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"In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat." Scrolls are written magical formulas. Does the "This does not interfere with spellcasting" mean you can or does "you can only speak and understand" mean you do not understand the writing? I know it says "speak and understand", so can you still read/write other languages you know?
It is my understanding that acrobatics is part of movement. So if you had a creature (medium sized quadruped) with +20 jumping skill in a tree.
Both RAW, RAI and "how you would rule it" are welcome. I think RAW 1) yes, 2) no.
https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Lorestone What does a Lorestone do? The entry says a lot of generic stuff, but nothing specific. In particular it says " After being harmonized with the user for 24 hours, that lorestone grants her special benefits" but not what those benefits are. Is it detailed in Lost Treasures?
Smuggler's Wayfinder wrote:
What fun things could be in a smugglers wayfinder?
...for a broom that can only be used by Witches with the Flight Hex. Version A
Version B
The idea is the witch uses "feather fall" to make herself lighter and then can fly around on the broom. That's why she can't use that ability while flying. Some relevant magic items and the Flight Hex text.
Flight Hex: The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch. Edit; I suppose anyone with the Flight Hex could use it (Sylvan Tricksters, etc...).
I'm going to be starting an online game for my RL group because we aren't getting together for awhile due to the Pandemic. I am looking for suggestions, plot ideas or modules/PFS scenarios that would fit. My 3 basic ideas are;
Found this idea on another website, but I think it's not possible by RAW. Is there a way to make it possible?
Problem is "Target one nonmagical, unattended object weighing up to 5 lbs" and your shirt collar is an attended object, right? Could you stand on a saucer or sit on a chair (assuming the total weight is still below 5#) and use Mage Hand on the saucer/chair, or would standing/sitting make them attended?
How much hardness and how many hps would a 20' radius mud hut (from the "Lair of the Lizard King", Kingmaker, Rivers Run Red) have? Would Stone Call be able to damage it?
I am trying to remember the name of an old module that I played in with my 1st pathfinder character when Pathfinder was new. Probably one of the first pathfinder modules. It had a black dragon in the lowest level and possibly involved a dwarven ruin. I've looked at several module lists but none of the names sounded familiar. Growing older; memory is always the 2nd thing to go, I just wish I could remember what went 1st.
A player has asked about the following scenario.
Observations about the plan and specifically, how easy would it be for the bird to find the invisible wizard without "see invisible" and what action would it be for the bird to hide under the invisible cloak?
I am running a version of Ironfang Invasion (which will shortly become a version of Kingmaker as the pcs become refugees founding a new home) and the players are using a Sending spell to contact Mayor Thom Crawbert(9th level expert/fighter with no ranks in spellcraft or know arcana) of Longshadow to warn him about the hobgoblin threat.
The PC Sent "Phaendar, Redbarrow, Radyas Hollow Cavlinor ranger forts have fallen. Hobgoblin army has magical gateways. troops equal thousands trolls wyverns and dragon. scry me and teleport." How would you have the mayor verbally respond to this?
I am looking for thoughts on a human "Don Quixote" type cavalier/paladin (gestalt). Any archetypes, cavalier order or feats that you think would be more appropriate than plain vanilla cavalier/paladin? Ideas on alternate classes will be entertained, though do not suggest any of the hybrid classes, they are not allowed.
I am looking for opinions and suggestion on an idea I have for nonmagical teleport aid, I am the DM. It is a fancy rug with a unique pattern on it. You teleport to the rug. What effect, if any, would you allow this to have on the Teleport spell? How much would you charge? Is there something like this already created somewhere in the vast 3rd party products universe?
