Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
DM: Haer Kul will try not to get distracted by the pretty pretty fire, and he'll stay in full defense, till one of the Akata is defeated. Then he'll 5-foot step away from the remaining one, and then move away.
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
Haer Kul has a take-10 perception of 20, which is what I believe Slick got on his Stealth. Can I assume that Haer Kul is aware of where Slick is and what he's doing? Haer Kul will move up to where he can look around the corner at the Akata, and observe them. Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
"Allow me. I can burn it. With fire." Haer Kul holds his palm aloft where the fire from the produce flame spell still burns. His grin is a little off-putting. If no one objects, Haer Kul will step forward and begin burning the thing.
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
Apologies for the delay. I don't think this is gonna be worth the wait. "I am not keen on receiving any parasites today. I hope that grease is flammable." Haer Kul snaps his fingers and a flame appears in his hand. He throws the flame at the Akata ranged touch attack: 1d20 + 5 ⇒ (2) + 5 = 7, fizzle: 1d6 + 4 ⇒ (2) + 4 = 6
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
"...Slick" wrote:
"Wait. Gnome cages? Mr. Slick, gnomes are not caging. And these cages are clearly sized for your ilk." I don't see anything further to do here right now.
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
"Mr. Slick, I think this qualifies as 'valuable'. You were quite correct." He inclines his head. Haer Kul will study the runes to see if he can decipher them: knowledge and linguistic checks: Knowledge (arcana): 10 + 6 + 1d6 ⇒ 10 + 6 + (3) = 19 Knowledge (dungeoneering): 10 + 6 + 1d6 ⇒ 10 + 6 + (6) = 22 Knowledge (engineering): 10 + 6 + 1d6 ⇒ 10 + 6 + (5) = 21 Knowledge (geography): 10 + 6 + 1d6 ⇒ 10 + 6 + (2) = 18 Knowledge (history): 10 + 6 + 1d6 ⇒ 10 + 6 + (2) = 18 Knowledge (local): 10 + 6 + 1d6 ⇒ 10 + 6 + (3) = 19 Knowledge (nature): 10 + 6 + 1d6 ⇒ 10 + 6 + (6) = 22 Knowledge (nobility): 10 + 2 + 1d6 ⇒ 10 + 2 + (6) = 18 Knowledge (planes): 10 + 6 + 1d6 ⇒ 10 + 6 + (6) = 22 Knowledge (religion): 10 + 6 + 1d6 ⇒ 10 + 6 + (4) = 20 Linguistics: 10 + 7 + 1d6 ⇒ 10 + 7 + (4) = 21
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
Haer Kul sighs. "Good work, M Runecloak and M. Alvario. You have successfully distracted the klaven from noticing my distraction."
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
What Haer Kul should have done if he had been listening instead of talking in an outRAGEous accent...: Haer Kul gestures, and four torch lights appear in front of the door at the other end of the passage. They slowly move towards the party bouncing as if being carried by invisible humans. They stop 15' from Morgrom, and then hurry away back towards the door. ( dancing lights ) Haer Kul moves back beside B3-N3R.
(I had this all typed in, then realized I had already gone.)
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
"I too have read about these, but this infernal headache makes it hard for the little grey cells to function. I have read about creatures known as Akata. They can create cocoons of fibrous metal to protect themselves as they travel through space on meteorites. I vaguely recall something about them carrying disease.." Haer Kul will move to AT35. "Perhaps I will wait to attempt repairs."
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
"Those tentacled blue lions, they are, how do you say, out of place. They bother me." Knowledge(Dungeoneering) (Cmon paizo dice!): 1d20 + 6 + 1d6 ⇒ (1) + 6 + (5) = 12 ... I hate you, "random" number generator... "I can fix this if I have the parts, and if those creatures do not eat me. Alas, I do not know if I can appear unappetizing. M. BRN3R, where is the storage room with the parts?" I hope it's not on the floor where started.
