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![]() The answer to this question significantly impacts how good of a spell it is.
Looking at the art in the blog post looks kinda "swiftly flowing river" to me, but I'm really grasping at straws when I'm trying to discern rules from art. ![]()
![]() Seems really odd when it's a huge creature, and a full size category over the regular nightmare which also has 5ft reach.
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![]() Yeah. From the list of 2e APs, Extinction Curse also has the Agents of Edgewatch stuff on it.
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![]() When performing high jump and long jumps, the wording of the actions states that you perform a stride of at least 10 feet, then make either a vertical or horizontal Leap. Make an athletics check.
So a feat like Raging Athlete:
Obviously it reduces the DC for high and long jumps. But does the last bit about Leap distances also apply to high and long jumps, since the high and long jumps still use the Leap action? Secondly, how high can you jump with Sudden Leap? Specifically this line:
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![]() I don't get the channel smite feat. Why would you ever use it? You spend 2 actions to smite and deal extra damage equal to your hear/harm, at the cost of using a usage of channel.
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![]() For almost anything. Insofar as I can tell, the only difference between small and medium character is how big an enemy has to be to move through their space.
If that's the only difference, why bother? Slaughter that sacred cow. ![]()
![]() There are a lot of words dedicated to spell rolls, but only 5 spells and powers use this mechanic in any way. Ancestral surge, Black tentacles, Charming words, Illusory creature, and Telekinetic maneuver. Ancestral surge can give a bonus to OTHER spell rolls, to let's throw that one out. Charming words gives your foe a bonus to spell rolls if they crit succeed the save, so let's throw that one out, too. That leaves 3: black tentacles, illusory creature, and telekinetic maneuver. These spells make admittedly good use of the mechanic, functioning as a sort of spell attack, but using your spellcasting stat.
Upon first read-though I had thought spell rolls were synonymous with spell attacks, but now I believe this to not be the case, as melee spell attacks are specified to have the finesse property. As is, the spell roll mechanic seems like a big waste of book space. Maybe the final release will have more spells that use this mechanic. Or maybe I misunderstood these rolls entirely. I'd actually love it if that were the case. edit: Spell rolls are also used when trying to decide if you can cast a spell while stupified.
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![]() I'm running an adventure wherein the PCs chose to get themselves stuck in a teleport trap.
Since they're permanent, as long as they remain in the area they'll have to repeat their fort saves every 10 minutes per caster level, right?
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![]() It's cool that Paizo is modernizing the forums, but there are still quite a few things that are bothersome about the new website. First, an inconsistency with getting to the forums. On some pages, you click "Forums" to get to the forum pages. This is fine.
Second, while on the messageboards, some of the top buttons don't appear to be functioning properly. The "Pathfinder" button loads a page with a "Pathfinder" button that doesn't take you to a new web page; it just reloads the one you're currently on. That new page DOES change the sub-header buttons, but the actual page itself looks really bad just saying "Pathfinder" and not linking to anywhere.
On some pages clicking "Paizo Blog" brings up the listing of recent blog posts. On others, it brings up a dropdown menu with "2018" that if clicked on brings you to a page with nothing on it but the navigation links that led to that page. The website would be a lot more navigable if the page headers were more consistent. Like, if every page had the same set of basic launch-links that the homepage has. Or better yet, if the homepage had the same complete header that the forums pages have. Last, and probably most pedantic, the drop-down menus on the Paizo.com homepage for Starfinder and Organized Play look bad compared to the others.
Starfinder and Organized play do not, and they links start on the right-hand side of the box with a lot of empty space in the left and center. Both would look a lot cleaner if there were more links, or at least if the links started on the left. It's awkward for a country that reads left to right to have the words on the right and empty space to the left. Just a few things I noticed that I believe could make the website easier to use and nicer to look at. Thanks for your time. ![]()
![]() With all the hubbub with Pathfinder 2.0, I've been looking at the unchained action economy, since it sounds real similar.
1.) When using TWF, you can make two attacks on your first attack action, with the regular TWF penalties. Do subsequent attack actions on that turn take the TWF penalties?
2.) How does rapid shot work with unchained action economy?
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![]() The only one in a major book is the Gate Archon who is a badass. Plus, so many more monsters get cool, at-will abilities that they could spam out. One of problems with monsters is that they have strong attacks and strong SLAs, but can rarely do both. A Gate Archon can full attack and bestow curse every round. So this is my call for more outsiders with conductive weapons! ![]()
![]() Hideaway Limb wrote: Retrieving an item from a hideaway limb is a move action instead of a standard action However, drawing a weapon or manipulating an item (which covers getting a weapon out when it isn't readily available for use) are both move actions. So it's never a standard action to retrieve an item, so that line in hideaway limb is just wrong. Right?![]()
![]() In Pathfinder, two-weapon fighting lets you draw a second weapon with the same kind of action as drawing one. At lot of the draw of characters with more than 2 arms is being able to hold more stuff than normal, but if every single thing you want to draw takes a move action (or a swift action with quickdraw) that significantly cuts down on the power of multiple limbs.
