Jakardros Sovark

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Weapon Focus calls out Grapple as a specific attack allowed, just like Rays. Would this allow a Warpriest to apply Sacred Weapon bonuses to his grapples if selected? (or a Sorcerer/Warpriest with WF-Ray?)

I know, it's dumb; I simply noticed it while trying to design my Warpriest. I really want to do a Shield/Unarmed build (probably of Irori) but I can see the advantage of going War Chaplain, but I really like the Healing Blessing, and just can't create anything that blends everything I like.

Thus is life.


So I have an Npc that is building and selling "impenetrable" safes, from which her very first production was robbed from. (The irony, right?) She then hires the group to hunt down the thief and return her clients valuables.

So here's what I have laid out in the design:

1. She crafts an Adamantine case, the size of a typical door (this can totally vary though) but only a foot or so deep. She crafts a Lead lined interior with a matching door. Making it relatively impossible for the average thief to penetrate or see inside of.

2. In the process of creation, she creates an Extradimensional Space inside, like a BoH.

3. After creation, inside the Extradimensional space she casts Forbiddance, with a password for the owner. This prevents any teleportation, ethereal, astral or summoning shenanigans to get inside the safe.

4. She installs in the door a superior lock with Arcane Lock enchantment, for a DC50. Disabling becomes extremely difficult for all but the best.

5. She casts Invisibility on it. It is now much more difficult to see/detect for the average thief.

6. She casts Permanency.

Now... This is where things get questionable...

7. She casts Animate Object on the safe, turning it into a Creature. She orders it to remain perfectly inert, but to attack anyone attempting to open it without both speaking the Forbiddance password, and using the correct key.

8. Again, she casts Permanency.

9. She casts Mind Blank on the (now a creature) safe, preventing it from being detected by any kind of Divination magic or any spell attempting to gain information about it.

10. Again, she makes it Permanent.

Now, (completely ignoring the costs/requirements of said creation) here's the most questionable part...

(?) She begins reproducing Simulacrum versions of her real (Construct) safe, and selling those for her profit.

*Can you Simulacrum a Construct Creature? It is, by definition, a Creature?
*Is making it permanently Invisible as an object moot once it becomes Animated? Or:
*Would it regain Invisibility the next turn after attacking?
*If it was not made permanently Animated, would it retain the effects of Mind Blank after reverting to an object again?


Just need some ideas to help flesh out an upcoming session. I have demons that have taken over the higher rankings of the church in an out of the way town in a remote region.

The players previously assisted a fallen paladin in rooting out a demon that had captured and tortured her. It was supposed to be a set up, but the players survived. Now Mother Superior (demon in charge) has declared the paladin "tainted" and gotten her locked up. Now Inquisitors are on the way to judge her (a farce, of course).

Besides busting her out of jail and holding off the Inquisitors, I'm coming up short on activities for the group. Anyone have any good ideas to help?


Exactly the title. I'm toying with having a story npc being taken away and hidden on another plane as a child but having her come back at a future time older than she should be, like an adult after only a few years from the players perspectives.

Is time a solid concept or is it mutable? Is it within reason for an entire plane like Elysium to run at a different speed than the Material plane?

Planar Adventures wrote:
"The planes of existence are different realities with interwoven connections. Except for rare linking points, each plane is effectively its own universe, with its own natural laws."


I am confused with Eidolons. I am also confused with Synthesist. Here's what I want to do :

Party lvl 7, 3 players (in this case not really important)

The players find their way to a village that has been dealing with bandit raids a lot over the last few months. Investigation reveals a farm outside of town was most recently hit and burned down, killing the father, mother, son and daughter.

They also discover a rumor that the raids have slowed in the last few weeks because another "adventurer" has shown up in the area and has been fighting the bandits.

*long story elements elapsed*

The "hero" isn't a man at all, its the farmer's daughter, a burgeoning young Synthesist (lvl 1, maybe 2 max) only 11 or 12yrs old. Her Eidolon appears to be a heavily armored warrior who weilds her father's heirloom sword.

Here's where Eidolons get hazy for me:

1. An eidolon looks like... Whatever I want? (based on form) A quadreped with claws and a bite attack looks like a tiger if I want it to; or a wolf, or a leopard or a lion? As long as it has the right basic "parts" it can look like anything, but must be somehow "fantastical" and not mundane?

2. A biped can look like a human(oid) if I want? Can it appear to be dressed or armored in any manner I choose and simply use its Natural stats, or must I physically put it in plate mail if I want it to look that way? Synthesist says the Eidolon becomes translucent when merged? Is that a requirement?

