If you have an ability that lets you roll something twice and select the best option, and are hit with a condition that makes you roll the smae thing twice but take the worse result, what happens?
This came up when my oracle used borrow fortune. She has an ability that lets her roll twice while beating spell resistance or while dispelling. We ruled that the ability and condition cancel each other out, but is there an official rule on this?
I've had the home page not show anything on both my lap top and my Ipad or treat me like I wasn't signed in when I was, the player bar sometimes flickers, and the comments often won't load. Normally I'd blame it on my net but it's the only site that has trouble aside from the times when the router goes offline for a minute or two.
Hamstring Strike wrote:
Anytime a rogue with this talent successfully hits an opponent with a sneak attack, she may forgo her sneak attack damage to try to hamstring her opponent. If the attack succeeds, the rogue deals weapon damage as normal, but instead of the rogue dealing sneak attack damage, the target is knocked prone and is unable to take move actions during its next turn. A successful Fortitude save (DC = 10 + 1/2 the rogue's level + the rogue's Dexterity modifier) negates this effect.
I was talking to my friend about this and we had different I ideas of how it worked. He thought you could take a full round action but nothing that would be a move action like standing up of drawing a weapon. I thought it meant that your move action for that round was just gone. Is there any official word on this?
Let me start off by saying these guys are all neutral in terms of good/evil. We've made a fort inside of a mountain as we wait for the GM's macguffin to show up and demons found it. We killed them easily...but then our eldritch knight and our bard decided that their skulls would make great decorations and lights and now we have 13 of them around the place. We also have a petrified demon acting as a statue in the main hall. For awhile I haven't done anything about it, my character's neutral as well and while she's not happy about it she'd rather not rock the boat, but now that the party is considering bringing a paladin we found in a dragon's hoard back from the dead...yeah that might be an issue.
So I'm not good with people, they're kind of hard for me to understand, is there any way for me to convince these incredibly stubborn people to let go of the collection they currently have? Like is there anything not skull related I can offer instead with more cool factor than flaming skulls?
Legendary Influence wrote:
Say I'm a medium without martial weapons, can I use this feat to grab something like Weapon Focus on a martial weapon for the champoin spirit, or Extra Channel for the hierophant if I'm a level 7 medium?
In other words, when I grab this feat can I grab a feat for a spirit if I meet the prerequisites when I channel that spirit but not normally?
If the attacker has the reach advantage, and pushing assault is used as part of a readied action against a charge, or as part of an attack of opportunity against a charge, what happens to the person charging? Do they lose movement but keep going or is the charge invalidated?
For example, say an orc with a greatsword charges a human with a longspear and they manage to hit the orc on the AoO and they use pushing assault on the AoO.
So I have an idea for an NPC, they look good for adept, but then there's an issue. The adept is a divine caster, and there is no arcane equivalent. Now I could make one but I have no idea what spells to give it, and the adept's spell list is a weird mish-mash of cleric and wizard spells so it's not a good list to base it off of, and I'm not really that proficient with arcane casters. Has anyone else done this and if so what did it look like?
Mounted Archery wrote:
The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
Stable Gallop wrote:
Your AC penalty when charging is halved. The penalties on ranged attacks made by your rider are reduced by 1 when you take a double move and by 2 when you run (minimum penalty of 0). Your rider gains a +4 bonus on concentration checks caused by your motion.
Which reduction comes first when you make ranged attacks?
In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
Is this one roll for the whole scrying spell and if you don't get it you don't get it, or do you roll every time you cast one of those spells?
So I have a bit of a guild going on, got a nice little variety of characters, some aren't optimal but whatever, they'll live...then there's the wizard. I have her started out, I have her schools (favors enchantment, disfavors abjuration and evocation,) but that's it. I don't know what spells to give her aside from Heroism.
I should probably give some context. She's foreign, learned her magic in an academy but due to her father trying regicide blah, blah, blah, she's working in a guild dedicated to dealing with the aberration generating dungeons that plague the country with the help of a magus who's basically a knight of the order of the
So what spells, feats, and equipment (she's on the standard NPC budget) should I give her? I don't want super optimal, god-wizard stuff, she's an NPC after all, but I want her to function and wizards are kind of the total opposite of my playstyle.
So rage is a scary thing for me. +2 to hit, +3 to damage, and +2 HP per hit die ain't exactly something you can just throw at your party without much thought, especially at low levels with low HP on the party and they don't have any will saves to throw at their enemies.
Basically what I want to know from other DMs is at what levels do you bring out enemies with rage and what do you usually have them as in terms of being a mook, miniboss, or big boss?
