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Delenot's page
345 posts. 1 review. No lists. No wishlists.
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I read this on the internet so it must be true....
This is all I read, and of course it's vague. Is this even possible, or cost effective, to do?
1. Be a 14th lvl Necromancer
2. Create a zombie
3. Cast Plane Shift to send zombie to the Negative Energy Plane
4. Cause a Nightwalker to appear
5. Used Command Undead on it. Since this is an undead with poor mental stats this is likely to succeed.
6. On a failure cast Banishment and try again.
When you take two different archetypes for the same class I understand you cant take one that effect the same ability. My question is what if you do not take enough levels in a given class to reach the replaced ability, does it still count against combinable archetypes?
An answer from another post made me wonder...
What is the highest fire damaging item?
For example; lamp oil, alchemist's fire, etc?
I'm looking for the best damage options for dowsing a target and a flammable substance and ignite in it. I would assume all options are non-magical, but it's a magical solution exists I'm interested.
Thank you all.
How would a target remove a PC using Limb Climber, other than just trying to hit the PC?
Using Limb Climber from Vexing Dodger and Human Shadow, a Halfling racial trait.
I'm looking at a concept of climbing the BBE and then using it as cover from its allies attacks.
Exactly what bonus/penalties do you think the climber / climbee would get?
Is there a way to add Human Shadow (Halfling racial trait) to a Grippli PC race?
I'm thinking about taking the feat Pin Down for my Eidolon. The feat has 2 requirements: Combat Reflexes, and Fighter lvl 11. Can an Eidolon quilify for this? If initially no, is there a work around?
Can you use a Rod of Giant Summoning and Feat: Versatile Summon Monster at the same time?
Is it possible to give your Unseen Servant the ability to fly for the duration of that spell?
I just noticed something and wondered if this was an oversight. The Fiery Creature Template does not grant any kind of fire resistance/immunity. It does grant an Untyped DR based on HD, but I can find nothing regarding fire damage. Am I missing something here?
(Link to Template on SRD)
https://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-templat e-fiery-creature-cr-0-or-1
Just reached lvl 7 with my current Summoner and I'm torn between 1 of 2 Feats. I will be taking both eventually, one at lvl 7 and the next at lvl 9. My question is which would you suggest for lvl 7, and which for lvl 9...and why?
The Feats in question are;
1: Heightened Spell (metamagic): This is for the Heightened Mount / Summoned Monster combination. (Yes, I'm familiar with the debate, my GM allows it)
2: Versatile Summoned Monster: For Aerial and Fiery templates.
Does the spell Alter Summoned Monster remove any template applied to the summoned creature? For examples; You can apply the Fiendish or Celestial template when you summon certain creatures with Summon monster. Also, Versatile Summon Monster provides additional templates to apply to summoned creatures. Do these templates get removed when Alter Summoned Monster is successfuly cast?
Can creatures, such as a Hound Archon, suppress their natural 'always on' abilities, such as Prot vs Evil 10'?
The Monk class starts out at 1d6 UA dmg.
A small sized race starts out with 1d4 UA dmg.
What would a small sized Monk start out with?
I'm asking this on a rules basis, not necessarily a common sense basis...as it is an Eidolon.
With a Quadruped base form, if I wanted to have 5 natural attacks, would the minimum Evos needed be Claws x2?
It starts with Bite for free, and 2 sets of legs. Would adding claws to all four legs be enough, or does it require an additional set of limbs/legs to stand upon to attack? Again, asking per rules and not necessarily structurally common sense basis.
Thanks in advance!
Does spellcraft work off the caster's primary casting stat, or is it fixed to work off int only?
How do you determine casting time when using Sacred Geometry? It reads that you use Sorcerer\Bard casting time, but is that not the same as every other class casting times?
I thinking of using reach with my current Eidolon. I'm looking at the reach evolutio and Long Arm spell. My question is, not using a reach weapon, do I still threaten my 5' reach?
If not, is there a way to do that?
For added thought, is Lunge worth adding in to the mix?
Do you get both the bonus languages for a high inelegance and the number of tanks you put in linguistics?
Would someone please break down the cost of crafting a pair of Boots of Speed?
Here is the Talent:
Underhanded:
Benefit: A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).
Here is the question:
Does this apply to the entire attack, or just to the SA portion?
Normally you can guide a horse with your knees at DC:5 ride check.
What if you had to do this while the horse was blind or blinded by spell, fog, etc? Assuming you, the rider, could see...could you guide the horse and what DC would it be?
Is there any way to make a 5' step more than 5'?
Short and long bow respectively have a range increment of 70'/110', what ways can this be increased?
The Unchained Rogue talent Underhanded, can it be used with the Improved Unarmed Strike feat, or with an unarmed attack?
I'd like to create an item and I'm having a heck of a time grasping the cost creation rules.
Here is what I'm trying to create.
Slotted item
3 charges per day
Effect: quickened enlarge person.
Also interested in any variants. Like continuous use, or giving up the quickened aspect. Any assistance is greatly appreciated.