EDIT: I'm aware of quickdraw limbs. If possible, I'd rather not have false limbs. Not everyone wants to be a cyborg. ![]()
![]() So Kalo are aquatic. Does this mean that on most planets they will have to have their environmental protection from their armor on at all times? Or is there some kind of less extreme option?
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![]() Spoilered for sizing.
Irradiate:
This spell floods the area of effect with dangerous radiation. The strength of the radiation you create depends on your caster level, as detailed below. The central irradiated area is always a 10-foot-radius spread that expands normally per the rules for radiation areas of effect. Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.
Caster Level Radiation Level
This spell has a duration of instantaneous.
Constitution Track:
Weakened: The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure. If they save, they take ~8 damage. If they fail, they also take a -2 on fort saves, con checks, and con-based DCs. Higher radiation levels by caster level really only make the spell bigger, so the size can be summarized as: Cl 6 or less 10 ft. Cl 7-9 20 ft. Cl 10-16 30 ft. Cl 17+ 40 ft. I suppose if you can hit a group of bad guys 4 times, you can knock them all unconscious? ![]()
![]() Maneuver (Helm Phase)
Now, what happens if you fail this check? Do you just get to make your movement and turns as normal? If so, why would you ever NOT do this? ![]()
![]() Is there any mechanical reason for a character suffering a disease to stop doing their normal daily routine and stay sick in bed? It's the stereotype, for sure. Bed rest cures all ailments.
Being sequestered will lower the chance that someone else catches the disease, for sure. But it doesn't appear to help the person actually affected, at all. ![]()
![]() I'm looking to play a raging character with really high saves.
I was thinking a bloodrager with the primalist, steelblooded, and untouchable rager archetypes. The latter is both flavor and because I ended up dumping charisma to below the point where he'd ever be able to cast spells. Destined bloodline with fate's favored for the level 4 ability.
The game is starting at 3rd level, so not having power attack at level 1 is moot. If the game gets to level 8, I intend to trade out the bloodrage power for the superstitious and witch hunter rage powers. My concern with this build, though, is that my quest for not being stuck with spells just makes me a kind of worse barbarian.
What do you think? Is my quest for high saves and spell resistance overly gimping my character? ![]()
![]() I have a friend and a player in the game I'm DMing. My friend is not very bright. My friend frequently forgets how his class functions.
tl;dr: My friend has a hard time with choices and remembering to use class features. He does not want to be a fighter. What class would be easy to play and be effective, but "cool" enough to keep him happy?
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![]() Most incorporeal undead have a damage type listed in their stat block. Shadows deal strength damage, wraiths deal negative energy, and ghosts deal damage via localized supernatural aging. Spectres deal 1d8 untyped damage with no additional desciption + energy drain. Wyrmwraiths are much in the same boat. Their bites are untyped damage + energy drain, their claws are untyped damage + divine dispelling, and their wings and tail just do untyped damage. I feel like for both of these monsters it should be negative energy, but it isn't called out.
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![]() By far the coolest thing to come out of ultimate intrigue, but it received zero support. Even UI had no options for the wrist Launcher besides "Look at this nifty weapon. Moving on."
So, title text.
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![]() This is for PFS. I'll probably full character rebuild into him at second level, since I don't have any GM credit.
Feats: H-Dirty fighting
The idea of the build is to lock down foes with harsh status effects, primarily blinding and tripping, though other dirty trick options are certainly available.
Anyone else have ideas on how to make cloak and dagger style work best and earliest? ![]()
![]() Several questions that seems to have conflicting answers on forums, that mostly arise from the "requisite ability score" line of scroll usage: 1.) Can a level three sorcerer use a scroll of summon monster 2 without any checks, even though he can't cast 2nd level spells yet? 2.)Which mental stat must be at least 12? He casts spells with charisma, but since arcane scrolls are made by wizards, does he need a 12 int? Does this differ between PFS and regular rules? 3.) Sorcerer gives up and hands the scroll to his rogue buddy. The rogue succeeds on his UMD check of 23 to "use the scroll". But, which attribute does the rogue need to have at least a 12 in? Summon monster is on the cleric list, too, so could he use Wisdom? ![]()
![]() So, my party week be facing a level 20 wizard soon. Unbeknownst to the party, the wizard is usually astral projecting from his personal demiplane. When this is discovered, I imagine the party will want to go there. Question is, how?
Probably the most obvious answer is to have the party loot the fork from a very high ranking subordinate, but that doesn't quell my desire for knowledge on the other bits. ![]()
![]() Relevant text: Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following: Swinging the tide of a battle in your favor by raising fallen allies to continue fighting. So, if a cleric chooses this option, how does this work?
With as non-specific as this is, for the low cost of 25000gp a cleric could get standard action true resurrections on all nearby allies?