So in my campaign there are things called Mystery Dungeons. These are basically gigantic aberrations that appear in one certain country as either sinkholes or towers that spawn hostile aberrations, aberrant clones of almost any creature type, and tempting treasure that is cursed more often than not. There's also a huge part of land that's twisted to all hell and everyone's assuming the source of the problem is in there.
Just in case my players are snooping around here.:
Now you might be wondering what's Lamashtu got to do with all this? Well, I'm wondering what she and her cult think about this mess. Given how grotesque some of this stuff is (the "heart" of the dungeon made a Paladin of Shelyn cringe) it's easy to immediately point the finger of blame at her and her cult...but some things might tip off people that it might not be her. First of all demons haven't exactly been spotted down there all too often. Sure there's an aberrant copy here and there but they're no more common than any other copy. The other part is the eldragon spawn.
Eldragon spawn guard the vulnerable heart and can be of any class...except cleric. Antipaladins and Inquisitors have been spotted, sure, but they've never carried a holy symbol with them. It's not like the dungeons can't make symbols either, and why would Lamashtu of all gods hide her symbol?
TL:DR Is the lack of a holy symbol and demons gonna turn Lamashtans away from these dungeons, or are they going to join in creating havoc for civilized people?
So I'm planning a boss for my level 2 party...and I'm not sure if I should make them level 4 or 5. The boss is an Illusionist Kobold Wizard with Evocation and Abjuration as opposition schools for specifics...I should probably spoiler that in case one of my players pokes around.
AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, +1 size)
hp 20 25 (4d6+4)
Fort +2, Ref +3, Will +4
Speed 30 ft.
Str 6, Dex 15, Con 12, Int 16, Wis 10, Cha 12
Skills SoH +6, Arc/Scraf +10 Dun +8, K other 6
The spells he can pull at once include Acid Dart, Magic Missile (he is angry that nobody told him of that when he first started studying magic), and if he's level 5, Suggestion.
In addition he will have two lackeys guarding him.
AC 17, touch 13, flat-footed 15 (+3 armor, +2 Dex, +1 natural, +1 size)
hp 19 (2d10+4)
Fort +4, Ref +2, Will +1 (+3 against fear)
Weaknesses light sensitivity
Speed 30 ft.
Str 10(14), Dex 15, Con 13, Int 10, Wis 12, Cha 8
These guys are swarm fighters. They get Mobility as a feat at the first level and a teamwork feat at the second level.
Our wizard is placing Bull's Strength on his lackeys, invisibility on himself, and minor image to make a hostage. There's bell traps all over the place and several mooks have signal whistles as a note.
As for my players...
AC 16/19, touch 13/16, flat-footed 13/16 (+3 armor, +3 Dex, +3 Deflection)
hp 17 (1d8+2 1d10+1)
Fort +4, Ref +5, Will +3 (7 if charm or compulsion)
Speed 30 ft.
Str 16, Dex 16, Con 14, Int 12, Wis 9, Cha 17
Racial Traits: Cat's Luck, Clever Cat, Climber, Low-Light Vision
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 22 (2d8+7)
Fort +5/7, Ref +1/3, Will +6/8
Speed 20 ft.
Str 15, Dex 13, Con 15, Int 10, Wis 17, Cha 10
Racial Traits: Defensive Training, Hardy, Stable, Greed, Hatred, Darkvision, Weapon Familiarity
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15 (1d6+2)
Fort +2, Ref +2, Will +3, +5 if Charm or Compulsion
Speed 30 ft.
Str 9, Dex 15, Con 14, Int 14, Wis 10, Cha 19
Racial Traits: Bonus Feat, Skilled
Note, she's using a homebrewed bloodline and we houseruled that sorcerers get their bloodline spells on even levels.
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor)
hp 15 (1d6+2)
Fort +3, Ref +2, Will +5/7
Speed 30 ft.
Str 12, Dex 16, Con 15, Int 18, Wis 10, Cha 9
Racial Traits: Elven Immunities, Dual Minded, Keen Senses, Low-Light Vision, Elf Blood, Multitalented
White Haired Bonded Witch
So with what I got...should I make the boss level 4 and go easy on the gas, or should I go full throttle and make him level 5?
So what I want to know is if a level 1 goblin alchemist without extracts accompanied by a Goblin Snake is a good idea for a boss for a level 1 party of 4. I got a Dervish Dancing TWF bard (13 touch ac), a Sorcerer that has a lot of ice and can create a square of difficult terrain (12 touch ac), a dwarf battle cleric (11 touch ac), and a...white hair witch (13 touch ac).
Since alchemists have a loving relationship with touch ac and everything can knock out the PCs, also because anxiety, I have to ask if this is a horrible idea.
It seems every other class discussion thread has some comment about the inquisitor doing that class's job better. Slayer being outclassed by Sanctified Slayer, Hunter being outclassed by the Sacred Huntsmaster (sorta, Hunter has a few niches in the spell list to help it out), and recently Warpriest getting outclassed in general.
