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So here's an interesting question: can the 'greater anchor' ability for the 'drift crisis' precog be used on themselves. For those of you who don't know, here is what the ability says... Greater Anchor: Once per day as a reaction, you can recreate a localized Drift Crash of your own to disrupt the motion of a creature that begins its movement within 60 feet of you. After the creature completes its movement, you instantly teleport it to an unoccupied space of your choosing the creature could reach with a move action. You can’t move the creature into an inherently dangerous space, such as a surface that can’t support its weight. An unwilling creature can negate this effect with a successful Reflex save. Technically, the precog is a creature that would begin its movement within 60 feet of itself, and would thus seem to qualify as a target for the ability (essentially allowing the precog to use a reaction once per day to teleport itself). Does this seem correct, or am I misreading something?
Alright, so the spell Acid damage reads as follows: You coat the area in conjured acid, which quickly pools on the ground. Creatures and objects in the area when the spell is cast take 6d6 acid damage. For the duration of the spell, creatures that enter or start their turn in the area take 2d6 acid damage. So my question is this: Do creatures that enter or start their turn in the area also receive a reflex save against the 2d6 acid acid damage?
So here is an interesting idea: given the fact that ghouls and vampires are now 'moderately' accepted in the pact worlds (mostly due to Eox), I decided to write up a fun little adventure idea that any players (and DMs) can take full advantage of.
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My question is really simple: if you have your custom rig installed as a cybernetic augmentation, what is the 'augmentation level' of the custom rig? I'm mostly asking because I was considering the cyberborn theme, and it would be nice to select the custom rig as my cybernetic augmentation (my assumption is that the custom rig's level is equal to my character level, but I wasn't sure).
I'm currently thinking about making an android technomancer (battle medic theme), and I was hoping to use Profession (Surgeon) with it. However, I'm not sure if that qualifies as a wisdom, charisma, or intelligence skill. My initial assumption would be intelligence, but I'd love to hear what other people think.
Hey everyone. I was hoping to get a little more clarification regarding the 'Living Machine' subtype for wyrwood characters. For anyone unfamiliar with what it does, here is the description: Pathfinder SRD wrote: Living Machine: Through generations of refining the techniques of creation, many young wyrwoods have become closer to organic beings than constructs. These wyrwoods are constructs with the living machine subtype. They gain a Constitution score and can be targeted by spells and effects that target living creatures or constructs, as well as those that require a Fortitude save. They are no longer immune to ability damage, ability drain, energy drain, exhaustion, or fatigue. Wyrwoods with this trait require sleep, but they do not need to breathe or eat. They are not destroyed when reduced to 0 hit points, instead becoming unconscious and stable. They are destroyed when reduced to a negative number of hit points equal to their Constitution score. They can be raised or resurrected when destroyed. This alters the wyrwood’s creature type. My question is this - because they gain a constitution score, and because they can be targeted by spells and effects that target living creatures, AND because they need sleep...does this mean that the wyrwood lose other abilities as well. For example, are wyrwood's still immune to non-lethal damage (I would think not since they have a Con score, and anything with a Con score is normally subject to non-lethal damage)? Also, are they no longer immune to necromancy effects (again, I would think not since they can now be targeted by spells and effects that target living creatures)? And finally, are wyrwood's still immune to sleep (as before, it doesn't seem so since the 'living machine' wyrwood now requires sleep)? Any help would be appreciated.
Hey everyone. I was just hoping to get some clarifcation regarding the Omnicide ability granted from the Elemental Annihilator kineticist archetype. Here is the description of the ability... At 20th level, an elemental annihilator can unleash omnicide, a unique physical composite blast. Omnicide deals 10d6+10 points of bludgeoning damage, 10d6+10 points of cold damage, 10d6+10 points of electricity damage, 10d6+10 points of fire damage, and 10d6+10 points of force damage, and counts as a blast of all five elements. Omnicide costs 4 points of burn, which can be reduced by composite specialization as normal. So my questions are as follows: 1) If you are an 'Overwhelming Soul', do you add the extra attack and damage boost from 'Overwhelming Power' to this attack? [Side note: Here is the description of 'Overwhelming Power']
This bonus increases by 1 at 6th level and every 3 levels thereafter. 2) Since this is a physical composite blast, do you also add the kineticist's appropriate modifier (normally Con) to the damage? 3) Do feats like 'Deadly Aim' work with this blast (and if so, is the extra damage only applied once)? Any and all help is appreciated. Thanks again. :)
Does the 'Touch of Serenity' ability prevent an enemy from using spell-like abilities? Pathfinder SRD wrote: Touch of Serenity: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.
