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I was reading "You take a –4 penalty on this check if you or an ally didn’t slay the creature" as that your party members was part of this as they did help to kill the creature your making the ornament from and that gifted ornaments was for giving it out to people who did not take part in the combat.


I got the Grisly Ornament feat but my GM says the part "You can give ornaments to others, but gifted ornaments have a morale bonus equal to the monster’s CR divided by 6 (round down, minimum 0) and remain effective for only 24 hours. " means i can't give them to other party members without that drop... is he being to literally?


I happy to try one out, I not sure about the others do it but we some times end up having gm's start games only for them to end 3 games in due to people having work and so on, so I been just shooting Arcanist builds at the wall to see what games work and lucky i got one that going well and other doing ok but we have to see, so I ok to be trying new class's now that i got them going.

i think i may try the hedge witch with healing patron and see how that turns out.

there a Magic Trait call Precise Treatment where i can use my Intelligence modifier when making Heal checks instead of my Wisdom modifier. do you think this a good idea to pick up so i can do magic and mundane healing and does it let me me use my Intelligence modifier in Treat Deadly Wounds if i beat the dc by 5 for adding added healing?

any magic items or spells that be useful as well to pick up?

oh and thx for the help.


My GM is starting a new game soon and he been telling me to play a healer as no one else plays them.

I not a fan of how cleric work so I try other classes. (just never work right with me when i try making/playing them)

problem is the GM see any other class other then Cleric to not be a good healer, in one game a long time a go I was in with him he had a go at me playing a Oracle of life saying I should of taken turn undead like a cleric would have or that I can not turn my spells in cure spell with Spontaneous Casting like a cleric can.(this is a bad point from him as i get all cure spells known for free but still)

and i got some restrictions on top.

Restrictions wrote:


Class Restrictions:
In the campaign setting of the Knights of Iam a variety of traditional classes are available for Player Characters. Core classes include: Barbarian, Bard, Cleric, Druid, Fighter Monk, Paladin, Ranger, Rogue, Wizard, Sorcerer, Arcane Archer, Arcane Trickster, Duelist, Eldritch Knight, Loremaster, Mystic Theurge, Alchemist, Cavalier, Witch, Magus and Gunslinger.

For the purpose of the Gunslinger class, firearms are Very Rare in Naessa.
Clerics and Paladins can only use one of two dieties - Iam (One True God of Good) or The Bent One (Evil).

ORACLE / MAKRYNI Similar to the Oracle class, the Makryni are the divine vessels of Iam’s power on Naessa.
SAMURAI / SENNIN use the Samurai Class within the Pathfinder Ultimate Combat Guide.

20 point. buy. 2 Traits, starting Level is 6, starting gold 16,000 gp. (no more than 5,300gp on any single item), 300+ word background required, start with 3 hero points,
NO: Templates, Rich parents, Noble born, Chosen anything, Bastard, Orphan, 3rd Party, or books published after May 2014.
Optional: 1 Flaw for 1 additional Feat, 1 Drawback for 1 additional Trait.

Has any got any ideas how I can be very good healer with a class and do some other things then just being a heal/buff bot?


in the name of [add pathfinder god here you like]... the spell can block Mythic powers as well.

sure unlikely to come up but it sure of a hell of a way to by pass
Immortal (Su) tier 10

Immortal (Su) wrote:
At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.


Ranger combat Style Feat is list under (EX) on the class page so it does fall in the mind block.

so if you got a feat from that then it lock up(i think but it giving you the feat so meh) but if you use a feat you get from levelling up then it safe as long it not Activated.

The fighter get off lucky here, Bonus Feats for him are not list by type.


Scavion wrote:
Anything Anti-mage is fantastic in my book.

it anti any thing. it can block a fighter Bravery (Ex),Armor Training (Ex), Weapon Training (Ex) It can block off a barbarian rage

hell i think it can stop a paladin Divine Health (Ex) if only for small number of rounds..

The spell kills class powers out right for mostly any class.


Mental block wrote:


School divination [mind-affecting]; Level bard 2, mesmerist 1,
psychic 2
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
You lock access to the target’s procedural memories, preventing
it from drawing upon its experience and expertise. The target
loses all skill ranks, spells known, spells prepared, and activated
feats, as well as its extraordinary, supernatural, and spell-like
abilities. Each round at the end of the target’s turn, the target
can attempt another Will save to end this effect.

