ok, this link.
quoting the feats wording: A number of times per day equal to your Wisdom bonus, you can feast upon the life essence of a creature that you hit with a scythe.
does this mean or is this a RAW/ RAI interpretation. That an undead who has no life essence. Cannot be the target of this attack, or is it being generalistic and saying anything you hit can be affected.
I'm dming a tyrant's grasp game and this seems like it should not affect Constructs or Undead as they aren't alive. I would think creatures with a con score have a life essence.
In times when i can't reason out the answer i generally go with the majority consensus of the forums unless i feel adamant about something.
Reaping Strike, can it multiply on a crit?
Reaping Strike (Su): At 1st level, whenever a mortal usher deals hit point damage by using the attack action, casting a spell that targets only a single creature, or throwing an alchemical item as a standard action (including an alchemist’s bombs), he deals an additional 1d6 points of damage to the target, plus an additional 1d6 points of damage for every 2 additional class levels he has beyond 1st. This damage is positive energy damage if the target is undead, or negative energy damage if the target is living; creatures that are neither living nor dead, such as constructs, are unaffected by this ability.
I am a DM, but i am having difficulty wrapping my head around a suitable answer for my player. Below is the situation and the question following. Please Advise.
Dhampir who uses this spell.
situation #1: Crippling Shot vs Cut from the air? can he still use the deed to hit the target.
Situation #2: multiple attacks from one attacker using a ranged weapon, Cut from the air with multple AoO's from combat reflexes (how many shots can you strike down. all assuming dex mod accomodates or like all other AoO's once per turn per attacker who would provoke
ok, so for the sake of getting past the fact that most of you hate the archetype.
my opinion, but i know what is implied
Obvious other threads
ok i know that energy resistance blocks per hit and that when it says if something does half fire and half electricity but what about when it says it differently like:
Plasma it is Fire and Electricity.
sure the Starfall Spade in Iron gods is only 2 dmg but is it reduced to half if they have just electric resistance. or must they have both resistances.
i am not asking anything about shadowbard, or exquisite spells or dual thundercalls or anyother BS like that
I want one thing discussed.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action.
Thunder Call (Su):
maintained or ends
what is the required action.
in my understanding its a free action to maintain said performance round by round. leaving you free to do other effects be they combat, spells, movement etc.
so before i blow a gasket with a good friend of mine over this issue im asking for a lil clarification.
Preferably from some PFS venture Captains or the designers seeing as it is also PFS legal.
i'm looking for 1 or 2 players for a Maptools/Discord/Skype campaign.
im giving a modernized edge to this campaign. before you send me a message in discord "Evan#1954", please go to the below web-link and read through the document before hand. These are the house rules changes im making to the setting.
Currently we have
3 campaign traits have been selected so far.
amongst classes we have, Vigilante Tiefling, Brawler Human, Oracle Aasimar, one player is undecided (consideration is Samasaran Psychic or a Gnome Kineticist)
i would like to keep from doubling up on campaign traits.
Chain lightning hits an enemy, the enemy rolls a 1, the spell deals damage to an object it is determined that the object is a leather headband. it has hardness 2, 5 HP, and though it makes it saves it suffers 13 points of dmg.
the item is not a magic weapon, a shield or an armor.
it is a headband +4 stat boosting item.
the question. does it get a bonus to its hardness and HP, if so where in the rules can it be found and how much bonus does it receive.
First i want to give thanks to my players: Paul, Alsainder, Drakol, Pigoni, Scott, Silvair, and to be added Kana. Rptools.net for the maptools program, and the writers of pathfinder and thunderscape.
Next this is an accounting of my players, their characters and their stories. Which i ask my players to remember this is a public forums, do not be vulgar or explicit in your information.
also my DMNPC, Silk - Silk joins the party when the player attendance drops below 4, but i only DM for 3+ players. If what they are going into is dramatically overwhelming for them or their levels i add her in to balance things. also similar to how Cimri is run in HV ap, i run Silk the same way in that when they level she levels, therefore she cannot be a cohort and she doesnt get exp cuts.
Silk - Lvl 5 Cybersoldier/ lvl 1 Esoteric Magus
the character was based physically on Gally aka Battle Angel
however it is emotionally based on my former Shadowrun character and her hiistory is a female parody of the movie D.A.R.Y.L.
now given this had to be further adapted to reflect Shadowrun 2075, or in the case of this thread, Numeria, Irongods.
okay so enough build up.