Pathfinder SRD wrote:
I realize that the text prohibits the use of stacking a speed weapon with this ability (hence the last sentence). However, it makes no mention about restricting the benefit if a character is wielding two butterfly blades for the purpose of two-weapon fighting. Thoughts?
Greater Rapture: At 12th level, an exciter increases the morale bonus his rapture grants to each applicable ability score by 2 and the morale bonus he gains on Will saves by 1. In addition, upon entering a rapture, he can apply the effects of a single spiritualist spell he knows with an emotion component to himself. The spell must have a range of touch or personal, and it must be a 1st- or 2nd-level spell. For every 3 spiritualist levels he has beyond 12th, the maximum spell level of this spell increases by 1. If he uses this ability to apply the effects of a spell again before the duration of the previous spell expires, the previous spell ends immediately. This replaces greater spiritual interference. My question is does this ability specifically exclude spells with a thought component? I realize that the Rapture ability specifically excludes the casting of 'Thought component spells' while in a Ratpure, yet Greater Rapture seems to imply that you can apply a spell to yourself upon entering a Rapture so long as the spell has an 'emotion component'? Is this a correct interpretation?
Okay, I have a quick question about the 'painful stare' ability for the Mesmerist: When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round. Alright, for this example, let's assume that the mesmerist is 20th level: which of the following options represents how much damage the 'painful stare' ability would do if the mesmerist used it on himself... a) 6d6 + 10 extra damage or b) 6d6 extra damage I only ask because the wording almost seems to imply that the 'd6' precision damage replaces the previous 'flat bonus' to damage.
Ironically enough, after looking over the Hell's Vengeance player's guide, I instantly felt the urge to make a duergar slaver who actually wants to capture his enemies alive so he can sell them for a profit on the slave markets in Cheliax (or the Darklands if possible). Currently my duergar is going to be a ranger that can track down his enemies with an uncanny efficiency. However, in order for this to work, I'm trying to find some magic items/gear that can help capture, secure, and transport slaves properly, and I was wondering if anyone had any good suggestions. Don't ask me why, but I figured for an evil campaign, it would be kinda neat to see a duergar trying to capture his enemies alive...not out of mercy of course, but rather for profit.
This is an interesting issue that was brought to our table a couple of days ago: Lets say I use the summon monster spell to summon multiple creatures, and then one of those creatures is targeted by dispel magic and is successfully dispelled...what happens? Does that one single creature get dispelled, or do all of them vanish?
Okay, this issue has come up in my current adventure path in Kingmaker, and I really need to find an answer. Basically the argument boils down to this: does the eidolon 'wink' out of existence when it enters an antimagic field or not? My argument is that it does not, because the eidolon is brought into existence using a 'ritual' with an instantaneous effect (I'm assuming the ritual MUST be a conjuration effect because u are literally 'summoning' a creature from another plane). Therefore, the eidolon follows the similar rules to a planar ally (basically a planar ally would NOT wink out of existence in an antimagic field because it is not tethered to the material plane by magic). Furthermore, if you detect magic on the eidolon, from what I can tell...the eidolon would not register as a 'conjuration' effect (again, meaning that the eidolon is ACTUALLY there and not simply existing in that location because of a 'magical' effect). Therefore, if the eidolon doesn't register as 'magical' when u detect magic on it...how can it be effected by an 'anti-magic field' if there is NO MAGIC on the eidolon? Keep in mind that like planar ally, eidolon's are not effected by dispel magic effects (which is essentially what antimagic field does). So, if the eidolon is immune to dispel magic effects...how can antimagic field work on it? Yes, I know the eidolon is listed as being a 'summoned creature', but it would appear that it is a summoned creature that with 'no duration' (which would then mean that the 'summoning' of this summoned creature is an instantaneous effect...which would then imply that antimagic field CANNOT effect it). Please, any thoughts on the matter would be greatly appreciated.
