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I'm looking at playing a Harrower come soon and I'm trying to figure out all their abilities. I've gotten most figured out but now I'm being a stickler for how one of the abilities reads out. According to above if I get the bonus for Charisma, I get a +1 Cast Level and concentration checks. Trying to figure out if this means I'm casting at +1 Caster Level or is it just checks? There is another Harrower ability which specifically says "+1 bonus on caster level checks made to penetrate spell resistance.". But this one doesn't. So trying to figure out what the intended use is.
Quote: Plague Bringer (Ex): At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects. I'm looking at this Ability and I'm trying to figure out how certain aspects of it would work. If an Anti-Paladin contracts "Ghoul Fever". How can they spread it? Also ... is the DC based off the Original DC. Or because they are spreading it. Is it based off of their stats?
Sean K Reynolds wrote:
How would this feat work with the Animal Domain?
cblome59 wrote:
In the Ultimate Magic book. Literally the last page (find the pathfinder character sheet and turn back one). On that page it gives descriptors for old spells. It assigns emotion to phantasmal killer
I'm about ready for my players to come to the Drowned Menagerie in the 2nd Module. I'm looking at the map and trying to figure out how they move from room to room, as well as how they get up to the Cat Walks above? It appears all the doors are closed. So they would have to climb up every chamber and then climb back down. Feels like a lot of work when they can just climb up once and then take the high bridge to the Tower, leaving everything else behind.
I'm going to start Playing Serpent Skull come soon and I'm designing a few characters. One of them is a Kobold Serpent Shaman (Druid). The only issue I'm looking at is if whether this would be feasable in this campaign? I've looked through some information on the Town's in the area and a few mentioned "other" races but no specifics.
I'm looking into doing a Jungle Druid. I was looking at the below Ability and I was a bit confused about the bolded option. Torrid Endurance (Ex): At 4th level, a jungle druid ignores the effects of a hot climate as if under the effects of endure elements. She also gains a +4 bonus on saves against disease and the exceptional abilities of animals and magical beasts. This ability replaces resist nature's lure.
i've added other scenarios and encounters that have caused the players to gain trust (IE buying everyone in the tavern several rounds). At the same time I've unknowingly to the players given them a way not to lose trust points each day. When they return to town they need to present what they have found. Bringing items from harrowstone helps in whatever roll they choose (Bluff or Diplomacy). If they make the rolls they lose nothing. If they fail, they loose a trust point.
I'm new to DM'ing and I've been reading and preparing to run the Carrion Crown Module. Just curious about rewarding the experience for Research. Does Each DC Rewards it's own Experience? or is it a sum of the previous. IE A DC25 Research rewards 400 Experience. Do they also get the DC10, 15 and 20 as well?
I have another question as one of my players wants to play a Dhampir Oracle. Fire Mystery and follower of Sarenrae. It's really not an issue on the character itself, rather that the Cleric will be playing a follower of Pharasma and we will also have a paladin. Trying to figure out why the Paladin and Cleric wouldn't want to kill the Abomination. From what I know of Pharasma she despises undead with a passion... I've tried to convince him to play an Oracle of Heavens that way we can work in Pharasma that way, but he really wants to stick with Fire.
I plan DMing Carrion Crown when it comes out. I have a player interested in playing a Hellknight but I'm having a hard time figuring out the logic behind why a Hellknight would be in the area without the rest of his order. As far as I can see Hellknights are a tight Order and usually don't go off adventuring off by themselves, especially trainee's. Anyone have any input or anything?
So I'm running a Home Brew game right now that I've started to morph into a Rune Lords adventure. The same group completed RotR. Right now I've written to a point where the Adventurer's find an old Archive / Tomb that has to do with the Glutton Rune Lord. In it they find a Teleportation Circle and an Empty sarcophagus and altar (contained the Bone Grimoire). A Level 10 Sorceres Vampire came out of the Sarcophagus but left before they arrived via the Teleportation circle. Anyways I'm trying to figure out how to proceed with the story line from here. At this point my plan isn't for them to fight the Rune Lord of Gluttony. But mainly level up so they can eventually take down the Sorcerer so she can't find the other two pieces to the book. Just wondering if anyone out there has any ideas to help. I think I've fried my brain ...
I'm looking at making a Paladin / Holy Vindicator. The only thing I'm having issues trying to figure out is how Channel Positive Energy and Lay on Hands would change? Would the Paladin no longer get additional Lay on Hands but would scale for Channel Positive Energy? As well as determining how the Positive Energy / day would increase. -Exitilus
I've been looking at Retuning the spells my Druid knows since I've gotten the APG but I noticed an Error with the "Blessing of the Salamander". On Pg. 193. 5th Level Spell it says Blessing of Salamander gives fast healing 2, fire resistance 10 and +2 CMD When you go to pg. 206 to read the expanded text. It says fast healing 5, fire resistance 20 and +2 CMD. Just trying to figure out which version is correct O.o -Exitilus |