Erethrin's page

31 posts. Alias of jonathan demers.


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hi , i used to play pathfinder first edition a long time ago.
i found a few friends that are interested in trying pnp rpg (it get harder when getting older lol)

so i went ahead and bought the second edition book , but one of my friend cant read english at all... is there a french player core anywhere ?

thanks


would a desecrate spell temporary raise the 2HD/CL restriction ?
like for a animate dead spell ?


for those that have this book , im looking for a clarification about those :

reanimate
expended necromancy
greater reanimate

reanimate state that you can control up to twice your HD in undead and cant raise something with more than twice your HD

expended necromancy : not sure ... variant template count has twice their HD when reanimating them , do they also count twice the HD to control them ?

greater reanimate : wording is even more confusing for me ...it increase the number of HD by 1 per CL , but im unsure if its for the total controlled , for the *cant raise more than twice your HD at the same time* , or does it increase both

-------------------------------------

for reference :

Expanded Necromancy

When you reanimate a creature, you may reanimate it as a bloody skeleton, burning skeleton, fast zombie, or plague zombie. When reanimating a creature in this way, they count as twice their Hit Dice against the total amount you may have reanimated at once.

Greater Reanimate

Increase the total Hit Dice of creatures you may have reanimated at once by an additional 1 per caster level. You may select
this talent up to 3 times.


when creating a variant like bloody , its double the HD to create.

so a 2HD bloody count has 4HD when casting animate dead.

after its been created , to control him ...does it count for 2HD or 4HD


thanks for the advice , i might have to take a look at horror adventures

any other book out there could help ?


hello everyone.

We are playing a mid tier *evil* campaign right now , and the wizard would like to turn into a lich in the long run.

we looked at the lich template , noticed its CR +2
What does it mean for players ... is it equivalent to 2 levels ?
like after the required ritual , the magic overpower him and he loose two levels ?

looking at all the bonuses (DR , touch attack , paralysis etc)
it seem that a lich would be more powerful than a wizard two level higher ...
how do you guys deal with that ?

we are also opened to use almost all third party stuff (unless DM decide its utterly broken)

thanks


its a npc book or also contain a pc class ?


Young Nasty Man wrote:
http://www.d20pfsrd.com/feats/general-feats/darkness-trick

the way i read it , the blade would cease to exist (would be holding a hilt?)

Claxon wrote:

No. And there shouldn't be. Brilliant energy weapons (if they worked against everything) would be incredibly powerful. The two things that stop everyone from using them are:

1) The cost, at a +4 equivalent enhancement it's super expensive (to continue enchanting your weapon)
2) The fact that such a weapon doesn't work against Undead, Constructs, objects, or other "non-living" things.

what i want :

+1 brillant energy sword (activated)
+1 sword (when not activated)

it would be super easy to carry 2 weapons but i want to use the same sword from start to finish , for roleplay reason.
and i wanted to know if there a rule somewhere that could achieve this , or if i need to pay a beer to my DM lol


Gilfalas wrote:
Erethrin wrote:
is there a way to put a activation command on brillant energy weapon (turn it on/off)?

Are you looking simply for a way to not have a 'blade/whatever' on the BE weapon or are you looking for a way to have one weapon that can be Brilliant Energy or 'normal' with a selector?

Not that I know of an answer to either but your OP is slightly confusing.

like a flaming weapon .... its normal until you use a standard action to activate the flaming enchantment

so basicly have a normal sword that could activate brillant energy


is there a way to put a activation command on brillant energy weapon (turn it on/off)?


so i assumed right (even if i had trouble in putting it down in words (english aint my first language))

so for a dire tiger the best option on a charge would be : rake , rake , bite (grab -20) , claw (grab -20) , claw (grab)
that way he get to do all his attack and still have some chance of doing a grapple.

that bring another question about the dire tiger (i use that form with a druid) , if my druid have greater grapple and i use two move action to do something while grappling , does the 2 rake attacks work with both check (making 4 free attack + any action i actually choose to do) ?


dire tiger have grab ability on both his bite and claw attack,lets say that tiger charge something (5 attacks with pounce).

he hit on his first attack (bite) and decide to use the free grapple manoeuver, he succeed ... what happen now ?
they both gain grappled condition , does that mean the other 4 attacks cant be executed ?

in PRD at grappled it say that you get a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. but i assume that you can only attack when you win a grapple manoeuver ?
in PRD at grapple : Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple)....


but if you do that , it also mean that you can have a small mithril shirt (humanoid) for half the price or a tiny one at 1/10 of the price.

so both way is wrong :P

what i would do is 1400 but you cant melt it!


