Game Player's page

27 posts. No reviews. No lists. No wishlists.


RSS


This is what it states for animal companion, so I guess it means yes. Since the dragon mount is not an animal (per se) I guess it can include those feats associated with monsters.

Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.


Another question, do any of you think that the dragon rider's mount should be able to choose from any feat available to monsters?


FuelDrop wrote:

yes

I would think so, but is there something that states it does? If so, what source?


Sorry to pipe in, but the shield proficiency states that you are proficient and that the only penalties you take are to str and dex based skills. It does not state that you also receive attack penalties if you do not have shield proficiency attack. Like grik mentions in his comment,

Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving."
So that would mean that if you are proficient you take no attack penalties using said shield.

I guess the shield can be an item that has a list of "what you can do when you are proficient and what you can't do when you are proficient" Maybe they should do that with all weapons, Proficient in Dagger while slashing but need martial proficiency to stab with it, because one is a swing and one is a thrust??


Darkwolf117 wrote:

My understanding of it is that, once the person is hit with the disease and they fail the fort save, there is then an onset time of 1d3 days, where nothing happens to them.

Once that onset time is done, they get the effect (1d3 Dex and 1d3 Con damage) once per day, as the frequency indicates, and they continue with that until they are cured, either via their own saves, or with something else.

I think that's how it goes, at least.

Thanks, I thought it would have been, but I wanted an other opinion on it.


Hello everyone, I have a quick question about how the below works:

Claw Or Bite—Injury; save Fort DC 14; onset 1d3 days; frequency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.

Does this mean that if you fail a save you wait the onset time before you feel the effects?
Does the character take the damage and wait the onset time for the 2nd save?

I am not really sure how to proceed with this if any of the PCs should fail their saves.

Thank you very much for your time.


The PRD and the book match (as to the size of the dragon at level 1). So a human, orc, elf, or other medium creature who elects a brass or white dragon as a mount, will be out of luck til 8th level :-(

BTW, the PRD and the book by super genius guide are (as far as I saw) identical.


Hello everyone, I am currently running a pathfinder game (D1.5 revenge of the kobold king) and one of the PCs asked about multiclassing into the dragon rider when the group levels. I have a question on this...

When the PC bonds with the dragon, it mentions that the dragon will grow slightly in size. It then mentions that if a red dragon decides to bond it grows large immediately, so is it only a few dragons that can grow to medium or large when bonded and some stay small? In other words, the size description for the dragon is what it is after bonded.

Kind of odd to be a Medium sized dragon rider but can't ride a bras or white dragon until you are level 8 when it grows into a medium creature. maybe the PC should be called Dragon Keeper til it can ride.


thanks, I thought the same... but was unsure :-)


Sorry, quick question, if someone finds a set of boots that have stealth enhancements and a cloak that hes stealth enhancements, would these stack?

Assume that the items each grant +3 or +5.


Coolness


Thank you all, i know I will be dropping questions on these boards very often.

:-)


So if a rogue/spell caster has chill touch and caught an opponent flat footed, he would on (a successful) touch attack deal 1d6 damage and a potential + 1 str drain and then his/her sneak attack damage?

And if he was using acid arrow within 30 ft the same would also apply?

Would the extra damage in the acid arrow be additional acid damage for the SA? Would the SA damage on a chill touch be additional damage or negative damage?

Just wondering as I may have a rogue/spell caster become a party pain in the butt and want to make sure I am dealing the damage correctly.


Chris Mortika wrote:

All the Adventure Paths begin at Level 1, Qbit. You could, I suppose, fast forward through the first two installments of an AP and go from there, but I think you'll lose a ot of the dramatic tension.

What adventures were the PCs walking through, levels 1 through 5?

Having said that, I heartily encourage "Red Hand of Doom". I've run that campaign three times, and it's terrific. If you search through the archives, you'll probably find the thread with RHoD stats converted to Pathfinder.

ohh. Red hand of Doom was excellent, I really enjoyed it. I was planning on trying it out in a Pathfinder setting, but was a bit unsure of how to go about it. If there is a conversion, I guess I better go find it.


I believe that Darksol and sanwah are correct. I looked for information on Drow Deitys and was reffered to Pathfinder #15 which was part of the Second Darkness series (Pathfinder 13 - 18).


Something I was working on (and would like your advice on this) is a set of gloves called Spectral hands. The effect of these gloves when worn by a caster is that touch spells can be done at a distance.

I was thinking of having 3 types (lesser, normal, greater) in which the distance increases (+10, +20, +30)

So a cleric with lesser gloves could cast cure lights and "touch" an ally that is 10 ft away.

A wizard with normal gloves could cast shocking grasp and "touch" someone up to 20 ft away.

A sorcerer with greater gloves could cast chill touch and "touch" someone up to 30 ft away.

If they seem too powerful then there could be two kinds that have a reach of 10 and 20 ft. (lesser and greater).

Thoughts?


This is from the module D1.5 Revenge of the Kobold King

New Feat : Vermin Heart

You have a special bond with things that creep, crawl and sting.

Prerequisites: Wild empathy class feature.

Benefit: You may target Vermin with spells and special abilities that normally only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.

