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![]() Adjoint wrote: I guess whether regeneration and spell resistance are dependent on the original form and are lost is subject on GM's discetion. As I read it, the Ex & Su abilities that are not from classes/feats/etc are all dependent on the original form, but this is ultimately a GM call. Adjoint wrote: It also doesn't seem right to me that ogre mage (natural armor +5) transforming into a stone giant (natural armor +11) would end up with lower natural armor than either of these forms. I think that I'll hold on to the clause "Your new form might restore a number of these abilities if they are possessed by the new form" and allow the bonus granted by the giant shape I to stack with the original, up to the natural armor of the form it transforms into, giving it natural armor +9 in stone giant form. If disputed, I'll call it a home rule. On a re-read, Natural Armour is neither an Ex or Su ability so I would think this is a reasonable interpretation, however remember it works both ways - an Ogre Mage in small humanoid form (eg halfling) would also keep the base Natural Armour. ![]()
![]() Actually it doesn't affect the strength/stats:
universal monster abilities wrote:
polymorph subschool wrote: ...While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.... This is a case of specific rules (Change shape) over ruling general rules to some degree (polymorph subschool). Shape change is more about granting a disguise/size bonus to a creature and changing its special abilities, than altering it's stats. Ogre mage in halfling form for instance will have the same Str & Dex, but incr AC and to hit by +2 due to the size change and loose the +5 Natural armour, darkvision, spell resistance and regeneration. In Fire Giant form they gain rock catching, rock throwing, resistance fire 20, vulnerability to cold, +4 natural armour, but looses +5 natural armour, spell resistance, regeneration and darkvision. And I've probably missed a few bits there - it gets complicated ![]()
![]() I don't think this will work. Channel foci are not spell focuses and work differently:
Spiked ward focus wrote: "Once fixed in place and activated, it stores channeled energy..." channel foci wrote: "Activating a focus is identical to channeling energy, but instead of directing the power outward, the cleric (or other appropriate character) directs it into the focus, expending one use of channel energy. This triggers the item’s ability; the channel does not have any of its normal effects (for example, a cleric channeling positive energy through her focus would not heal living creatures or harm undead in the area)" This means that it has to be in place and activated (standard action as per channel energy) BEFORE it will absorb the channel energy. And only 1 foci can be filled per channel. Each focus also would have to be touched to release the channel energy, which should take a standard action for each again.As to coup de grace-ing yourself - don't forget the fort save or die, and if you roll a 1 you always fail Sticking a few of these on a plank/shield and filling them with energy, may be a way to increase to AOE healing available to a party though, especially if you distribute them through the party. ![]()
![]() Mark Thomas 66 wrote:
There was a Dragon magazine article about alternative curses back in 3.5, I think this was the list for Bestow Curse and there was another one for Greater Bestow Curse ![]()
![]() A mini voodoo doll of the multiverse, made by gathering tiny fragments from each plane. When it's eventually complete it will draw power from the multiverse and in turn empower the golem for as long as the multiverse keeps turning ;) As added bonuses, there's a bit of adventuring in gaining the fragments of each plane and if the power core is damaged the damage gets reflected in the multiverse, which could make for a nice high level adventure ![]()
![]() I have 2 low level casters with this spell and I can say IT IS AWESOME! At least the blindness option is. Lvl 8 necromancer with Greater Spell Focus Necromancy (and cheesy high Int by dint of some luck) means that even high fort savers need to fear this spell! If you cannot see us, we can gut you like yesterday's catch! (yes it's an evil campaign :P ) 50% miss chance, reduced AC & speed and auto sneak attacks tend to kill opponents in 1 round flat. And if we aren't killing them then we can safely ignore them as they are essentially harmless as long as you stay out of their way, which only requires a 5 ft step in most cases. As the duration is PERMANENT it also means they are unlikely to escape to come back another day ![]()
![]() Mojorat wrote: Pretty sure the size step bit ie based on the lycanthrope not the animal. Ie a hill giant wereboar can't infect a halfling. Nope - its based on the animal size Quote:
(emphasis mine) ![]()
![]() Adam Chapman 109 wrote:
