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As DM I will soon see my group of six players(each Level 8) enter a room with three Seugathi that they will not be able to see until they are all well within the 30 foot Aura of Madness. Aura of Madness (Su) Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell. A seugathi can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based. Confusion Command (Su) As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round. So, if I read this correctly each player will have to make THREE Will saves at DC 20 to have any chance of escaping or attacking. If one of the Seugathi throws out Mind Fog (DC 19) it is essentially over. This is well within an average CR for 6 players. Has anyone had this fight before and, if so, were there any survivors?
Since they are not true melee weapons I assume Chakrams don't work with a Blinkback belt. Also, the spell greater magic weapon wouldn't allow you to enchant 50 of them as you would with other projectiles and shuriken.
Thanks.
As an artistically challenged DM I would prefer to draw large maps our before the session and slowly reveal them as the group explores. I've read other threads on how to some do it, but sliding cards out of the way is tricky; sometimes it reveals more than needed, even for a second.
Hi, newbie DM question. The mouther has under special attacks: Special Attacks: blood drain, engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch) If all six mouths are engaged doing the 6d4 damage to an engulfed creature, can the mouther still use its spittle attack? I would say no, but others have argued that the creature can forgo one bite on the engulfed prey (thus only 5d4 and con damage) and use a freed mouth to spittle attack. It is a fairly amorphous blob after all. Thoughts?
I am planning for the group I am currently running to continue using their characters after The Emerald Spire. I am told it goes to about Level 12? Does anyone have any suggestions for a module suitable for 5 experienced players? Wizard, cleric, barbarian, rogue, oracle. Any non-mythic stuff with the WorldWound would be my preference. Thanks!
So the ability reads: Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level). I took it to read that even if a warpriest summons monsters of a lower level they cannont summon, say, 1d3 of the monsters. This seems obvious. However, one could also interpret it as reading that you can only have a single monster on the battlefield at a time. Otherwise a warpriest, with nothing better to do, could spam the battlefield with numerous creatures (one per round, every round). So, is it the first or both answers? Thanks!
We had quite a debate at our last session. We were fighting a lich with DR10/bludgeoning and magic. I thought it meant a weapon had to have BOTH qualities to overcome the DR. Others were certain that a weapon need only have ONE of the two categories to overcome the DR. I tried to find an example of a monster with the word "or" in between two damage types, but I could not. Who is right? The word "and implies both criteria are required. Could someone show me the word "or" in some beast's description? It would be greatly appreciated.
I know it varies from class to class, but as a general feeling what level do you find to be the most interesting to play? I've always liked 4-6. You can take a few hits from low level goons, alot of classes get serious powers by then, and you have enough cash and magic items to feel really dangerous.
It reads: Luck Blessing Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, the effect ends. So, say my group is on downtime for a few days. At the start of day one I tap each of them and grant them a lucky presence of unlimited duration. Easy enough. However, nowhere does it read that a creature can have only ONE lucky presence active at a time. Can I tap each several times over the course of a couple days to fuel them up with many Lucky Presences before we hit the road again. If so, it seems very powerful....and it's first level. Thanks.
How many of these would you pick? Any favorites? After we finish Runelords and Emerald Spire I will need some new modules. It reads: Selling the following Pathfinder adventure path volumes for $10/volume ALL VOLUMES OF: RISE OF THE RUNELORDS
AND THE FOLLOWING VOLUMES: STOLEN LAND
THE BRINEWALL LEGACY
THE WORMWOOD MUTINY THE HALF-DEAD CITY
FIRES OF CREATION
Can offer discount if more than 1 is purchased. Thanks!
If I have a weapon that my 16th level Inquisitor casts Greater Magic Weapon on, it is now +4. Easy enough. So while in combat he activates his Bane ability. It increases the enhancement bonus on the weapon by +2. But, is it a +6 weapon or does it peak out at +5 as I though enhancement bonuses (for attack/damage) do? Thanks.
The bloodline reads: Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2. Does this mean immunity to the panicked, frightened, and shaken conditions (from, say, an Intimidate) and the fear from spell effects? Thanks.
Currently my half-orc (who has the trait Fate's Favored) is wearing a Jingasa of the fortunate soldier: This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally. I was wondering if there was a way to increase a luck bonus on an item, similar to increasing an enhancement bonus. I would think not, but perhaps someone is aware of a way. Thanks!
Let's assume no teamwork feats of any kind and that all involved are Medium size. So my front line fighter, in a 5 foot wide tunnel, is in combat and getting beaten to death. He wants to let the paladin behind him to trade spots and the paladin agrees. Is there any Attack of Opportunity on either of them from the single enemy (say he has combat reflexes). Thanks!
I need some clearing up about the spell Savage Maw and my Inquisitor. 10th level.
1. I have a falchion in hand and cast Savage Maw. Next round, full attack action, do I get two attacks with the falchion and a bite attack (at BAB +2 with ½ strength damage)? In this situation, what sort of Power Attack damage does the bite do? 2. I have no melee weapon. Can I activate my Bane ability on my bite? 3. I have no melee weapon. When I bite I get two attacks. Do I get 1.5 times my strength modifier for damage? Do I get 1.5 times my Power Attack for damage? Many thanks for the help.
Ok, it reads as: Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. If I (a half-orc) am fighting an Ogre armed with an ogre hook I know that when he is 10 feet away and striking me that he takes no Bramble damage. However, if he is 5 feet away and we are beating on each other does he take the Bramble Damage? I would think so as he is not using his 10 foot reach (for being Large) and he is not using a weapon with reach ability. Under weapon descriptions ogre hook does not have it listed under special abilities. I ask as we are starting to face ogres and giant in Runlords and this situation will come up a lot. Thanks!
