Ezren

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Had the party druid turn into a huge creature and get petrified by a basilisk's gaze attack. He nat 1 it. So how many basilisk's does it take to turn him back? A basilisk blood can cover 1d3 medium size creatures. So how many basilisk's would it take to turn him back to flesh before we rolled to see how many medium size creatures are covered?


Have a branch of kobolds that are more militeristic, led by a blue dragon, they kill any kobolds that are not blue. Dragon can craft magic arms and armor.

Kobold Kommando's take 1:

Kobold Fighter 4
LE Small Humanoid (reptilian)
Init +2; senses darkvision 60ft.; Perception +5

Defenses
AC 21, touch 13, flat-footed 19(+6 armor,+2 Dex,+1 Natural, +1 Size, +1 shield)
hp=29 (4d10+4)
Fort +4, Ref +3, Will +0(+1 vs fear)
Weakness: Light sensitivity

Offense
Speed 30ft, (20 if coming back from raid medium encumberance)
Melee +4 spear (1d6-1) x3
Ranged +10 within 30, (1d6+4 + 1d6 lightning) 19-20 x2
Ranged +9 within 80, (1d6+3 + 1d6 Lightning) 19-20 x2

Statistics
Str 9, Dex 14, Con 10, Int 10, Wis 9, Cha 8
Base Atk +4; CMB +3; CMD 14
Feats Weapon Focus Light Crossbow, Point Blank Shot, Rapid Reload, Precise Shot, Weapon Specilization Light Crossbow
Skills: Perception +5, Stealth +8

Treasure NPC gear (Small M.W. Breastplate, Small spear, Small buckler, Small M.W. Light Crossbow 15 normal crossbow bolts, 5 +1 bolts of shock, and around 157 gold 'left' for gems and other stuff)

Will volley fire down robed figures first then move to the ones that sing. They move in groups of 4-8 and sometimes are accompanied by stolen pack animals that will be eaten later.

So to overpowered to underpower? Thoughts? My intitial take is a CR 3


With being able to choose one of my first levels spells as a spell like ability to cast twice a day. Could I choose say barkskin from my domain spell and gain that as an ability?


Cruising throw the forums I have come across the topic of making certain weapons one size category larger? Also in the APG I noticed that the hammer of thunderbolts is now a Large warhammer.

Some weapons that can be bumped up for fun and still be used with a -2 to hit.
Large dwarven waraxe 2handed
Large Bastard sword 2handed

Anyone else have fun with an over sized weapon and a grumpy drunk dwarf bard or other Race/class combinations :)


Currently rewriting cleric and decided to go caster route, what meta magic feats do you find the most useful and which ones are nice to have for converting to healing, and which ones just blow? Thank you in advance


3 people marked this as FAQ candidate.

From the PRD

Spiritual Ally:

School evocation [force]; Level cleric 4

Casting Time 1 standard action

Components V, S, DF

Range medium (100 ft. + 10 ft./level)

Effect spiritual ally of force

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

An ally made of pure force appears in a single 5-foot square within range. The ally takes the form of a servant of your god. The spiritual ally occupies its space, though you and your allies can move through it, since it is your ally. The spiritual ally carries a single weapon, one favored by your deity (as for spiritual weapon), which has the same threat range and critical modifiers as a real weapon of its form. Each round on your turn, starting with the turn that you cast this spell, your spiritual ally can make an attack against a foe within its reach that you designate. The spiritual ally threatens adjacent squares and can flank and make attacks of opportunity as if it were a normal creature. The spiritual ally uses your base attack bonus (gaining extra attacks if your base attack bonus is high enough) plus your Wisdom bonus when it makes a melee attack. When the spiritual ally hits, it deals 1d10 points of force damage + 1 point of damage per 3 caster levels (maximum +5 at 15th level). It strikes as a spell, not a weapon, so it bypasses DR and can affect incorporeal creatures.

Each round after the first, you can move the spiritual ally as a swift action. It has a speed of 30 feet, and a fly speed of 30 feet (perfect maneuverability). Being a construct of force, the spiritual ally cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual ally's AC against touch attacks is 10.

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual ally strikes it. If the ally is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.

My question is how does your spiritual ally threaten and take attacks of opportunity when your god's favored weapon is a longbow? Or is there a ruling somewhere that someone can link for bows being used as a improvised weapon?


Just finished a campaign where we freed a god and he destroyed most of the world in retribution for his imprisonment. The pc's that saved him where moved to a different world. But woke up naked on this world no gear... not even our holy symbols. And are going from a 4d6 stat line to a 28 point buy.
So I have to figure out where to move stats and what I want to keep for feats as it is pretty much a retrain/ rewrite at your current level.

Old Stats:

Halfling cleric of Erastil level 13 stat mods included from race and leveling.
Str 11
Dex 18
Con 15
Int 16
Wis 20
Cha 18

I rolled decent on creation with the gm watching orignally but for some reason hes on a point buy kick. I feel like im gutting one of my children.


Old feats:

Endurance, Diehard, Turn undead, Craft magic arms and armor, Lightning reflexes, Improved Lightning reflexes, and Combat casting.

Before I was always getting pounded by invisible creatures, hence the diehard, once i got invis purge it was stuff that could bean me all day long in melee. Lots of reach things... So Started summoning a lot. Thinking of rebuilding to a archer or summoner cleric.
So what should I do. Not decent at maxing myself with point buy. Or should I invest in some meta magic feats.


