Hello! I have a question. Is the Shadow Manse uncommon or rare? On AoN, it's shown as rare, but on Foundry, it's shown as uncommon, and I'm unsure if it got a remastered version or not (so I just can't tell if it turned uncommon with the remastered rules, or if it's a mistake on the Foundry version) Thank you!
Hey! I'm writing you to ask you if you know a place (if not in Paizo, but I didn't find it) where I can find the iconic characters in French for a one shot I plan to do. I found them on a place, but they were only level 1, and I'm seeking level 3 ones. So do you know where I could find them on other languages if there is a known place? Thanks!
Errenor wrote: Nothing because this can't happen. The standard for size increasing abilities is 'if you don't have space to enlarge, nothing happens'. Ah, of course, I knew about it but it got out of my mind in this situation... Heh ^^" Well, I guess this is covered. But I can have really stupid ideas... How about shrinking a creature who used Swallow Whole? Does the swallowed creature stay in place as if nothing happened, or we would apply the same rule for growing, as the creature can't shrink because of what's inside?
Hey! I wanted to ask something, a situation I just thought about (I know I have really weird ideas sometimes...) What happens, when a creature uses Swallow whole on someone and that person increases their size past the creature's usual ability?
Thanks for the replies!
Greetings! I have a cleric with the feats "Risky Surgery" and "Magic hands". I want to be sure, can I use Risky Surgery to get for sure 4d8 of healing thanks to Magic hands? I know there are some ambiguous situations with feats working together or not (I especially saw it with Assurance), and I wanted to be sure about this one. In both descriptions, it mentions doing the Treat Wounds action and doing a check to Treat Wounds, so I would say yes, but I just want to be sure. Thank you!
Greetings! I have a question about this combo noted on the subject. As it's stated in the thrown trait:
And in the Thief racket for rogues:
Let's say I attack with a thrown weapon under the melee category which has the finesse trait (like a dagger), can I add the dexterity modifier to damages? Thanks!
Sorry, I'm still rather new around and took this link for a simple bold line. I checked the topic inside, and I can see the problems with Bond Animal. I'm still surprised that this isn't an uncommon or restricted feat since I doubt there is a way in a game to befriend an animal you meet, unless you're a druid and critically success with wild empathy. Maybe I can buy an animal, but beside cosmetic (or the ability to hold a bulk for the lizard), can they be useful outside of battle? (Like spying for instance)
Oh, I thought I could approach any kind of animal (I suppose common) during downtime to try and bond with. Of course, not just *poof* like that, but after 7 days (or rather 8 in PFS), that wouldn't surprise me to manage to bond with a common animal. I even saw once someone who planned to bond with a Tyrannosaurus while being low level... I know it's not specified, but I would at least expect that the animal wouldn't be higher than your level. As of purchased animal, if you think I can "bond with an animal" with a purchased animal, is there a way to get stats? Because I might put them at risk (not fighting, but at most scouting in some potentially dangerous areas)
Greetings!
For you, is this creature a reptile? I know it looks like one with its scales and such, but I just want to be sure to avoid confusion with some games. In the context, I have an Iruxi druid reaching level 4. I wish to get the Bonded Animal feat (I'm not in the animal order, so I don't already have an animal companion) and my first ancestry feat was Reptile Speaker. So if the Blindheim is a reptile, thanks to Reptile Speaker, I would be able to speak and direct him far easier than any other animal. Thanks!
Oh, I'm sorry, I missed the forum. Thanks for the flag. Invoke True Name would require me to know the true name? I thought it was the effect of the spell. EDIT: Oh my, with some more researches, I noticed the target of the spell... "Targets 1 creature whose true name you know" I thought that the spell was giving you the name. I also saw about the downtime from your link, it's a rare downtime, so I doubt it's allowed. And thanks Errenor for puting a dot on it, didn't see this rule. I guess I can forget about what I initially planned here ^^" Thanks for your replies.
