I've had some discussion with my players, and we're pondering whether a player should roleplay things they say/do before or after rolling the relevant skill check.
To me, there are two options:
Roleplay first - Say what you want your character to say/do, then roll to determine success, potentially with bonuses for good descriptions
"I give the dwarf an eloquent speech, describing how his ancestors would be angry with his actions and appealing to his history to join us"
*Rolls a 3 on Diplomacy*
"The dwarf looks furious with your ignorant words"
Rolling first - Roll to determine success/failure beforehand, then roleplay the results.
I want to roll Diplomacy to convince the dwarf to join us
*Rolls a 3*
"Dwarf! Your ancestors are ugly and their beards are short and mangy!"
I find this discussion interesting. Roleplaying first will usually only determine the response, where rolling first would determine how good your words actually are, plus the potential response. This was brought up because we usually operated by roleplay first, but the potential for humorous roleplay was greater by rolling first and acting out the (potentially terrible) results.
This is less applicable to action skills, where one can easily say "I attempt the thing", then check for success, then roleplay.
My main consideration is that some players may expect that their successful speeches grant them bonuses to diplomacy or bluffing, and it's difficult to give these bonuses if they roll first.
A possible add-on question: Does a successful social skill check mean that your delivery is more successful, or their response is more favorable?
Hello all! I've been considering restarting a campaign of mine using Automatic Bonus Progression from Pathfinder Unchained, but I'd like to hear some thoughts about how to progress with regards to weapon/armor special abilities (Like flaming, or vorpal)
Special Abilities:
To determine an attuned magic item's enhancement bonus, subtract the cost of its special ability from the enhancement bonus granted by attunement.
For example, if a character with a +3 enhancement bonus from weapon attunement wields a keen scimitar, she subtracts 1 point of her enhancement bonus (for the cost of keen), leaving her with a +2 keen scimitar.
My main issue centers around the cost of special abilities. In a system that appears to be designed around letting the players use interesting and flavourful options rather than basic "+1"s, it feels strange that players who want special abilities will still have to pay for them, from their reduced supply of gold.
For example: A player who wants a flaming burst sword and has an attunement bonus of +2 will pay 8000gp and end up with a basic Flaming burs, spending about 34% of a level 9 character's wealth.
In comparison, a player who pays nothing has a 2 sword, which can be considered to have equivalent power to the flaming burst sword.
I know that the cost is reduced from the core system, but basic enhancement bonuses were often better than most special abilities anyway because they were always relevant, where the special abilities often didn't have much of an impact. As it stands, there doesn't seem to be a good reason to be paying gold for a special ability on an item, when you would be getting the enhancement bonus for free anyway.
I've seen a few possible ways to deal with this issue, such as halving the cost for special abilities, allowing users to attune their weapons to a special ability at the start of the day, or the strange Capacity system that was originally designed for Unchained. But I'm curious what other players and DMs think about the system. What have you implemented or played with, how did it work?
Benefit: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.
Alchemical Weapon:
Benefit: At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
Void Bomb:
Benefit: Benefit: By combining the spores from strange fungi with slivers from extradimensional voids, some drow alchemists create bombs that cause bursts of gravity capable of crushing those inside. Void bombs deals 1d4 points of bludgeoning damage, plus 1d4 points of bludgeoning damage for every 2 alchemist levels beyond 1st, instead of 1d6. A creature hit by the bomb must succeed at a Reflex save against the bomb's DC. If it fails, it is knocked prone and can't get up for 1 round. If it succeeds, all of its movement speeds are reduced to 5 feet for 1 round. Other creatures within 5 feet of the bomb's target take no damage, but must succeed at a Reflex save against the bomb's DC or have all their movement speeds reduced to 5 feet for 1 round.
So I have a few questions here about how these abilities interact:
1. Can I use Explosive Missile to apply a Void Bomb to a crossbow bolt? Essentially I'm asking whether discoveries that change bomb properties would apply to explosive missile
2. If I attach a tanglefoot bag to my crossbow bolt using Alchemical Weapon, then attach a void bomb using explosive missile, THEN hit that orc with it - in what order do the effects resolve? Prone then entangled? Entangled then prone?
Recently, I've stumbled across the spell Ice Armor, and I'm curious how it works with regards to Arcane Spell Failure and Proficiency.
Ice Armor:
You create a suit of armor made of ice. While cold to the touch, it does not harm the wearer, especially if worn over normal clothing (though it can hasten the effects of exposure in cold environments). It offers the same protection as a breastplate, except it has hardness 0 and 30 hit points. If the intended wearer is immersed in water when you cast this spell, you may form the armor around the wearer (who may be you); otherwise the wearer must don the armor normally. Attacks against the wearer that create heat or fire degrade the armor, reducing its armor bonus by 1 for every 5 points of fire damage the wearer takes; when the armor's bonus to AC reaches 0, the armor is destroyed and the spell ends. Because the ice is slightly buoyant, the wearer gains a +2 circumstance bonus on Swim checks, except when swimming downward. Druids can wear ice armor without penalty.
