Hellknight

Doomn's page

Goblin Squad Member. Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber. 74 posts (76 including aliases). No reviews. 1 list. 1 wishlist. 3 aliases.


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It looks like here is a typo in the Notes box; it says, "but Pathfinder Maps subscribers who preorder them will receive a free PDF version of Pathfinder Flip-Mat Classics: Waterfront Tavern when their subscription ships." Should it be "Pathfinder Flip-Mat Classics: Arena" instead?

As always, just my two coppers...

-Doomn

Edit: Aaaaaaaand, I just noticed the email link for typos. Putting my public education to work...


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Dragon78 wrote:
Well at least the iconics will be non-core races finally.

Well, they'll be core races for Starfinder...

Just my two cop..., er, silicon chips...

-Doomn


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Also keep in mind that the more people you add then the less "common" everyone's "sense" becomes.

As always, just my two coppers...

-Doomn


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(When stuck with a dagger) "Remember the good old days when daggers killed things..."

(When the talkative bad guy goes down) "Oh, what's that? I'm sorry, I don't speak DEAD."

"Hey, remember back in training when they said, 'You can't be a good Paladin if you're a dead Paladin?' Well, here's your chance to prove them wrong."

"Hurt? Dude, I'm freaking dead."

"Now you're dead. You're even deader than me..."

"Hi, welcome to ZombieLand."


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From what I read, the level 1 ability is active for both personas. The abilities after that are for the specific persona.

As always, just my two coppers.

-Doomn


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Talonhawke wrote:
...I mean I guess I could take ten to jump over a pit of fluffy pillows since there is no worries about failure hurting me but not much else....

But there are people who are allergic to downy pillows. These may be downy pillows. I know I am not allergic to these but my cousin breaks out something fierce. Doh, I think I am distracted yet again. DRAMA!

Talonhawke wrote:
... "why can't i T10" conversation.

All I kept thinking was I d 10T error.

-Doomn


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BigNorseWolf wrote:

Dirty deeds done for $14.99

Why, that's DIRT CHEAP!!!

-Doomn


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Haydon Mehmet wrote:

hey, do you guys feel that posing riddles to the players hurts the rp, cause I kinda do. it just kind of irks me when a wizard with an intelligence of 20 doesn't know the answer to a riddle but the barbarian with an intelligent score of 5 does. I mean, there have been times where i've played a character whose smarter than I am, but because I don't know the answer to a question. he doesn't know, which I kinda think defeats the purpose of role playing.

anyway, what do you guys think?

As with all responses to questions like these, it all depends on the group and what they enjoy. I've played in groups where riddles were bandied about and answered as a matter of course (and I felt like the dumbest person on the planet); that game was not for me (although I really enjoyed watching them play, they had a lot of fun and I learned quite a bit). I played in another game where most challenges broke down into calculus races (we were all engineers [and geeks]); this was extremely fun for me (and the others in the group) but had my wife just shaking her head (and mumbling "nerds" under her breath).

When I'm playing or running games, we often have riddles and puzzles in the game. Whether we have it be an active part of play depends on how we fell that day and who we have in our group that day. Often the riddles are just mentioned as part of the story and "solved" by the characters via rolls (e.g. Knowledge [<Whatever>]). Every now and then we decide to work on the puzzle and get together as a group (we then have a roll-off to determine who "figured it out" in game - sometimes it IS the Barbarian).

As always, just my two coppers...

-Doomn


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Irori

-Doomn


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Option 3: Buy a Spell Book. Write your favorite poems/affirmations/quotes in whatever fashion you want. Case Secret Page on the pages and have the pages say "This Page Intentionally Left Blank." You can review the book every morning and enjoy your poems/affirmations/quotes. Anyone else that looks won't see anything. Any caster can detect the Secret Page and "know what's happening." Until someone looks at it with True Seeing, no one will know the difference. (In non-PFS, you may have the poems/affirmations/quotes look like any spell you can cast, pending GM approval - not a strict rules-as-written interpretation, but probably will not have most GMs worried. Of course, non-PFS, you could just use Scribe Scroll to enter into the book.)

As always, just my two coppers...

-Doomn


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Tilquinith wrote:
Will a PDF be made available at some point?

There have not been pdfs in the past, but I would (greatly) like one as well (and the other hard covers/comics).

