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Hello Internet! I recently came over the spell Polymorph Any Object and was confused about what you can do with it. My dream would be to use it to make a huge version of myself, like a better Enlarge person spell. So, I looked at Greater Polymorph, since that is mentioned in the spell, and that spell seems able to make you into any polymorph spell of level 6 or lower (based on the levels of the spells mentioned, which are all core spells). If that is true, then it would also be usable with something like Monstrous Physique and it could make me huge that way. I'm a positive kind of guy, so I will asume that it is possible to use this spell to make my Orc Barbarian into a huge Orc Barbarian, which triggers question 2. So, if a Bard where to try and cast this spell from a scroll, he would need an UMD 33 cast for the lacking INT, then an UMD 35 to cast the spell? Do you loose the spell if you fail when casting from a scroll, or is like from a wand, nothing lost if you fail? If this post should have been in the advice section, feel free to move it. And yes, I have tried to look at older posts of Polymorph any Object. Have a happy weekend!
Hello! I don't really need information about how people feel about this class, but I have a short question I hope you smart guys on the internet hopefully can help me with. The Shifter Aspects has this line in it:
The Wild Shape states:
Since beast shape is a polymorph effect, that means that the 2 abilities can be used together? Right? Cheers
Hello! I'm looking into effects that increase the damage die of weapons.
What I wonder about is how the second obedience from the Empyreal lord Falayna works. Strong Arm (Su): As a swift action, you can increase the damage die of your weapon by one step for a number of rounds per day equal to your HD. These rounds need not be consecutive. It don't give the weapon an size increase, it only changes the die.
If it don't stack, it's a really bad second obedience, compared to what you would get from the other Empyreal lords. Thanks in advance!
Hello! I'm trying to find out how big a Large version of a Butchering Axe is. I found the rules in the prd for the weight, which is 2x the medium one for large weapons, so it would be 50lb. in this case. Are there any rules to figure out the actual physical size of it? Cheers
Hello!
Empower do have a text on how it interacts with maximized (you apply the bonuses noe at a time on the base da age). From that I guess it is the same for furious and empower. Thanks for the hjelp!
Hello, I was thinking of maybe playing a Gathlain Kineticist, maybe even a Kinetic Knight, but have a few questions I didn't find an answer to. 1.) What does it mean to be of a Fey type? I can see that it is worth 2 RP, but I'm not sure what i does for me. So, what's the pros and cons. 2.) Are they subject to the dobbel price for non-humanoid armor? (I guess they are, since they are not humanoids). Does the dobbel price also interact with special materials? What about enchantments? 3.) Are there any limitation to flying in heavy armor? 4.) If a kineticist has Felling Smash and use it together with Bowling infusion, what happens? Will she first make a trip CM for the bowling infusion with CON instead of STR, then use a swift action to make a trip with STR? Hope someone can help! Thanks in advance.
Hello, this might be a stupid question, but how much additional damage does a Mesmerist do if he attacks himself and trigger painful stare? Painful stare(Su):
When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round. So, these are the scenarios I can see at level 3: 1.) 1d6
It does not say 1d6 + 1d6 for every three levels, so guess 3 and 4 is wrong. But I might have misunderstood something... Thanks in advance for the help!
My group have never used flight in our game before and I'm now going to play a Gathlain with 40 feet flight speed (because of racial trait). I have some questions/statements I would like to clear up before it get a long discussion in game. I understand that the skill check is only needed when you do something "special" and is made as part of the movement (or not moving for hover). 1.) It says that you need to make a check (DC 10) if you fly less than half you flight speed (20 feet in my case). This means that if I fly at least 20 feet, I can take a standard action without taking a check? 2.) Hover is only used when I take a full round action while flying? 3.) I will get fly as a class skill? Even if the class I'm playing don't have it? Thanks in advance!
Phytokineticist got a new composite blast in Psychic Anthology called Verdant Blast. It can choose to attack as S,P,B or positive energy. The start of the infusion section of the player companion starts with this text: "Both brilliant infusion and flash infusion (which can be learned as wood infusions) can be applied to a positive blast. Verdant blast can benefit from all the same substance and form infusions as wood blast and positive blast." 1.) Can you always use the flash infusion with the Verdant blast, or only when you attack with positive energy? 2.) Does it count as an energy blast when you use it with positive energy? Bonus: I also wonder which blasts are associated with the following infusions:
They all have Wood as an element, but no wood blasts are mentioned under blasts (I don't have the Origin player companion, so something might have been mentioned there). Wood seems kind of fun now, just to bad they don't get the Fragmentation infusion.