Greetings! I would like to ask if Invoke True Name can be obtained in a way or another? I made researches, but I didn't find an answer. Since it's a rare spell, I feel like I'm not supposed to be able to use it in PFS. I checked on the boons, I saw a boon that allow me to get an uncommon spell in my repertory, but as I previously said, Invoke True Name is rare, so I have no idea if it still can count. What's your thoughts about it? Thanks!
Hello, sorry if that's a bit necroposting, but I would like to point out something about the Handwraps of Mighty Blows with Wild Shape. It's noted in the Polymorph trait that "the constant abilities of your gear still function". Doesn't that count for Striking runes? If it doesn't, what kind of abilities can function from the gear? Thanks for your replies.
About Markov WolfpeltMarkov's Appearance
Markov's Personality
Markov's History:
Markov was born to a lone priestess of Shelyn traveling the outskirts of Ustalav. She met his father, and for one night, slept together. The following day, he was gone. Further down the line, Markov was born while she was at one of the temples to Shelyn of the River Kingdoms. As he got older, he was taught that all things were beautiful. And that all things should be cherished. But one night, when he hit adolescence, he changed, scaring his "family" at the temple. He retreated to his room when he changed. Only his mother came. She said that everything is beautiful, and that he was too, just in a different way. Later that day, the people of the temple fearing a werewolf was amongst them, asked for them to leave. His mother agreed, and they left. And as such they traveled the River Kingdoms. Showing good to the down trodden. But that would not last, as Markov was about to become an adult, she got infected with a wasting disease. He did his best to take care of her, but without having any clerical training as his mother did, she eventually died. With no one to truly turn to, he fell into a life of crime to survive. Using his bestial talents, he was able to get by, and soon, join a bandit group. They did well enough that he was able to get a horse for himself, such luck! But before long, a group of mercenaries came for them. They fought well, but they were wiped out. Markov survived only by riding his horse to get away. Now that is other family is gone, he wanders the River Kingdoms, heading north. Maybe he might find another family there? Anything is possible.
Markov and Snow's Stats at Second Level:
Markov Wolfpelt Male werewolf-kin skinwalker (witchwolf) cavalier (honor guard, beast rider) 2 (Pathfinder Player Companion: Animal Archive, Pathfinder Player Companion: Blood of the Moon, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36, 37) CG Medium humanoid (shapechanger, skinwalker) Init +2; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 18 (2d10+3) Fort +4, Ref +1, Will +0 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee cold iron morningstar +5 (1d8+3) or . . mwk battleaxe +6 (1d8+3/×3) or . . silver sickle +5 (1d6+2) Ranged shortbow +3 (1d6/×3) Special Attacks challenge 1/day (+2 damage, allies gain +1 to hit), tactician 1/day (Precise Strike, 4 rds) -------------------- Statistics -------------------- Str 16, Dex 13, Con 12, Int 10, Wis 10, Cha 14 Base Atk +2; CMB +5; CMD 16 Feats Power Attack, Precise Strike[APG] Traits brigand, tactician Skills Acrobatics -5 (-9 to jump), Bluff +6, Diplomacy +6, Handle Animal +7, Intimidate +7, Linguistics +2, Perception +6, Ride +0, Sense Motive +4, Survival +4 (+5 to provide food and water for allies or to protect allies from harsh weather, +6 to avoid becoming lost when using this); Racial Modifiers +2 Perception, brigand, dragon's skills Languages Common, Draconic, Varisian SQ aid allies, change shape, change shape (+2 to all saves), change shape (bite), change shape (claws), change shape (darkvision), mount (horse (bodyguard) named Snow), order of the dragon, shared vigilance, sworn defense Combat Gear potion of cure light wounds (2), acid (2), alchemist's fire (2), holy water (2); Other Gear mwk chainmail, heavy wooden shield, arrows (40), cold iron morningstar, mwk battleaxe, shortbow, silver sickle, bandolier, bandolier, bedroll, belt pouch, compass, flint and steel, masterwork backpack, mess kit, soap, trail rations (5), waterskin, 17 gp -------------------- Special Abilities -------------------- Aid Allies +3 (Ex) Aid Another grants +3 Animal Companion Link (Ex) You have a link with your Animal Companion. Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc. Change Shape (+2 to all saves) (Su) You can choose to gain a +2 racial bonus to all saves when shifting into bestial form. Change Shape (4/day) (Su) Shapeshift into bestial form, granting animal-like powers. Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form. Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form. Change Shape (Darkvision) (Su) You can choose to gain darkvision with a range of 60 feet when shifting into bestial form. Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Dragon's Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge. Dragon's Skills +1 (Ex) +1 to Survival checks for allies. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target. Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells. Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC. Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity. Tactician (Precise Strike, 4 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft. -------------------- -------------------- Snow
Note: Activating the master's Shared Vigilance ability will activate this ability, too. Markov and Snow's Stats; Markov Shifted with Darkvision:
Markov Wolfpelt Male werewolf-kin skinwalker (witchwolf) cavalier (honor guard) 2 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Bestiary 5, Pathfinder RPG Ultimate Combat 37) CG Medium humanoid (shapechanger, skinwalker) Init +2; Senses darkvision 60 ft., low-light vision; Perception +7 -------------------- Defense -------------------- AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 18 (2d10+3) Fort +4, Ref +1, Will +1 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee cold iron morningstar +5 (1d8+3) or . . mwk battleaxe +6 (1d8+3/×3) or . . silver sickle +5 (1d6+2) Ranged shortbow +3 (1d6/×3) Special Attacks challenge 1/day (+2 damage, allies gain +1 to hit), tactician 1/day (Precise Strike, 4 rds) Spell-Like Abilities (CL 2nd; concentration +4) . . 1/day—magic fang -------------------- Statistics -------------------- Str 16, Dex 13, Con 12, Int 10, Wis 12, Cha 14 Base Atk +2; CMB +5; CMD 16 Feats Power Attack, Precise Strike[APG] Traits brigand, tactician Skills Acrobatics -5 (-9 to jump), Bluff +6 (+2 vs. non-shapechanger humanoids), Diplomacy +6 (+2 vs. non-shapechanger humanoids), Disguise +2 (-2 vs. non-shapechanger humanoids), Handle Animal +7 (+3 vs. non-shapechanger humanoids), Intimidate +7 (+3 vs. non-shapechanger humanoids), Linguistics +2, Perception +7, Ride +0, Sense Motive +5, Survival +5 (+6 to provide food and water for allies or to protect allies from harsh weather, +7 to avoid becoming lost when using this); Racial Modifiers +2 Perception, brigand Languages Common, Draconic, Varisian SQ aid allies, change shape, change shape (+2 to all saves), change shape (bite), change shape (claws), change shape (darkvision), mount (horse (bodyguard) named Snow), order of the dragon, shared vigilance, sworn defense Combat Gear potion of cure light wounds (2), acid (2), alchemist's fire (2), holy water (2); Other Gear mwk chainmail, heavy wooden shield, arrows (40), cold iron morningstar, mwk battleaxe, shortbow, silver sickle, bandolier[UE], bandolier[UE], bedroll, belt pouch, compass[APG], flint and steel, masterwork backpack[APG], mess kit[UE], soap, trail rations (5), waterskin, 17 gp -------------------- Special Abilities -------------------- Aid Allies +3 (Ex) Aid Another grants +3 Animal Companion Link (Ex) You have a link with your Animal Companion. Change Shape (+2 to all saves) (Su) You can choose to gain a +2 racial bonus to all saves when shifting into bestial form. Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form. Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form. Change Shape (Darkvision) (Su) You can choose to gain darkvision with a range of 60 feet when shifting into bestial form. Change Shape (Su) Shapeshift into bestial form, granting animal-like powers. Darkvision (60 feet) You can see in the dark (black and white only). Dragon's Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mount (Ex) Gain the services of a special animal companion. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target. Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells. Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC. Tactician (Precise Strike, 4 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft. -------------------- -------------------- Snow
Note: Activating the master's Shared Vigilance ability will activate this ability, too.