Maybe this can help in targeting vermin in a swarm and making them friendly to you.

Not sure if that was the intent of the feat, but it may be able to be used to go in the direction you are looking at. Also there was this new feat in the same adventure module:

New Feat : Vermin Companion

Your understanding of creepy-crawlies has grown to the point where you can bond with one as a companion.

Prerequisites: Vermin Heart, animal companion class feature, wild empathy class feature.

Benefit: Add the following monsters to your list of potential animal companions at the indicated druid levels.

1st—giant ant (worker), giant fire beetle, Medium monstrous centipede, Medium monstrous scorpion, Medium monstrous spider;

4th—giant ant (soldier), giant bee, giant bombardier beetle, Large monstrous centipede, Large monstrous scorpion, Large monstrous spider;

7th—giant praying mantis, giant stag beetle, giant wasp, Huge monstrous centipede;

10th—Gargantuan monstrous centipede, Huge monstrous spider;

13th—Huge monstrous scorpion; 16th—Gargantuan monstrous spider.


kinevon wrote:

You missed the part of the Mithral rules that covers your question:

Quote:
Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor.

Many thanks, I saw that and in my mind it read as just treat armor as one category lighter, for some reason the part about "purpose of movement and other limitations" eluded me.

Once again, thanks for the quick response to my issue. :-)


Greetings everyone, the ever inquisitive gamer here :-)

The question I have pertains to mithral armor. Based on what I read, mithral armor modifies the armor by halving the weight of the armor and Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

My question is that nothing there mentions anything about movement. Not sure if that was meant to imply that movement is not affected, but if mithral armor (let's use breastplate) changes an armor to light and weight less then a chain shirt, would you be able to move at 30 (for medium) instead of 20 ?

if this does not normally work, if the armor was an Agile Mithral Breastplate, would it be different?

I may have this as part of a treasure and want to ensure that I am following the guidelines.

Thank you very much.


Thanks Avalon, I appreciate all your help everyone. Now I may not suck so bad when I run my on-line Pathfinder game :-)

I have to many old habits from play D&D 3.5 that are no longer relevant in pathfinder. Just discovered that Feats are granted every other level and not every third, I found out that rogues can sneak attack undead, not possible in 3.5, I found out about the skill point bonus and that initial skill points are no longer x4 when creating the PC. So I have to look over what I thought I knew and make sure I learn what I need to know :-)


Thank you very much, that helps clear things up for me :-)


Hello everyone, I have a question about the skills that PCs can get. I am transitioning from playing D&D 3.5 to Pathfinder and I want to ensure that I understand the rules/guidelines well.

When a character is created and decides to use his skill points he places a point to increase that skill by 1 rank. If the skill is a class skill he adds a (one-time ?) bonus to that skill. So if I create a rogue and place 1 rank in Use Magic Device, aside from my stat mod I also add a +3, giving me a total of 4 + stat modifier. Now at second level I decide to take a class level in Ranger how would it work in the following two situations given this information:

As a rogue I spent my skill points in various skills to include Ride, but not survival, since ride is not a class skill I did not add the +3. As a newly advance character I take Ranger as my second level class, I spend some of my skill points in Ride and survival. Since they are class skills do I add the +3 when I initially take it (such as in survival since i do not have previous skill ranks in it) and what about Ride? Since I spent a rank in it when it was not a class skill, now that it is can I get the benefit of the +3 if I put a skill rank in it?

The rule book mentions the +3 for class skills, but it does not mention if it applies only upon character creation or only when the initial point is spent (such as in the case with the rogue taking a point in ride above).

Any clarification, especial with a reference, would be very helpful to me.

Thank you very much.


Winterwalker wrote:
Game Player wrote:

Thanks for the reply everyone. So to make sure I understand with the following item:

Crown of Blindness

Source: Advanced Player's Guide

Aura moderate illusion; CL 10th

Since the Caster Level is 10, the DC would be Caster Level (10) + 10 for a total DC of 20.

20 indeed.

thanks :-)


Also I forgot to mention that the weapon in question was the drow scorpion chain from the Eberron handbook, I know it is not pathfinder, but I allowed the PC to use it as he is a drow and he was looking for a chained, reach weapon that had knives or blades at the end.


Thanks for the reply everyone. So to make sure I understand with the following item:

Crown of Blindness

Source: Advanced Player's Guide

Aura moderate illusion; CL 10th

Since the Caster Level is 10, the DC would be Caster Level (10) + 10 for a total DC of 20.


Hello, I was trying to track down some information on a chained weapon and can not get a clear ruling, so I am asking for help. A spiked chain (or similar weapon) has reach and is 2 handed, does this allow for 1.5 strength damaged to be used with a spiked chain?

Also, with a cursed item, is the Caster Level (CL) posted on the item considered the DC to use when casting remove curse as the DC to beat?

Thanks for any information on these matters.

Just started to play this system and want to ensure that I understand the guidelines correctly.


Hello, I just now saw this and I think it is a great program. I also saw that you have an IPad app out for it also. Do you have plans on making and Android version? I have an android tablet and I think this would rock when I run games the old fashion way (GM Screen, dice, pencil, and paper).

Thanks for all your work.