Blast lock:
• Blast Lock: The gunslinger makes an attack roll against
a lock within the first range increment of her firearm. A
Diminutive lock usually has AC 7, and larger locks have
lower ACs. The lock gains a bonus to its AC against this
attack based on its quality. A simple lock has a +10 bonus
to AC, an average lock has a +15 bonus to AC, a good lock
has a +20 bonus to AC, and a superior lock has a +30
bonus to AC. Arcane lock grants a +10 bonus to the AC of
a lock against this attack. On a hit, the lock is destroyed,
and the object can be opened as if it were unlocked. On
a miss, the lock is destroyed, but the object is jammed
and still considered locked. It can still be unlocked by
successfully performing this deed, by using the Disable
Device skill, or with the break DC, though the DC or
the AC increases by 10. A key, combination, or similar
mechanical method of unlocking the lock no longer
works, though knock can still be employed to bypass the
lock, and the creator of an arcane lock can still bypass the
wards of that spell.

Simple question shouldn't the gunslinger be able to walk up and just blast an unattended lock without making the to hit roll? I can see blast lock working for escaping if your running up and trying to cover the party. Also how do you jam a lock on purpose? Just some thoughts on this.


Being a long time rpg fan. Anyone have a good idea what you would focus on to make Mr. Maverick? Would it be a advanced single shot firearm or go for a advanced 6 shooter? Just curious if anyone tried to run a western theme showdown yet with the Gunslinger? Hoping to try one out this sunday against my pc's. But still deciding on on what feats to take since he will at most be 5th or 6th level with npc levels of gear. Base race will be human.
stats are rolled random 4d6 drop lowest. this is what I have

Stats Rolled:

STR 13
DEX 18
CON 14
INT 11
WIS 16
CHAR 10

Should I bump his dex to a 20 with his +2 to any stat? And should I keep going with the dex or pump his int up at 4th and gain some skill points?
He's going to be a brainwashed victim that if not killed can lead to a mini adventure after they finish off their current quest.

Also is mobility a problem for the gunslinger? Or is he mobile enough without a mount.
Want to put a challenge at my party but not OP them. I might enchant his weapon but I find that at this level tricks work better.


Going to enhance a set of masterwork Adamantite brass Knuckles for a monk in the party. Just want to make sure I have this right.

First making them base of +4 is 5+12= 17 dc spellcraft
Second adding shock to them is 5+8+5(don't know spell)= 18 dc spellcraft
Third slapping on Disruption on it so 5+14+5(Cl is one short) =24 dc spellcraft.

So do I make 3 seperate checks each eating up time or just one big check at the dc 24 taking the time of the total cost... Note I can make the dc 24 by taking 10. I have access to a location where i wont be disturbed for that duration.


Mirror Image

School illusion (figment); Level bard 2, sorcerer/wizard 2

Casting Time 1 standard action

Components V, S

Range personal

Target you

Duration 1 min./level

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).

Ok first question is it max of 8 images period or 1d4 + 8(If caster level was 24)?
Second question is the ninja's Shadow clone is that 1d4 period. Or does it go up like the spell Mirror Image? (Which its based on)

Sorry that I don't know how to do the little collapse button ><


Channel Resistance

Creatures with channel resistance gain a bonus on Will saves made against channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect.

My question is a cure spell considered a channeled effect or does this only apply to the paladin and clerics channel energy class feature? Came up in a game the other day didn't make a difference yet mob failed its save anyway. But just wanna be clear for future reference. Thanks again


Playing in home brew and getting ready to start my dip into Dragon Disciple 8 and was wondering if I would get access to the bonus spells listed under the draconic bloodline that you acquire when taking the first level of DD since your DD levels count as sorcerer levels to determine what powers you have access to. Any suggestions would be helpful.


Playing on a fast exp board with different mini adventures to choose from session to session. Lethality is high and you can get in over your head by taking the wrong adventure. 28 point buy ended up with a Hobgoblin bard like this

Str 16
Dex 15 (+2 racial)
Con 16 (+2 racial)
Wis 10
Int 10
Char 16

First feat arcane strike, And took magical knack as my trait. Going into DD prolly copper or bronze.

Was thinking of going bastard sword and buckler route, so I can 2 hand when I don't need the armor.

Suggestions would great. Books allowed are Core, and APG

Thank You,
Duck


Celestial Armor
Aura faint transmutation [good]; CL 5th
Slot armor; Price 22,400 gp; Weight 20 lbs.
Description
This bright silver or gold +3 chainmail is so fine and light that
it can be worn under normal clothing without betraying its
presence. It has a maximum Dexterity bonus of +8, an armor
check penalty of –2, and an arcane spell failure chance of 15%.
It is considered light armor and allows the wearer to use fly on
command (as the spell) once per day.
Construction
Requirements Craft Magic Arms and Armor, fly, creator must be
good; Cost 11,350 gp

I know Celestial Armor is light armor, but would like an official errata in the downloads so I don't have to argue the semantics of the word Considered. Please just remove the word considered so it says

"It is light armor and allows the wearer to use fly on command (as the spell) once per day."

Sorry to drag up a beaten dead horse again. But I play with some real lawyer types and it gets old having to point out simple things.


Been playing a Halfling Cleric, recently acquired a type 4 bag of holding. I have a strength of 11... A type 4 bag of holding weighs 60 pounds. So it puts me over my max load.

Does anyone know if in the Core pathfinder book do Miscellaneous Magic items weight get reduced for smaller characters? Or am I going to have to just beg the dwarf to carry my bag for me.

Also another quick question. Can magic weapons and armor shrink or grow within one size category still? And does the weight change to reflect this?

Thank you in advance,
Duck


Had a arguement on the Knock spell in the wording of its bonus. On page 303 in the Pathfinder Core Book starting on the second sentence.

"When you compltete the casting of this spell, make a caster level check agiainst the DC of the lock with a +10 bonus."

Is the bonus to the lock's DC or in favor of the caster. Keeping in mind that this a new edition and that the old 3.5 or older versions of the spell should not be drug into this.