Guardian Monument, Greater wrote:
Floating Disk wrote:
Would putting the "unattended, non-magical object" on a Floating Disk and then casting GMG on it allow the item to be moved and still work? What if you cast GMG on an item on a moving ship, would it work?
https://pathfinderwiki.com/wiki/Foxglove_Manor So a player (I am the DM) wants to turn Foxglove Manor into a wizards school. Assuming the cost of purchasing the manor and making it structurally sound have been paid for. How many students, teachers and support staff could fit in this size of building (see link above)? How much would it cost for the to turn it into a school (furniture, supplies, equipment, books...)? Cost to build a stables and out buildings? I started looking up prices, but couldn't find prices on furniture and I am currently looking at Downtime rules, but that will take some time to decipher. So I am looking for neutral 3rd party opinions, interpretations of the Downtime rules or directions to appropriate/simple tables/websites.
I (as the DM) have a rule about Leadership; "You may look for a specific type of cohort/followers, but I will create and control them." A player wants an awakened gorilla cohort, but wants to create and control them. So my questions are;
Any advice on a compromise?
Does "Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell" mean 1 spell or 1 spell per round? In other words,if a caster gets a BoF cast on them for 7 rounds do the get to cast 1 spell or up to 7 spells with the metamagic applied? Does this metamagic increase the casting time for spontaneous casters? Is there any Errata or FAQ for BoF I should be aware of?
How do disguises and Charm spells interact? Charmer is disguised as Bob and succeeds at charming (Charm Monster)"Charm Victim". The Charm Victim has never met Bob. The Charm Victim later encounters the real Bob while away from the Charmer disguised as Bob.
Suppose later the Charmer meets the Charm Victim while disguised as Tom, also someone the Charm Victim has never met.
Can you intentionally provoke a movement based Aoo by just moving around in your square without actually moving out of your square? Say for Canny Tumble: when you have nowhere to move. When you use Acrobatics to move through an opponent's threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC, as long as you make that attack before the start of your next turn.
Animate Dead wrote:
How can we stop a spellcaster from using this spell on some dead bodies? Sure disintegration or complete total destruction (cremation, etc...) of the body will do it. But what if you don't have the means or the time for such things. On a related note, a dead creature becomes an object. How many hps and how much hardness would a corpse object have?
I have a player who is currently rog1/sor(dragon)2 who asked which prestige class would be more useful for playing this AP. I told him it depends on which style he wanted, subtle/stealthy or not subtle/forthright. That didn't satisfy him. So in your opinions which prestige class works best in Shattered Star, Arcane Trickster or Dragon Disciple?
I am running Shattered Star with 2 players (3witch, 1rog/2sor).
aid: - When they get to 4th/8th/12th... I will give them +1 to lowest stat in addition to the normal +1 to any stat.
so far I've given them 3 potions clw, 1 wand clw, 1 wand mage armor(10chgs), page of spell knowledge (detect secret doors). - They can seek assistance/hirelings if they want. Do you think that is enough to make up for only 2 players?
Things I don't want to do;
The question is in the title. Similar questions are asked here and here. 1 Specifically, with spells up to 4th level, how do you stop a young adult white dragon burrowing?
I am curious about what RAW says about the following. A Qallupilluk uses Curse of Scales to turn a child into a Scrag (water troll). Then she puts something (say needles or a big parasite) inside the large sized troll. With regeneration the troll is going to be fine. But what happens when the troll gets turned back into a small sized child? An effect like Quieting needles perhaps? PRD wrote: Curse of Scales (Su) If a qallupilluk grapples a Medium or Small humanoid opponent, her target begins transforming into an aquatic monster. Starting on the third consecutive round of grappling, the grappled target must succeed at a DC 18 Fortitude save every round or fully transform into a grindylow, reefclaw, bunyip, merrow, or scrag. Once fully transformed, the creature is slavishly devoted to the qallupilluk that created it. If the qallupilluk is slain, the creature loses this devotion but remains transformed. The transformation ends after 1 hour or if the creature is slain. A qallupilluk can make this transformation permanent by performing a ritual that takes 10 minutes and deals 30 points of damage to the qallupilluk. This is a curse and polymorph effect. The save DC is Constitution-based.