3. Same question regarding weapons - Must its Natural attacks be made with whatever it would "normally" have (fists, claws on hands) or can it swing a "sword" (made from Eidolon... stuff?) and simply use its normal Natural stats? Like, the sword is part of the Eidolon itself, an emanation of it, but is still rolled as a Natural Attack. Or does it have to physically be equipped with a real sword?

*This is not a min/max issue. She is purely for story and don't care what the best builds are etc. etc. I just don't want to butcher the Summoner stuff in case my players become interested in the class after this.


When do we consider gear "removed"?

By RAW, is the moment a piece of gear removed the moment a bonus is lost, or at least resetting to the 24hr temporary period?

What about bathing, sleeping, needing to dress formally? Being kidnapped or jailed? Do we hand wave away the minutiae? Do we rule the item is still in "possession" of the character?

If it takes 24 hrs to become permanent, does it take 24 hrs to fade back to temporary? I've recently been presented with the question and on inspection I'm stumped?


So I'm reading about adamantine, and I see that it ignores hardness less than 20. Cue the typical mental image of Wolverine cutting through everything except something else made of adamantine.

Progress to reading about how magical enhancements boost the hp and hardness of the base material, essentially making it even harder and stronger than normal. Despite this, I can't find anything that states the metal would cut more effectively. Have I missed a rule somewhere?

Basically, I'm wondering why a +1(2,3,4, 5)Adamantine weapon wouldn't be even 1 point more effective at actually cutting (i.e. Ignores hardness less than 21, 22, 23 etc.) vs a non magical adamantine item.

Shouldn't a +1 adamantine sword be better at cutting thru a standard adamantine sword/armor? It has more hardness, more hp, even does more damage, but nothing in all of existence makes it ignore any more hardness?


Barbarian Rage wrote:
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Rogue Sneak Attack wrote:
... The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

So, yeah. Had a session end with everyone gaining a level and my Barbarian player decided to pick up a level of Rogue. As the DM I was okay with it, the Barbarian has become good friends with the group Rogue and they have been performing a lot of excellent teamwork. Another player however, who also DMs, spoke up and began the argument over sneak attack while raging. He believes it shouldn't be allowed due to the descriptions of the abilities.

By the end of the night my group was completely polarized, with half agreeing with me and half with him. Luckily no tempers were involved, but we both agreed that we view Rage differently. He sees it as that furiously uncontrollable berserker rage that prevents anything but attacking the closest enemy head on, whereas I see it as more of an adrenaline rush where the fight or flight instinct kicks in and you fight until you have nothing left to give.

Either way, he did point out an odd interpretation I had never considered before. Thoughts?


Quote:

Implant (Ex)

As a standard action, a xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young , or they can be cut out one at a time with DC 20 Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Does a Paladins Divine Health prevent the Implant ability, or at least the incubation of the eggs? It doesn't state that the eggs are a disease, but are removed with Remove Disease?

I ask because I have a story revolving around an NPC Paladin that was captured and tortured by an Incubus and his Xill bodyguards. For purposes of the story I'm having Divine Health protect her (while she was forced to watch her comrades die, now she's haunted by it, etc etc) but would like to know what the ruling should be.


I have yet to have a player run a Witch.
I have yet to have a player run a Summoner.

Now I have one who wants to play a hybrid Summoner/Witch. She doesn't want to hassle with controlling both a Eidolon and a Familiar, and instead wants to combine them... I guess by just adding the Familiar abilities to the Eidolon? Communing with the Eidolon for her Witch spells?

I'm stuck wether or not I should allow it. I don't see why it's not an issue to juggle 2 spell lists, but a familiar is suddenly a hassle. Are there any rules for something like this? The idea has my imagination piqued, but down the road I'm sure I'm not seeing the complications...


I have yet to have a player run a Witch.
I have yet to have a player run a Summoner.

Now I have one who wants to play a hybrid Summoner/Witch. She doesn't want to hassle with controlling both a Eidolon and a Familiar, and instead wants to combine them... I guess by just adding the Familiar abilities to the Eidolon? Communing with the Eidolon for her Witch spells?

I'm stuck wether or not I should allow it. I don't see why it's not an issue to juggle 2 spell lists, but a familiar is suddenly a hassle. Are there any rules for something like this? The idea has my imagination piqued, but down the road I'm sure I'm not seeing the complications...


My group is heading towards their next "dungeon" : an ancient dam. Im having a HUGE writers block trying to design it. I have the encounters planned but the layout is just stumping me.

I want to incorporate some skill challenges like swimming through/underneath flooded rooms and tunnels. The players objective is to kick open the first of two water intake towers to power up the dam, causing certain areas to flood. Traversing the obstacles to the other end of the dam to engage the second intake tower and power up a wizards tower built adjacent.

I feel like I'm biting off more than I can chew, anybody have any resources that can help?