So, a few questions:
Do you need medium armor proficiency to wear this without penalty?
Do you suffer the usual spell failure chance?
Can a druid wild shape into a tiger, then cast the spell to be wearing a breastplate?
The main reason for my confusion is the phrase: "It offers the same protection as a breastplate". Nowhere is it stated that it has the other benefits/drawbacks of breastplate.
After reading the Legendary Item rules for mythic, I'm currently uncertain whether the user casts the spells, or the item itself:
Quote:
Spellcasting: This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it's taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class's spell list...
So I cannot quite tell whether the character or object gains the spell-like abilities. From repetition, I would assume that it is the bearer.
The main reason I ask is that being able to cast spell-like abilities with the item would mean that one could qualify for prestige classes and feats with this ability quite easily.
I would also assume it's the bearer because allowing for an item to cast spells would let you really break action economy with two spells every round
I've been DMing for some time, and I and my players have been discussing this issue and are curious about other opinions and inputs.
Imagine a situation where a hated enemy is engaged in combat with the party, and then surrenders, appearing visibly afraid for their life. The rogue steps in, stating that they want to immediately end the enemy's life with a dagger. Another player, a ranger, states that they physically restrain the rogue out of compassion for the person's life.
Should this be something that should be allowed by DMs? It is an interesting consideration because every player wants to voice their opinion through their actions, either by destroying a potential threat or by protecting a person who may have information or a hope for redemption.
As DM, if I deny the ranger the ability to halt the rogue's attack, I effectively remove their ability to act upon their motivations and thoughts, going down one path without the ability to at least discuss the other.
However, it could be said that I am doing the same for the rogue if I allow the ranger to halt his coup de grace, preventing him from demonstrating his cold, calculating nature.
Myself and my party are about to enter deadly combat with a great creature and it has blindsense, oh no!
What kind of defensive spells could be cast to boost AC or general survivability that isn't countered by blindsense? Normally we would use spells such as displacement or mirror image, but these no longer work. We can cast up to 4th level wizard/sorcerer spells.
At 11th level, the magus’s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1).
Does this arcane pool cost round up or down? For example, if I want to recall Fireball, a 3rd-level spell. Do I spend 1 arcane pool point or 2?
I'm wondering if I would be able to use weaponwand on rods?
Spoiler:
When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.
At the end of the spell’s duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or destroyed during the duration of weaponwand, the encased wand is similarly broken or destroyed.
Thus, I would treat the rod as if I am holding it, allowing me to cast spells, modify it with the rod, and deliver the spell with spellstrike as a magus.
When I deliver a spell through my weapon as a Magus, is the spell damage or the weapon damage resolved first?
The main reason I ask is because of the spell Vampiric Touch. I would prefer that the damage resolve first, in case my melee attack brings them down to low health, making it harder to steal more health.
I'm wondering whether the spell Locate Weakness works with critical hit damage from both touch spells and/or with the Magus' Spellstrike.
Locate Weakness:
You can sense your foes’ weak points, granting you greater damage with critical hits. Whenever you score a critical hit, roll the attack’s damage dice (but not extra or precision damage dice) twice and take the highest result.
I would think that it should, since the "extra or precision damage dice" is simply the damage that isn't already multiplied on a crit, such as the 1d6 from flaming or shocking.
As a 9th level wizard, I'm looking for some spells that would allow my party to communicate. I know of the spell Message, but that has relatively short range and you have to know generally where they are to point at them. (Unless you swing around with your finger until you find them... somehow.)
Is there any similar spell with longer range? Sending works well but only for one targets with fewer than 25 words. And it's high level.
As noted in the fly spell description (http://www.d20pfsrd.com/magic/all-spells/f/fly).
The description states that the target may fly 60 feet. Does this mean the target can fly 60 ft as a move action or is it only the maximum speed that the target can fly?
The reason I ask this is that it seems strange that the move speed of the target has any effect on how well that the spell works. If I cast the spell on a wizard and on a monk, why does the spell let the monk fly faster than the wizard? Isn't the spell doing all the work?
Thanks!