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
Haer Kul lifts an eyebrow. He move towards the damaged pipe, and examine it to try to determine its purpose. Assuming he doesn't think it's dangerous to do so, he'll see if he can fix it. He'll take 20 if he can, otherwise take 10. If he can't do that, then use the roll. First he'll examine the pipe carefully: Perception: 20 + 10 = 30 (if he can't take 20 or take 10: perception: 1d20 + 10 ⇒ (8) + 10 = 18 I assume Knowledge(engineering) is more appropriate than Disable Device here (since it looks like the disabling has been done) knowledge(engineering) take 10 w/inspiration: 10 + 6 + 1d6 ⇒ 10 + 6 + (5) = 21
I don't know if alchemy is useful here (for the contents of the pipe), but: craft(alchemy): 1d20 + 8 ⇒ (10) + 8 = 18
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
"Do not provoke the Wyrd. It is a kind of plasma elemental, and it may not mean us any harm. I wonder if it was imprisoned and used to power this facility." To himself: "I hope this thing is not from Zetar..."
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
Haer Kul wrote: "I am not an expert in matters arcane ..." knowledge(arcana): 1d20 + 6 + 1d6 ⇒ (17) + 6 + (3) = 26 "Oh wait, yes I am." knowledge(planes): 1d20 + 6 + 1d6 ⇒ (14) + 6 + (2) = 22 Can Haer Kul supply any additional info about the Comozant Wyrd?
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
Perception: 10 + 10 = 20 "Mes dieux! Slick, he is seriously hurt! And dripping blood on the floor, which could be a slipping hazard." Haer Kul will find Slick's cure moderate wounds potion, and administer it to him. you are healed!: 2d8 + 3 ⇒ (8, 6) + 3 = 17
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
DM Rambler wrote: There is also a grey-green mass in the remains of the blob, which looks familiar to the heroes from Holver's Ferry. Something similar was attached to the back of the simple woodsman Silam Oddle. "Worst. backpack. ever." "I too can use the wand with some difficulty." with #paizodice, a LOT of difficulty
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
In spite of Petronicus' interesting strategy, I am indeed waiting to give the CLW to Morgrom. I can take one of Morgrom's CMW and administer that afterwards.
Everyone: Neil is correct. I am away, and internet is spotty. (ie. I have to choose between free WiFi or the beach and free booze. The WiFi is not winning.) Haer Kul doesn't have very effective attacks. He's happy to deliver potions in battle, and be used as a trap detector/remover in non-combat. I'll be back Monday morning.
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
"Is there anything in extra extra small?"
if that fails and he has time ...:
craft alchemy: 1d20 + 8 ⇒ (14) + 8 = 22 craft alchemy: 1d20 + 8 ⇒ (5) + 8 = 13 craft alchemy: 1d20 + 8 ⇒ (7) + 8 = 15 craft alchemy: 1d20 + 8 ⇒ (9) + 8 = 17 craft alchemy: 1d20 + 8 ⇒ (1) + 8 = 9 craft alchemy: 1d20 + 8 ⇒ (3) + 8 = 11 craft alchemy: 1d20 + 8 ⇒ (19) + 8 = 27 craft alchemy: 1d20 + 8 ⇒ (12) + 8 = 20 craft alchemy: 1d20 + 8 ⇒ (7) + 8 = 15 Is there anything special about the alembics?
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
"Are the creatures being converted to klaven, are they dead before conversion, or does the process kill them?" Haer Kul will cautiously enter the room and, if safe, approach the vat to the right of the door. Perception: 10 + 10 = 20
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
"Consider the cloak freely given, Mr. Slick. I am sure that if someone else wanted the cloak, they would have said something by now. And it will add a much-needed stylish touch to your overly practical garb." He touches the brim of his Homburg hat and winks.
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
"Perhaps I can be of assistance?" Haer Kul will take 10 to try to open it. If that doesn't work, he will keep trying.
Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
Haer Kul will make his way to the edge of the pit, and try to catch the rope. If Haer Kul can find something solid (and immovable to tie the rope onto (Perception: 10 + 10 = 20), he will do that. Otherwise he will call the others over: "Mr. Petronicus, Ms. Andretta, we will need all of us to hold onto the rope."
Search Posts
1) Do you still get two "Katanas" when unsheathed? or just one? 2) What category do they fall under? Light or One Handed? 3) If you enchant the Katanas, do those ends of the Quarterstaff also get enchanted? 4) Is there an action associated with "drawing the katanas from their case" or is it like normal drawing of a weapon? 5) Can you use Shilleleigh on the weapon while the blades are sheathed and it acts like a quarterstaff?