Duiker wrote:
How is it a Paizo.com exclusive if it's already on Amazon.com here?

This is the Paiso exclusive cover. The Amazon one is the normal cover (which is also on sale here).

-Doomn


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captain yesterday wrote:
Do you know how much that costs, roughly:-)

Unfortunately, no, I do not know. I know several people who do this but never asked how much it cost them. (And, one of them owns a print shop and can print his copies there.) I have a wide format printer and color laser printer and use them to print copies of the pdf's that I want (or to print some of the fabulous art to hang on my wall or use in my games).

I am sorry that I could not be more help.

-Doomn


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You could take the pdf to a copy store and have them print/bind it for you (or the entire run of AP is you want print consistency).

As always, just my two coppers...

-Doomn


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You could have them go to the "inner world" only to find it a vast devastated wasteland (including, if you wish, a deadly environment - e.g. harmful radiation). In their exploring they can come across a series of gates/portal (much like Stargate, the Elf Gates, or the Iconian Gateways). Some of these can be destroyed or just inactive and some can be windows to other harsh or extreme environments (Plane of Fire, underwater, middle of a sun, etc.). This allows you to have a gate to the dinosaur ridden plains (with an explanation as to why they are no longer in your world or never were) or anywhere else you may want to explore later (without changing your home world).

As always, just my two coppers...

-Doomn


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Don't forget to also add the 50% to additional damage from the spell.

(e.g. Empower Spell FAQ)

As always, just my two coppers...

-Doomn


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Check out Erik Mona's blog Interregnum. You can leave your suggestions in the comments (it may be best received there).

I hope this helps...

-Doomn


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Finally, some Rebel Skum...

-Doomn


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Goofus moves into Gallant's room and maintains his squatter’s rights. He has some luggage he found in the lobby and the maid's cart.

Gallant buys gift pdfs of all reference material for his upcoming game for each of his players, and he maintains a website dedicated to the group with a forum and game updates.


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I used to use ranged weapons like you, but then I took an arrow to the knee...


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Xaratherus wrote:
Democratus wrote:

...

Now, when you make a melee attack, you normally do so in one of three ways: Either by taking a full-round action and make a full attack; taking a standard action and making a single melee attack (or two melee attacks if you are two-weapon fighting); or making an AoO, which is not an action.

...

PRD wrote:

Full-Round Actions

A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

Full Attack

If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
...

(Emphasis [bold] added)

You need a Full Attack action to get your second (or other iterative) attacks.

-Doomn

Edit: poor formatting
Edit2: Sorry, didn't really pertain to the original post.


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J4RH34D wrote:
Gauss wrote:
CRB p169 wrote:
A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor.
A medium or heavy load prevents you from using Evasion if you cannot use Evasion in medium or heavy armor.
Please link to where you get that information

His quote tells you, Core Rule Book page 169.

My previous post (all be it a little late - darn slow typing speed) has a link to the prd.

As always, just my two coppers...

-Doomn


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I have my player make five extra names at the beginning of the adventure. There is no elaborate back story for these five, but they are all introduced and known to each other, and they all have some reason to be in the area (and a part of the adventure, weather another adventuring party or an individual "expert" in the area). This allows some plausible interaction later (and a way to incorporate the new character in the story arc).

I usually do not require an adventure trait for the first character (though they must have some reason for being there.). I do require a story trait for each subsequent character.

As always, just my two coppers...

-Doomn


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PRD wrote:

Sunder

You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition (see Conditions). If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.

...

Smashing an Object

Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished with the sunder combat maneuver (see Combat). Smashing an object is like sundering a weapon or shield, except that your combat maneuver check is opposed by the object's AC. Generally, you can smash an object only with a bludgeoning or slashing weapon.

Armor Class: Objects are easier to hit than creatures because they don't usually move, but many are tough enough to shrug off some damage from each blow. An object's Armor Class is equal to 10 + its size modifier (see Table: Size and Armor Class of Objects) + its Dexterity modifier. An inanimate object has not only a Dexterity of 0 (–5 penalty to AC), but also an additional –2 penalty to its AC. Furthermore, if you take a full-round action to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon.

Hardness: Each object has hardness—a number that represents how well it resists damage. When an object is damaged, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object's hit points (see Table: Common Armor, Weapon, and Shield Hardness and Hit Points, Table: Substance Hardness and Hit Points, and Table: Object Hardness and Hit Points).