Silk - 5'2", 127lbs, Tian female, grew up in the technic league area of Starfall. she is cybernetically enhanced and the below is her information
14, 17, 10, 14, 10, 10.
Human - Technologist
1st Level spells - 1/day
Paired Cyber Arms -
5th - Cybernetic Combat (Ex): (Replaces Weapon Training 1)
Improved Implantation (Ex) Armor Training 2 and 4
Resilience (Ex) Replaces Armor Mastery
now the tactics above is how i played her in shadowrun. its how i portray her here in IG as well.
now as a DM i am allowing one of her cyber slam attacks to be used in place of her unarmed spellstrike. don't know if the rules will normally allow her spellstrike to work that way and i really don't care either. its working that way in this game.
ok, i request that the players from my game speak on their own behalf but before they do the present line up is
Gnome Alchemist Scientist/ Steam Wright, Cohort - Tanea from book 2
pick your brain?
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon.
Place a shield spike, on one of the two shields, dos this now qualify as no penalties for either hand as both are shields but one shield has become a weapon due to shield spikes?
so I'm at -5 HP
Mad Rush (Ex): Whenever the vigilante charges, he can make a full attack.
does he still get to full attack or does the charge rule itself override it.
How many cohorts does the PC get.
My player believes thanks to an email between himself and Jacobs, that he can have 3 cohorts.
take the leadership feat is granted the leadership feat and the servant gained later on at 9th or 10th.
How many actual cohorts are gained via this prestige alone and can the player still take the leadership feat?
before i ask my question
I am aware of the present wording of the spell, im aware of its targeting ablities on other creatures, that are and are not a humanoid.
that being said, i thought that a wizard say a Aasimar wizard, could cast enlarge person on themselves.
or is that now explicitly Righteous Might or another similar spell.
I know in 3.5 they could, and i know this isnt 3.5.
I would like to know if others of you had this similar frustration or encountered this similar discussion amongst your own players.
did you rule it raw, did you change the rules. how did you deal with the issue.
My Perspective as DM
Example 2: its a crit, i roll my damage, and because i have damaged it withh a critical hit, i MUST deal it Foebiting. its not an option to not do it because i spent the normal activation because i didnt just deal normal damage, i dealt critical damage.
it activates on, the type of damage dealt.
we argued this for 30 minutes in skype.
DM: so if this weapon deals a critical hit do I have the option to not spend 2 points or MUST I spend 2 points
Player: you may choose to, if you want to activate foe biting
so my question to all of you.
GUARDIAN Scroll CR 3
Strangle (Ex) When a guardian scroll grapples a creature, it entirely covers its opponent’s head with an airtight grip. A creature grappled by the scroll cannot see, speak, or cast spells with verbal components, and it must hold its breath (see Suffocation on page 445 of the Pathfinder RPG Core Rulebook). Creatures that don’t speak or breathe through their heads aren’t affected in those manners, nor are those who can see through other means blinded. Any attacks targeting a guardian scroll while it’s grappling deal half damage to the scroll and the other half to the grappled creature.
Susceptible to Mind-Affecting Effects (Ex) As an intelligent construct, a guardian scroll is subject to mind-affecting effects.
a multiple damage type item
do they ignore the immunity
does a magical bludgeoning/piercing weapon still hurt it.
i dont want the opinion of my players im looking for the opinion of the populace at large.
despite being the gm of the game, i still think blunt weapons shouldnt hurt it but they seem adamant on saying they should.
in a recent chat on skype me and an associate "Balgin"
Strix Cavalier - Esquire Archetype - Aide de Camp chain
ok, this perpetuates itself
at 5th level you take the Recruits Feat - Cohorts and companions
gives two 1st level cohorts at 5th level
Strix - Esquire (named Hawkman)
His Aide De Camp at 11th is 9th with one at 7th, 5th, 3rd, 1st
the 9th takes recruits, the 7th takes recruits, the 5th takes recruits
giving, (4) at 5th who take recruits and get 4 1st lvl esquires, the 4 at 5th gain 4 aide de camps at 3rd, who are esquires who gain 4 aide de camps at 1st
enjoy the math folks
can you explain the proper changes to the eidolons TEMP HP.
the con is 23 with magic, evolutions levels Size, etc.
Whether its a broken design or not, this is what one of my players is
his HP with Eidolon is 190
the eidolons Temp is 76 rolled 102 with con.
btw, not a PFS table. Id prefer a designers input over general PFS public, but this is the forums, i take what i get.
ok rules query
Core Rulebook: Chapter 9 - Pages 211- 212
Paragraph - 8
My question is, will the 8th paragraph affect a large creature say, a large eidolon and its hit by Reduce person owned by its master, does it only suffer the spell modifiers or does it also suffer the loss of large?