First off - a lycanthrope can only shift 1 size step; so a medium character can become a large animal (eg tiger), but a halfling (or other small PC) cannot become a weretiger (or any were creature greater than medium size) Secondly - size mods to AC/to hit/CMD/CMB are applied as normal (see stats for weretiger). Actual Str/Dex is based on the base/creature strength + template adjustments
Quote:
Also note that in Pathfinder Change shape is based on Polymorph which means any belt/headband that adjusts your stats is carried over into your new shape. Quote:
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![]() Paz wrote:
Owl's Wisdom - you won't get the extra spell slots, but you will get the spell DC boost. Alternatively - get a combined headband of positive channeling & wis - its PF legal, not sure about PFS. Costs 17,000gp (+2 Wis) or 32,500gp (+4 Wis) ![]()
![]() Feat: Undead Master (p158)
PRD wrote:
Using the Command Undead feat doesn't allow you to animate undead, should it not perhaps simply read: "When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher."?![]()
![]() Seems legit, Vestigial arm lets you hold extra stuff but not have extra attacks unless you take TWF. Nothing in the Spellstrike seems to say he cant use it with a two handed weapon, BUT in Spell Combat you need a free hand. A generous DM may let you use a 2H weapon and the vestigial arm for spell casting. ![]()
![]() Ffion_Tarokka wrote:
just a quick outline: 25pt build
This leaves you 6 points to play with: can incr str/dex to 17 or both to 16 or adjust your mental stats a bit to reflect your character concept You'll also have a 4th level stat point to place somewhere, I'd suggest Str. Favoured class: Fighter +1HP/lvl or human bonus Weapon - either a martial a light weapon or a double weapon (so that weapon focus etc counts for both hands) Armour: at this level probably chain mail or a breastplate, but eventually aim for Full plate feats:
Weapon training (double weapons or whichever group your weapon falls in) Assuming you don't increase your strength any and a non masterwork/magical weapon (hopefully you'll be able to buy one at this level) this will give you attacks of: primary hand +6To Hit 1d8+5/19-20 crit range x2
You'll have an AC of 19 (or 20 when fighting with two weapons) + magical bonuses Over time you will need to raise your Dex to 17 by 6th level and 19 by 11th level (via items or stat point boosts) so that you can take Improved & Greater TWF If you have access to more than the Core Rule Book, especially Ultimate Combat you may want to raise your Int to 13, take Combat Expertise & then go down the Two Weapon Feint route Otherwise just take Greater Weapon Focus/Specialisation, or any other combat/critical feats as fits your concept. Good luck & enjoy ![]()
![]() pokepotter4 wrote: I need some help naming the gods for my campaign, the gods` alignment and portfolios are: LG goddess of heaven (Silver Dragon) - Elayura NG god of the sun, life and healing - MelinorNG goddess of the moon, hunting and lychantrophy - Ciliane CG goddess of the earth, farming and freedom - Asindara LN god of deserts, travel and starvation - Dyrin
LE deity of secrets (Aboleth) - Shurinmal
A few random ideas - gd luck getting them named ![]()
![]() JoeNobody wrote: Question: can a ghost be affected by the magic jar spell? Does anything weird happen? This is gonna come down to the DM ruling of whether Ghosts have bodies or not. Ghosts aren't the only incorporeal creatures, so this ruling will affect whether or not any other incorporeal creatures can be affected. If you decide that they can be affected keep in mind that the caster will only be able to target a manifested ghost and not be able to use any of the ghost's supernatural abilities. So it means a caster will be able to affect ethereal targets but wont be able to use touch attacks/spells on material plane targets. NO horrific gaze or corrupting touch however. ![]()
![]() Vivar wrote:
In both 3.5 & PF druids also have the "share spells" ability with their animal companion. So if your druid were to get the ability to cast Mind Blank, then yes they would share it. The caveat being that they can't share spells cast by another caster on the druid, which is the same for all familiars/special mounts/animal companions. Also note that if the Animal companion/familiar moves further than 5ft from its master it looses all shared spells and doesn't regain them when it returns. So - the long and the short of it is - get Mind Blank cast on your Animal Companion unless you plan to multiclass massively AND keep your Companion right next to you at ALL times. ![]()
![]() 3DArtwork wrote:
d20SRD wrote:
Also stated on pg 143 in the PHB 3.5 Choosing not to move after a Standard Action does not turn it into a Full-round Action, its merely a choice to abdicate that part of your action. Hope that helps ![]()
![]() BenS wrote:
Not quite that difficult: SRD wrote:
You already meet the first two requirements and assuming you have an INT of 15 you would have to make a DC 10 caster level check (Caster lever 9 for scroll +1). And yes, you'd roll 1d20+4, unless you have any items/feats/other that increases your wizard caster level. BenS wrote: EDIT: and if I fail that roll, is the spell still on the scroll, or ruined/cast?? If you fail the spell and the WIS chk, then the spell is expended from the scroll but a scroll mishap occurs. The rules don't seem to explicitly state what happens if you make the WIS chk, but I would rule that you merely waste your action and that the spell remains on the scroll. ![]()
![]() Asteldian Caliskan wrote:
I'd suggest a dwarven monk and forget about using the quarterstaff, your natural weapons will outpace the damage it can do relatively quickly. As for feats I'd go for:
Other MM feats that are worth having for a monk are Improved Natural Armour & Ability Focus (stunning Fist) Your 4th level stat point should either go to Strength (eventually improving attacks & tripping) or Wisdom (eventually improving AC and stunning fist DC) Get yourself a Kama to avoid being tripped if you fail your check. If its silvered, then you will also have a few more options to overcome DR. Once you can afford it you should also get a Monk's Belt (13,000gp). Good luck & enjoy! ![]()
![]() Black Fang wrote:
<SNIP> This has been re-written as Oversized Two-Weapon Fighting in Complete Adventurer I believe. I'd probably suggest that feat together with a Homebrew variant on Monkey Grip to allow the use of a two-handed weapon with one hand. I have done something similar with Exotic Weapon Proficiency (bastard sword) & Oversized Two-weapon fighting. Its fun playing a character with a bad-ass big sword in each fist :P ![]()
![]() Dragon 661 wrote:
I would ignore the AC 17 statement as it doesn't take into account Dex/size bonuses. Yes, your cleric would then have an AC 30 in that example & any modified hit roll that rolls higher will hit normally, but anything that misses damages the armour (I'd probably make an exception for a fumble). So any To Hit roll of less than 30 (without being a fumble) damages the armour, but if you get over 30 you hit the PC instead & leave the armour undamaged. I think its unlikely this spell will do more than absorb a 1-2 blows before the bone armour crumbles, its HP is just too low to to absorb much damage. Hope that helps ![]()
![]() Can'tFindthePath wrote:
Oops! My bad. You're totally right of course. That's what I get for posting after a glass of wine on a Friday eve (UK time that is) ![]()
![]() ArchAnjel wrote:
I'd recommend a straight up high dex Ftr or Ftr/Rog with a composite longbow/repeating heavy crossbow. Feat wise go for the Multishot/Rapid shot chain plus Weapon focus & specialisation. The non-core feat Improved precise shot from Complete Warrior eliminates the -2 penalty. Taking Improved Initiative to catch opponents flat footed for a sneak attack the 1st round can be devestating. Weapon wise - I'd load the weapon with bonuses and additional fire/acid/etc damage and stock up on every single bane arrow you can lay your hands on. Mounted archery can also increase your options in combat as you can make a full attack and move at your mount's speed with a free action DC 5 ride check ![]()
![]() dmchucky69 wrote:
Looking at the online SRD for both the power and the entangled condition I can see how you are reading it this way, but the power description says nothing about the ectoplasm anchoring against anything. Think of it more like a psionic tanglefoot bag minus the "stuck to floor" option. ![]()
![]() SmiloDan wrote:
D'oh! Totally misread that. In that case possibly a Hill Giant Dire Wereboar or Ettin, either with barbarian levels or Ranger with favoured enemy (any PC race). And on a the sneaky side I'd have druid hang at the back to attack the ship directly via Warp Wood or something similar. Even if defeated it would affect the ship's performance and could precipitate a race for a safe harbour before the ship sinks. ![]()
![]() SmiloDan wrote:
Anything that could melt that ship out from underneath them would be a major worry I'd bet :P Anything with a fiery breath weapon would do, but esp if it can fly or swim away. My personal favourites would be a dragon or 12 headed fiendish pyrohydra. I'm not familiar with the War Hulk PrC and unsure how it would work with either of those, but the combination of destroying the ship while dishing out damage to multiple PC's should make your players pause a bit. PS - just thought of a half dragon fiendish 12headed pyrohydra (CR 16 before the War Hulk PrC). 2 types of breath weapons, 12 bites & 2 claw attacks with reach, flight & swim abilities. Sounds deadly. Enjoy ;) ![]()
![]() SmiloDan wrote:
You could try the Shadow Creature template from the Manual of the Planes (CR+1) and just add it to any appropriate nautical monsters. I'd also suggest that if they are passing close to land perhaps using an aerial monster (or a shadow version of one). For some reason I'm seeing a group of Shadow Harpy Archers attacking the ship while staying out of reach of the melee fighters, could be fun ... ![]()