Lets say, for example, that I am a half-orc, and I just got to level 4 allowing me to increase my intelligence from a 13 to a 14. Now, when it comes time to select my bonus language to learn, what are my restrictions? Am I only capable of selecting the half-orc 'starting languages' (Abyssal, Draconic, Giant, Gnoll, and Goblin), or can I select any language I want?
When using the 'vampiric infusion' gained from the Blood Kineticist archetype, is the burn cost for using kinetic healer included in the infusions cost, or is it separate? For anyone who doesn't know, here is what the 'vampiric infusion' does... Pathfinder SRD wrote:
From what I can tell, this infusion either costs 3 or 4 burn depending on whether or not the additional burn from kinetic healer is added on to the total cost. However, this also made me a little curious about other possibilities: 1. Can this infusion's cost be reduced to 0 via the infusion specialization ability? (basically at level 11 or 14 respectively, can the infusion specialization ability reduce the entire cost, including the extra burn gained by kinetic healer, down to 0) 2. Do you still have to accept the burn from kinetic healer if you do not possess the kinetic healer wild talent? (in other words, do you just heal half the damage without having to increase the amount of burn you receive)
When using 'gather power' to reduce the burn cost of blast wild talents, is it only able to reduce the cost of a single wild talent, or does it reduce the 'total cost' of burn. For example, a 16th level Kineticist with both supercharge and composite specialization can already reduce the cost of infusions by 4 (from infusion specialization), composite blasts by 1, and can spend a move action to reduce the cost of burn from wild talents by 2 more. However, here is where my confusion lies... Lets say I use gather power to reduce the cost of my composite blast (which is currently at 1 burn) down to 0 burn, and I also want to add the 'empower' metakinesis to my composite blast as well (which also costs 1 burn). Now then, leaving aside the cost reduction from 'infusion specialization', would gather power be able to reduce the cost from both the composite blast burn AND the empower metakinesis burn, or does it ONLY apply to a single 'wild talent' (in other words, the cost reduction provided by gather power can only reduce the composite burn cost OR the empower metakinesis burn cost, but it cannot reduce the total burn gained down to 0 because the burn is gained from two different sources). Basically, here are the scenarios: a) It reduces the 'total burn', meaning that applying the composite blast and empower metakensis to the kinetic blast wouldn't cost me any burn (because the burn was reduced to 0). or b) It reduces the burned gained from only '1' of the sources (which means that my Kineticist would still take 1 point of burn). Which one is correct?
Pathfinder SRD wrote:
Given the wording of a 'surprise round', it would seem that the Kensai can take a full round action during a surprise because he can never be surprised (Which would mean that if there was a surprise round, the kensai would simply treat it as a normal round for himself instead). Is this correct?
While I was browsing around trying to construct my oracle, I came across something that kinda confused me... Phantom Touch (Su): As a standard action, you can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to 1/2 your oracle level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Charisma modifier. (From the Ancestor Mystery) Phantom Touch (Su): As a standard action, you can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to 1/2 your oracle level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 5th level, the target instead becomes frightened, and at 7th level, the target becomes panicked. (From the Occult Mystery) So um, I guess my question is...is this a typo? Or are both these abilities meant to be different? I mostly ask because other mysteries such as Ectoplasmic Armor and Spirit Shield seem to be the same so...what's the deal?
Alright, so my plan is to make a dhampir bloodrager, but I was concerned about the whole 'negative energy affinity'. Therefore, I thought it would be neat to counter that problem by using the spelleater archetype for Bloodrager. However, while going over the archetype, I came across something that kind worried me... Spell Eating (su) - At 5th level, a spelleater can consume spell slots for an extra dose of healing. As a swift action, the spelleater can consume one unused bloodrager spell slot to heal 1d8 damage for each level of the spell slot consumed. So my question is this: does 'Spell Eating' count as positive energy, or is the dhampir allowed to heal with it?