Hi All, So I have an idea for a campaign, and I was curious to see if it sounds fun to anyone. BTW if you identify as Bobthesatyr, Thorin the Thunder Tamer, DestroTheSlayer, or AirRazor, stop reading. I really like the idea of the Star stone and how it can turn people into deities by some sort of mystical trial. However, it seems hard to build a whole campaign around it, because you either become a deity or die in one little adventure. I would like to open up the deific process and make it sort of a contest I was thinking of building a world where every so often, magical artifacts activate, and the contest begins. I would have the campaign start off with the characters already level 3 or so, in the final room of a dungeon they were clearing. Its full of goblins, and anyone who can understand Undercommon hears the goblin leader baddy talk about how no one can take his "talky man box". This is to introduce them quickly to the major driver of the campaign, and also give their characters a reason to stick together Once the threat has been taken care of, the adventurers find that the box is announcing a contest of legend. The start of the deity contest. By communing with the artifact, the adventurers can enter the contest. It would state some rules, but leave alot of stuff obscure and not explained. Heres some ideas for how the contest would work - You do not need to enter the contest at all. The party could just see how it plays out and continue adventuring as normal - The party can decide to become deities. The box would explain that there are three roles to play: Deific Aspirant, Demigod Aspirant, or just Follower. Deific Aspirants are the people who are trying to become gods. They are the ones trying to collect the deific power, need to perform the communions, and are the biggest targets for potential enemies. Also, if they die at any point, their soul is consumed and they cannot be ressurected by any means. Demigod aspirants are bound to a deific aspirant and are trying to help them on their quest. If they die, they can be ressurected as normal. If their aspirant wins the contest, they can become demigods under them, or be recruited to serve under a god that better suits their alignment. Followers are not divinely connected to either the demigod or deity aspirant. They can be ressurected as normal, and can't be detected with the specific divine power generated by the contest. Their reward would have to be given to them after their aspirants win. -Deific power is what the adventurers need to collect to win. There are several ways of collecting it: --Finding artifacts strewn about the land. The Deific Aspirant(s) need to commune with it for several hours, and the artifacts cannot be destroyed or moved in any way. --Destroying legendary creatures, or felling other aspirants can grant some power. They need to commune with the corpses for awhile and the corpses can only be moved 100 feet from the death site. --Appeasing the current gods in any manner of ways might get them some small amounts of deific power. --Awesome moments that show what the deific aspirant hopes to become the paragon of, perhaps to their own detriment Deific power would not really hold any mechanical benefits. However, the more power you gain, the easier it is to find other sources of deific power. Conversely, the more power you have, the easier it is to identify and find the aspirant as a contestant. Also, with more deific power, you become more susceptible to the powers of the current demigods and gods, to your detriment or benefit. As the heroes get closer to winning the contest, gods who oppose their beliefs might try and screw them over, while gods who share in their beliefs might try to help them. I am also considering allowing the aspirants to sacrifice some of their deific power to force bad stuff to happen to another contestant. Classes that already follow deities for class features can also try to become gods themselves, but if they want to retain their divine powers, they must either commit to themselves or enter a outstanding divine contract with their current deity, saying that if they win, they must ally with them and support them in all future deific endeavours. So what do you think? Good Idea? Bad Idea? It kinda turns into divine highlander + mario party. I am not sure what the end state of the campaign would be. I am also hoping these complex rules wouldn't be too overwhelming
So I was looking for a way to min max wild empathy, because I thought it would be fun to be able to be friends with all of the animals. But while doing so, I stumbled upon the perfect build for any character that would be stuck in one or two types of terrains for a campaign. In these chosen domains, you will be absolutely amazing. Outside? Meh. But it makes for an interesting Aquaman or other such character People are probably familiar with the basics of this but I will go over it anyways: This is a 10 Slayer 10 Horizon walker build. The main goal of the build is to boost Favored Terrains as much as possible. Horizon Walker is obvious, with their Terrain Dominance ability, granting your Favored Terrain bonus as a Favored Enemy bonus to any enemy who lives in that terrain. The prestige class itself grants many domains. Slayer was chosen because it is Full BAB, and has access to rogue talents. The rogue talent we will be focusing on is Terrain Mastery, which grants you a favored terrain and increases your existing terrains bonus as well. Assuming 20 pt buy, I would recommend STR for this build, as power attacking is the least feat intensive fight style that wont leave you super underwhelmed when you aren't in your special area. Stats are as follows:
Choose Half Orc, with the alternative trait that grants Endurance as a bonus feat First we go 6 levels of slayer, with our favored class bonus going towards the extra slayer talent. First feat is Power Attack, All other feats for the rest of the build will be Extra Slayer Talent, getting Rogue Talent -> Terrain Mastery for another terrain. All slayer talents will be, you guessed it, Rogue Talent -> Terrain Mastery. We will also need atleast 6 ranks in Knowledge Geography Once we hit 7, we start going full blast into Horizon Walker. Over the course of these 10 levels, we will gain 7 terrains, and the capstone grants a +2 to all existing terrains and makes any terrain we currently do not have as favored terrains a +2 bonus. Terrain Mastery as the Horizon Walker ability grants some nice bonuses, but the real deal is Dominance. With dominance, we gain that aforementioned favored enemy, and also a stronger ability related to terrain. Some of these grant spell like abilities, like the amazing Astral option, that grants Dimension door as a spell like ability 3 times per day + WIS mod. Once we get through the prestige class, just finish up with 4 levels of slayer, continuing to acquire terrains A nice little item that enhances this build are the boots of friendly terrain, which grant an additional +2 bonus to a terrain of your choice.
So, counting all these up, we have 9 Feats which go towards terrains, 5 normal slayer talents going towards terrains, 1 bonus slayer talent from favored class bonus going towards terrains, 7 terrains from Horizon Walker, 2 "effective" bonus terrains from the capstone and the boots. Adding these together we get... 23 Favored Terrains(Effective level 24 due to capstone). A whopping +48 Favored Terrain bonus for our first terrain. Thats +48 to Initiative, Knowledge Geography, Perception, Stealth, and Survival skills. Also against any creature that comes from that area, +48 to Bluff, Knowledge, Perception, Sense Motive, Survival AND to hit and damage. Wow. For a lesser bonus, you could take the ranger combat style feats to gain Two Weapon Fighting feats to get more attacks in. Also for a much lesser bonus, you could swap out slayer for some Hunter Levels and pick up Nature Warden as a prestige class. 2 Levels gives you your favored terrain bonus to Wild empathy checks, and half of the favored terrain bonus as an insight bonus to AC. If you keep up with the spellcasting aspect, you could take up Instant Enemy and Terrain Bond for more flexible applications of your crazy bonuses. So what do you all think? Did I make any errors that should be corrected? Have any other suggestions for the build?
Hey All, So I was looking at the Totemic Skald archetype, and I thought the Bull Totem would be cool to use for a character. However, I haven't been able to find any defined creature for a Bull to wildshape/speak with animals to. Are there animals considered "Bulls" for these options or is it just broken and I won't be able to use those features?
Not quite sure if this is the correct forum for this but I wanted to share. So my first PFS character, a cleric named Amoran hit level 12 a while ago and I was super stoked about it. So I commissioned someone to draw him to commemerate the achievement. He did a really great job and now I want to show it to people. Here is Silver Crusader Amoran, cleric of Erastil, with his companion named Vigil. What do you think :)
So I have a Siege Mage I am playing in a seafaring/piratey type campaign that will involve alot of ship combat. Are there any wizard spells in particular that will help our ship be awesome, or help us in ship based combat, or help us get out of sticky situations? Currently I am level 7(effective wizard level 6). I already have Track Ship as a spell to help us hunt down ships we find in cities, but I feel like we need some protections/speed boosting for our ship
Hi All, So I have had an idea in my head for a bit, and wanted to get your input on it. The basic gist is of this build is to use the Wind Subdomain to bullrush several enemies, and then using Greater Bullrush in conjunction with a reach weapon and/or being enlarged to get multiple Attacks of Opportunity off on them. My current idea is either a druid with the air domain, who shapeshifts and then can use the higher STR and size increases to help boost CMB, or use a cleric with the plant domain to get larger for a larger reach. My two biggest current concerns are:
B) Feats. I am looking at Combat Reflexes, Power Attack, Imp Bull Rush, Greater Bull rush, and if I want to try and be less MAD, perhaps the channel smite into guided hand feats. I am thinking of using either a Dwarf for the alternate race trait that grants a +2 bonus to bullrush, or Human to help with the feats. So what do you all think, how would you build this? I know its probably not optimal but I think it would be fun. If I go druid I could also transform into an earth elemental, glide under the earth, and bullrush someone up into the air like a geyser.