Hit Points: An object's hit point total depends on what it is made of and how big it is (see Table: Common Armor, Weapon, and Shield Hardness and Hit Points, Table: Substance Hardness and Hit Points, and Table: Object Hardness and Hit Points). Objects that take damage equal to or greater than half their total hit points gain the broken condition (see Conditions). When an object's hit points reach 0, it's ruined.

Very large objects have separate hit point totals for different sections.

Energy Attacks: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Ranged Weapon Damage: Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object's hardness.

Ineffective Weapons: Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.

Immunities: Objects are immune to nonlethal damage and to critical hits.

Magic Armor, Shields, and Weapons: Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item's hit points.

Vulnerability to Certain Attacks: Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object's hardness.

Damaged Objects: A damaged object remains functional with the broken condition until the item's hit points are reduced to 0, at which point it is destroyed.

Damaged (but not destroyed) objects can be repaired with the Craft skill and a number of spells.

Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by spells and other attacks that allow saving throws to resist or negate. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus).

Magic items always get saving throws. A magic item's Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.

Animated Objects: Animated objects count as creatures for purposes of determining their Armor Class (do not treat them as inanimate objects).

Sunder is used against an opponent holding or wearing the item. "Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished with the sunder combat maneuver (see Combat)." Breaking an object has its own section and the objects are (usually) stationary. Animated object have a separate section. The only section that pertains to an arrow is the weapon section. The arrow could be sundered if you readied an action to attack the enemy when he fires an arrow (assuming you are close enough/in melee range). [Of course, barring class features, etc. that allows this.]

So, no, you cannot sunder an arrow in flight, but you could ready an action to sunder an arrow before it is fired (or the bow, for that matter) if you were in melee range (or, if you readied an action to sunder the enemy weapon if they attempted to move, etc.).

You could take the Snatch Arrow feat and catch the arrow, then break it at you leisure.

As always, just my two coppers...

-Doomn


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Perhaps you could use the Jolt cantrip, keep the type as electric (simulating lightning), and add the Dazing Spell metamagic (simulating either thunder or a sonic boom), for a total level of 3. So, you have a spell that does 1d3 electric damage and dazes for 0/1 round (or, an argument could be made for 3).

If you wanted it to simulate a whip more, you could change it to 1 point of non-leathal damage (with the whip drawbacks, or without) and daze for 1 (or 2/3) rounds. It could be kept as a level 3 spell with a dazed duration of 3 rounds, or even knocked down to a level 2 spell with a dazed duration of 1 round.

As always, just my two coppers...

-Doomn


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kirowan wrote:

My LG Wizard has got the Familiar option. I think that Familiar's AL has not to be the same as the Wizard's, but I'm not certain about it.

Furthermore, if my LG Wizard take levels as Paladin, what AL must have her Familiar? LG?
PRD wrote:
Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.


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It would depend more on their deity than anything else. If she is a Paladin of Torag or Iomedae, then she would probably kill them for their crimes. If she is a Paladin of Sarenrae or Sheylin, then she would probably take them into custody to answer for their crimes (and repent, make amends, etc.).

As always, just my two coppers...

-Doomn


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Gar0351 wrote:

So, we're starting the Mummy's Path adventures. The first book involves raiding tombs in Wati's necropolis. One of the player's is a lawful good dwarven cleric of Torag.

...

It does not involve raiding tombs; it involves exploring and searching tombs that have been opened up by the legitimate government for the purpose of recovering bits of history and relics (so long as the tombs are not desecrated).

Gar0351 wrote:


...
How would a character of this alignment and deity justify pillaging ancient tombs for profit and gain?

They could not justify pillaging ancient tombs for profit and gain. Further, they would refuse to participate in any such endeavor, even going so far as to lecture those on the legality and morality of the act.

However, they would be part of an expedition to explore ancient tombs to recover artifacts and uncover bits of history. They could sell (for a fair price) or donate the artifacts to the appropriate people, and they would turn over any bits of history that they found to the appropriate people (and the character's church/temple). They could also be part of a funded expedition to explore the tombs (for their church or other appropriate organization).

As always, just my two coppers...

