Wizard school abilities that say touch a creature, can the wizard use these abilities on themselves?
Enhancement Subschool of Transmutation wrote:
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
I can't before the end of the kickstarter in 3 days. That is specifically why I asked. I can pledge on the 30th of Janurary, probably at the %500 level. So you don't know as of right now? Thanks.
For example. go here http://207.115.69.131/images/KS2AddOnsTall_Small_NoMap.jpg
If I don't have the cash to pledge within the next three days before the kickstarter closes, will those 'addons' be availible to buy at a later day, or at launch?
No.............it is a lance with a portion of the pole arm directly in front of the grip big enough to also provide you with a a +2 shield bonus to ac. it is not a +2 shield bonus when you are not mounted. There is a limiting factor, you have to be mounted.
as the question. Once a vampire is put at 0 hit points and is turned involuntarily into gaseous form, can negative energy channeling actually help heal it so it can come back?
Running into this because my player got nailed by a siege owlbear, does not yet have his own coffin (he was buried in dirt) and has no where to go to find his 'coffin', but he does have a person that can channel negative energy to heal him right there.
In an upcoming sourcebook, we're going to write additional material for the magic item crafting rules, further explaining and clarifying the nuances of how this works. I'm going to look over existing threads, FAQ entries, and FAQ-flagged threads, but I don't want anything to slip through the cracks, so I'm asking here: Is there anything else about the magic item crafting rules that could use more explanation or examples?
NOTE:
* We are not going to change the crafting rules from how they work in the Core Rulebook, so please don't ask us to. This book isn't going to invalidate the Core Rulebook.
Examples of things that could use some clarification or official rulings:
* What sorts of Requirements can you bypass with the "add +5 to the DC" rule? Racial requirements? Spell requirements? Math requirements like "caster level must be 3x the enhancement bonus"? [I'd love to hear about other, obscure Requirements.]
* Does the caster level listed for an item count as a Requirement?
* If a Requirement spell has different spell levels for different classes, what spell level does it use for the pricing of an item?
* Can I increase the caster level of an existing item if it doesn't have any direct effect on its abilities (like a 1st-level pearl of power)? If so, how long does it take to do so?
* Why can't I make an constant-use ring of true strike for just 2,000 gp?
* Can I craft a new wand with fewer than 50 charges?
* Can I put holy and unholy on the same weapon?
* For armor and weapons, am I limited to just +5 in enhancement bonuses and +5 in special abilities, or can I have a +1 enhancement bonus and +9 worth of special abilities?
* Can you take 10 on the Spellcraft check to craft an item?
* Can you use a harmful spell to make an oil that you'd apply to another creature?
* Can an arcane caster use a divine scroll to fulfill an item's divine spell Requirement?
Any other questions like this?
Can you use spells like Rope Trick or Secure Shelter to provide a distraction free environment while 'on the road at night' specifically in the Jade Regent campaign where you spend 12 hours not moving.
Quote from CRB
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).
Note that to benefit from that increased speed you must work 4 uninterrupted hours, you can't benefit from the "crafting while adventuring", where you craft "during lunch, morning preparation, and during watches at night", and "increased crafting speed" rules at the same time.
And "Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster)." so if you are penning scrolls on a table in a busy tavern you proceed at half speed.
Why could you not benefit from accelerated crafting while crafting while adventuring?
the CR adjustment for a half dragon I believe is +2 (starting at a minimum of 3.......meaning that half dragon human fighter 1 is CR 3).
AGAIN read the bestiary. It tells you when to adjust their levels. They realize that as they grow CR means less than class levels! There are rules to add class levels to keep that creature on track with the party.
Use the CR adjustment in the bestiary. Then remember to read the part in the bestiary that CRs are not what makes a creature and that their levels are adjusted as the CR gets higher.
There are actual rules for adding levels in as they level to make up for that fact. It's all in the bestiary.
Ahh I see different question. Yes on that specific ability, as a full round action you basically get Vital Strike for guns.
two hits (and you confirm one of them doesn't matter which means it's a crit)
1d8 goes to 2d8.
