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If you consider putting up a tent as complex or the same as donning armor, perhaps you can use that as a guideline.


Ah, I forgot about that.

Thanx both Corlindale and mplindustries.

As to why I should have taken Water Form: because my AC is so high, my GM has started sending Fighter/Rogues at us. The immunity to sneak atk would have been better than the 3 failed polymorphs.

Oh well, I'll just wait until my next mystery and get it then.

karen


I have a 7th level Waves Oracle. I took Punitive Transformation (kicking myself for not taking Water Format instead).

Ability states: You can transform an opponent into a harmless animal as if using baleful polymorph. This transformation lasts 1 round per oracle level. Transforming another creature causes the first to immediately revert to normal. You may use this ability a number of times per day equal to your Charisma modifier. You must be at least 7th level before selecting this revelation.

Baleful Polymorph is a 5th level spell. What is the Fort DC?

10 + Level + Cha = 10+5+5 or
10 + Effective Level + Cha= 10+4+5

Thanks


Our group has just found a Ring of Chameleon Power, which has "the spell disguise self as often as [wanted]."

The Oracle's curse of Wasting states, "You take a –4 penalty on Charisma-based skill checks, except for Intimidate."

Disguise self states, "You make yourself — including clothing, armor, weapons, and equipment — look different."

Does this mean that an oracle with wasting could use the disguise self spell provided by the ring, and negate the -4 charisma penalty because they choose to "look different"?: i.e., like a non-rotting corpse.

Or is the wasting something supernatural that transcends the magic?

RAI: a curse is a curse, deal!
RAW: you look different baby, and your skin is so soft and smooth (until I touch it that is).


In our group, we just lost a player for a short amount of time (she gave birth to twins).

We are normally a 5 party group. So we've agreed to split any and all XP and loot 5 ways no matter what. And when she comes back she will be at our same level.

For us, the game and playing (with everyone at the same level) was more important than the numbers.

But, we talked about it first and I think we've got players that realize that life happens.


Tadeus wrote:

Hi guys,

How am I supposed to handle reach with creatures that are bigger than 5ft?

I have a creature that is listed as:
Space 10 ft.; Reach 15 ft.

If:
# - size
* - reach

Is it supposed to look like this?

A)
****
*##*
*##*
****

B)
_******_
********
********
***##***
***##***
********
********
_******_

From what point do you calculate the reach? From the center of the creature? (No square there, just a point) Or from his edge?

It's like B) except it breaks the diagonal rule: I.e., your under dashes in the image should be *.


Are wrote:

1. Not quite. With Fluid Travel, you eventually also get a swim speed and can breathe water, which you can't do with the water walk spell.

2. Crawling and standing still both work. Unless you want to swim in the liquid, you're treating the surface of the liquid as solid ground.

3. Supernatural abilities are activated as standard actions unless they specify otherwise.

4. Yes, you can activate it in water, but you don't automatically drift up to the surface (as you would with water walk). If you swim to the surface, you can then choose to stand on top of it.

To sum up: Fluid Travel is like water walk in many respects, but not all. In general, I'd say it's better than water walk in everything except being able to grant the ability to multiple people.

To your DM: Say that Fluid Travel works only for you, while water walk works for 5 or more people with a single casting.

Thanx for the reply.


Anyone?

Is Fluid Travel just like Water Walk?

Perhaps hit the FAQ if you can't find it like me in the description. Or give reference where I can find the answer.

Thnx


I just read that Su abilities cannot be disrupted. Thus even if in water, Fluid Travel can be activated.

But, does the ability function like Water Walk and move you up to the surface?


bump


Perhaps look at the Barding equipment for horses.

Our game has also allowed the following: earings=rings, collar=neck, harness=face/head, horse shoes=feet (think horseshoes of the zephyr, but you need 4 and not 2), etc.


sunbeam, thanx for the response.

Alas, my GM is really resisting Fluid Travel as being like Water Walk: meaning she will only allow travel if I land (or step) feet first on the liquid, and then move across the liquid (no crawling, prone, kneeling, falling onto); I take the stance that the language is similar to Water Walk. However, other Mysteries (e.g., Battle's Stoneskin) states "like the spell," but Fluid Travel does not explicitly state it is like the spell.

My GM also questions the equivalent to 3rd level spell of Water Walk (a 5th level spell) at 1st level.

Truth is, our campaign is water-based and I will be wearing medium armor. I really was hoping that Fluid Travel would be a Su (like the Travel domain's Freedom of Movement) ability that kicks in when the condition occurs: e.g., as soon as I fall overboard I don't sink, or if I do sink, I percolate to the top, since I'd rather take falling damage over drowning damage.

So, in the end, I think I really need to know if Fluid Travel acts like the spell Water Walk.


1 person marked this as FAQ candidate.

1) Does the Fluid Travel (Su) revelation act as the spell Water Walk?

2) If it isn't like Water Walk, can I crawl on liquid, etc. or only step onto the liquid with my feet?

3) How quickly can it be activated? If I fall off a ship can I activate the revelation so I don't sink

4) Once I am in water, can I activate the revelation and I will move to the surface?