Full Name
Akkad
Race
Space Marine
Classes/Levels
Dark Apostle 2/18 wounds 3/3 infamy fatigue 1
Size
Hulking
Alignment
Unaligned
About Akkad
Name: Akkad
Race: Space Marine
Archetype: Dark Apostle
Legion: Word Bearers
Pride: devotion: +5 willpower, -5 strength
Disgrace: hubris: +2 infamy, -4 intelligence
Motivation: ascendency: -2 wounds, +5 willpower
Description:
Traits
Amphibious
Daemonic (2)
Unnatural Fellowship (+1 gift)
Unnatural Strength (+4 space marine +2 daemon)
Unnatural Toughness (+4 space marine)
Weapons: Accursed Crozius Dam 2d10+6E Pen: 7 Special: Balanced, Concussive (0) (when wielded in two hands), Power Field, Felling (4), Special
Legion Bolter (4 clips)
Legion Combat Knife
Legion Bolt Pistol Rng: 30m RoF: s/2/-- Dam 1d10+9X Pen: 4 Clip: 8 Rld: Full Special: Tearing Mags x2
1 Legion frag grenades Rng: Thrown SBx3 RoF: S/–/– Dam 2d10+2 X Pen: 0 Special: Blast (4)
Armour:
Head: 9
Right Arm: 9
Left Arm: 9
Body: 11
Right Leg: 9
Left Leg: 9
--Sustainable Power Source
--Auto-Senses
--Magnetised boot soles
--Recoil Suppression
--Enhanced Ceramite Plating
--Biomonitor
--Nutrient Recycling
--Black Legion founding armour
Gear:
Good helment augmentations
Pheromone Generator
Unholy icon
Book of Lorgar with Ritual of Loathing and Ritual of Possession
Gifts of the Gods:
Illusion of Normalcy
Chaos Organ (tongue, unnatural fellowship)
Psychic Powers: Psy Rating: 0
Space Marine Abilities:
Secondary Heart/Ossmodula/Biscopea/Haemastamen: You gain the Unnatural Strength and Toughness (+4) Traits.
Larraman’s Organ: Only 5% chance of dying from Blood Loss.
Catalepsean Node: You suffer no penalties to Perception-based Tests when awake for long periods of time.
Preomnor: You gain +20 to Toughness Tests against ingested poisons.
Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases and may re-roll failed results.
Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
Sus-an Membrane: You may enter suspended animation.
Oolotic Kidney: You may re-roll any failed Toughness Test ro resist poisons and toxins, including attacks with the Toxic Quality.
Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes.
Betcher’s Gland: You may spit acid as a ranged weapon with the following profile: Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
Progenoids: These may be retrieved with a successful Medicae Test.
Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.
Backstory:
Akkad was born on a Colchis steeped in worship of the Emperor. The priests spoke of hope, of a future where all people would enjoy prosperity and equality, and everything in his life showed their words to be a lie. Even in an advanced and enlightened world, anyone could see the lives of ease and luxury lived by the privileged, while his own family slaved away to barely survive. His only escape from poverty was qualifying to be raised to the Astartes, leaving his family to an unknown fate.
In these days, the Word Bearers had already found the Primordial Truth in a grand pilgrimage, and while they kept it from the mortals of Colchis, Akkad was taught it upon his induction into the legion. Unlike the beautiful lies of the Emperor, the worship of Chaos made sense. The universe was indifferent at best and more often actively malevolent, ruled by cruel and inhuman intelligences with values beyond mortals. Akkad devoted himself to understanding these mysteries, seeing them as an opportunity to elevate himself even further.
His first battle as a full brother was on Istvaan V. He battled across Ultramar in the Shadow Crusade and was on Terra when the armies of the true Gods tried to cast down the False Emperor. He proved himself as a leader and a student of the mysteries of faith during this time, and served as an acolyte, joining a rout into the Eye of Terror.
Akkad took part in the regular backstabbing and jockeying for position among survivors, swiftly gaining the crozius and the rank of Apostle. His elation was short lived. Despite failing shamefully in overthrowing the false Emperor, his spirits were strong until the day Lorgar ascended to daemonhood and sealed himself away. The loss of the Aurelian shook him like nothing ever had. He was ashamed at the backstabbing and infighting overtaking the legions, even within his own ranks, and departed on a pilgrimage to determine the will of the gods. He would seek out lore, opportunities to prove himself, and try to understand his fellow legions so he could work to reunite the broken hordes and to personally ascend beyond the mere material.
He is currently working in a Night Lord warband, and is certain he has completed any meaningful purpose within it. The Night Lords have no respect for the gods, shunning their power or trying to use it foolishly like a toy. They attack the Imperium not out of holy purpose, but at most out of a spiteful desire to tear down what they built or more usually for crude entertainment. It is time for him to move on to greater things and continue his path to wisdom and enlightenment while enacting the will of the gods.
Daemonic Manifestation
Chaos Aura (Force Field 38%, Rolls of doubles character gets 2 corruption)
One arm is mutated with clawed hand (Deadly Natural Weapon Trait)
Possession Traits:
Daemonic (2), Fear (2), Unnatural Strength (2)