In the Emerald Spire I am certain that, at some point, my group will return to Fort Inevitable and attempt to take down the Hellknights. I was wondering if anyone had written up a build for the Lady Commander Drovust. If not, I would be open to suggestions as to what Feats she may have taken and what magical gear she should possess at this point. She is a middle-aged human Fighter 5/Hellknight 6. LE of course. Many thanks.
Sooooo....I have a LN Inquisitor of Erastil. I would really like to pick Death Knell as my next spell selection, but I somehow doubt this is acceptable for the follower of a LG god. We are partway through the Rise of the Runelords. Any yes, I know the spell description is Necromancy/Evil. Any arguements I could put forth to my DM about it being for the greater good, crack a few eggs/omlette, the big picture, long-term gain, etc? Thanks.
I will hit 8th level soon and was wondering if anyone had an idea of what I can use to replace my CLW spell (we are loaded with wands, potions, and now have a great cleric). I am a 1/2 orc melee/intimidation heavy Inquisitor of Erastil with Growth Domain. Currently travelling with a fighter, ninja, psion, ranger, and cleric in Rise of the Runelords. Current 1st level spells are: CLW, Exp Retreat, Litany of Sloth, Divine Favor, Shield of Faith. Thanks!
As the spell reads: You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender. So I could appear as 1/2 orc, orc, or human? Seems like the spell is more useful for half-breeds than any other type. Thanks.
It reads: Pack Attack (Combat, Teamwork)
Prerequisite: Base attack bonus +1. Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round. Normal: You can take a 5-foot step only if you have not otherwise moved in a round. Let's say I move in and use up all my movement reaching melee with the enemy. After my attack can I still take a 5 foot step OR would I have had to have some movement left? Thanks!
STR: 12 (14-2)
Traits: Perhaps Reactionary and Dangerously Curious He will take Adaptable Lucka and Fleet of Foot Racial options. Feats: 1st: Fey Foundling
Like bump Charisma as we go along. Maybe Greater Mercy at some point? Increase the LOH 1/2 per level racial option seems smart? Anybody have any luck playing a small Paladin? The bonus to Attack and AC seems great.
Due to the meagreness of cash (and spending most of our adventure in the wilderness) my 8th level Inquisitor merely has a MW Falchion for his main weapon. Question: If I cast Greater Magic Weapon it becomes a +2 falchion for 8 hours, yes? I can also throw Keen Edge for 80 minutes of 15-20 threat ranger. Ok, now I have to wonder if Bane's +2 stacks with the +2 from the GMW spell? I know it won't have a true +4 weapon's ability to overcome DR/Adamantine, but will it still give +4 to hit and damage? Seems like it should. Thanks.
I am quite clear on the DC of Intimidate, initial effects, duration from beating the DC, etc. I also know that you cannot turn the enemy from shaken to a more severe state. However, if I continue to Intimidate my foe round after round (assuming I can do nothing else more effective) does it extend the demoralized condition each time? If I make him demoralized for 3 extra rounds each time does it stack with the demoralization from earlier? So I can have my opponent shaken for dozens of rounds by the time combat is over? Can someone please tell if this is correct and, if so, where the heck it reads this? Thanks.
For the Stonelord Paladin: Stonestrike (Su): Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces smite evil. Sorry if this is a dumb question but I'm pretty tired. The first line gives me a bit of confusion. Does this mean that a 5th level Stonelord can do Stonestrike five times per day? 8 times a 8th, etc? Thanks.
So the favored class option allows half-orcs to get a bonus to fire damage spells as 1/2 levels. For most spells, easy enough. But say a scorching ray with two rays. Is this bonus damage applied to each ray, or just one of them? Seems to me it would be the latter, but I'm hoping I am wrong. If so I will just stick with my gnome sorcerer for a backup PC. Thanks!
Hello to all. My half-orc Inquisitor of Erastil just hit 6th. I need a good choice for my next second level spell. Also perhaps some direction for my 3rd level picks as well. He is a melee-oriented character with Plant(Growth) domain and greataxe or falchion as weapon.
Current Feats: Deepsight, Toughness, Extra Bane (with Teamwork Feats of Shake it off and OutFlank) The other party members are a ranger, ninja, cleric of Iomedae, fighter, and sometime a psion gets involved. Silence would be golden against enemy casters, but Flames of the Faithful combined with a keen falchion could be deadly....even with that crappy duration. Perhaps just a cure moderate wounds (but we have a great cleric and several wands of CLW). Advice? Thanks.
One of my many, many, many backup characters is a fire-based CG gnome heavily based on General Melchett from the Blackadder series. I need as many fun things you can think of for this crazy guy to do. For example, I took an idea from another thread whereby I would cast "Fly" then hold a chicken above my head by its two legs. Then I would swoop about Sandpoint screaming "Chicken Parasailing! Free Lessons for all!!!" Or something to that effect. This is how I would introduce myself to the group. What else should he do for (relatively) harmless fun as time goes by?
For the love of all that's sacred can somebody post a link to a chart/graph/infomercial/charcoal sketch of the opposing schools for wizards. What will oppose what? You think I can find information anywhere? I cannot. BTW, any advice for making a 25 point buy elven wizard? All four main books and Advanced Race. Blaster preferred, but Transmutation also interesting. Feats, traits, etc up to level 11. Thanks!
My DM is currently running Rise of the Runelords and it is great. He purchased all the modules in the bound hardcover and I assume it was far cheaper than buying all individually. I was wondering, for when we finish in two years or so, if Paizo had any other collections in hardcover or was planning to in the near future? Any recommendations if so? Thanks!
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