![]() Hunterofthedusk wrote: [Stupid Question]Okay, after reading the entry in the PHB about damaging an object, I am ever so slightly confused. Does acid and sonic damage ignore hardness? Because it says to apply it normally and it doesn't make any clarification as to whether it does or doesn't, while every other entry for energy types tell you that it does (for example) [it does half damage. Divide by 2 before applying hardness]. Is ignoring hardness for acid and sonic implied by the omission?[/Stupid Question] I read it as ignore hardness. If you want to rationalise it, acid melts and therefor hardness means bugger all; sonic sets up harmfull harmonics so once again hardness has little to do with resisting damage. ![]()
![]() JezzaL wrote:
As written that is what it seems to say, except any creature in the area only needs to fail the DC 20 save to be caught in the fissure. Personally I'd prob allow a climb check for a 10ft deep chasm at a DC of 20 (15 for rough natural surface + 5 for it still being crumbling). The only downside is that even if you make the check you still would need a movement of 40ft/round or more to make it out in 1 round. A standing start high jump DC of 80 should also make it out. ![]()
![]() Mike Cary wrote:
I'm no expert, but a quick look at the SRD on bloodlines says nothing about the base creature becoming Large size or a +12 STR bonus. It does say "characters bearing giant bloodlines tend to be massive for their race" and it only gives a +1 STR ability boost at a specific level. Hope thats usefull ![]()
![]() Hunterofthedusk wrote: We're getting ready for a new campaign, and I was looking into make a Hexblade. I was looking into the class more for the roleplaying opportunities and background possibilities (he's going to be the brother of the party warlock), but I also like the possiblities that the class provides, combat wise. I was just wondering what some of your suggestions would be for a decent Hexblade build, or even some information on supplemental rules you may know of. I've always thought the Hexblade could be a very interesting class. Some things I would look at if I were you would be the extra feats in one of the Dragon magazines (the issue mentioned above). Also Arcane Strike is very usefull. Spell choice wise: only pick spells with no SR as your caster level is pretty pathetic. Personally I like picking debuffs & curses from a thematic point of view. Combining Intimidate checks, Hexblade curse & Enervation can potentially lead to an enormous penalty on an opponent. ![]()
![]() The Black Bard wrote:
SRD wrote:
A bit of a conundrum, but I think the sonic energy has a blanket effect on affecting objects. Its just not clearly stated in spell descriptions. ![]()
![]() TGZ101 wrote:
If you're considering Shield as a spell I would personally prefer Mage Armour: its got the same bonus, lasts a lot longer and can be cast on another (just in case the fighter looses his armour to a rust monster :P ) Once you are high enough level to have Bracers of Armour +5 or more you can swap it out for Shield to get both bonuses if necessary. ![]()
![]() carborundum wrote: One of the players in my 3.0 campaign has a ring of jumping and boot of Striding & Springing. This means an average Jump check of around 50 letting him spring into the rigging of the Sea Wyvern and generally lark about. On a side note - the ring & the boots both provide a competence bonus so they'd overlap rather than stack ![]()
![]() roguerouge wrote:
Hmmmm - how to make this fun. Seasick + morning sickness = lots of nausea! Have her roll a % chance to be nauseous at the start of any activity, or make a Fort save vs DC 10 + 1/2HD + con mod every time instead. Combine this with the cooking of a drunk (and probably sub par) chef and there may be some fun. The wand of prestidigitation may help the flavour though.Also take into account her changing body - give a minor Cha bonus (for the pregnancy glow) and increasing Dex penalty after say 6months pregnant. Finding clothes (or even armour) to fit her changing body while at see may be a problem too. And if the Cleric is the primary healer present at the time of birth, you'll have to work with player to figure out how much a Vow of Chastity character knows about midwifery - this could lead to possible complications at that time. You could also engineer an attack during the birthing, necessitating the need for the cleric to split his/her focus. To have fun with the goblin component: thats more difficult, but you COULD have them suddenly start worshiping the PC in stead of the god the Cleric had been converting them too. Some nice possibilities of intra-party tension there Good luck and let us know how it goes ![]()
![]() Jal Dorak wrote:
The only spells I know offhand that can do this is Heal & Mass Heal. ![]()
![]() Jal Dorak wrote: That is a cool idea, except that planar binding only allows you to call an elemental or an outsider. Ghosts are not either, nor can they be. Damn, I just checked the line that reads "to lure a creature from another plane to a specifically prepared trap." Oh well, back to the drawing board. Though Roguerouge as DM could allow it.
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