Why in hell is this a spell and why does it do what Feeblemind to some or better points in a lower level spell slot?


any idea about Dhampir then?


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Can someone tell me why they needed to get younger, was someone using the age of them in some way that was op?.

we got a Dhampir Paladin in the party who be dead 5 times over from when he was born.


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I do not get why I can train to get Weapon Focus Ray to better at using ray of frost but it would not go to being used in Acid splash.
The spell Acid splash under the Effect says "One missile of acid"

The meaning for missile in this case(best i could find is)
"any object or weapon that is thrown at a target or shot from an engine, gun, etc"

so I can shoot a light crossbow and get Weapon Focus light crossbow.
I can throw a bottle of acid and get Weapon focus Thrown object.
but yet i can shoot acid with Acid splash and not get a Weapon focus.


If i use Restoration Dust on a body and right at the same time or just after using the dust on the body. get someone to use Breath of Life on the body, would it work?

i going by the wording saying "effectively restarting the day count that limits raise dead"

by that the count would be 0 days, one could take that as 0 seconds from when you put it on the body and as there 6 seconds to a round, that being within the time for breath of life to work.

Restoration Dust link.

Breath of Life link.


that what i did ask but thx for replying so fast.

a odd one i was thinking of is the quirk Racially attuned, where the item’s bearer counts as the race of one of the item’s creators, so if you have your familiar help you out, could Racially attuned make you count as magical Beast/animal or construct?(there a construct familiar)

I not very sure what counts as a race for the rules here.


does the Creator with the magic item crafting feat has to be part of doing the task or can he just be like a boss telling the party what to do without doing any the tasks himself.


well it one of the tasks for PREPARE THE VESSEL is Forge a New Vessel, maybe if your adding to it, the gm just renames it to Re-forge the Vessel or something that fits the item.

so if it not hitting the about 5k for a new challenge then or there about and the gm does not feel like adding in a challenge, do you just do the base challenges then?


If i taking a +1 magic sword and making it say +2 or maybe +3, can i do this with Dynamic Magic Item Creation and if so then how do you work out the challenges?

1.if the sword was not made with Dynamic Magic Item Creation before
2.if the sword was made with Dynamic Magic Item Creation, and maybe has perks, quirks and or flaws on it.


You can see why i have a hard time with this (i do not own the book, only got it on hero lab so i can not see the pic of it)

Well there zero on the page saying it can only see by blindsight so it can see. "Such senses may include sensitivity to vibrations, acute scent, keen hearing, or echolocation" so i think it be somthing magic seeing or picking up vibrations on how it has that.

What is is missing as well Low-light vision and Darkvision 60 feet that all Construct get as well.


I having a hard time working out the magic item slot of the Ioun Wyrd.

it a flying stone with flying rocks and gems that looks like earth elemental but is a ‎Construct.

Hell I got no idea if the thing can hold things, best i can come up with is that it got no feet slot.

link to the Ioun Wyrd page..


Too bad they do not get spell combat, i work out a way to get good bab with out going for EK. Is there any point to this ‎Archetype if your not picking up spell combat?

I was able to get bab +12/+7/+2 by taking Evangelist at lv11-20 when i was playing about, only 3 less bab then a lv 20 Magus.


I was looking at the rules about 2 or maybe 3 version's of low light vision.

any idea what ruling or mix of rules do you use for the game.

race senses racial traits say elf..

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
---
so dimlight only it Doubles.

Vision and Light.
Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters.
---
this one says it Double all light radius.

special abilities

Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.

Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
----
same as the 1st for the most part but moon light is now good as daylight for people with lowlight, with Vision and Light just saying moon light is just low light.

.


i just going to go by x2 crafting cost for now.


sure not sure if that helps but here you go.

pathfinder unchained page 161 wrote:

BUYING AND SELLING

Selling a scaling item presents a tricky balance proposition.
Such an item is worth more to a higher-level buyer, and a
high-level seller has spent more effective wealth acquiring
and keeping the item. The maximum amount a PC can get
for a scaling item is half the value (as normal for selling
magic items) listed on Table 4–13 for the item’s category and
the PC’s current level. To get this amount, the PC must find
a motivated buyer of her level or higher, which may involve
considerable time and effort. If the PC must sell in a hurry,
she might get 25% of the listed value, or even less. A PC can’t
sell a scaling item for more than 50% of the item’s value for
her current level, even if she sells it to a higher-level NPC.


sorry, the new magic items from unchained, they are magic items that unlock new powers as pc's hit set lv's


I having a hard time finding out the cost for pc's to buy Scaling items from shops, can someone point me to the right part... oddly BUYING AND SELLING on page 161 only has the selling of scaling items from pc to npcs.


what about Goblin Alchemists?, all the bombs and fire going off.