One of my favorite things about Pathfinder has always been the archetypes. I love being able to trade out certain abilities in order to give my character more flavor, power, or at the very least make them more unique. However, even after all the books paizo has released, there are still some classes that are in DESPERATE need of more archetypes (at least in my opinion): Samurai, ninja, antipaladin, sorcerer, and witch (just to name a few), and I'm sure we would all certainly love to see more archetypes included for the classes in the Advanced Class Guide as well. So tell me everyone, what do you think? What kind of archetypes would you like to see in the future? For me, I think I'm mostly looking forward to more Antipaladin (or even paladin) archetypes. Perhaps something that can turn you into a vampire (or maybe an archetype for a wizard/sorcerer/arcanist that turns you into a lich). Perhaps a samurai archetypes that has access to ki, or an antipaladin archetype that sacrifices smite good for barbarian Rage. Please feel free to post some of your thoughts/suggestions as well (and who knows, maybe paizo will consider the idea of printing this book somewhere down the road).
Hey everyone. My group and I just finalized the laws for our kingdom, and I was hoping to get some feedback from the forums regarding any potential improvements/oversights that we need to address. Our Kingdom is currently neutral good in alignment, and the way our laws are worded specifically alienate certain types of creatures (mainly undead). This is intentional of course because we've currently been suffering from a small vampire infestation, and it was decided by my group that the undead had no place in our current kingdom. Anyway, please look over our laws and let us know what you think. If you see anything we should change/improve upon, or if you find something that we've overlooked, please let me know. ========= Crimes
Murder-Killing of another person without justification. All murders pertaining to nobility must be dealt with by the crown.
Kidnapping-Unlawfully seizing and carrying away a person by force or fraud, or seizing and detaining a person against their will.
Theft-Unlawful removal or destruction of property. This includes larceny, robbery, vandalism, fraud, tax evasion, and corruption.
Assault-Physical harm to any person or persons.
Slavery-The ownership of any sentient creature above primal intelligence, whether by magical means or otherwise (with the only exception being indentured servitude, which will always be determined by the presiding authorities).
Neglect-The mistreatment of any sentient creature. This includes, but is not limited to, abandonment of dependent parties, malpractice, or abuse.
Avoidance of Punishment-Violating exile, resisting arrest, or escaping indentured servitude or imprisonment.
Attempted Crimes-If it can be proven that an individual attempted to commit a crime but was unsuccessful, they may be tried as if they had, indeed, committed the crime. Necromancy-The summoning and/or creation of undead without a valid permit.
-------- The Rights of All:
The Second Right
The Third Right
The Fourth Right
The Fifth Right
The Sixth Right
The Seventh Right
--------- Terms of Office/Elections
Positions of Authority
The Heir-The heir to the kingdom has full authority to act in the ruler’s stead, although the heir cannot overrule or make any decisions in proxy for any member of the presiding authorities. If the ruler is removed from the throne, the heir is then appointed as the new ruler for the kingdom, and must subsequently select a new heir for the realm. Only a majority vote from members of the presiding authorities can bring the heir up on charges. If convicted of a capital crime (or deemed incompetent to rule by the presiding authorities), the heir can be removed from their position, exiled from the kingdom, imprisoned, or be put to death. Presiding Authorities-The presiding authorities act upon their offices and are only answerable to other members of the council (the heir and ruler included). Only a majority vote from members of the presiding authorities can bring a councilmember up on charges. If convicted of a capital crime (or deemed incompetent by the presiding authorities), the councilmember can be removed from office, exiled from the kingdom, imprisoned, or be put to death. Nobility- The title of a noble can only be granted by the ruler of the kingdom (or by the heir if the ruler is absent). Nobles are responsible for maintaining their lands, providing for their people, and collecting taxes for the crown. Only the ruler can terminate a claim of nobility, although the heir does maintain the authority to suspend a noble’s title if the ruler is absent.
Alrighty, so my question is this: does the 'increase damage reduction' rage power give everyone in the party (including the skald obviously) DR 1/- whenever the skald activates his raging song? I mean, I assume this DR stacks with the skald's damage reduction, but I was curious to see if it would also give the party DR 1/- as well.
Does anyone else find it slightly disappointing that the spirit summoner archetype doesn't gain the benefit of 'spirit animal' or the 'manifestation' ability for the shaman spirit? I honestly would have LOVED to replace the Twin Eidolon ability for the final spirit manifestation, and the 'spirit animal' ability would have been perfect for the eidolon as well.