-Doomn


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Tacticslion wrote:
Tacticslion wrote:

Both of those are explicitly "bonuses" which have defined parameters; they contain similar, but different wording.

EDIT: for a ninja in heavy armor!

Doomn wrote:

Okay, so, if we roll a 20 and add the surge (for whatever reason), is it no longer an auto-hit (or threat since it is no longer a "natural 20")?

-Doomn

Why would you?

Either the auto-success kicks in (in which case you don't need the bonus), or you're rolling something other than an attack or save (in which case the "auto-success" rule doesn't apply).

Doomn wrote:
Why would you add a surge to a roll when you already know the outcome (it's a "auto failure)?

Because the ability is explicitly allowed to change the outcome after-the-fact. In other words, you'd use the surge because you wanted a different outcome.

Doomn wrote:

Alternately, you roll a 19 to hit (a miss but in the threat range of you weapon). If you add the surge, is it no longer a threat (total of 25 but no longer in the 19-20 threat range)?

-Doomn

If you'd read my post (and understood it in all its long, long, wordiness) this is actually my objection to Rynjin's own impression of the ruling I make (i.e. the "problem with crits" he mentions).

Effectively, I have never said that it makes anything automatic, one way or the other (though it could be read and ruled that way), but rather that it is a permissive ("can change") which, being the more specific rule (and not being a "bonus" of any kind) overrides the automatic element.

However, even accepting the logic on its own face value, there is (almost)* never a reason to add a surge to a natural 20 (under the "automatic success" rule; i.e. attacks and saves)*, meaning that, if a player wants to expend a surge to make something a non-automatic success for some reason... okay? It's really not an unbalancing factor in that regard and still allows the sense of "I can bend fate because of my awesome"...

I had not read your post (I started writing after the first few posts but got side-tracked and finished up later - after several other posts were made - I think I'm getting old...).

I forgot the part in surge that allowed you to add after the result was known. My bad.

My personal opinion (and how I would rule in my games) is it should change the result and may make it a success (if the final result would succeed) – it is a mythic ability, after all. Mythic abilities are designed to bend and reshape reality, how should/would negating an “auto-failure” be any different.

Using another alternate system, if a Hero Point can be used to reroll a result (or even two to cheat death), then a mythic point (surge) should be able to alter an “auto-fail.”

Just my two coppers…

-Doomn


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Tacticslion wrote:

Both of those are explicitly "bonuses" which have defined parameters; they contain similar, but different wording.

EDIT: for a ninja in heavy armor!

Doomn wrote:

Okay, so, if we roll a 20 and add the surge (for whatever reason), is it no longer an auto-hit (or threat since it is no longer a "natural 20")?

-Doomn

Why would you?

Either the auto-success kicks in (in which case you don't need the bonus), or you're rolling something other than an attack or save (in which case the "auto-success" rule doesn't apply).

Why would you add a surge to a roll when you already know the outcome (it's a "auto failure)?

Alternately, you roll a 19 to hit (a miss but in the threat range of you weapon). If you add the surge, is it no longer a threat (total of 25 but no longer in the 19-20 threat range)?

-Doomn


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Okay, so, if we roll a 20 and add the surge (for whatever reason), is it no longer an auto-hit (or threat since it is no longer a "natural 20")?

-Doomn


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Or, have the paladin's daughter take the place of Nualia (with a similar backstory or new one). You could work up a redemption story into the final confrontation (or throughout).

-Doomn


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Pahlok wrote:

...

My 1 skill point per level will go into Bluff of course.
...

This might not help, but you get 2 Skill Points per level.

-Doomn


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One of my favorites is Dihydrogen Monoxide.

-Doomn


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Dave Gross wrote:
Nargemn wrote:

Sort of an unrelated question, but how do you pronounce 'Jeggare'? In my head I always have it as Jegg-air, but I could see it as Jegg-ah-ray.

And I absolutely adore all of the fiction involving the Count and Radovan. I know you've had discussions with fans before concerning classes for your characters and to throw a little of my own input, especially with the advanced classes out, I feel as though (with his recent revelation) Varian could perhaps be an Arcanist, while Radovan would be a Slayer with a level or two of monk (or brawler!).

Anyway, thank you for writing this great fiction and I really look forward to more of your work!