My pc's released a Pit Fiend, who owes them a favor. Later 1 of them, a worshipper of Desna, dies (while the rest are captured by demon worshippers and in dire straits). While the dead soul is waiting around Pharasma's Boneyard, the Pit Fiend arrives and offers him a deal. "I can raise you, for a price..." I need a subtle price. No soul selling, no first born, nothing obviously evil. The player is really smart, so it has to be something really subtle.
Dust of Emulation wrote: A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race(if the exact result of the check matters, treat the character's result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust. My players want to get a wand of Mirror Image and use DoE to activate it. Can DoE be used to use a wand (by Emulate a class feature=spell list)? Or, since "Use a Wand" is seperate from "Emulate a class feature", does DoE not work?
What are some good examples of knowledge dc's in various published sources? Particularly dc's of 20+. I want to play a character with good ranks in knowledge in all Knowledge Skills, would there be a better way than Bardic Knowledge? A Sherlock Holmes/Dr Who kind of character. Knowledge Local; how do you describe it? Say for a Jade Regeant kind of game, traveling to a distant place you have never been to.
pfsrd wrote:
So if the WHW attacks a target (normal ac) and hits, he does damage and gets to make a free (swift action) grapple that doesn't provoke an Aoo. My question is, if he forgoes the normal attack and just tries to grapple the target, does the "doesn't provoke an Aoo" still apply?
P1 BBEG P2
P1 P3 bbeg P2
Does AA suffer from concealment miss chance? Or are all these questions answered somewhere and I just failed my Searchfu?
About Vedika BhatiaVedika Bhatia
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
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Speed 30 ft.
(b) indicates a sorcerer bloodline spell. --------------------
Str 12, Dex 16, Con 12, Int 13, Wis 11, Cha 18
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Level 1
Unchained Rogue 1
Sorcerer 1
Level 3
Level 5
Level 7
Level 9
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Fast Talker (Social): You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. Missing Child (Campaign): You suspect that a child you know has been abducted.
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Total skill ranks: 36/12 (24 rogue, 6 sorcerer, 12 arcane trickster, +10 Int, +10 Cunning feat, +3 favored class; 18 background) Acrobatics +8 (2 ranks, +3 Dex, +3 class skill)
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Profession (cook) +13 (10 ranks, +3 class skill)
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Diplomacy +4 (+4 Cha)
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Total starting wealth: 240 gp Traveler's outfit (free)
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Ability Score Racial Traits: Vishkanyas are graceful and elegant, but they are often irrational. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Unchained Rogue 2
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Unchained Rogue 3
Sorcerer 4 Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor). Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. Sorcerer 4 (Serpentine bloodline)
Weapon and Armor Proficiency: Arcane tricksters gain no proficiency with any weapon or armor. Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day. Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used. Impromptu Sneak Attack (Ex): Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). --------------------
Description: Vedika looks like a woman of indeterminate mixed heritage, with an olive complexion, slightly curly black hair, and dark eyes. She frequently accentuates her features with elaborate make-up, including dark eye shadow with wingtips. Tiny features—the ever-so-irregular shape of her eyes, the faintest hint of something scale-like along her hairline—give away her vishkanya heritage, but not to the degree of most of her kind. She assiduously works to keep these features disguised while moving and working among humans.
Hair: Black
Personality: Vedika seems like an effusive, confident and capable woman. She keeps her secrets close, but on the surface is engaging and very good at small talk.
Background: Korvosa is one of the largest and most cosmopolitan cities in the West, so strangers from other parts of the world are not uncommon. Vedika, though, seems to blend in as someone who's from "just at the edge of anywhere." With her pleasant demeanor, indeterminate complexion, and disarming ability to redirect suspicions and conversations, she's always been hard to pin down—which served her well as she often worked to blend in. Her family had come from very far to the east and tried to lose themselves in Korvosa, for nebulous reasons that were never well explained to her. She suspects perhaps they were on the losing side of a political struggle with a vishkanya secret society, or maybe they were sent as sleeper agents for some conspiracy.
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