer's Strength modifier. I got this item just the other night, and I think its going to work great with my druid! But as I read about the item and thought about how it would help me, a blaring question came to mind. Specifically this, the anaconda's coils gives me the constrict ability for 1d6 points of damage plus my strength mod. So... If I'm wild shaped into some creature that already has grab and the special attack constrict, will the 1d6 from the coils add to what ever constrict damage my wild shape has? A giant chocolate chip cookie too anyone who can actually find something written about this in the rules. Thx,
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If I wildshape into a tiger, and then step into a lake or shallow river and submerge myself up to my neck, can I cast Ice armor and have breast plate type armor form around my tiger shape? Ice armor: Source Pathfinder #38: Racing to Ruin pg. 71 (Amazon)
School transmutation [cold, water]; Level cleric/oracle 1, druid 1 (Gozreh) Casting Casting Time 1 minute Components V, S, F (5 gallons of water) Effect Range 0 ft. Effect a suit of armor made of ice Duration 1 hour/level or until destroyed Saving Throw none; Spell Resistance no Description You create a suit of armor made of ice. While cold to the touch, it does not harm the wearer, especially if worn over normal clothing (though it can hasten the effects of exposure in cold environments). It offers the same protection as breastplate armor, except it has hardness 0 and 30 hit points. If the intended wearer is submersed in water when you cast this spell, you may form the armor around the wearer (who may be you); otherwise the wearer must don the armor normally. Attacks against the wearer that create heat or fire degrade the armor, reducing its Armor Class by 1 for every 5 points of fire damage the wearer takes; when the armor’s AC reaches 0, the spell ends. Because the ice is slightly buoyant, the wearer gains a +2 circumstance bonus on Swim checks, except when swimming downward. This armor is freely wearable by druids. ![]()
I'm making a character that will focus on tripping opponents. So I'd like a quick clarification on how this will work. Q: When I perform a trip using the greater trip feat, I am allowed to make an attack of opportunity against the opponent I just tripped, but....is that attack against the opponent while he's still standing, (perhaps in the process of falling) or is he considered prone for this attack? Thx,
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I want to design a spell. Rules here. Click me Hers my idea. I have a druid with the 'Cave Domain' So after 6th level I get tremorsence 30 ft. I believe. I want to take the Deeper Darkness Spell and Design/change it so that its new radius is 15 ft. The reason why should be obvious, but I want to be able to blind all enemies within 15 feet of me, (and I can still sense them) but keep it small enough that I don't blind my whole party in the process. Can anyone see a reason why this would change the power of the spell to a higher level? Or have reason why this shouldn't be allowed? ![]()
Hello, I made level 10 with my druid, and I can now wildshape into plant creatures up to size large. But as I flipped through a few ideas for my plant shapes, I noticed that they had many different types of poison delivery systems, and I'm not sure if they are all allowed. So as level 10 druid, my plant shape works like Plant Shape II Notice Plant Shape I lets me use poison. So the Mandragora delivers there poison with the 'Slam—injury' Apparently it seeps in thru an open wound. The Melfesh Monster delivers its poison though 'Poison Cloud (Ex)' Inhaled? A Weedwhip uses 'Tentacle—contact' Can be absorbed thru the skin? And a Ascomoid can apparently poison creatures by 'Spores—inhaled' Which states: Once per round as a free action, an ascomoid can release a jet of deadly spores to a range of 30 feet. Upon impacting a solid surface, such as a wall or creature, the jet billows out into a cloud of spores that fills a 10-foot-radius spread. This cloud lasts for 1 round before dispersing. So is it written anywhere that we are only allowed to use one or two types of poison delivery, or do we get to use all of them because I can use poison? ![]()
So part of the rules for SNA state: A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish). But SNA 4 lets you summon a Satyr which has a 1/day (sp) of the spell Summon Nature's Ally III. The Satyr is fairly weak creature by it's self without its spells and spell like abilities. Did they make a mistake here? Since its a once a day spell like ability, should the Satyr be allowed to use its SNA III? ![]()