PFS campaign rules that just came out.
Religion: Characters can elect to worship any deity
I have had a discussion, is it in the Rules as Written that my PFS 6th lvl character, Summoner 5, Fighter 1, NG worshipper of Abadar is in the wrong and unallowed to worship the god i worship?
(player's name omitted) If you choose to worship a deity, it must be within 1 step of your alignment.
Rogue: Qadiran - Taldoran Sylph, Orphaned resident of Heldren
Druid: Snowcaster Elf, w/ tiger
Universalist Wizard: Ulfen, w/ raven
Oracle of Nature: Small Vulpinal Aasimar w/ Tiger mount
Player responses: High Points
Book 1 - Snows of Summer
Session 1 - Now this isnt an obituaries column like normal this is instead an accounting of near deaths and unscathings
Name: Valin Anisimov (grandson of Mother Theodora)
Name: Thannard Mul (Village idiot)
Name: Chillblaine Icetoes (temporary resident)
Name: Richter (short for a long name)
If my players wish to detail anything further at this point they may.
Party of characters 6 PCs
1 player is (regardless of how he got there) CR 7 Legion Archon
Now the other players
how should the catfolk and the archon progress in levels
is the archon considered to be of an equal exp value to the rest of the party.
at what exp level is the archon able to take class levels by comparison to the party advancement
the rules while clear to some are however a slight bit confusing to me
Ok templates refer to the base creature not class hit dice
Situation number 1
Creating a Half-Dragon
“Half-dragon” is an inherited or acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-dragon retains all the base creature's statistics and special abilities except as noted here.
CR: Same as the base creature + 2 (minimum 3).
Type: Creature type changes to dragon. Do not recalculate Hit Dice, Base Attack Bonus, or Saving Throws.
Armor Class: Natural Armor bonus improves by +4.
Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.
Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability).
Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon's size (see “Natural Attacks” on pages 301–302).
Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).
Abilities: Increase from the base creature as follows: Str +8, Con +6, Int +2, Cha +2.
Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's.
so is he a CR: 13 because he has no racial hit dice, and by default no racial hit dice a breath weapon of 0d6 and no immunity.
“Half-celestial” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A half-celestial creature retains the base creature's statistics and special abilities except as noted here.
CR: HD 5 or less, as base creature + 1; HD 6–10, as base creature + 2; HD 11 or more, as base creature + 3.
Alignment: Any good.
Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +1.
Defenses/Qualities: It gains darkvision 60 feet; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35).
Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature's land speed (good maneuverability).
Special Abilities: A half-celestial gains the following.
Smite Evil (Su): Once per day, as a swift action, the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until target is dead or the half-celestial rests.
Spell-Like Abilities: A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster level of the base creature's spell-like abilities, whichever is higher).
Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
Skills: A half-celestial with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's. Skill ranks from class levels are unaffected.
So am i a CR: 11 (human base creature HD 0) or am i a CR higher because of my class giving me HD.
and if the base creature is CR 1 because of having no base HD is the spell abilities likewise penalized or are those higher because of "Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster level of the base creature's spell-like abilities, whichever is higher)."
Sickening Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).
Draconic Combat (ex): gain a natural Bite, Claw, Claw attack Bite 1d8 + str, Claws 1d6 + str.
Beguiling Influence (ex): Gain a competence bonus to Bluff, Diplomacy, and Intimidate checks = to half your class levels.
Breath of the Night (Sp): Create a Fog Cloud Spell, (not useable with Five Fold Breath) your class level is its caster level.
Darkness (Sp): Create Darkness as the spell.
Deafening Roar (su): this is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).
Draconic Knowledge (Ex): Gain a bonus on knowledge checks and spellcraft checks = to ½ your class levels round down minimum +1.
Endure Exposure (Sp); Self: Endure Elements. Others: target gains immunity to your breath weapon effects, and endure elements.
Magic Insight (Sp): Detect Magic and while it is active, Identify: by touch as the spell no components required.
Scalding Gust (Sp): Gust of Wind, and deal your breath weapon damage to those in the effect equal to 1 point per die of damage. + con mod. The damage is still taken even if the save is made.
See the Unseen (Ex/Sp): EX: Gain Darkvision 60’/ SP: See Invisibility as the spell.
Extend Breath Weapon (su): +5 feet per 2 levels in this class to the cone or line.
