Barl Breakbones

Dr. Chicago's page

8 posts. Alias of Justin Ricobaldi.




So the elven Spell Bond ability (from the Spell Bonded wizard archetype in the Advanced Race Guide) allows elves to take a full round action to convert a prepared spell into a spell that they have bonded with.

My question is whether or not this full round action converts and casts or just converts the spell?

I'd assume it just converts but I wanted to be sure.


Lets get to the point of the matter, I'm running a 10th level game in the near future at my local friendly gaming shop.

They are using point buy, the 25 point pool. I have yet to officially learn what everybody is, but the core, advance players & race, ultimate magic & combat are fair game. (note: while we are using the advanced race book, there are no custom races allowed. I don't know how balanced the system is.)

However, for all my experience I have really played more games at the 4-8th level range and have been in that ball-park for the longest time.

Seeing as this will be the highest level party I have ever run (in Pathfinder that is) I want to know if there are things I should be aware of that any of the good folks here have come across in their 10th-12th level experiences?

to be sure I have looked at what higher level characters get and have made some in that range for bosses and such but a party of 10th level characters will be a new running experience for me.

thanks for the help.


Kusarigama is an eastern weapon that is light one-handed sickle with a 10ft light chain attacked to the bottom. At the end of the chain is a small weight. The weapon's qualities are: Double, Monk, Reach, Trip, and Grapple.

The Grapple quality says this: On a successful critical hit the wielder can attempt a combat maneuver check to grapple his opponent as a free action. The grapple attempt does no provoke an attack of opportunity from the creature you are attempting to grapple if it does not threaten you. While grappling with the weapon you can only move or damage the target on your turn. You are still considered grappled though you do not have to be adjacent for this condition, nor be adjacent to continue the grapple. If you move out of the weapon's reach, you end the grapple.

So my questions are:

1)Can you only move or damage the target with your turn once grappling the opponent because that is the normal grapple rules, or if I gain the Greater Grapple feat, can I take two grapple actions?

2) Does the ability to initiate a grapple on a critical hit only count for the chain end?

3) Can I attempt to make a grapple check with the chain end anyway as per the normal action without having to score a critical hit? And can I do this from a distance with Reach?

4) If using the weapon to grapple, from a distance or not, do I suffer from the -4 penalty because I do not have two free hands with which to sufficiently grapple my opponent?

5) Also, is it possible to trip with the chain from a distance?


I'm currently running a 5th level Paladin who is an hospitaler/Oath of Charity paladin at 5th level. My charisma is 18, giving me a +4 modifier.

With my abilities I have the Charitable Hands ability that allows my Lay on Hands to heal a person for 2d6 +50% of the result but I only heal myself 2d6 -50% of the result.

Now here is the tricky part, I also have the Reward of Life feat, which can be found in Ultimate Magic. This feat allows me, that when I heal an ally, or someone else in general, with my Lay on Hands I also heal myself for a number of points equal to my CHA modifier, so 4.

The question is do I half that and only heal 2?

At first I figured no, because I wasn't the target of the Lay on Hands myself but, that is the ability that is triggering my healing for the most part.


So at the local comic shop two of my players have fallen into serious debate (arguing that is) over the nature of the damage that should be dealt by one of the players weapons while two weapon fighting.

The player's character in question is a half-orc ranger wielding the orc double axe. His strength is either 16 or 17, either way it is a +3.

Player A, who is playing the character whose damage is in question, argues that because he is wielding a weapon that requires 2 hands he gets his 1 and 1/2 his STR modifier to damage to both ends. So both end would deal 1d8+5.

The other player, Player B, argues that his damage should be STR modifier for primary and 1/2 STR modifier for the off hand. So the primary hand deals 1d8+3 and the off hand deals 1d8+1.

Both players have read the rules and come away with different views on their meaning and both make compelling arguments for their view of the rules. Though I side personally with one of the players after viewing the rules myself, I seek the wisdom of the greater whole. I have seen arguments for both sides on the forums and everything in between in some of the older posts.

However as dungeon master I'm not looking to take one player's side over the other and am looking for official clarification.

Assistance would be much appreciated.


Does the feat: Augment Summoning affect a summoner's eidolon?

I've got a player a in game using this trick and was going to follow suit in another game until I had a closer look at the feat.

While he book stats that an Eidolon is a summoned creature and treated as such. It is my interpretation of the feat in question that it specifically affected creatures summoned using Summon Nature's Ally or Summon Monster.

Can someone help clarify, and if they can, post said official clarification.


So I have Ultimate Combat and Magic as well as the Advanced Players guide. In my seearchings it has occured to me that the Paladin has the ability to stack more Architypes than any other class.