I was looking about the magic item list when i came about the goblin skull bomb, it says you can safely move it using spell such as mage hand but i check mage hand has "Target one non-magical, unattended object weighing up to 5 lbs."

does that mean you can not use mage hand on magic items or you can as long it an unattended object?


Can i use Spell Perfection to double the bonus from Summon Neutral Monster adding counterpoised template? (feat gives +2 to will saves and counterpoised creature simple template)

And if so what part would Spell Perfection work on like the Dr is set at given HD of the Summon Monster so would i get 10/adamantine or 20/adamantine on a hd:11+ Monster?

links

Spell Perfection.

Summon Neutral Monster.

Counterpoised Creature.


I find it a bit odd you got to cast one touch spell and then get share spells ability on all of them so i think it talking about the summoning creatures spells as you do cast them. i think it a case of bad word placing.


Can you use the Talent Domino Effect when your doing a Cleave or Great Cleave? sound like a good use to me if it can.


Am i able to use Greater Metamagic Knowledge to prepare metamagic spells in to my spell known and then keep them there in my spell known for as long as i like.

EG:
day 1
I prepare fireball with empower as one of my lv 5 spell known
then edit what Metamagic I have with one point from my reservoir

day 2
I prepare all my spells but i do not un-prepare the empower fireball spell as a spell known.

end of Eg:

I only asking as in the magic page on d20. as it says

"During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells."

I reading that as i can keep spells prepared if i like from the previous day

so as am I right that I can keep the spell with the metamagic known as long as I like? if so then that means the Arcanist is able to use most if not all of the metamagic feats if he prepared his spells right.

(note the rules was made at the time when only the wizard prepared Arcane spells i think so i going with it the same for all prepared Arcane casters)


ah sorry, knew i forgot something. Shackles Corsair is what hero lab call it or just Corsair on d20.


I doing my 1st sea-base game in two weeks and I like some feedback.

Lv2 with 20 point buy, one template as long it does not go pass CR 2.5.
(No Advanced, Young, or Undead Templates.)

Class: Swashbuckler (shackles corsair).

Race undine
Racial traits:
Amphibious
Hydrated Vitality
Water Sense
Darkvision

stats with template Fey Creature

10
22
13
12
11
15

Feats
1:Weapon Focus: Cutlass
3:Slashing Grace

Template

fey-creature.
gm was ok with me taking this Template
I was not sure what to take as there was no upside to not taking a templates as it gave me a fly speed and other powers.
Any idea what to take for my 1st fey power?

Traits:
Devotee of the green:for +1 knowledge geography and so i know where the hell we are.
Hurricane savvy: checks for me and me to steer or to captain the ship are one less in wind speed

what i think i need or may do.
Mostly thinking about how to use to get more use out of intimidate to do more then just Demoralize people one at a time. maybe dazzling display? (or maybe sell my soul for soulless gaze two times if we going evil.)

thinking about taking 2 or 3 lvs in Deep Sea Pirate.

To get Storm Sailor (Ex) it goes with Hurricane savvy for checks with the ship and maybe Farseer (Ex) or Windrigger (Ex) if i do take it to lv3 but not a lot of plans to go past that.

Swagger gives me +* to intimidate and be intimidate dc as well my profession sailor checks and for all the crew when i get it, the profession sailor is a morale bonus so any idea on how to up morale bonus would be nice.


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I think the power "Harrowed Home" from the Harrowed Blood line has more use then just being a free mage's magnificent mansion.

it says that all time stops in the Harrowed Home as the user is not in the Harrowed Home where all time restarts in the home.

