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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?


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?


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?


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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.


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.


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.


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..


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 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.


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.


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)


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.


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.


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.


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?


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


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?


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http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/page- of-spell-knowledge

I was playing a game the other game where i made a 1st level page of spell knowledge and was using herolab to do this. Hero lab was saying that it was casting it at level 1(was not using the up spell slots as well but that a bug for herolab).

it does say "she may use her spell slots to cast that spell as if it were one of her spells known" but as we was not sure about it (mostly due to hero lab) we just rule at the time that it uses the item caster level.

I just wanted to check if that is right that i have to use the item caster level or if i use my own caster level and it just a bug or something with herolab.

I bug report this to them when i know if it right.

edit
i did not mean to flag it for the faq thing and no idea how to turn it off

Full Name

Otiven Beestinger

Race

Gnome

Classes/Levels

Barbarian 1/Summoner 3, HP 40, AC 16, Init +2, F +6 R +3 W +4 Perc. +10

Gender

Male

Size

4'0

Age

22

Alignment

CG

Deity

Cayden Cailean

Languages

Common, Gnome, Sylvan

Strength 19
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 12
Charisma 16

About Otiven Beestinger

Otiven Beestinger
Male Gnome Barbarian 1/Summoner 3 CG

Str: 19 Dex: 14 Con: 16 Int: 12 Wis: 12 Cha: 16
Hp: 40 Bab: +3 AC: 16
Speed: 30 ft Init: +2
Fort: +6 Reflex: +3 Will: +4

+1 Cold Iron Lance
+8, 1d8+6, x3
Mwk Composite Longbow +4 str
+5, 1d8+4 x3
Mwk Chain Shirt
+4 Ac, -1 Armor Check, +5 max dex
Belt of Str +2
Handy Haversack
Cloak of Resistance +1
Wand of CLW 49 charges, CL 1

Skills:

Acrobatics: +6
Intimidate: +7
Handle Animal: +9
Perception: +10
Ride: +9
Use Magic Device: +10

Feats/Traits:

Magical Knack (Summoner)
Power Attack
Mounted Combat

Summoner Spells Known (CL 4th):

Read Magic
Detect Magic
Resistance
Message
Mage Hand
Light

Enlarge Person
Mage Armor
Magic Fang
Endure Elements

Summon Eidolon
Haste