Breath Weapon Admixture (su): apply a second energy type to your breath weapon.
Shaped Breath (su): This is a line effect that you may change its shape (the angle it travels left, right, up, down, etc.) a number of squares = to your constitution modifier but the breath weapon must remain continuous.
Slow Breath (su): This is a Cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).
Weakening Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).
Cloud Breath (su): your breath weapon creates a 20' radius cloud.
Enduring Breath (su): Breath weapon deals its damage = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).
Draconic Flight(ex): You grow spectral dragon wings, speed equal to base land speed, good maneuverability, +4 vs forced march tests.
Frightful Presence (su): any creature affected by your breath weapon and fails their save versus its effect is also shaken for 1 minute per die of damage rolled. This is a fear effect.
Void Sense (ex): Gain, Blind sense 30’
Voracious Dispelling Breath (su): as Dispel magic but deals damage per level of the spell effect removed (no save vs this damaging effect).
Walk Unseen (Sp): Invisibility as the spell
Thunder Breath (su): This breath effect deals sonic damage instead of the normal, cone effect only.
Force Breath (su): this is a line shaped breath dealing force damage and can affect incorporeal creatures normally.
Aura of the Dragon (su): your breath weapon is inverted to sheath you in an aura of your energy, dealing 1 point of damage per die normally rolled, spell resistance WILL apply to this effect. Any creature striking you with a natural or non-reach melee weapon suffers this damage.
Chilling Fog (Sp): Solid Fog as the spell, each creature in it takes damage equal to (2) two cold damage per die of damage you would normally deal with your breath weapon, at the start of the victims' turns.
Devour Magic (Sp): Touch to use Greater Dispel Magic as the spell, gaining 5 temporary HP per spell level dispelled (or 1 HP per spell level dispelled), the temporary hp fade after 1 minute (you must take either all HP healing or all Temp HP when you use the ability, this is not a permenant choice. You cannot devour your own invocations.
Draconic Toughness (ex): Gain the Toughness feat, if you have the toughness feat gain +1 HP per level instead.
Wingstorm (ex): (Must have Draconic flight): You may use your spectral wings to create a storm of wind around you, All creatures in 20 feet roll vs Fly skill check if flying or Fortitude if not flying. The DC is as if you had used your breath weapon. Those that fail are pushed back up to 25 feet max distance away, if they strike an object or another creature and traveled more than 5 feet they take falling damage based on the distance traveled.
Greater Draconic Flight (ex): (must have draconic flight) Increase your flight speed by 30 feet and gain perfect maneuverability.
Instill Vulnerability (su): your breath weapon (line or cone) causes those who fail their save versus your breath weapon to gain vulnerability for 1 hour per die normally rolled. Creatures that normally have immunity to your breath effect retain their immunity without the need to save.
Perilous Veil (sp): Veil as the spell, if the subject resists the effects of veil they are subjected to your breaths basic damage as normal except it is subject to a Spell resistance test if available. This damage is not savable.
Paralyzing Breath (su): this is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).
Five Fold Breath (su): Breathe five different breath effects simultaneously, but only 1 set of dice is rolled. May not be combined with Disintegrating Breath.
Magic of the Wyrm (ex): Gain Damage Reduction magic and at lvl 20 you gain immunity to paralysis, sleep magic.
I hope you all enjoy the idea
The tumor familiar ability states:
Tumor Familiar (Ex): The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist's caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist's familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist's extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.
my question is this:
so if i wish to heal my familiar i attach it, and if it is attached do i get the benefit?
I have a player who is presently a Lantern Archon, when he achieves the exp to reach 3rd, (CR 2 + 1st lvl character) lvl, i know he recieves 2 attributes at +4, 2 at +2, 1 at +0, and 1 at -2.
The class he intends on taking is Summoner - Synthesist. As a lantern archon he is considered to always be flying.
Will this truth remain while merged with his eidolon or would he be required to take Flight Evolution so that it can fly?
ok, I participate in a game where a PC has a Summoner with a quad-eidolon, with wings.
is a flying mounts wings, considered to be strong enough to carry its normal ground weight capacity.
Our DM is applying physics to the animal/eidolon/ flying creature etc, dragons etc
he is not permitting a mount or creature with wings to carry its normal weight allowances in flight, because its strength is calculating its 'ground' carrying capacities.
Is the DM right because its his game? Personally i would say yes, but in the actual rules of the game:
1) What is the correct answer? regardless of house rules of a specific DM what is the games official wording of the flying creatures weight capacities towards encumberance and being able to fly.