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![]() Relavant copy paste from the SRD wrote: Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (Air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal. What happens when you have a spell that appears both on your element's list of spells and on your opposed element's list of spells? Resist energy appears on the earth, air, fire, and water lists. However, since you don't choose the energy type until the time you cast the spell, it's not like you can differentiate the energy types beforehand to determine if it should use one slot or two. I feel like it a spell appears on your element's list and your opposing element's list, it should not require two spell slots. However, I don't think that specific point is brought up anywhere, so a strict RAW would mean a wizard using the 4 classic elements would always need to spend two slots to prepare resist energy, protection from energy, several summon monster spells, dragon's breath, planar binding, and more! If anyone knows of relevant text saying anything to the contrary, I'd love to see it ^_^ ![]()
![]() Suppose I have a PC that is liable to fight a Vishap pretty soon. This person is a fighter, having a fairly low will save.
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![]() Do any of the full BAB classes, besides paladin, gain any mechanical benefit from having a solid charisma?
I'd like to make a martial character who can play the party face and leader with the rolls to match, if possible. I guess what I'm asking is if there are any archetypes, class-features, feats, or otherwise that allows a martial to get use out of a decent charisma score.
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![]() I know it's a number of years old, but I still can't find the specific advice I'm looking for.
As incipient GM of a RoW campaign, I'd like to know why druids are specifically recommended. Give me all the spoilers, 'cause I'm gonna read the books anyway. I just want to know the basis for providing advice to the players before character creation. By the by, I will be giving them copies of the player's guide to peruse; I still want to know the reasoning. ![]()
![]() So, I like characters that are a bit different from the norm. My primary PFS character is currently a kitsune life oracle/spirit guide grabbing the life spirit so I can get TONS of channels per day. Then I take bless equipment to make those channels more proactive. With that in mind, I'm looking to start another character after the unfortunate death of my skald.
Lore Warden fighter that goes into the prestige class Student of War.
H-Skill focus Knowledge Local
and I don't know for certain what else from there. Second thought is a mysterious stranger gunslinger. Halfling.
I understand that in general the characters aren't totally optimized. I like working towards optimizing concepts, even if the concepts aren't optimized. But, that's what I'm working with.
Any other weird yet effective character builds you like me to consider? ![]()
![]() So I'm designing a character for an intentionally silly game. I'm going back and forth between a battle maid and a battle teacher. Both have basically the same build, but with obviously different flavor. Human Unchained Rogue (Snoop Archetype) H-Enforcer
Rogue Talent:
General idea is that the maid is nice, sweet, and subservient until someone messes with those she cares about. Then she goes mildly ballistic. She deals non-lethal so enforcer lets her get free intimidates off ('cause it's a silly anime trope for some maids to be scary)
Only question left for the maid in question:
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![]() First off, I'll admit that it's cool. The whole mystic bolt thing is pretty cool.
But a magus can keep up in damage easily, and can significantly exceed a few times a day.
Certainly there are places the warlock compares favorably. Mostly in the wizard spell-list and good ref and will saves. But cool as it is, I don't feel like mystic bolts can compare to the class features of the other 6th level casters. I really want to like this archetype more, so I'm asking if the community can convince me. Please? ![]()
![]() This will be for PFS, starting at second level (Yay free retraining!) I was originally planning on being a sensei monk with a really high wis score, contributing to combat with dirty tricks. I was either going for kitsune style to better my debuffs or crane style to off-set the monk's relatively low AC and HP.
As the stores I play at typically have a bevy of damage dealers, I'd like to fill the support role, and, if possible, in a less typical way. Bards are fantastic. It is known. They're a little on the boring side after initial buffs have been thrown out, though.
So, any suggestions for an involved support character? I'd prefer to be either a martial or 3/4 caster. TYVM in advanced, you lovely forum people, you. ![]()
![]() So I want to play a support monk. One who does befuddling things in combat, but doesn't actually do a lot of damage.
I'm not 100% sold on dirty tricks, though. On the one hand, they can be pretty good, and sensei will let me focus almost entirely on Wisdom, so my stunning fist DCs will be good.
However, trip weapons can let you use your weapon focus and enhancement bonuses to CMB.
Thinking on it, you can take weapon focus (grapple). Can you take weapon focus (dirty trick)? ![]()
![]() Suppose a character wishes to use acrobatics to safely move past an orc necromancer (CMD 16) and his brutish zombie (CMD 21). Initially, he is only threatened by the necromancer, but intends to move past the both the necromancer and the zombie on this round. How would the GM adjudicate this situation? Possibilities that I see: The DC is 18. 16 from the necromancer and +2 from moving past an additional foe. The DC is 23. 21 from the zombie and +2 from moving past an additional foe. The DCs are 16 and 21. Since the foes don't both threaten initially, you make two checks. Even though it's weird, I think the RAW leans towards the first, which leads into the odd situation where you could pass the check to get past both, even though it's lower than the zombie's CMD (in the 18-20 range). Here's the D20 link to acrobatics, justin case [intentionally misspelled]:
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