2d8 is rolled 4 times for a total of 8d8. HOWEVER you only add the + bonuses ONE TIME. which mean in my example with two hits it would be 8d8+11.
Would it not be better to just shoot twice? If you happen to crit once it would be 4d8+44 and just hit would be 1d8+11. for a grand total damage potential (minus DR) of 5d8+55. BASE damage is always better, imo.
it's just one damage roll, which is 4d8. The medium basic pistol is 1d8 20/x4 crit. That means (if you don't use crit cards) you roll 4d8 and add any bonuses you may get from point blank, deadly aim, etc. If it is a flat bonus you add it 4 times. For instance, an 11th lvl Pistolero gets to add his dexterity bonus to damage. On a normal pistol with point blank and deadly aim with a (4) dexterity it would be
1d8+(4 dex)+(1 point blank) + (6 deadly aim), for a grand total of
1d8+11 damage on a successful hit within pointblank range. If that same Pistolero crits, his roll is
1d8+11 +1d8+11 +1d8+11 +1d8+11, OR simplified to 4d8+44. If he had the trait Killer (which adds the crit rating in damage after everything else is worked out never multiplied) then his total would be 4d8+44+4 (because it is a x4 crit rating weapon)
My suggestion to any GM and player is to mark which spells you learned from bonus items like this. They can be suppressed/dispelled/lost which means you need to know QUICKLY and without arguing what effects you lost.
I tried searching every post, I really did. I am sorry if my eyes skipped over the relevant details.
I love the fact you are doing this. I have several concerns.
When you do charge a fee for this service, am I going to have to RE-BUY books, pdfs, maps, etc just to use it? Like most people I still prefer book copies of books. Even though I have purchased map-pack products before, nearly everything I buy from Paizo is done through one of their authorized retailers, AKA my Local Friendly Gaming Store.
I have already resigned myself to the fact that I have to pay for a book twice when I use Hero-Lab, an electronic product you guys have endorsed/licensed to use your copyrighted info. They already have a 'Tactical Console', which I personally find handy for big fights, as it electronically allows me to import monsters, pcs, etc
I'm not really asking for help making the guy, just want to double check stuff I came up while making him.
10th lvl character.
Traits taken, 1. Psionic Knack (Psion)-this replaces the lost ML level in non-psychometabolism and non-psychokinesis powers from the archtype
Psion (archtype Dual Disciple with the Kineticist and Transmografist (which is an advanced Egoist discipline) Disciplines)
I will have a magical clothing item called Student Robes
read that first:
Student’s Robes
Aura moderate psychometabolism ML 10th
Slot body; Price 13,000 gp; Weight 1 lb.
DESCRIPTION
This light garment is worn over normal clothing or armor and improves the wearer’s mental abilities. Most such robes are beige in color, with adornments of eyes or hands on a head. When this item is worn by a psion, the character’s psion level is treated as five higher for the purposes of determining his discipline abilities and the effects allowed by his discipline abilities.
CONSTRUCTION
Requirements Craft Wondrous Item, discipline class feature, Cost 6,500 gp
This item will allow me to use the Discipline powers of Kineticist as if I were 15th lvl, as well as the Transmografist Discipline powers as if I were 15th lvl (which through my archtype means I have access to the 8th lvl Tranmografist Discipline ability, which is called Empowered Alteration and is detailed in the spoiler below
Read here for the archtype Dual Disciple in the Hidden Intentions section of the Psionics Expanded book:
Dual Disciple
While most psions are content to focus their study on a single discipline and only dabble in the others, some strive to unlock the secrets of multiple disciplines. These secrets come with a price, for the dual disciple is less skilled in the disciplines he has not chosen as his focus.
Secondary Discipline: When the dual disciple chooses his discipline, he also selects his secondary discipline. The dual disciple can select his powers known from this secondary discipline power list as well as from his normal power lists. However, the dual discipline suffers a -1 penalty to his manifester level when manifesting a power of any discipline other than one of those he has chosen. The dual disciple gains his primary discipline abilities at 2nd, 8th, 14th, and 20th levels as normal. This ability replaces the class skills normally gained when selecting a discipline.