My group is heading towards their next "dungeon" : an ancient dam. Im having a HUGE writers block trying to design it. I have the encounters planned but the layout is just stumping me.

I want to incorporate some skill challenges like swimming through/underneath flooded rooms and tunnels. The players objective is to kick open the first of two water intake towers to power up the dam, causing certain areas to flood. Traversing the obstacles to the other end of the dam to engage the second intake tower and power up a wizards tower built adjacent.

I feel like I'm biting off more than I can chew, anybody have any resources that can help?


So I've been reading about Viridium...

Quote:

This deep green volcanic glass is similar to obsidian but is formed when molten rock is tainted with anomalous trace minerals from deep beneath the earth whose emanations are toxic to living things. It can be fragmented to razor sharpness, but even a tiny amount of viridium contacting the bloodstream can pass on a wasting sickness.

Any successful hit with a viridium weapon causes the target to contract leprosy (Fortitude DC 12 negates). On a successful critical hit, a tiny fragment of viridium breaks off within the target, affecting it as though with greenblood oil (Fortitude DC 13 negates).

A creature carrying a viridium weapon must save every 24 hours or contract leprosy unless the weapon is kept inside an extradimensional space (such as an efficient quiver) or a scabbard lined with lead.

Tell me that doesn't sound like fantasy Uranium and Radiation sickness? I found it very interesting, which got me wondering: was this similarity intended on purpose? The effects of radiation are pretty similar to leprosy...

Would true radiation be considered a poison or disease? Would magic heal it? Would Paladins be immune to it?

I'm toying with the idea of building a Clockwork Soldier npc powered by a Viridium crystal heart, running a mini nuclear reactor in its chest instead of the normal clockwork winding. The heart contains a soul, and the Clockwork is sentient. Just toying with it, but it sounds really fun. :)


So I've been reading about Viridium...

Quote:

This deep green volcanic glass is similar to obsidian but is formed when molten rock is tainted with anomalous trace minerals from deep beneath the earth whose emanations are toxic to living things. It can be fragmented to razor sharpness, but even a tiny amount of viridium contacting the bloodstream can pass on a wasting sickness.

Any successful hit with a viridium weapon causes the target to contract leprosy (Fortitude DC 12 negates). On a successful critical hit, a tiny fragment of viridium breaks off within the target, affecting it as though with greenblood oil (Fortitude DC 13 negates).

A creature carrying a viridium weapon must save every 24 hours or contract leprosy unless the weapon is kept inside an extradimensional space (such as an efficient quiver) or a scabbard lined with lead.

Tell me that doesn't sound like fantasy Uranium and Radiation sickness? I found it very interesting, which got me wondering: was this similarity intended on purpose? The effects of radiation are pretty similar to leprosy...

Would true radiation be considered a poison or disease? Would magic heal it? Would Paladins be immune to it?

I'm toying with the idea of building a Clockwork Soldier npc powered by a Viridium crystal heart, running a mini nuclear reactor in its chest instead of the normal clockwork winding. The heart contains a soul, and the Clockwork is sentient. Just toying with it, but it sounds really fun. :)


I've been trying to find the answer to this all over tonight and although I've answered quite a few questions I *didn't* know I had, I still can't track this down:

I see confusion caused by the definition of Precision Damage seemingly being excluded from the rules; references to Sneak Attack damage being precision based (along with a few others) are still scattered throughout the book.

What is the ruling for elements and damage types applied with precision? Is "Precision" a unique type or simply a fluid descriptor now? Let's use a Level 6 Rogue for a simple example, 3d6 Sneak Attack:

I understand that, for instance, Sneak Attack with shocking grasp changes all of the precision damage to shock. The 3d6 becomes Shock damage, because the spell lacks any other type of descriptor.

By that logic then:

Is the Sneak Attack damage with a rapier then considered all Piercing? Is a creature immune to piercing damage immune to Sneak Attacks applied by a piercing weapon? Would an attack be 1d6 Piercing + 3d6 "precision", still effectively dealing damage, or 4d6 Piercing?

Would the same Rogue, weilding a Flaming Rapier deal:

A. 1d6 Piercing +1d6 Fire + 3d6 "precision"
B. 4d6 Piercing +1d6 Fire (precision is same as physical type, piercing)
C. 1d6 Piercing +4d6 Fire (precision is same as enchantment, Fire)

I recall 3.5 having a ruling that Sneak Attack damage becomes the type of damage of the attack, so Sneak Attack dice would all be fire (above example) despite the weapon still dealing that original base "physical" damage.

Tonight my Pathfinder Rogue used her Freezing Rapier to Sneak Attack a Winter Wolf (immune to cold) with Freezing activated (not knowing the immunity) and I only let her deal the 1d6 Piercing, and all hell broke loose because nowhere in the books does it explain any of this.