Markov and Snow's stats; Markov Shifted with +2 Saves:
Markov Wolfpelt Male werewolf-kin skinwalker (witchwolf) cavalier (honor guard) 2 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Bestiary 5, Pathfinder RPG Ultimate Combat 37) CG Medium humanoid (shapechanger, skinwalker) Init +2; Senses low-light vision; Perception +7 -------------------- Defense -------------------- AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 18 (2d10+3) Fort +6, Ref +3, Will +3 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee cold iron morningstar +5 (1d8+3) or . . mwk battleaxe +6 (1d8+3/×3) or . . silver sickle +5 (1d6+2) Ranged shortbow +3 (1d6/×3) Special Attacks challenge 1/day (+2 damage, allies gain +1 to hit), tactician 1/day (Precise Strike, 4 rds) Spell-Like Abilities (CL 2nd; concentration +4) . . 1/day—magic fang -------------------- Statistics -------------------- Str 16, Dex 13, Con 12, Int 10, Wis 12, Cha 14 Base Atk +2; CMB +5; CMD 16 Feats Power Attack, Precise Strike[APG] Traits brigand, tactician Skills Acrobatics -5 (-9 to jump), Bluff +6 (+2 vs. non-shapechanger humanoids), Diplomacy +6 (+2 vs. non-shapechanger humanoids), Disguise +2 (-2 vs. non-shapechanger humanoids), Handle Animal +7 (+3 vs. non-shapechanger humanoids), Intimidate +7 (+3 vs. non-shapechanger humanoids), Linguistics +2, Perception +7, Ride +0, Sense Motive +5, Survival +5 (+6 to provide food and water for allies or to protect allies from harsh weather, +7 to avoid becoming lost when using this); Racial Modifiers +2 Perception, brigand Languages Common, Draconic, Varisian SQ aid allies, change shape, change shape (+2 to all saves), change shape (bite), change shape (claws), change shape (darkvision), mount (horse (bodyguard) named Snow), order of the dragon, shared vigilance, sworn defense Combat Gear potion of cure light wounds (2), acid (2), alchemist's fire (2), holy water (2); Other Gear mwk chainmail, heavy wooden shield, arrows (40), cold iron morningstar, mwk battleaxe, shortbow, silver sickle, bandolier[UE], bandolier[UE], bedroll, belt pouch, compass[APG], flint and steel, masterwork backpack[APG], mess kit[UE], soap, trail rations (5), waterskin, 17 gp -------------------- Special Abilities -------------------- Aid Allies +3 (Ex) Aid Another grants +3 Animal Companion Link (Ex) You have a link with your Animal Companion. Change Shape (+2 to all saves) (Su) You can choose to gain a +2 racial bonus to all saves when shifting into bestial form. Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form. Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form. Change Shape (Darkvision) (Su) You can choose to gain darkvision with a range of 60 feet when shifting into bestial form. Change Shape (Su) Shapeshift into bestial form, granting animal-like powers. Dragon's Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mount (Ex) Gain the services of a special animal companion. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target. Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells. Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC. Tactician (Precise Strike, 4 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft. -------------------- -------------------- Snow
Note: Activating the master's Shared Vigilance ability will activate this ability, too.
Markov Attack Routines of Battle Axe:
Battle Axe to Hit: 1d20+6 / Damage: 1d8+3 Battle Axe plus Challenge to Hit: 1d20+6 / Damage: 1d8+5 Battle Axe plus Power Attack to Hit: 1d20+5 / Damage: 1d8+5 Battle Axe plus Challenge+Power Attack to Hit: 1d20+5 / Damage 1d8+7 |