When James Sutter asked me this question a few years back, I said the answer depends on whether you're an upper-class Chelaxian (zhe-GAHR), a lower-class Chelaxian (zhe-GAHR-eh), or a foreigner (jeg-AIR).

At readings, I tend to pronounce it like a foreigner.

As for the classes of both characters, I've had in mind from the start that they'd be fluid and evolving for story reasons. I know some folks feel it should be the other way around, but I've always believed that the game mechanics are a device for simulating a character. You might not always get an exact fit, but with some house rules you can fudge it.

That said, the mystery of Varian's arcane background is a focal point of the next novel. Big answers are coming, and perhaps a few new mysteries added.

I might have more to say about it in a post on my blog in a few months, but I love the idea that there are different versions of the boys in various game groups. For instance, I've seen a gay Varian whose father is still alive in a play-by-post games, and readers sometimes mention that their GM has introduced one or both of the characters into their campaign, and they all sound cool in different ways.

And here I thought that the class issue was revealed in Inner Sea Magic and Inner Sea Combat.

Now I have to go practice my title pronunciation.

I am really excited and looking forward to reading the next iteration. This may even be worse than drugs, the "high" doesn't last very long (I tend to ignore whatever I should be doing and blow through the books as fast as possible) and the "crash" afterward hits harder (and the wait between books is taxing).

Thank you for sharing your stories!

-Doomn

Goblin Squad Member

Gol Guurzak wrote:
Jakaal wrote:
Maybe that is because people don't want to fight you so that you're entertained. Do you not realize how selfish that is? Things like that is why I can't stand most PvPers. They are just like the kid that will run up on the play ground and kick the other kids sandcastle and stand there daring them to do something about it.
How does this narrative change if we consider that the only reason these sandcastles exist at all is to get kicked?

So, are you saying the only reason the 20-second log-in window exists only to allow others to kill your toon? Or that bank access exists only to allow others to attack your toon? Crafting only exists to allow others to attack? Really?

-Doomn


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Interesting question: A spell cast through a spectral hand cannot flank, but, if you are considered to be flanking for a melee attack (through, say, the Gang Up feat) do you get the flanking bonus on the Spectral Hand attack?

-Doomn


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PRD Home / Spell Index / Spectral Hand wrote:
For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.
PRD Home / Combat wrote:
Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

The spell allows you to make a melee touch attack at range. It does not provoke an attack of opportunity.

-Doomn


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thegreenteagamer wrote:

** spoiler omitted **

Okay, on topic.

This happened to me recently, and it ground my gears to a screeching halt.

Unattended children in my local FLGS. (Unattended kids in general GMG, but this did happen at the FLGS during a PF game, so it's relevant.)

I was playing a PF game at my FLGS at the same time as a pokemon tournement was going on. Suddenly, someone's unattended child came up and started to beg members of my group for money to buy cards or some crap like that.

Like, dude, first off, rein in your kid, wherever you are. We're trying to play a game here. Second, way to win crappy-parent-of-the-year. You don't know what kind of people are hanging out in this shop; we could be sociopathic child molesters for all you know (totally am not, but geeze, way to trust strangers)!

I was part of a gaming group that played at our local gaming store on Saturday afternoons. A Pokémon group decided to start playing on Saturdays at about the same time. We were trying to play when the Pokémon group started getting loud and rowdy. Our DM stood and, in a loud voice, said, "Hey all, try to keep it down, we're try to play a good wholesome game of D&D over here!"

It really grinds my gears when I want to play a rogue and everyone has to chime it about how crappy it is and there a "better way" to do whatever I wanted to do with my rogue. Then, when I say its what I want to play, then spend the rest of the month (we only played monthly, time permitting) making a "better rogue," then having their original character killed off to bring in the new "better rogue" to show me how mine is bad/wrong/etc. (Saddest part of all, I continued to have fun and they all wanted to switch back.)

-Doomn


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Trogdar wrote:
Huh, two responses with opposite conclusions, that's interesting.

If you are referring to master_marshmallow and my response, they are saying the same thing with different wording.

In my case, prepared spell and you can cast any of the ones prepared for the day.

In master_marshmallow's case, spontaneous once the spells are prepared.

They both get you to the same place (and have the same meaning in this case).

-Doomn


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BigDTBone wrote:

...

MA wrote:
Arcane Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot.

So that's straight forward. You can cast ANY arcane spell. You don't have to have an available spell slot or the spell prepared.