I took power attack at an early level, and its scaled up in power now since my BAB is +13. But can I choose to only use power attack at the lowest level of -1 on attack rolls and +2 to damage? The reason is because I use the Felling Smash feat now, which lets me make a trip attempt as a swift action if I make a power attack. Well power attack not only lowers my attack bonus, but it also lowers my CMB. And I want that lowered as little as possible so I can make those trips. Thx. ![]()
I read thru the rules for polymorph fairly closely, and I see the sentence that covers my question, but its a little vague and I'm not satisfied. A little help please. Rules posted below: PRD Wrote wrote:
I bolded the relevant section to my question. I have Hide armor plus 2. (Hide+2 armor) Armor Special Abilities wrote: PRD Magic Armor wrote: In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1. Even after my armor merges into my body while polymorphed, do I still retain the +2 bonus to my armor class? I know I loose the +4AC for hide armor, but I don't know what happens to my +2 enhancement bonus. Help me Oh-Bee-One Kenobi, your my only hope!!! ![]()
So I can summon a Wooly Rhino who has the 'Gore' main attack and 'Powerful Charge' special attack. (See Below) Bestiaries Monster Index wrote:
Rules Book wrote: Powerful Charge (Ex) When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature's description. So my question, the thing I am not sure about is this: When the Rhino does a Powerful Charge, Do you.... 1. Roll the attack, add +2 for charge, (YOU GET A HIT) roll 2d8+13 for damage, then roll an additional 4d8+18, (adding powerful charge)??? OR 2. Roll the attack, add +2 for charge, (YOU GET A HIT) roll 4d8+18 for damage, (Since it was a powerful charge) (Using Powerful Charge Only)??? Thx, Darthslash ![]()
Ok, so my Druid took 2 cleric domains instead of an animal companion. I took the fire and plant domains which i'll quote here just for reference. Fire Domain wrote:
Take special notice of the 5th-level spell (Fire shield) Fire Shield wrote:
Plant Domain wrote:
Take special note of Bramble Armor. So, If I cast fire shield, and have Bramble armor up....WILL THEY STACK? Will they BOTH do there damage to an attacking enemy? Ps. Sorry for the length of quotes, hope you got thru this post. Thx. ![]()
I currently play a level 9 Dwarf Druid, and I noticed some saving throw bonuses that seem to cover the same thing and I was wondering if they stack. Dwarven Hardy racial trait wrote: Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Resist Natures Lure wrote: Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood. Now I know resist natures lure only works Vs. Fey spell-like abilities, but assuming I'm targeted by a spell-like ability from a Fey... Do I get:
Thx ![]()
I've been really confused about this issue for awhile and I have no idea how its supposed to work, so maybe I can get some help here. Say I summon a Giant Octopus, or I wild shape into one. The giant octopus has 1 bite attack, and 8 tentacle attacks. Each tentacle is listed as doing (1d4+2 plus grab). So my question is: If I attack with 8 tentacles, and lets say 6 of them hit. 1.) does that mean I get to make 6 grapple attempts, or do they all merge into a single grapple attempt? 2.) If a grapple is successful, does that mean all the tentacles are now grappling? another question is: I know that when I'm wild shaped, I'm following the rules layed out in the Beast Shape I-IV spells, and they talk about special attacks, but I've never seen anything said about special abilities. 3.) Do a get an animals special abilities automatically? For example, a crocodile has Hold Breath (Ex) and Sprint (Ex) do I get those? 4.) When I can wild shape into magical beasts, some of them have Spells Known. Do I have access to there spells? Darthslash ![]()
I have a friend who plays a level 7 Halfling rogue. He is saying his current AC is 30 and it just seems way too high to me. So I'm wondering if I can get some feedback on his set up and if its legal. His AC according to him adds up like this: 10 Base, +4(chainmail), +6 (dex bonus), +1 (dodge), +1 (small size), +1 (2 weapon defense), +3 (ring of protection), +4 (mage shield spell) =30 Do all of these things stack? And if so, is his character way overpowered for level 7? Thanks for any feedback and thoughts concerning this. |