Secondary Discipline Ability: At 10th level, the dual disciple gains the 2nd level discipline ability of his secondary discipline. This replaces the bonus feat normally gained by a 10th level psion.
Secondary Discipline Ability: At 15th level, the dual disciple gains the 8th level discipline ability of his secondary discipline. This replaces the bonus feat normally gained by a 15th level psion.
trait Psionic Knack from the Unlimited Possibilities Expanded section:
Psionic Knack: You are naturally psionically gifted, even if you dabble in other studies. Pick a class with a manifester level when you gain this trait—your manifester level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your manifester level above your current Hit Dice. You must have a level in the class chosen to gain this benefit.
Transmogrifist Discipline which through my class archtype I will only ever get up to the 8th lvl Discipline ablities:
Transmogrifist Discipline
Associated Discipline: Psychometabolism
Replacement Ability: The following discipline abilities replace the shared effect and infused form abilities of the psychometabolism discipline.
Empowered Alteration (Su): Starting at 8th level, you can expend your psionic focus anytime you manifest a power of the psychometabolism discipline that has a range of Personal and a Target of you to have all numeric effects of the power increased by 50%. For example, when manifesting animal affinity, you could expend your psionic focus to gain a +6 enhancement bonus to Strength instead of +4. Powers modified in this fashion cannot also be altered by effects such as Empower Power.
Infused Body (Su): At 20th level, anytime you manifest one of the metamorphosis powers, you heal a number of hit points equal to the number of power points spent on the manifestation.
In addition, your body has become so adept at changing form that you become virtually indestructible. As long as some portion of your body still exists, you will return to life as if affected by resurrection one week after dying, although you gain three permanent negative levels instead of only one.
The overpowered part is combining rogue with horizon walker for the rogue talent. Because as stated above, it says add +2 to all of your favored terrain bonuses. So by 20th lvl, you're at 15-18+ for the 3 terrains you have dominance in.
Hey, I know that most of the folks that have subscriptions get early access to the PDFs.
Those of us that do not, we going to have to wait for the 20th to get access to this? I sort of experienced a similar problem when I was subscribing to the adventure paths. Even if I get a subscription now, will I have to wait until the 20th for access to download the pdf?
Then I absolutely would not ever support eschew materials working for it.
Why on earth would the designers put one component that didn't have a listed price and then another with a 25gp price and expect that eschew materials would work?
It is a ridiculous oversight. I am the biggest munchkin of our group on numbers concepts, but even I would never do this. I can't believe I had a guy do this to me in a gestalt 20th lvl game. That's the biggest reason I stopped running that game.
me wrote:
so for Three terrains he has dominance in , all native creatures to that domain he gets +24 to
He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them.
Oh, heres a keeper I have yet to launch consequences for.
The new rogue does not have trapfinding (pirate archetype). He managed to sneak into the storage area but was almost killed by a trapped chest. He left empty handed except for one thing.
Grok left the lock to the storage/quartermasters open and hanging (I ruled it like a padlock).
The rogue took that lock, the dart that poisoned him and hid them in Sandaara's bunk area to implicate her.
My second session went well. due to irl concerns two folks got new assignments at work and can no longer make our play date/times. So now I have 4.5 characters (5 but the 5th is a new lady that just rolls along with her boyfriend).
Two character deaths, one got keelhauled due to getting blamed for the delaying action death (who was actually coup-de-graced by one of the attackers.) A special assignment by Mr. Plugg to blame a death on a PC of his choosing. It just so happened or most CG irl player (said boyfriend above) took the death on his own character and refused to name another. That dead pc did draw the first weapon in the fight after 8 went downstairs for a real fist fight. 4 retreated, 2 blocked the stairs, and the dead npc and the npc that actually killed the first drew daggers in response. the pcs whacked the npc to unconsciousness so the other npc on the special mission coup-de-graced the first npc and immediately surrendered.
I also had another character death via someone getting caught red handed twice (the same night) trying to dump the rum ration. He was confronted by Plugg and Scourge and attempted to feign death TWICE after a whipping for punishment. Plugg believed him, but Scourge was used to shirking pirates(+8 sense motive, and another 20 dc change due to an outrageous lie on the second attempt to bluff lol) and saw right through the feigned attempt.