Well, after going over some of the new features in the ACG, I finally stumbled across a little feat known as Pummeling Style. For those not aware, this is what it does... Pummeling Style-As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. Now at first I was like "hey, that's cool: clustered shots for unarmed strikes". However, after crunching a few numbers, I have to admit that this feat really does have me a little concerned, particularly when it comes to the amount of damage it is capable of doing. I recently started experimenting with the Sacred Fist warpriest archetype, and needless to say, when I was forced to figure out which combat style I needed to pick for my bonus feats, pummeling style was the first to come to mind. However, after testing out a couple of ideas (namely using things like Divine Power and Ki flurry to gain 2 additional attacks whenever I use Flurry of Blows), I discovered that my character was dishing out 9 attacks at level 20 (along with a boatload of damage as well). When combined with Pummeling Style, the character was easily dishing out 300-400 damage in a SINGLE strike (which is almost enough to kill...well, just about ANYTHING with one single shot!). Furthermore, because the feat states that if ANY of my attack rolls are confirmed critical hits, then the damage for the ENTIRE ATTACK is also a critical hit as well. So essentially, 300-400 damage suddenly becomes 600-800 damage...which pretty much one-shots anything in the game (for the time being, i'm assuming u can only use this feat with unarmed strikes, so a x2 crit range seems appropriate). I guess what I'm basically asking is...doesn't this seem a little excessive? I mean, granted I love a powerful character and all, but when you are able to deal out this much damage...it kinda seems a little absurd. Part of me is inclined to believe that this feat might get hit (or at least SHOULD get hit) with a nerf bat much like how Crane Style did, but I guess I wanted to see what other people thought first. As it stands, the fact that you are adding up damage from a +5 amulet of mighty fists, power attack (+12 for 20th level flurry), your strength modifier (which in my example was +8), and any of the other extra 1d6s from things like flaming and frost just seems a bit over the top, but if anyone feels otherwise, I'd sure like to know about it. Now granted, in my example I'm assuming that every attack hits, but even if we allow for miss-chance and all, the numbers still strike me as a little on the ridiculous side (but again, if anyone feels differently, feel free to post). In my opinion, the feat would be more balanced if a critical hit only applied to a single damage roll (so basically if you rolled 30 damage on a crit and you already had 100 damage from previous attacks, the crit would only add 60 to the total...making it 160 damage...rather than doubling the entire amount to 260 damage). But again, that's just me.
Pretty much what the title says: if a swashbuckler uses a weapon that can be used as a throwing weapon (lets say, a trident), does the swashbuckler weapon training bonus still apply? Currently the bonus states that they get +1 to hit and damage for all one-handed or light piercing melee weapons, but I wasn't sure if these bonuses applied to the weapon if it was thrown (which is a ranged attack, obviously...but the swashbuckler is still using a melee weapon so...yeah...not really sure).
Ever since the anti-paladin class came out, I have always wanted to create a character that pretty much used the powers of evil in order to crush other forms of evil. Think of it as a radical paladin who dabbles in the 'forbidden arts', believing that the best way to combat evil is to use evil against itself. The paladin in question willingly puts their soul on the line in the hopes that obtaining greater power through patrons like demon lords will help them to quell other forms of wickedness in the world. They are keenly attuned to the dark desires that lie within every creature's heart, and as such, they are exceptionally gifted in understanding how to thwart the plots and plans of tyrants, murders, and cut-throats alike. They disdain the methods of 'goodly' warriors (like paladins), believing that their methods are far too conservative to make any real progress against the forces of darkness. Such anti-paladins have no reservations about lying, torturing, or betraying other creature's in order to get the job done. Where a normal paladin might scoff at the notion of breaking their word or harming a captured prisoner, the anti-paladin understands the necessity of doing 'small evils' in order to obtain a greater good. After all, what good does it do to keep your honor if evil is allowed to thrive because of it? Because of this mentality, such anti-paladins are far more difficult to predict and manipulate, which is seen as a common 'weakness' among most other 'good-aligned' creatures. Patrons of these 'radical paladins' often view their servants as amusing, misguided, but useful tools, and often employ them to thwart the plans of other rival deities. In some cases, such deities can even call upon these anti-paladins to test the worth of their own followers, or use the anti-paladin as their personal enforcer to punish those who have displeased them. [Side note: Yes, I realize that this is starting to sound like an introduction to a new archetype, but to be honest, I really do hope that paizo eventually starts releasing 'expansions' for some of the more underused classes like the anti-paladin] Anyway, this was just one idea I had for giving the anti-paladin a little more flare, but I was also curious to see if anyone else had any other cool ideas for expanding upon the class as well. Basically what I'm looking for are creative ideas that support the 'cool' kind of evil rather than the 'eat babies and kick puppies' kind of evil. After all, if a hero fails, then perhaps it is time to call upon a villain.