Hello, I'm sure this has been asked before, but I could not find the answer. I'm currently making an Occultist with blasting focus, and wondered if I could take Empower and/or Quicken Spell-Like ability feat for Energy Blast (Sp).
Energy Blast (Sp):
As a standard action that provokes attacks of opportunity, you can expend 2 points of mental focus to unleash a blast of energy. This blast has a range of 100 feet, and deals 5d6 points of energy damage, plus an additional 1d6 points for every 2 occultist levels you possess beyond 5th (6d6 at 7th, 7d6 at 9th, and so on, to a maximum of 12d6 at 19th level). The blast deals damage to each creature in a 20-foot-radius burst, but each affected creature can attempt a Reflex save to halve the damage. When you unleash an energy blast, you must decide what type of damage it deals (acid, cold, electricity, or fire). You must be at least 5th level to select this focus power. What spell level would you say this ability has?
Hello, Could the increased BAB from this panoply count as prerequisite for feats?
From the core rule book:
Prerequisites Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite. A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables. Guess it comes down to if you count as having the higher BAB or not when you level up.
Hello, I have some questions concerning this spell and exactly how it works. Shadow Enchantment:
You use material from the Shadow Plane to cast a quasi-real, illusory version of a psychic, sorcerer, or wizard enchantment spell of 2nd level or lower. Spells that deal damage or have other effects work as normal unless the affected creature succeeds at a Will save. If the disbelieved enchantment spell has a damaging effect, that effect is one-fifth as strong (if applicable) or only 20% likely to occur.
If recognized as a shadow enchantment, a damaging spell deals only one-fifth (20%) the normal amount of damage. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow enchantment's level (3rd) rather than the spell's normal level. Objects, mindless creatures, and creatures immune to mind-affecting effects automatically succeed at their Will saves against this spell. Shadow Enchantment, Greater:
This spell functions like shadow enchantment, except that it enables you to create partially real, illusory versions of psychic, sorcerer, or wizard enchantment spells of 5th level or lower. If the spell is recognized as a greater shadow enchantment, it's only three-fifths (60%) as effective. First question:
What spells will fall under the category one-fifth as strong/tree-fifths as effective? Will a spell that usually would last for 1 rnd/level have a shorter duration or is that something that have a chance of no effect? If they have a chance of no effect, can you give an example of a spell that are less effective? Second question:
Thanks in advance
If you have a FCB that gives you 1/6 of a feat, do you have to finish it before you start working towards a second feat? example, for my build it would be best to get the extra feats at level 10 and 14, so I would put my FCB in feat for 12 of 14 levels, but would I be able to choose if I work on second feat or still the first one?
Hello,
Will the kinetic whip have the same properties as when I made for the AOOs? So if I make a empowered, composite, pushing, whip for my attack, I would use the same infusions/attack for my AOOs? I assume that's how it works, I mean, that's how you made your whip in the first place. Just wanted to be sure. Cheers
One quick question: If I use a Physical blast with the KineticBlade infusion against a monster that is immune to (Sp), can I hit it? Kineticist Blast is a Spell like ability, so guess not.
How do guys rule this?
Hello Last night we meet 3 dogs of some kind that had a 300 feet sonic aura that gave 2d4 rounds panicked condition. It said that if you could only be affected by the aura of 1 dog once every 24 hours. The question is: how does this work when we got hit by all the auras at the same time? I can see three alternatives: 1.) you cast the save against one aura, if you fail, you are panicked and will cast a save against the next one when the first one ends. (You are to panicked to notice the other auras when affected by the first one) 2.) You cast against all the auras at once, then stack the rounds you get 3.) You cast against all the auras and they run at the same time (so you basically only get your worst save) We used version 3, the best one for the PC's. But not sure if that is the correct way. If the auras had been the shaken condition, it would have increased the condition for each fail and made perfect sense. Then if you got 5, 3 and 2 rounds you would have been panicked for 2 rounds, then frightened for 1 round and shaken for the last 2.
