Gold Dragon

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A 7th level chaotic good cleric of Gorum selected variant channeling for the Battle aspect of Gorum's portfolio during character creation. Since he is good he is channeling positive energy and during an encounter he used it to harm undead creatures. What happens?

Variant channeling:
A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect.

Battle/Wrath:
Heal—Creatures gain a channel bonus on weapon damage and critical hit confirmation rolls until the end of your next turn. Harm—Creatures take a channel penalty on weapon damage and critical hit confirmation rolls until the end of your next turn.

Is positive energy that is used to harm simply not covered, i.e. he would do 4d6 damage (Will for half)? Or, is the positive energy to heal comment fluff and he deals [4d6]/2 damage and the undead take a -2 penalty on weapon damage and crit confirmation (Will negates the penalty)?

Thanks for any insights!


I have some questions regarding Oracles. I have found some really old threads with similar questions but couldn't find any good answers and didn't want to necro post. So here goes:

Bones Mystery - Raise the Dead (Su)
1. What is the range on this power? Adjacent? Close? 30 feet?
2. Is the skeleton/zombie from any appropriate monster within the HD restrictions or is it the Bestiary skeleton/zombie advanced to your HD.
3. If it is just the advanced standard skeleton/zombie, does it receive size increases as appropriate (humanoids seem to become Large around 5 HD and Huge around 15 HD) or does it stay medium?
4. Does the ability to summon an advanced version at 15th level stack with the choice of bloody/fast at 7th?

Spirit Guide Archetype - Bonded Spirit (Su)
1. Does the Lore spirit's Arcane Enlightenment do anything for an oracle? From first reading it doesn't since it affects a choice to prepare spells. Even if one were to say it applies to spells known in some way, the DCs are explicitly switched from Int to Wis which of course does nothing for the Oracle. (It probably makes it worse since the choice of the spirit guide archetype with the knowledge skills it grants and the lore spirit with its knowledge focus makes it likely that Int is higher than Wis.)

Thanks in advance for any help!


Fly Spell: The subject can fly at a speed of 60 feet...

Spider Climb Spell: The subject gains a climb speed of 20 feet...

It is a subtle difference but quite important. Specifically:

"You may not take a 5-foot step using a form of movement for which you do not have a listed speed."

The situation came up in my game last night and I ruled that characters using a fly spell could not take 5-foot steps while airborne which obviously put them at quite a disadvantage against natural flyers.

Did I get that right?

Thanks!


I recently found this neat guide called The Forge of Combat.
I liked the author's thoughts and was wondering if a 3 player party based on this would be viable. Competent players and coordinated and well optimized builds assumed, could you make it from 1 to 20?
With that in mind I was hoping people here could share their thoughts on which classes would make good anvils/arms/hammers. Thanks!


2 people marked this as FAQ candidate.

I've been looking at making a new character and thought that Kirin Strike would be a nice way to build an int based fighter type. However the way I currently read it, I wouldn't be able to get the benefit until round 3. Is that intended?

Round 1 - Use swift action to enter Kirin Style
Round 2 - Use swift action to make knowledge check
Round 3 - Use swift action to add 2 x Int

That seems crazy to me! My reading of RAW is that because I can only ever get 1 swift action per turn I have to wait 2 full rounds before I can get a bonus that while nice, only works for 1 attack per round. Further, every time I switch targets I have to wait for another round. And actually not just wait, use a potentially precious swift action and succeed at a skill check. In addition I had to invest 3 feats.

Please tell me I read something wrong! In my opinion a reasonable version would be if all the swift actions could be combined into 1 swift action but I can't find anything in that regard. That still would leave a 3 feat investment, a knowledge check and a swift action for a once per round bonus.

Thanks!


I am trying to understand magic item creation and was wondering about the need for the Craft skill if I already have ranks in Spellcraft.

Specific example: Gnome Fighter with Int 10, Cha 11, Classically Schooled trait (+1 Spellcraft and Spellcraft is Class Skill) and 1 rank in Spellcraft. Through Gnome Magic he qualifies for item creation feats and he picks Craft Magic Arms & Armor at level 5.

Could this character buy a masterwork weapon from the local smith for 300+ gp, pay him a bit to hang out at the forge, spend 1,000 gp and then take 10 on his Spellcraft check to make +1 weapon? Or, does he require a Craft skill and if so, how many ranks (assuming he'll take 10)?