Okay, while I realize this might be a question for a developer (or at the very least a GM), I figured I'd go ahead and ask it anyway... For a standard dhampir, the 'dayborn' alternate racial trait gives up the dhampir's spell-like ability in order to eliminate their dhampir weakness (which is, in this case, light sensitivity). However, when selecting one of the 'alternate racial heritages', a dhampir gains a different spell-like ability and weakness that is not specifically mentioned in the dayborn alternate racial trait (in other words, you no longer have detect undead or light sensitivity). However, my question is this: would it still be permissible to select the 'dayborn' alternate racial trait for the dhampir in order to give up the new spell-like ability and dhampir weaknesses gained from the new heritage? For example, in the case of Svertocher dhampirs, could I select the dayborn alternate racial trait to give up 'obscuring mist' in order to eliminate 'weakness to positive energy'? As always, any and all help is appreciated. Thanks.
So here's an interesting question: for those of you who are not aware, there was new spell released in the Inner Sea Gods called "Spawn Calling" (or Call the Godspawn). Here is what it does... Having attained the highest and most profane form of magical achievement in your god's service, you are able to call forth his most dreaded creations: the godspawn. Casting this spell requires a week-long ritual involving the sacrifice of one or more sentient humanoid creatures that between them possess a total of at least 15 Hit Dice. You may not eat, sleep, or cast any other spells for the duration of this ritual. After the third day of the ritual, you must succeed at a Constitution check on each remaining day of the ritual (DC 10 + 1 for each previous check) or take 1d6 points of nonlethal damage from hunger. At the end of the ritual, you gain the exhausted condition from lack of sleep. Upon completion of the ritual, the ground rumbles in a 100-foot radius centered on you. This effect lasts for 1 round. Any creature on the ground in this area that attempts to cast a spell during this round must succeed at a concentration check (DC 20 + spell level) or lose the spell. Any creature on the ground in the area that attempts to attack or move during this round must succeed at a DC 15 Reflex save at the beginning of its turn or fall prone. At the beginning of your next turn, a massive fissure full of dark fire and shrieking cries appears at a point you designate within the spell's range, and a godspawn emerges. This creature takes the form of a thunder behemoth with the advanced and entropic simple templates. Unlike with summon monster or similar spells, the caster has no control whatsoever over the called creature. The spawn immediately heads in a random direction or toward an obvious target such as a population center, destroying anything in its path, yourself and your allies included. Any creature may attempt to control the called godspawn via spells like dominate monster or binding. However, if such an attempt fails, it draws the godspawn's attention, and the monster immediately tries to destroy the creature that attempted to control it. Because the godspawn are all magical beasts native to the Material Plane, spells such as banishment or dismissal have no effect on the called spawn. Okay, the part in bold is what I wanna draw your attention to, because under normal circumstances, Behemoths are actually immune to mind-effecting effects. However, this spell seems to suggest that 'mind controlling' the one you summon with this spell IS possible. I guess my question is...does this mean that this particular behemoth is not immune to mind-effecting (or does it just apply to dominate monster). Furthermore, the mythic version of this spell seems to suggest that you could also use dominate monster to control a friggin Tarasque (and again I ask...am I reading this right?)
Pretty much what the title says: for the Legendary Item ability 'Unstoppable Strike', it states that the weapon bypasses all armor, so my question is this... Does this include natural armor, shield bonuses, and armor bonuses granted from any source (such as bracers of armor)? Here's a Link if anyone needs references.