In most all the build/equipment advice I read the Quick Runner's Shirt is raved about. Just what makes it so good? I've read the description and it seems very niche to me. Am I missing something?
I trying out a new, to me, build. Using the Sap adept/master tree.
Do these work together?
Scout’s Charge (Ex)
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
This ability replaces uncanny dodge.
-and-
Sap Master (Combat)
Prerequisite: Sneak attack +3d6, Sap Adept.
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.
A question came up at our table that the Scout's Charge might not let Sap Master work off of it because the person questioning it remembered reading somewhere that the 'as if' portion of Scout's Charge would not allow it to work. Granted they could not remember just where they read that.
If you cannot detect a combatant, are you still in initiative?
For example:
-A combatant is invisible and waiting in a location.
-Intended target moves towards location. (Not in combat)
-Undetected combatant attacks with surprise as targets moves close enough. (Target is not in-combat until surprise round is over).
-Now target is in-combat.
-Combat progresses.
-Combatant becomes invisible and stops attacking.
-Target can no longer detect combatant.
---Question: at what point is the target not in combat?---
What I am specifically looking for is how to cause someone to be Flat-Footed, not just denied dex bonus. And in the above example you are FF until you act in combat, so in the surprise round and then if the combatant gets a lucky init roll it's target would be FF for two attack actions. (Correct?)
Is there any kind of weapon that can deliver non lethal damage at range?
Does Craft: Alchemy work like crafting a magic item as far as cost? Does it cost half the listed price to create it yourself?
How is unarmed hand to hand combat ruled? Do they count as natural attacks (having 2 as a human), or do you use the two weapon fighting rules? ...or... can you only make one attack?
I'm trying an unarmed combatant and want to be certain I have it down right.
Does this work for Medium Sized creatures?
Cape, Billow
Source PRG:ARG
This silk cape is constructed of many carefully arranged overlapping layers that are loosely stitched together. When exposed to a sudden influx of air, like that caused by falling, the cloak unfolds like a crude parachute. When falling, a creature wearing a billow cape is treated as if he had deliberately jumped from the height. When worn in areas of strong wind or greater, a billow cape hampers movement. In such wind conditions, the wearer treats all terrain as difficult terrain and takes a –4 penalty on Fly checks. Because of the strange and somewhat fragile construction of this cape, only Small or smaller billow capes function properly. Larger billow capes take all the penalties resulting from high winds, but grant none of the benefits when the wearer falls.
I've searched and can't find a consensus. I have a player that will likely be in need of a new body, quite possibly permanently. Can Magic Jar be used for this?
I've seen argued examples that it's as easy as casting MJ, possessing a body, casting it again, possessing yet another body, then ending the spell and returning to the first possessed body. Is that really it?
A snippet from scent...
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
By reading this, if you have the scent ability you can pinpoint a creature of you move within 5' if it.
Here is my question: If you pickup a scent and don't move but instead ready an attack...can you attack as soon as the scented creature moves within 5' off you?
I'm trying to find a way to add the spell Emergency Force Sphere to a Summoner's spell list. Without level dipping, does anyone know a method?
If a summoned creature has a special attack, rake, constrict, ect, that causes damage on its own does Smite Evil / Good apply to that damage?
I'm trying to find a complete Wizard/Sorc list for all Evocation and Conjuration spells produced from official Pathfinder books. The SRD has a spell filter and I thought they had all the spells listed, but the Evocation spell Emergency Force Sphere, while listed on the site if searched directly...does not appear when using the spell filter, even though it is listed as a W/S spell and comes from the Cheliax source book.
Has anyone else found other spells not fully listed?
Is there a Metamagic Rod of Heighten Spell?
If you had the chance to get a magical item designed specifically for a Summoner what would you choose, and why?
No restrictions as far as rules. Though it should be reasonable. But this could be reasonably simple, or reasonably strong.
Is an Eidolon's Pounce evolution the same as the Universal Monster Rules Pounce?
Can it use Rake on a pounce? (If it has that evolution)
(Barbarian Beast Totem pounce references UMR Pounce on the SRD, from the APG which is where the Summoner class is from. Thus if you can get Rake on a Barbarian it could use that ability on a Pounce.)
Is there any known way to enable spells cast by summoned creatures to last the described duration rather than cease when the summoned creature expires?
Is there a definitive list of spells that Shadow Conj / Evoke spells can reproduce, or is it simply any C / E spell?
I'm trying to scale a standard medium creature into a gargantuan sized version. The size increase tables don't seem to cover it well, though I could just be missing it. What stat changes should be made to reflect the size increase?
Does a Wall of Fire have to be anchored, or can it be cast in an open space?
For example: The description says the wall is immobile. Could cast in the air and hang there unattached burning away?
Using the spell Magic Jar. What would happen if a creature summoned by Summon Monster, or an Eidolon, was possessed...and then an attempt to dispel/banish/etc was made on said creature, and the step was successfull? Would it even work to begin with?
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