Can an Unarmed Strike become an Arcane Bond? Can it be enhanced as a normal weapon using craft magic weapons and armor? I think it might, let me give scenario of how it works: Marko the Adventurer has a dream, a dream to become an arcane trickster. So Marko starts adventuring, his initial level being Snakebite Striker Brawler. This gains him an unarmed strike that "is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons." OK so it counts as a manufactured weapon. Next level he needs to get his spellcasting on, so he picks Wizard. As his arcane bond, he would like nothing better than to apply it to his unarmed strikes. An arcane bond "must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality." So his Unarmed Strike is now considered a Masterwork Manufactured weapon. Marko levels up a few times, and hits level 5. He of course has Magical Lineage, so his caster level is 5 as well. He decides he wants to craft a magical weapon, out of his manufactured masterwork unarmed strike. So with that out of the way, do you think unarmed strikes could be enchanted? I think I would allow it in my games if it applied to a certain limb, but just have unknown part of the character be arcane bonded would be odd. Thoughts?
Hey All, So for awhile now, I wanted to make a throwing character. But, when I looked around for advice, and looking at stuff on my own, it seemed like several things conspired against it to make it a main form of combat. However, I feel like with the creation of the Warpriest, some of these issues are alleviated. This is how the Warpriest solves the issues: 1) A throwing based character relies on having multiple enchanted weapons, which is hard to fund. Fortunately, there is a cool item to help with that! Its called the Blinkback Belt. This leads to another problem 2) It takes up the Belt slot! I need that slot to boost Dex! This is a toughie, but fortunately for us, we have two feats to help us out.
3) But, Ranged Weapons have pretty short ranges! There are traits, feats, items and enchantments to help us with this. But there is also the Air Minor Blessing, which allows us to make ranged attacks without any range penalties, and without provoking for a full minute. 4) Speaking of feats, we need a good amount of them to make ranged attacks work! Luckily, Warpriest gains a bonus combat feat every 3 levels. Also, if you take the Human Favored Class bonus, you can gain ANOTHER bonus combat feat every 6 levels! So with those issues addressed, lets get into a sample build: One thing of note: This buiild isn't going to come into its full glory until level 7, due to the feat selection we need not being available until after level 4 Human Warpriest of Gozreh, Level 7 23500 Gold to Spend
STR: 14
Feats:
BAB: 5, FORT: 8, REF: 5, WILL: 11 Blessings(6 times per day):
Fervor 2d6(9 times per day) Spells: 6 1st, 5 2nd, 2 3rd level. DCS are 17, 18, 19 Sacred Armor and Weapon +1, 1d8 Damage Traits: Fate's Favored, Reactionary So with this character, we should be able to use Fervor to cast Divine Favor as a swift, Use a blessing, and then get into position 2nd Round, we can enhance our weapon and armor with sacredness, and start hitting stuff for +18 to attack if we are in 30ft for 1d8 + 8. With Rapid shot and Deadly Aim, this goes down +14 but we get 2 attacks for 1d8 + 12. Not too shabby for also having fairly high DC spells, a good amount of fervor, and an awesome willsave. We also have an initiative mod of 8 which is pretty good, and we have a nice AC of 25. If we get stuck in melee, we can also use our trident there with roughly the same attack bonuses. So now my question for you guys is what would you change/improve about this build? Would you use it? To be honest I am sad there aren't more favored throwing weapons for Air domain deities, but I suppose you could pick a different blessing to get some other weapon choices. It also would be difficult to play if you start at level 1, although you have spells so you should still be useful. Tell me your thoughts :)
So say I have a weapon from the ranged category, like a chakram or a javelin, how can I tell what hand category it applies to? This is important because you can have 4 light weapons or 2 one handed weapons in a blinkback belt, but to knowledge such weapons do not have such categorizations. Also if I wanted to Two weapon fight with chakram, do I take the one handed penalty or the light weapon penalty? Are there any rules in place that answer these questions?