I was just curious if there were any guides/advice that helped with constructing golems. I've been looking around so far, and the only thing I've been able to find is this... What I am hoping to find is a more in-depth analysis that explains which golem is the most efficient to build, along with the best sort of upgrades a caster can give them. For example... Is giving a golem the Shield Guardian Template really worth the cost? (From what I can tell, it basically adds 25 days to the construction and 45,000 gp to the cost, and increases the craft check to construct the golem by 4 and the caster level needed to make it by 2...along with needing the 'discern location' spell and either 'shield' or 'shield other' spells as well) In addition, the processes of adding hit die, increasing the golem's size, or giving it the 'advanced template' also raises questions on efficiency as well... 1) Adding additional hit die = costs an extra 5,000 gp per hit die (which also adds 5 extra days to the construction time) 2) Increasing golem size = costs an extra 50,000 gp (which also adds 50 extra days to the construction time) 3) Adding the advanced template = costs an extra 15,000 gp (which adds 15 days to the construction time) From what I can tell, the advanced template probably isn't worth the cost since golems are typicall not intelligent and gain no benefit from an increased CON score either. However, the additional hit die and increased size CAN be worth since golems don't exactly get a lot of hp, and the increase in size can dramatically increase their strength and damage output. In addition, the shield guardian template also seems worth it considering how it gives a golem fast healing 5, and also makes the golem easier to control (and more versatile with things like 'shield other' and 'spell storing') As for deciding which type of golem to construct though...I honestly can't say which is the best (at least in terms of cost efficiency). I will admit that the Stone Golem does seem like a pretty solid choice (pun intended), but as I said before, I'm curious if anyone else has any thoughts on the matter.
This is a little tricky since an outsider's soul is not 'separate' from its body, but if you are using spells like 'Create Soul Gem' or the 'Talisman of Soul-Eating', are such abilities even possible against outsiders? (such as devils, demons, genies, etc) Here are a few references for those who need them: The text obviously implies that you can create soul gems out of the souls of mortals, but I wasn't sure if the same could be said for the soul of an outsider. Any thoughts?
Okay, I've been looking around the forums and I haven't found a good answer yet, so I was hoping you guys could help me out... Pathfinder SRD wrote: Vorpal- Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing melee weapon. If you roll this special ability randomly for an inappropriate weapon, reroll. Now, the question I have is rather obvious: does negating the crit negate the vorpal effect? For instance, would the Greater Resolve ability from the Samurai class negate it... Pathfinder SRD wrote: Greater Resolve- At 9th level, a samurai can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the samurai can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the samurai uses this ability. Also, do other abilities like heavy fortification, jingasa of fortunate soldier, or immunity to crits also negate vorpal as well? As always, any help is always appreciated. Thanks again.
Okay, here's the scenario: my buddies and I are eventually planning to play Serpent's Skull together, and we all want to play evil worshipers of Lamashtu. Our plans include befriending our allies and capturing our enemies (some of them at least), and basically using magic, torture, drugs, and other tactics to break their minds and make them slaves to use as breeding stock for monsters (we also plan to capture animals as well, and as a side option, we can also cook them for food and buffs too...cook people hex for the win, lol). Now, each of our characters have a role to play, and because I am a witch (a scarred witch doctor half-orc no less), my job is to act as the enchanter/mind breaker/'diplomat'. However, after getting my spells together and figuring out my build, I still can't decide if the 'Charm Hex' is worth it. My main problem is the 'duration' of course, because I'm not sure how useful it is outside of combat (or in combat for that matter). I realize that I can cackle for HOURS to keep someone under my 'control' but I don't really think that's the most effective thing to do. Anyway, I was hoping you guys could help me out with this, cause to be honest...I'm not really sure if the charm hex is worth it. I mean, it would be nice if the target of the hex STAYED helpful after the duration ended, but aside from that, this hex only seems good to ask an npc for a VERY brief favor before the hex ends. I mean, I guess I could politely 'ask' an npc to voluntarily 'fail a save' and simply use another 'charm spell' on them, but even then, I'm not exactly sure if such a request is possible. Thoughts?
So, while looking over a few of the alternate drow racial traits, I discovered that the 'Seducer' trait ability is keyed off of wisdom to use the 'Charm Person' spell for some reason (my initial thought was that it keyed off Charisma). For anyone not familiar with the trait, here is what it does... Seducer- Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow's character level). This racial trait replaces drow immunities. So, my question is this: was the 'seducer' ability meant to be keyed off of Charisma rather than Wisdom? I mean, that would seem to make the most sense, and I kinda hoping we can FAQ this if possible. |