Some of the ideas i could use with it is to

1.put dead party members in to stop their body's from rotting.
2.as it a portal that you make and need to designate who can go in, you can designate a "bad guy" so he could go in, then get him by say bull rush or tricking him, so when he goes in, he gets stop in time until the user comes in, giving the party time if they need it to heal up and maybe take him some where.
3.Some one only got so long to live? stop him in time until you can do something about it.
4.Could keep a spell going in there and it last a lot longer.
5. unlike mage's magnificent mansion it is the same place so you can use it as a moving place to keep items, set up a lab.
6. could use it to keep a Clone of your self in there, and the body would not rot and if you die, you get send to your body in the Harrowed Home where time would restart. only down side is you had is the clone would be made if your not in there so you may need to grow the clone else where and move it, or just be in there a lot of the time.

only downside i can think of if anything is in there when the user dies then i not sure what goes on with the Harrowed Home like is it are all the things there traped in time for good, can other people free them or do you need to get the user back to live to save them and so on.


I got a upcoming game where I want to try out a Arcanist and i saw that there a ‎Archetype called theBrown-Fur Transmuterthat look a bit cool as
i not played about with transmutation spells other then making people big all the time so i was not sure about what i need in my stats
(playing a elf as they can hold more arcane reservoir with a bg partly made up but may move to half elf if need but it may not be the best pick but i told it is a more RP game, and that the gm did not want min/maxs builds)

right now i got it at 10/14/8/18/10/13.
I was not sure what i needed for a good Transmuter build but the upside is that i can use the Transmuter personal spell on other people at lv9 so i could build it about turning my own team in to other things and let them do the work with higher stats and just work on things that keep me out of the line of fire.


ok, my GM saying that the arcanist can not add spells using scrolls to their spell book as the spell book area saying they can only get new spell from using a Wizard spell book.

I think this just a overlook as all the other class with spell books can do it but he saying it left off intentional design decision as a way to nerf(then goes on to say how op they are) but i find if odd if it was a intentional design that they did not say he could not.


As not all hexs are not use base per say like Child-Scent (i know it EX) as you have it on all the time.

I in my view this hex is giving you the feather fall at will but you are unable to use it if your in a anti magic zone as the hex turns off until you are out of there with any EX hex's still working.


Talking about pathfinder Savant link here.

Take the maze spell link here..

For a sorcerer it is a level 8 spell, but for the summoner it is a level 6 spell.

Can I use Esoteric Magic to add it to my list as a level 6 spell not a level 8 spell, as well does it use a level 6 spell slot then a lv 7 spell slot as my base class can cast the spell.


I did have that half in mind but i did forget for a sec, best if i make a note of that.


Just about to hit lv6 so just about to get my lv 3 spells and i am playing human so i can get more spell known and i using the False Priest/ razmiran priest Archetype.

I need to know some good enchantment(compulsion) spells for my sorcerer as my bloodline lets me use them on Constructs so i want to make use of that.

I later planing to take Arcane Savant/pathfinder savant and that lets me takes spells from other class's(max of 6 spells over all) if i want but at +1 spell slot if my class could not use it but i not sure about what spell to steal from other classes. (Constructs are treated as living creatures for the purposes of determining which spells affect them for my blood line and i plan to keep one or two constructs about me, gm does not like the idea of having a robot army keep in mind)

On a side note, say i took the maze spell using Arcane Savant Esoteric Magic from the summoner class list, as my base class could cast it, does that mean i can use it a lv6 spell and not lv7 or lv 8 spell?


oddly i was looking to this in case our rouge could no longer play.

it not builds as i was looking to see how well my spell caster could do traps and that with magic but this maybe useful for anyone who doing this with magic users.

http://www.pathfindercommunity.net/magic/spells/aram-zey-s-focus
This spell gives a trapfinder skill of half your lv but i not sure what it means by the part "If you have the trapfinding ability granted by class levels, however," but i taken it as you get the +5 part on non magic traps. As well a useful power to reroll.

http://www.d20pfsrd.com/magic/all-spells/f/find-traps
it helps you find traps and auto checks, not a lot to say here but it is divine spell for all but one class.Maybe good as a item of some kind.

http://www.d20pfsrd.com/magic/all-spells/d/detect-secret-doors
if you know there a door here, helps you find it and maybe how to open it.

http://www.d20pfsrd.com/magic/all-spells/r/revelation
up to 10+ self insight or a clue on how it works and the gm can not give you false info as it says it "Your insight is ineffable" but that just maybe my view of it for the 2nd part but it does say useful info, only lv2 for bard.


So keep to the mage armor for now and wait until i can get better ac, and use spells to make sure they do not hit me.


