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Playing PFS lately we have encountered Robots. Non magical Constructs, animated by technology instead of magic. I was looking for something to combat the hardness they have. I was wondering if Brittle Portla would work on robots Brittle Portal:
School transmutation; Level antipaladin 2, cleric 2, druid 2, inquisitor 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
DESCRIPTION This spell weakens the bonds of existence, and reduces the hardness of any non-magical surface within its area of effect by 2 per caster level. The spell is centered on a flat surface chosen by the caster, and the hardness reduction effect persists for the duration of the spell.
My first thought is it should work (with a will save of course) because robots are non-magical. Let me know what you think, thanks
In PFS do we use the Quick Rules or the Rebuild Rules. Normally there is very little difference, but today I was prepping 5-21 the Merchant's Wake
5-21:
and it has several undead with the advanced template. three different kinds of undead. The zombie hit points seem to reflect the quick build rules as they get more HPs, the Skeletons listed HP stays the same, and the Skeletal Champion does not have it's HP listed. This could make a huge difference the higher tier you go, so does PFS use quick Rules or Rebuild Rules
I am looking at getting Boots of escape, ARG pg. 38 Description:
BOOTS OF ESCAPE
Aura faint conjuration; CL 5th Slot feet; Price 8,000 gp; Weight 1 lb. DESCRIPTION These sturdy, leather-soled cloth boots have straps at the ankles and calves to ensure a snug fit. Once per day, when the wearer of the boots is grappled, pinned, or entangled, he may transfer himself to any spot within 30 feet. This acts as if the wearer had used a dimension door spell. A gnome wearing these boots may instead transfer himself up to 400 feet. CONSTRUCTION Requirements Craft Wondrous Item, creator must be a gnome or a wizard specialized in the school of conjuration; Cost 4,000 gp I am interested in what action it is to use this item. It does not say command and the wording kinda makes me think it is a reaction to one of the conditions.
If I get an Amulet of mighty fists (spell storing) it seems like I should be able to store a spell into each one of my unarmed strikes and/or natural attacks? The FAQ has a specific entry on The Speed enhancement If a creature with multiple natural attacks (such as bite/claw/claw) wears an Amulet of Mighty Fists with the speed property, does it get one extra attack with each of its natural weapons?
Stating that the ability does not stack because it is too powerful. It would appear that normally an enhancements from Amulet of mighty fists would be usable on each attack, storing a spell into each separate attack and resolving them individually.
I was prepping my clerics spell list and came across two spells that confuse me. Cleanse and Surmount affliction. Surmount Affliction School abjuration; Level cleric/oracle 2, inquisitor 2
You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just suspends that condition’s effect for the duration of the spell. You can surmount any one of the following conditions: blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed, shaken, or sickened. Says it can remove paralyze and daze, but you cannot cast spells(with Verbal and somatic components) in either case. Cleanse School evocation; Level cleric/oracle 5, inquisitor 6; Domain divine 5
Positive energy infuses and cleanses your body. This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. In addition, cleanse functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect. If used by undead or other creatures healed by negative energy, the spell cleanses with negative energy rather than positive. This spell says it can remove nauseated condition, but once again you cannot cast spells while nauseated. Why does pathfinder have personal spells that remove conditions that you cannot use while you have the condition?
In a recent game we had several questions about fuse grenades. The fuse grenade reads
In our game one of the players threw a fuse grenade to a empty square located in the middle of the enemies. He successfully hit the square, but that comes to our problem. Does the bomb stay in the square or does it bounce or skip. Logically I am inclined to make it roll out of the square. RAW it seems like it should stay in the square time it explodes or someone interferes with it. What do you think?
I have a simple question I cannot find the answer too. If I am running a 5th to 9th level tiered module, can a 4th level character play under the play, play, play rule? Some people have told me "playing up" is ok, but you can NEVER "play down. I found a previous thread (http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinder Society/general/tiersAndCharacterLevels1ekxx&page=2)
This section of the new PFS society Campaign guide Though it is possible
Seems to indicate you can play up, but the example used is playing up to a different sub-tier, not playing a module that your character does not meet the level requirements for. Please let me know if "playing up" is allowed in PFS. Thanks
Looking at this ability I was thinking of my Medium sized Paladin being mounted on a Boar. The PFRPG says that a boar is acceptable but it is not clear if the boar is only for small sized Paladins. From the description of other mounts, the PFRPG shows that a riding dog and pony (both medium sized creatures) are for small sized creatures to ride, and the Horse (large sized) is for medium sized creatues. Can my Medium sized paladin ride a Boar or is he stuck on a horse or camel. Thanks for the info Dragor (hopefully a boar riding Palaldin) |