Is it just me or is there another class that can hold like more than 4 architypes on it. I had an NPC Paladin who was an Oath of Chastity, Oath of Loyalty, and a Warrior of the Holy Light Paladin. All the paladin architypes only seem to affect 2 or 3 abilites apeice meaning that stacking them is kinda easy.

How many can the other classes stack?

Who can stack the most, and who can stack the least? I'm curious.


I walk into a Barnes and Noble and go to the roleplaying games section.

(its past the rack of Magic the Gathering cards, munchkin, and Settlers of Catan for those who haven't been there in a while.)

When i get there my options for fanatasy D&D roleplaying games boil down to 2.

Its either Paizo's Pathfinder or Wizard's 4thEd. I've got 2 choices. I pick Pathfinder, duh but more importantly I'm here to pick up some STAR WARS roleplaying books.

I have one option and that is Wizard's StarWars Saga Edtion. I play and love it but uh, I can't help but wonder if Paizo will ever get a chance to publish their own Star Wars roleplaying books and do for it what they've done for 3.5 D&D?


Where is my Blackguards? I thought some of the tricks and powers they got where cool. But they had so much potential. I fel the thing that really killed it for me was:

1. 5 ranks in Hide

what the hell? why?

2. Being an ex-paaladin of level 10 or better was the only way to milk it for the most powers.

thats kind of understandable.

I think the class had some good points to it like the use of poison and sneak attack but I think they could have devled deeper into some really nasty stuff to make the blackguard a vanguard of evil.

I definately want to see PF do a re-working of the class.


Would it be too much if you could do things like bull-ruch or over-run multiple times a round. and in calculating your CMB you put your base attack bonus to be whatever it is for that attack, so your chances of continuesly pulling off the manuever several times is rather small but could be possible.

What do you guys think?


So I was talking to my friend, we'll just say his name is Zach, and he told me he had some issues with the skill system that 3.5 currently has so he homebrewed his own and I told him I'd post it to see what others thought since its obvious we'll be playing 3.5 for a while. so her we go:

At first level every character gets skill points, or as Zach called em, background points. Every character gets 20 + (5x the character's INT modifier). So for example a fighter with an INT of 12 gets 25 of these points. Class in the end doesn't make any kind of difference at 1st level so, just INT so it doesn't matter what class you are.

Next you place these points into the skills you want. There are no class skills lists in Zach's version you just place the points where you see fit but there is a limit however. You can only place up to five points into a single skill, and once you are done this thats all the placement you'll ever have to do as far as these points go.

Lasty you get one, what Zach called, Rank. This "rank" can be put into any one skill you are trained in and basically lets you have a free re-roll whe attempting the skill.

And when you attempt any skill you, as always, add in your ability modifier.

Now, its not done, There is a matter of leveling up. When you level up, you add half your current level rounded down to your skills, so say the example fighter mentioned form above is level 5 now and he put 5 points into climb and has a STR of 18 his over all climb bonus is +11(5pnts+ 4 STR mod+ 2 1/2lvl) and if he drops a "rank" in it then he gets a free re-roll.

However, merely adding 1/2 your level to your skill checks is not all you attain. You also get an additional rank based upon your character classes original skill point progression. This is where the character class actualy have an impact on the skills you have.

It goes like this:

8 skill pnts per level= a new "rank" every level
6 skill points= every 2 levels
4 skill points= every 3 levels
2 skill points= every 4 levels

These "ranks" can be put into any skill you have including the one you placed your first rank in. Through these placement of ranks you really define which skills your character is going to be really a master at.

So refrecing back to the 5th level fighter from above with a INT of 12 he'd have 25 character background points and 2 "ranks" one from 1st level and another gained at level 4th level.

So there you have it. I'll be checking into to see what people have to say. I thought it was interesting and I haven't had a chance to use it. I hope I posted everything clearly and I and my friend are waiting your responses.

p.s. skill focus feat: gives +5 to a single skill or +3 to two different skills.


Does anyone know about what time we'd see the hardcover book of Pathfinder in stores? And I've heard they're releasing a Beta, when does that come out?


After looking as the aplha 3 relase of Pathfinder, I have to say this is what I was looking for.

Its awesome, and everyone is really beifed, which leads me to wonder. What about the Fighter? After looking his class over he's definately the 7th wonder-warrior of the world. The Bravery, Weapons and Armor training are all really awesome and I hope they stay, but is it enough?

Maybe the fighter could get a choice of abilites the way a Barbarian gets the rage powers or the rogue gets the talents?