Cheapy wrote:
Check out the wolfshifter from Wayfinder 5.

i look at it , while its not really what im looking for i think its a nice class , wish i could get the 101 renegade feat , but 6$ for looking at 7 feats (since i dont have the other 3pp classes) seem a bit steep for me


i thought of just getting 6 level of druid and the rest in barbarian , while is a very nice build with self buff and dire tiger form , i dont really want to be able to cast spells


i really want a barbarian with wild shape ability
just wandering if you guys think its kinda balanced.

remove: fast movement , trap sense , both uncanny dodge

for armor: only leather/fur/hide

what it gain:
you choose a totem (like in the druid shaman archetype (lion/ape/bear etc))
at lvl 2 you get the totem transformation you took

after that you get the druid wild shape progression but can only change in the totem you took


wild shape act like beast shape spell I to III

beast shape II for a large animal = Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.

i just want to make sure that those bonus goes over your normal form stats and not the animal form.

exemple the druid have 14 str , 14 dex and no Natural armor
while in wild shape he would have 18 str , 12 dex and +4 nat armor (whatever the form he assume)

what seem really wrong to me here ... if i assume a dire tiger form , when i look at the *normal* dire tiger from the bestiary. They have +6 natural armor and Str 27, Dex 15, Con 17

even if i start with 20 str i will still be short and im not even talking about my constitution.

am i missing something ?


when a class ask for this alignment restriction ... its neutral on which axe ? good/evil or law/chaos

is it: LN,N,CN

is it: NG,N,NE

is it: LN,NG,N,CN,NE


2 people marked this as FAQ candidate.

i want to put a mithral breastplate on a lion animal companion.
how much would it cost ?
unusual creature of large size is 4x cost 2x weight
breastplate is 200gp , 200x4=800gp

since its 2x heavier does that mean i have to double the mithral price ? from +4000gp to +8000gp ?

so 4800gp or 8800gp ?

thanks


was looking at the multiattack feat that companion get at level 9.

An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

lets say my companion is a lion
they have 1 bite + 2 claws (all primary)

does that count for 3 natural attack, so i get nothing out of the feat , or does it count has 2 natural attack bite+claw, so i would get another bite attack at a -5


with this skill you can deliver touch spell through your weapon has a free attack. what happen if you miss ? do you hold the charge like a normal touch spell ? if so, does it discharge during your normal attack (while using spellcombat) ?


my understanding is that they dont get AoO since its out of combat.
but since those goblins didnt notice the Pc, if they decide to engage they would get a surprise round on the goblin (and they could use their standard action to attack them)


1- hashashin

2- any short blade


oh wow , im ashamed now lol
guess the 2 points for 1 rank is a left over from 3.5


lets say your a rogue (training disable device) and you add a fighter level (gaining 2 skill point + int) ,
since the last level you added dont have disable device has a class skill , do you need to put 2 points to add 1 ranks or does it still a class skill since you had rogue level before?


coming from a warhammer community im kinda used to those words problem.

samurai level stack with fighter level for ....

lets say your a pure samurai level 10 , you look at your samurai level , and your fighter level , sam=10 , fighter=0
your effective level for fighter only feat= 10+0=10


wraithstrike wrote:

1d8+7

1d8+16 PA
4d8+64. It hurts, but it feels better than the other numbers.
5d8+64

Thanks Davor.

you need to add the challenge dmg , 7 lvl so : 7x4=28

64+28 , we get his 92


in the darkness description it says :
Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness.

does that mean that : if your in a cave (no sunlight) and there some torch on the wall , if you cast darkness you will get total darkness since the torch wont be able to increase the light level , and that the *normal* light level without the torch would be total darkness ?


thats my understanding of the rule , its just that it make no sense at all.

that in the first round he could get attacked mutiple time before having the time to react (regaining his dex) , but when someone is invisible (after first round) and that his target might be unaware of the attacker presence (using stealth) , but after the first attack he get to react and somehow defend himself (regaining his dex) for the subsequent attack


in the invisibility spell , it say that you become visible if you attack somebody

what happen if a ninja sneak on someone while invisible and do a full round attack
do he get +2 on attack roll and sneak attack dmg only on the first attack or does he get those bonuses on all his attacks at that initiative?

at first i thought only on the first one , but after that i thought about how initiative interact with combat , especially when you attack someone that never had a chance to play (lower ini on the first round)
on that exemple the poor guy is flat footed on all the attacks , not only the first one.

thought ?


from PRD : Glamered: Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.

since it say that the armor actually change shape , can we assume that a medium or heavy armor in *cloth mode* wont make someone fatigued after sleeping in it ?