After repeatedly kicking the ever living crap out of the PC, I had another trouble making pc (dwarven monk-zen archer) given an ultimatum. Toss the feigning pc overboard, of his ever growing list of transgressions would get him killed to. So he did toss him overboard and was sent to back to the sweatbox for killing a crew member. That dwarf has been the biggest trouble maker so far, but is constantly getting out of it or surviving punishment. He shall be the one to go one on three in the bilge next session. That dwarf was the guy that faced and beat owlbear easily. The dwarf monk knocked him into unconsciousness and never backed off so owlbear is not a friend to the party.
I used the man over board day to have the ship pick up a lost at sea Tengu Rogue Pirate (the barbarian's new character). The new pirate has been through this life before and was assigned as the new rigger (the previous was one of the characters than can no longer come)
I also had them face 4 reefclaws. No one died, but one was really close and was in fact paralyzed and dragged back to the boat (that same rogue Tengu). Their cleric (who has a whopping 7/day channel and selective channeling) kept them alive.
I am trying to speed up the task lists to get to the boarding action. Next session we will have that happen.
I am continuing to play the pcs off each other and loving every minute of it. The only female character is Pluggs off and on mistress, and now owes the Captain for 2 potions of cure critical wounds, some gear, two nights of peaceful bed rest from injuries suffered while failing her swab duties, etc. Instead of normal punishment I'm putting that character on the hook for later. She was assigned by Plugg to be the key keeper of the sweatbox and has power to put people in there. It is certainly a big change to our standard bar party approach.
The game went well I think. I RP'd Mr. Plugg a lot more than scourge and Plugg became the bad guy really quick. I've been purposely playing the PC's against each other. Plugg picked up a one time mistress from the female elf character and gave her the keys to the sweat-box with the authority to use it.
piratical delaying action, how I ran it:
I sent 8 people down to the sleeping deck. They harassed the pcs as they were getting up, as written in the module specifying them wanting to get into a 'fist fight' not an actual combat. One of the more martial PCS drew a dagger and gave a club to another pc, so I had 4 pirates draw daggers. Two stayed on the stairs to physically block people from going up, 2 moved into attack (two hostile ones). Eventually, one of the fighting pirates was knocked unconscious. So how I played this is Plugg wanted this to happen, he wanted to keelhaul a pc, so he ordered one npc pirate (who was the guy still standing) to kill any wounded and he coup-de-graced him and immediately surrendered to the pcs. 4 of the 8 pirates that first went down there for a fist fight, ran back upstairs on queue shouting that the pcs were causing trouble. Plugg ran onto the deck to 'investigate' the ruckus a couple rounds later. During an 'investigation' it was determined that the pc actually drew the first weapon that ended in a death, and Plugg gave him several chances to name someone else to be keelhauled in his place (like Sandara), he refused and died.
The game went well I think. I RP'd Mr. Plugg a lot more than scourge and Plugg became the badguy really quick. I've been purposely playing the PC's against each other. Plugg picked up a one time mistress from the female elf character and gave her the keys to the sweatbox with the authority to use it.
piratical delaying action, how I ran it:
I sent 8 people down to the sleeping deck. They harrased the pcs as they were getting up, as written in the module specifying them wanting to get into a 'fist fight' not an actual combat. One of the more martial PCS drew a dagger and gave a club to another pc, so I had 4 pirates draw daggers. Two stayed on the stairs to physically block people from going up, 2 moved into attack (two hostile ones). Eventually, one of the fighting pirates was knocked unconscious. So how I played this is Plugg wanted this to happen, he wanted to keelhaul a pc, so he ordered one npc pirate (who was the guy still standing) to kill any wounded and he coup-de-graced him and immediately surrendered to the pcs. 4 of the 8 pirates that first went down there for a fist fight, ran back upstairs on queue shouting that the pcs were causing trouble. Plugg ran onto the deck to 'investigate' the ruckuss a couple rounds later. During an 'investigation' it was determined that the pc actually drew the first weapon that ended in a death, and Plugg gave him several chances to name someone else to be keelhauled in his place (like Sandara), he refused and died.