I got Craft Wondrous Item as part of my bloodline, i mainly pick up Craft Magic Arms and Armor so i can take Craft Construct.


i did say it half cost for me as i the one who crafting it so the 16k +4 Bracers of Armor would be 8k or 4500k for +3 haramki(4ac)


I playing a crafting Impossible Sorcerer‎ and I getting close to getting Craft Magic Arms and Armor (one game off or so from lv 6 and getting it at lv 7).

I been thinking about my armor but i was not sure what be the best for me.

I been using mage armor up this point when i need AC but i think it was starting to be time to look in to magic items for it but i was not sure so i made a list of ideas i think could do with my view of up and downs at this time.

1: just keep using mage armor.
upside: only need one casting and it would last a good time.
Force so stops ghosts(undead hunter in the group so we may see more ghosts and so on)
Downside:could be dispelled
no added powers.

2:use Bracers of Armor
upside can craft them for half cost
add +* powers if needed (Spell storing is i the best i can think of)
Force so stops ghosts as well.
downside
can not add flat gp add powers to it
need time to craft it

3:get a Haramaki and put magic on it
upside:can put flat gp powers on it if needed.
add +* powers if needed(can go a bit higher then Bracers of Armor but a bit lower ac)
can craft for half cost
still have +1 ac if dispelled
downside
no ghost touch unless i pay +3 cost
think it be more costly
time to craft


Guardianlord wrote:
Maybe you could just order your familiar to continually bite you and then save action economy for fighting and not risk KO'ing yourself anytime soon (tiny can only do nonlethal)?

That was plan B for it to use aid another but i have to talk to the gm about that, he plans right now (still in planing here)to keep familiars lock up for the the start of the game untill we get free but i would need to keep my familiar from being put to sleep as well as it a area spell.

edit
Maybe it best if i add the setting (not fully in stone but this is the idea the gm has)

We are lock up and we are being to made to fight, so getting hold of items maybe hard but it up the gm here on what we can backroom trade for, i do not care to fight this guy my self but he going to be pusting for it as he think it fun to kill me, so i trying to take care of him what with i was planing.
(may as well post my guy here if we coming up with other ideas but not sure if this is the place for it.)
Wizard of Enhancement,oppostion necromancy and Enchantment, stats 14/12/12/18/8/8

Best spells Stone Fist, Enlarge person, Color Spray
10hp
Toughness
Improved Initiative

Best case i can get close to use Color Spray, if that fails then it game over and sleep spell works for a long area.


I playing a wizard, the only way i see other then this is to play a elf but i do not what to play this game with him where we keep making up guys who can beat the other guy.


Captain Zoom wrote:

Could you mean "Acid Arrow", the 2nd Level spell? "Acid Splash" is a cantrip that does damage one time, so won't keep you awake. Acid Arrow does damage for 1 round + 1 round/3 levels. If you are under a constant damage spell, then I think you're correct in that it would wake you up from the sleep. I haven't worked thru whether that actually works in a way that helps you significantly given the action economy.

In any case, look for spells that do damage over time (ie not "instant" spells).

http://www.d20pfsrd.com/magic/all-spells/a/acid-splash

The casting for the spell says instantaneous but the text in the spell says "This acid disappears after 1 round" so from the wording, i saying the spell last untill the end of the round.

so my line of thinking is the acid is still working on me, so it A hitting me over that round as it a odd wording for a spell that hits one time or B Gm may rule that it let keep a wake as it be some kind of pain as it still there when the spell would be cast.

If that does not work, have to get some Acid to make it last longer but i have to take the added 1d3.


I some how got in to a anything you can do, i can do better fight with a other player who whats to fight me in a up coming game.

He got a new character saying he can beat me with is a master of sleep, i do not know the dc but knowing him it will be high.

The thing is, can i be put to sleep if I shoot Acid Splash at my self?
The spell lasts for only one round and only hits me one time,but is the spell hitting me for that dam over the round and therefor acts as wounding for the sleep spell if he cast it right after it?

oh and i able to hold back the spell do it only does 1 dam to me?


My gm just told me that Arcane Blast does not have a Attack of Opportunity as it an supernatural but then say it does as it using an ranged touch attack.

He is right here or can Arcane Blast be used safely in melee combat?


ok thx, i go send a bug report to them (bet they just copy the Scroll making code and did not fix it) I let my GM know about this bug so it working at full power from now on.

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