So, the Flame Jet and Greater Flame Jet has the following text: Flame Jet:
Element(s) fire; Type utility (Sp); Level 3; Burn 0
You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again. Flame Jet, Greater:
Element(s) fire; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) flame jet You can use flame jet as a move action and can emanate a mild jet of flame, allowing you to hover without spending an action. 1.) Can I move both up and forward in one standard action (move for Greater Flame Jet)? (You want to go 15 feet up and 30 feet forward, so the hypotenuse of that is a straight line) 2.) It says moving upwards cost double, is there a way to get down other than just falling? Can you use a mild jet as a standard (or move for Greater Flame Jet) to get down? If so, is that also double cost? 3.) With Greater Flame Jet hovering is a free action, can you use a standard action to hover with the regular Flame Jet?
Example: I'm level 7 and have 0 burns. I then cast a composite blast, which gives me 2 burns. Does the burns happen before the attack, under the attack or after?
There might be an answer to this out there or it is to obvious for anyone to ask, but I just wanted to make sure.
I'm currently playing a Kineticist in a campaign that are supposed to go all the way to the late levels. It's a melee build and I'm going for Water/Fire/Water as elements (Kineticist of Ice and Fire :P).
Tell me if I have broken some rules or if you have a suggestions for feats/talents at the end. Build:
Half-Elf: +2 CON 25 point build: STR: 9, DEX: 18, CON: 18, INT: 8, WIS: 8, CHA: 7 Level increases: 4: +1 CON, 8: +1 CON, 12: +1 CON, 16: +1 CON Feats and Wild talents:
Water Fire Water as element choice will give me the following blasts:
So, I will have blasts that can get through some resistance/DR, but it is not as good as Metal Blast. I'm hoping the enemies that are good against Cold are bad against Fire and vice versa. I have med an overview over damage/burn use on the different levels in this google sheet (the damage is with max elemental overflow per level): Damage per level My experience with Pathfinder is kind of limited, I have only played one campaign before and I was wondering how the damage this character does stacks up against magicians blasting and melee classes for close combat. The playstyle will be shooting bolts at first, then go in fighting melee. At higher levels use ride the blast with a flash + eruption or chilling + fragmentation. I will also try to boost the damage from Searing flesh and the thought of Searing flesh and Cold Snap is a bit amusing :)
Hello I a few question about how this works. I'm not overly familiar with the rules for the grappling combat maneuver, so this might be stupid questions. Grappling Infusion:
Your cloud, deadly earth, or wall blast grows tendrils that hold your enemies in place. Whenever a creature takes damage from the infused blast, you can attempt a combat maneuver check to have the blast grapple that opponent. Your bonus on this check is equal to 2 + your kineticist level + your Constitution modifier (treat the blast as a Huge creature). The blast only grapples opponents; it can't perform other functions of grapple maneuvers such as pinning or moving the opponent. If the blast is already grappling an opponent, it receives a +5 bonus on its combat maneuver check to maintain the grapple, as normal. You can use this infusion only if you also use the cloud, deadly earth, or wall form infusion. Under combat maneuvers it says that you can break a grapple by using a CMB or escape artist check vs the CMD of the grappler. Is the blasts CMD the same as the check to grapple (2 + your kineticist level + your Constitution modifier)?
Hello! I have a question concerning retraining and secondary elements. Under Wild Talents it says:
Under Infusions it says:
So, if I have chosen Water as primary and Aether as secondary element, can I exchange a Universal level 4 talent (say, Expanded defense) for an Aether level 4 talent (Telekinetic Maneuvers) at level 10? They are the same level, so should be okay, but I wanted to be sure as Aether is a secondary element and I only qualify for talents 4 levels lower (talent level 3 max at CL 10). Is there a difference from using doing this verses using the retrain rules (where you train with someone one level higher)?
Telekinetic Haul has the following text: "When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess." So, by accepting 1 point of burn, you can lift a lot more and it lasts 1 min per level. I was just wondering if you would need to take that burn every time you wanted the better version, or if it is a take 1 burn a day thing. It does not say "Until the next time your burn is removed" so I guess the answer is that you need to take a burn every time, just wanted to make sure.
Hello I wonder about these 2 abilities: Gather power:
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points. Supercharge:
At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2. My question is: Can I use Supercharge in an additional Move action in the next round to cut burs by 4 points or is the cap 3 points with both abilities, just gathering faster with Supercharge?
