Demon Hunter

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Say a character, due to a spell, has Fast Healing 5 and gets taken down with a critical hit: what would happen, would the PC go to Dying 2 and then on his next turn, would the PC gain 5 hit points, be Wounded 1 and regain consciousness? And would it be any different with Regeneration 5 (deactivated by acid), same scenario?


Just curious, if there is a hazard that for its routine makes multiple attacks, would the attacks beyond the first one suffer from MAP?


Just curious, if there is a hazard that for its routine makes multiple attacks, would the attacks beyond the first one suffer from MAP?


So my group is running. fall of Plaguestone, and against the fight with the Blood Ooze, the group’s Sorceror rolled a critical hit with a Hydraulic Push.
Now, Oozes are normally immune to critical, and as as per the CRB:

Core Rule Book, Pg. 451 wrote:
Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as Grapple and Shove).

So, the damage would be normal damage. But, a Hydraulic Push, on a critical, does 6d6 and is pushed back 10 feet instead of 3d6 and a 5-foot push.

So, against the ooze, is 3d6 damage and a 10-foot push the correct answer?


Hey all, I’ve noticed some creatures with Constrict, like the Giant Octopus or the Sea Serpent, have Constrict listed but no DC for the fortitude save.

Constrict, RAW says “ The monster deals the listed amount of damage to any number of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.”

So, if a creature has a Constrict but no listed DC, how would you handle that? Would you assign a DC, or does that mean in those cases it is just automatic damage?


Hey all. Can you use offensive spells during exploration mode, i.e., Electric Arc? And if you do so, how would that spell work when combat begins?

Thanks for the info.


Quick question about Channel Wrath:

Channel Wrath (Su)

When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

This ability replaces channel positive energy.

My question is can I use Channel Wrath multiple times per day, or just once?

If my character has 6 Lay on Hands usages per day, can I convert said LoH uses into 3 extra Smite Evils?

Thanks for the help/clarification.


Hey, this is my first post.

I'm currently playing a pathfinder campaign with my cousin, his friend is the GM (So just a two people game at the moment, something to bear in mind).

I always play as paladins in other RPGs, and was planning on originally being the tank, but as a result I'm sort of the jack of all trades in our 2-man game, tanking, dpsing and healing (My cousin is a fighter/rogue, and he's RPing it a little bit more than I am so his feats aren't exactly as "metagaming" as mine are). I'm a little bit more focused on actual game play, and want to take feats that will allow me to do some serious damage, while at the same time have a lot of defensive strengths.

I realize with my current ability scores, I can't take the two-handed weapon feat and the other feats necessary to take the sweet shield bash ability.

Keltorus, Level 5 Paladin (Human, 20 point build)
57 HP
Str 14 +2
Dex 10
Con 13 +1
Int 12 +1
Wis 10
Cha 19 +4

Feats
Great Fortitude
Power Attack
Shield Focus
Toughness +5

Traits
Beneficent Touch
Armor Expert

Weapons/Armor:
Cold Iron Masterwork Long Sword
Full Plate
Heavy Metal Shield

I was thinking of making getting some sunder or bull rushing abilities, or maybe Hammer the Gap. Any thoughts/advice?
Keep in mind I can't change my ability scores at this point, or change traits and already chosen feats.

Any help would be great.