Say I am a 7th level Skald. I start raging song as a move action. Can I choose to not gain the effects of the song like my allies can? I ask because in the same round, I would like to cast Allegro, which requires the song to be active, but raging song does not allow you to cast spells, unless I missed something Thanks!
So I have a question with regards to the swashbuckler's definition of a piercing weapon. I would like the interpretation to be as RAW as possible for PFS. Does a weapon count as light or one handed piercing in the following scenarios: 1) A rapier used with the Weapon Versatility feat to do bludgeoning or slashing damage
Thanks!
Hey All, So I have a few questions regarding enhancing an arcane bond. According to the FAQ, if you have a bonded item as your arcane bond, you can follow the crafting rules to enhance your item, assuming you meet all pre-requisites: FAQ wrote:
There is a part under the magic item creation that states this: Magic Item PRDPRD wrote: Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites. So say I have a wizard with an amulet. He wants to turn it into an amulet of natural armor. An amulet of natural armor requires Craft Wondrous Item, Barkskin spell, and caster level of enhancement desired * 3. Lets assume he is level 3, so he meets the caster level pre-reqs for a level 1 amulet. He also has any crafting feats required per arcane bond as long as the caster level is high enough, which 3 is fine for Craft Wondrous Item. Problem is, he needs barkskin. So with that in mind I present the following questions: 1) Can a wizard buy a spellcasting service to meet the pre-requisites for the item.
Thanks for reading and I look forward to your input
Hi All, So for a home pirate campaign I will be in, I decided to man the cannons of our ship as a Siege Mage. Siege mage gives up alot of stuff for the ability to bond with cannons, but I am not sure how it would work in combat with the currently worded rules. The siege engine page can be found here: http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/siegeengines.html So every siege engine has a crew, aim, and load sections to it. So lets take the fiends mouth cannon as an example. It has 3 Crew, a 3 load speed, and 1 aim action. Would the 3 Full Round load actions be split up amongst the crew? or does it take the entirety of the crew 3 full rounds to load, 1 full round to aim, and then I assume a standard action to fire. Can I use more crew to make this process faster? Does the cannon count as a firearm with regards to feats, like vital strike, rapid reload, and other stuff? Any help would be helpful, thanks!
Cleaving Finish reads as such:
If I wanted to sub out the attack with a Sunder combat maneuver for "another opponent", could I:
Hey All, I was taking a look at traits and saw this nice little one: Quote:
So with this in mind, could you use a light pick,heavy pick, or pickaxe as your tool for Profession(Miner) and get a +1 to attack with it, or an axe with Profession(Woodcutter), or a War razor for Profession(Barber)?
Hey All, So currently in PFS, I have a level 8 cleric/1 monk. Due to some mechanical changes I want to change with my character, I want to switch that 1 monk level to a paladin level. However, given the strict moral codes of paladins, I am concerned how to go about roleplaying him. Right now he is a Lawful Good cleric of Erastil. I play him as a man who used to be a hunter for his village, so he enjoys hunting. However, his primary directive in the party is to protect his party members. This means backing them up if they get into trouble, potentially lying to get into situations where he can keep an eye on them, and so forth. So he is mainly focused on the hunting/protection portion of Erastil's portfolio With the strict following of the Paladin's code, however, I feel like my options are going to be more limited. I don't want to be forced to "sell out" my companions to stay in line with the laws. Is there a way to play around the paladin's tight rp structure or should I look for a different class to swap out with
Hey All, So I was looking for animal companions to use with my animal domain, and I saw the glorious Tyrannosaurus Rex. I wanted to use him, but then I saw this post declaring that the Large Ape has reach. On the Animal Companion listings for Large Ape, there is no indication that the large ape has reach. So am I missing something where there is a solid way to determine that an animal companion has reach? Thanks in advance for the input :)
Hey All, So after some reading around I became interested in PFS and wanted to make a new character and give it a try. I have the core rulebook and going through the creation process listed in the intro to PFS guide. However, I am stuck on the part where you select traits. The current guide I have reads: Guide to Pathfinder Society Play wrote:
So, listed in this document are several factions traits, which I can use if I join that faction. But I can only have one of those. I do not own the Advanced Players Guide and the link to "paizo.com/traits" does not work for me. Where should I get my other trait from? Thanks! |