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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.
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.
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: 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
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 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 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
a half-elf Sea Ravager Barbarian
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.
as the title 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.
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.
Litany of Righteousness
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The question is why is storm giant version more expensive to the cloud giant version. All it says is does is change your size as if you had cast Giant Form II. It does not say it gives of the extra abilities other than the actual size bonuses. They both give the same size under the same spell effect (the greater version II, not I). So WHY is one more expensive than the other? Giant-Hide Armor Aura strong transmutation; CL 15th
This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.
Craft Magic Arms and Armor, giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant); Cost 19,660 gp (ogre), 23,415 gp (hill giant), 29,665 gp (troll), 27,165 gp (stone, fire, or frost giant), 34,665 gp (cloud giant), 38,415 gp (storm giant)
Hit Dice (HD) Hit Dice represent a creature's general level of power and skill. As a creature gains levels, it gains additional Hit Dice. Monsters, on the other hand, gain racial Hit Dice, which represent the monster's general prowess and ability. Hit Dice are represented by the number the creature possesses followed by a type of die, such as “3d8.” This value is used to determine a creature's total hit points. In this example, the creature has 3 Hit Dice. When rolling for this creature's hit points, you would roll a d8 three times and add the results together, along with other modifiers an 11th class level half celestial-human has 11d10 hitpoints, so does this mean he has 11 hit dice for purposes of his one per day racial ability to smite evil (which simply adds +HD (max 20) to damage on one attack against an evil creature)?
fighting an orc he has 28 hp total had a feather whip token hit him for 11 points of non lethal he broke one so this was over two seperate hits after the first non lethal hit of 7 damage he was grappled and hit twice for 10 points of real damage he then broke the grapple then he was hit and grappled again for 4 points of non lethal damage so 18/28 hp and 11 non lethal he was then stabbed for 8 more points of damage in one attack 10/28 with 11 non lethal Does his ferocity kick in allowing him to then draw and drink a CMW potion, or is he flat out unconcious.
Weakening Breath (Su) Instead of a cone of fire, a gold dragon
What does that mean
you should all know what the exended bane feat does adds Wis mod to number of rounds /day you can use inquisitor's bane. This new feat is a straight +3 rounds per day, with no language to allow you to buy the feat more than once. Is it intended for them to be there or are they trying to replace one with the other?
This spell has a long history, and I get get the 'history of the spell' item to actually purchase so I have to ask on here. The first sentence in fireshield says anytime you are attacked in melee . The second paragraph says when hit in melee you take normal damage and the attacker get's affected by the spell as well. I need an official ruling 'somewhere' to take to my dm. Is it whenever you're attacked or whenever you're actually hit. It doesn't make a lot of damn sense to me that just because some sword hit your actual shield in combat and didn't score a hit against you that this spell which is historically a bubble wouldn't apply. This material is published under the OGL
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice). Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you. When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)—blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows. Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. Arcane Material Component: A bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield.
I've been looking around and am trying to find a definitive quotable answer on this. The spell description says in it's first sentence anyone attacking you in melee combat that doesn't have a man made reach weapon is affected by the spell. However, in the following paragraph it simply states that in addition to taking normal damage if you're hit the attacker takes X damage if all the necessary prerequisites are met. Does anyone that swings at you (hit or miss) take damage or only the folks that hit you? |
