Journeyman Carpenter

Golgathar's page

Organized Play Member. 56 posts. No reviews. No lists. No wishlists. 12 Organized Play characters.




I have a sorcerer that uses enchantment and necromancy spells, and I'm debating about dipping two levels into Paladin to get Divine Grace (Charisma Mod to all saves). So my main question is; would using spells to blind people, or control their minds, such as terrible remorse or hold monster, break a Paladin's Code? Even if the person or creature the spells are being cast upon are evil.

And, is animating corpses always considered evil? Or does it depend on what type of creature you animate?


1 person marked this as FAQ candidate.

Just wondering out of curiosity. I know there are restrictions on how high wands go, but I haven't seen any restrictions on buying scrolls.


Can anyone help me understand the rules how this item works?

It states the following

Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer's face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target based on the wearer's base attack bonus. If the attack succeeds, the target must make a DC 20 Fortitude save or take 130 points of damage, as if affected by a finger of death spell. If the target succeeds on his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.

The description says it is a ranged touch attack, but it also lists AC, hardness and hit points. Does that mean the item would provoke an attack of opportunity if attacking creatures with reach? Or is that only if a sunder attack is made against the item?


I've been looking into building an experimental Gunsmith, and I have a question about the Vial Launcher:

The text states:

Vial Launcher: The experimental gunsmith adds a special tube onto her firearm that can hold 1 vial of alchemical material, such as alchemist's fire, a tanglefoot bag, or a thunderstone.The experimental gunsmith adds a special tube onto her firearm that can hold 1 vial of alchemical material, such as alchemist's fire, a tanglefoot bag, or a thunderstone.

My questions is; would an alchemical substance include bombs from the alchemist class? Or only equipment? Because being able to fire bombs from the under-barrel of a musket would be freaking awesome!


I did some searching on the forums for using this item in combat with allies nearby, and they all covered how a player can say "No, you can't do that" if you were to perform an action that could possibly harm them. However, with the Rod of Wonder, the caster does not know if the result of the use of the rod could be harmful until after it is used as a standard action and the percentile die are rolled.

So my question is would I need to get the permission of other people I am playing with to even use the rod? Because it would first cost a standard action to activate before the percentile die are rolled to learn if the action is harmful or not.

Or, after the rod is used, and the result is learned, could players then say no they don't accept whatever would have happened to them. And the standard action to active the rod would still be spent.

I'm just kind of foggy on how the Rod of Wonder could be used in combat when many of the affects are AoE, especially when you have fighters up close with the enemy.


For example; I'm thinking about multi classing a primal hunter and beast rider cavalier. If I took 1 level in each would my animal companion be considered a level 2 companion?


I'm not sure if my question goes here, but I could use some help clarifying something.

Could Pantomime possibly be made into a Profession? Kind of like how someone would be a professional translator,I might consider my character to be a professional at sign-language.

Now, aside from that reasoning to have Pantomime as a Profession, instead of it normally being under the Perform skill, is because my Sorcerer/Druid who will become a Mystic Theurge does not get Perform as a class skill, so I was hoping I could have Pantomime as a profession. Is there anything in the rules that would go against that?

And I'd like to have Pantomime as a skill because my character focuses on the Enchantment school to control others, and with the undead sorcerer bloodline I could hypnotize corporeal humanoid undead, but if they don't speak my language perhaps I could communicate my desire for them to do my bidding with pantomime, and the same goes for any other creature that does not speak the same language.

Thoughts?


I have a Brawler and I'm considering taking a level of barbarian, and I was wondering if I would be able to use the Brawler's martial flexibility ability while raging. I'm not sure if using martial flexibility would be considered an ability that requires concentration.

The description does not mention anything about concentration being needed, just that it basically happens at will. But I was wondering how anyone really familiar with the rules would interpret it with rage.


Hi everyone,

I'm not quite happy with the classes I choose for my character. They just don't seem to be working well. I have 1 level in Monk Zen Archer, and 4 levels in Cleric. Is it possible to change classes? Or at least retrain my classes into other archetypes?

And I'm guessing that once you pick your ability scores those are set until character death.

Any help about how the rules work for this would be very much appreciated!

Thanks!


Hi everyone,

I'm making a new Stonelord and I am wondering about taking the feat Ironhide, because he is a dwarf, but I'm not sure if the Natural AC from the Stonelord Archetype will stack with Ironhide. I'm just trying to find a way to boost his Natural AC. I also read something about Improved Natural AC, but I couldn't figure out if that would apply to the Natural AC coming from the Stonelord achetype.

Can anyone help me with this?


Hi everyone,

I'm having a really hard time choosing a +1 enchantment for my Level 4 Character's Cold Iron Great Axe. He is 1 Level Barbarian, 3 Levels Alchemist.

I have him alternate between ranged support and then buffing up to be a Large, Shielded, Strength Mutagen, Raging monster of destruction. I had thought about getting the Planar Enchantment, but with my weapon being Cold Iron I wasn't sure if that would be redundant since my weapon already penetrates some creatures DR. Speaking of which, are Fey and Demons considered extraplanar? or not? If not I might take the Planar Enchantment.

Otherwise I was considering taking Corrosive since my guy is an alchemist who also likes to play with acid and poison.

He is really crazy, Chaotic Neutral, Half-Orc. Enjoys mass destruction. But I'm totally open to other suggestions for a character at the 4th level.

Or, is there a type of enchantment to help overcome the DR of constructs? I just can't afford an adamantine weapon right now, and definitely can't afford to enchant that!


I can't always wrap my head around some of the rules as I'm new, but I'm working on it.

But can someone please help me understand how the Pit Fighter ability works? It says "She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed). At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus on her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD."

Now, I'm a LvL 3 Barbarian Brutal Pugilist wearing armor, so I can use the +1 insight bonus on my CMB or CMD as many times as I want during an encounter? Or is there a limit somewhere? Because at the end it says "this bonus can be applied to each manuever no more than twice, but it doesn't say if only once per day or once per combat. Or do you just add +1 to CMD and CMB and it's permanent?

I will greatly appreciate it if anyone can help me clear this up!