I am making them all go to 40 pt buy. Based off of what our group normally does (in which I'm usually a player and benefit as well) I think that is a good middle ground for now. They won't mutiny on me and just decide to not play.
The barbarian is switching to an oracle, but they're still melee heavy.
The ones with prof sailor have +6-8 already in the check, so I will be raising the DCs by 1 or 2 minimum.
I will be adding +2 CR to every encounter with the full group. The only think I will leave as written in the book is the 1 vs 2 in the bilge. I'll be putting down whomever pissed the captain off down there on his own.
I'm going to have to explain the action system allowed, these guys are used to more of a free play campaign with our normal GM, but we've all done APs before; they know the deal.
I've also never really been keen on the atmosphere, but I'll be playing music every once in a while too. I wish I had a generic ships sounds soundtrack.
I think at least half of them are taking profession sailor. Right now, it's barely better than 40% they will win the skill roles, but it will get ridiculous at later levels.
I'll talk to them about scaling back the stats in the future, but they'd mutiny if I did it to them now when we're supposed to start next Monday.
Since I don't pull punches in combat, I've always run up to and sometimes crossed that invisible knife edge of cake walk or TPK. Maybe I should just rescale the pc stats back down and that will solve a good deal of it for later.
I'll stick with medium, forgot about the cr bumps from added creatures. I think most of the sailor checks are what 10 or 15? I might add one or two for that.
And yes, what I mean is the group uses 4d6 reroll 1s and 2s drop lowest.
i think my highest point buy equivalent was 62 and the lowest was 41. I think I need to reign that in........it will just cause more problems than it's supposed to.
The book says 4 pcs at medium progression. Well, like always we have 6; with 4-5 likely to show up 'every' time we play. Will the medium progression with less xp (I use the exact cr / # of pcs method for xp) be made up by 2 extra pcs? Or would it be fairer to do fast progression?
Unlike other adventure paths or modules, I cannot find a page or alternate encounter set ups for more than 4 or less than 4 pcs.
The pcs are all rolled stats with a method that I think has the lowest stat point-buy equivalent at 40. I am enforcing pathfinder only, no firearms, no monstrous races or ideas, and so far what I have is
I also allowed them to pre-roll on the devastating injury/scar table for a feat or two.
a half-elf Sea Ravager Barbarian
an elven blackblade/kensai magus
a human inquisitor (heavy xbow specialist)
another human two weapon fighter
a half-orc two handed fighter
and an unknown sixth pc from a new to pathfinder player (which I'm sure will be 'optimized' via help from the other players).
I'm already going to be really strict on the disciplane and enforce the interactions with npcs for good or bad. I'm not one to pull punches if it comes to combat, and I think with their power base this is the proper way to go.
However, my question lies really at the fact that the module is literally designed for 4 pcs and no built in room for adjustment when it comes to the effect of 2 more pcs on the end battle for the module. This is besides the fact that the jolly boat can only hold 6 people at max, I am sure that the captain would not select all 6 pcs without putting one of his officers in charge.
Any advice moving forward? I am not going back to change creation rules but may readjust on character deaths.
20th lvl monk goes from humanoid (whatever) to outsider-augmented humanoid (whatever), are they subject to enlarge person?
and while I'm at it, a 20th lvl monk with a robe, monks. anyone ever find hard rules for the damage type they'd be doing?
Going on their unarmed table and then size table I ruled 2d12 medium, 2d10 small, and 4d10 large. The player is trying to go with enlarge person and leadblades.
no the broken part is when it's combined with horizon walker
The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain.
that's from favored terrain normally
horizon walker says
At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.
so for Three terrains he has dominance in , all native creatures to that domain he gets +24 to
He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them.
you mean to tell me that Extra Favored terrain stacks with itself and if taken 12 times gives someone a +24 bonus to initiative to all his favored terrains?
Terrain Mastery (Ex)
Benefit: A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.
Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.