...

It says nothing about not having an available slot or spell, it says without expending a slot or spell.

Trogdar wrote:
Just out of curiosity, where does the arcanist sit in this whole thing. They prepare spells and then cast spontaneously, so which part are they governed by, the spontaneous or the prepared? Also, does this count as a third kind of casting?

Prepared, the spontaneous aspect has no effect until the spells are prepared.

BigDTBone wrote:
Specific trumps general.

In what regard? There are two types of spells, arcane (cast by bards, sorcerers, and wizards) and divine (cast by clerics, druids, and experienced paladins and rangers). Nothing changed here. A fireball cast by a Wizard is Arcane. A fireball cast by a Cleric through a Domain slot is converted to a divine spell. A Cleric could not cast a fireball spell from a scroll written by a Wizard (Arcane) and a Wizard could not cast a fireball scroll written by a Fire Domain Cleric (Divine). A martial character does not have a spell list and has no arcane spells (known or prepared), and has nothing to draw from. The Game Mastery guide list Arcane spells. An Arcane spell is one cast by an Arcane caster (bards, sorcerers, and wizards in the prd entry, more with other books).

-Doomn


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PRD Home / Magic

A spell is a one-time magical effect. Spells come in two types: arcane (cast by bards, sorcerers, and wizards) and divine (cast by clerics, druids, and experienced paladins and rangers). Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.

Most spellcasters prepare spells in advance—whether from a spellbook or through prayers—while some cast spells spontaneously without preparation. Despite these different ways characters use to learn or prepare their spells, when it comes to casting them, the spells are very much alike.

Casting Spells

Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.


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1. Sure.

2. No. Your cohort is your friend. Or best friend. (Or bestest friend, BFF, etc.) He has loyalty to you and usually follows you around and helps you out (because he "wants to," not because he "has to").

Your cohort's cohort is his friend, and usually follows him around and helps him out. Now, this friend could also be your friend (but not as friendly as your cohort), but he is your cohorts "best friend" (or BFF, etc.).

You can think of your (real life) friends. They may all share interests with you and help you out in times of need (maybe even let you borrow money). You best friend may have other friends that you don't know, and those friends will help him out (but may only know you by name or description). They may even let your friend borrow money, but they'd probably look at you funny if you asked (or emailed, etc.).

I hope this helps

-Doomn


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Well, this looks awesome and needed to round out my collection.

Is the an ETA on this?

-Doomn


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You could have an evil mastermind that the party does not know about yet (and, therefor, his/her level doesn't matter yet). This mastermind could send operatives (clones, automatons, etc.) that the party thinks is the BBEG (maybe only one per region). (Think along the lines of the Vorta in Star Trek: Deep Space Nine.)

The "bad guy" could be a member of a larger group that have hidden identities (and may be mistaken as the same individual). (This is along the same lines as Hot Fuzz, the Borg from Star Trek, or, loosely, Razmirren priests.)


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2 + 2 = 5 (for very large values of 2)


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I am looking forward to the next series set. Will it also me a six issue run or one issue per iconic? If it is limited, which six iconics will be featured? I just looked at the comics page and this will be a six issue run. Which six iconics will be featured? (Or, will there be more than one iconic per issue?) Will there be another series with the remaining iconics?

As an aside, does Dynamite Entertainment have any plans to offer pdf versions of their comics (and associated posters/maps) for sale? (I really like the posters and maps, but I don't much care for the creases the folding creates - it really detracts from the image when displayed.)

-Doomn


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MagusJanus wrote:
Freehold did it. He was playing around with Mjolnir after stealing it from me.

Aw, we were playing around with Mjolnir, but all we got was Thor.


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It may be two years later, but I am also hoping there is a way to get a pdf copy of the poster/map. (The folds make it really hard to scan; the creases interfere with the map grid and detract from the poster. I like to frame/place the posters on my wall.)

Also, would there be a way to get a pdf copy of the comic? (Either as part of the subscription or separate - same for the poster/map.)

-Doomn

Edit: Also, are the stories in the comics considered "canon," either in so much as the adventure paths or stand alone?


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Lawful Evil

They are out for themselves and work within the structure to maintain their status and control others (especially the part about not protecting those outside their influence unless "...unless of course there is something else in it for them").

-Doomn

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