Hello I'm sure this has been answered earlier, but I can't find it. The feature says the following: Info:
Bonus Feats: At 2nd level, an elemental annihilator can select a bonus feat from the following list: Deadly Aim, Double Slice, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Two- Weapon Fighting, Weapon Finesse, and Weapon Focus. Rapid Shot and Two-Weapon Fighting can be used with a kinetic blast only if the annihilator also possesses flurry of devastation (see below). She gains an additional bonus feat at 8th, 10th, 14th, and 18th levels. At 8th level, she can also select Improved Two-Weapon Fighting and Weapon Specialization. At 10th level, she can also select Greater Weapon Focus, Improved Critical, Improved Precise Shot, and Two-Weapon Rend. An elemental annihilator doesn't need to meet the prerequisites for these feats to select them as bonus feats. So, if I take Improved Two Weapon Fighting at level 8 without taking Two-Weapon fighting first, can I use this to qualify for Greater Two-Weapon fighting later? Can I use it to qualify for Double rend? Not sure how these bonus feats that don't need prerequisite works :)
Hello!
So, on d20prsrd it says the following sentence under potions section of magic items:
Does this mean that the effect of the potion is based on the level of the person drinking it?
Hello I have a simple question about retraining. If you have a class skill that gives you feats you normally can't take, like Rangers Combat style feats or Warpriests Bonus feats, how does the retraining work? Can I retrain a feat to another on the list if I'm a Ranger or to another combat feat with BAB to level/Figher levels if I'm a Warpriest? If so, if I took lunge at level 6 as a bonus feat (as it needs BAB 6) can I take lunge again at level 9 as a Normal feat and retrain the Bonus feat to Critical Focus (that needs BAB 9).(This is for a warpriest). Cheers
Hello I want to make a Warpriest using a Fauchard, but I can't take Exotic Weapon Proficiency until I have BAB +1. Can I take Focus Weapon with a weapon I don't have proficiency with? It does state that I can choose any weapon, but what will happen if I choose one that I don't have proficiency with? Will I also get proficiency? Only get a -3 for using it? "Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, rather than only his deity's favored weapon)."
Hello, I'm playing a human fighter that now have started to take levels in the Evangelist Prestige class. I have a question about Aligned Class (Ex). Aligned Class (Ex) - Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class. What I wonder about is this: it states "gains all other class features of her aligned class as well as those of the evangelist prestige class". Does this mean that my Evangelist levels (from level 2) will count as Fighter levels when it comes to feats that require X levels of Fighter?
Hello, I'm new to pathfinder and where wondering about some stacking rules. I have read the core rules on page 208, but since I'm not completely sure what counts as spell effects, I have some questions. The case: I'm playing a fighter and have decided to also go for the Evangelist prestige class. I had aslo planned from earlier to take the Eldritch Heritage with the Orc bloodline, but I'm a bit unsure how this would work out. From Evangelist:
Upon reaching 10th level, the evangelist gains the ability to assume a spiritual form. Assuming this form is a standard action, and the evangelist can remain in spiritual form for a number of minutes per day equal to her character level. This duration does not need to be consecutive, but it must be used in 1-minute increments. Returning to her normal form is a free action. The evangelist's spiritual form grants her telepathy to a range of 100 feet, as well as two variable abilities. Upon reaching 10th level, the evangelist must choose the form of these two abilities, and once she has selected them they can't be changed. First, she chooses one ability score to which she gains a +4 bonus when in spiritual form. Second, she chooses one physical transformation from the following to gain when she transforms: wings (fly speed of 40 feet with good maneuverability), gills (ability to breathe water and a swim speed of 30 feet), or a single natural attack (a claw, bite, gore, slam, or tail sting that deals damage as appropriate for the evangelist's size) as well as a temporary appendage capable of making such an attack if necessary. From Orc Bloodline: Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level. Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments. -----------------------
Power of Giants is a Sp (Spell like) ability, but I think you gain bonuses from increased size, will that then stack with strength enchantment bonuses (like from a belt)? Spiritual Form is a Su, Supernatural ability, so again, will this stack with enchantments/spell bonuses? I also wonder if all these would work together, can I use both Power of Giants and Spiritual Form at the same time and will those stack? An enchanted item counts as a spell effect when it comes to stacking right? So can't use Belt of strength and then cast Bull's strength to boost further? Thanks in advance for the help. |