I know it's not a super OP class compared to cleric, wizard, that sort of thing but good lords! Just how many classes are being outclassed by this class?!
So I'm making a campaign based around the Mystery Dungeon series of games and for that I'm making a template. Lore wise, they're weaker mimics of actual creatures created in the dungeons. I just wanted to know how much the CR is lowered and if I should do anything to it.
Name: Dungeonkin/dungeonspawn/twisted copy/whatever I decide to name this thing.
Alignment: Chaotic Evil
Type: The creature's type changes to aberration. Do not recalculate HD, BAB, or saves.
Ability Scores: A [NAME PENDING] gains a -2 penalty to all ability scores. This cannot bring an ability score down to below 1.
Skills: A [NAME PENDING] with racial HD has skill points per racial HD equal to 4 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.
Senses: A [NAME PENDING] gains 60 feet of darkvision. This does not stack with any darkvison the base creature already has.
Initiative Rules wrote:
At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).
Inspiration Rules wrote:
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
So are investigators able to use inspiration on initiative rolls, or are you not allowed to take free actions for that roll?
Inspire Courage seems to outclass Inspired Rage in every way (adds to finesse damage, more accuracy, Inspired Rage's damage only seems to match with a two weapon fighting, AC penalty) with only save bonus being the upside. The standard Bard's performance has a bunch of additional uses compared to the...5 songs the Skald gets. It's minor but the Bard gets two more skill points compared to the armor and weapons the Skald gets, and I've seen a bard dip fighter and handle the frontlines astonishingly well.
So am I missing a secret technique/archetype that gives it something to make it a true force? I've never seen rage powers in action so I don't know the significance of giving them to other party members, is that a huge deal? What about Spell Keening?
At puberty, changelings receive “the call,” a hypnotic spiritual voice that beckons them to travel and discover their true origins. Changelings who ignore this call choose their own destiny; those who heed it discover their “mother” and may come into great power by transforming into hags themselves.
I just have three questions on this.
1) How do hags go about with this call?
2) How hard is it for a changeling to resist this call?
3) How would a hag react to a changeling resisting this call?
So I want to make a changeling character but since I do campaigns online and changelings have heterochromia finding a picture for them proves kinda difficult. On top of that they are described as having dark hair so that's even less options to pick from. (Then again they're also described as tall and the maximum height they can reach is 4'10".)
So my question is, just how dark is a changeling's hair? Is it black only or are there other colors?
Arcane Strike wrote:
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Note the bold section. It looks like the bonus you get is dependent on all of your caster levels combined rather than just your highest arcane caster level, and this includes divine caster levels. At least that's what RAW appears to be.
For instance, a Bloodrager 4/Warpriest 16 gets a +5 bonus from Arcane Strike, or a Magus 9/Sorcerer 1 gets a +3 bonus. (Don't ask why I used these, they're just for examples)
So is this what was intended for the feat, or is this a massive oversight?
Is there any point to using spell combat at levels 2-7 for a magus when spellstrike is available? Spell combat requires a full round action with two attacks at -2 while spellstrike gives you one attack that typically requires a standard action and you can cast without needing a concentration check since you can cast the spell, move, and then attack. Is there something I'm missing here? The only thing I see spell combat having an edge over spellstrike is that at level 8 and beyond you can get more attacks with your weapon.
So a thought occurred to me, how does crafting items work for a caster with multiple caster levels?
Let's say a caster with wizard 3/cleric 3 with Magical Knack that boosts wizard up to 5. Since he has caster level 5 he can take Craft Wand for wizard spells without trouble. Can he also craft wands for cleric spells too or does he need a caster level of cleric 5?
Ever since I've read about inquisitors and paladins both of their respective casting bothered me, namely that it's spontaneous casting that uses wisdom or prepared casting that uses charisma. Prepared casting always uses intelligence or wisdom while spontaneous always uses charisma except for these two classes and the Arcanist who is a strange mix of the two.
So here's my question for discussion, mechanically would there be a significant issue with inquisitors preparing their spells like a cleric? What about a paladin casting like a bloodrager? Has anyone done either on home tables before? If so how did it fare?
So the bonus spells of the Eldrich Scion are a bit confusing, namely the first one.
"At 7th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 10th level."
The thing is the first bonus spell you get from a bloodrager bloodline comes at level 7, and they don't mean the second one you get at 10 because of the second part.
"He gains the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively."
Are there any class skill lists that you disagree with, like one of the class skills feels like it should not be there or it is missing a skill that should be there?
For me there are three, the witch, the inquisitor, and the summoner. I feel the witch should have bluff as a class skill for hiding where their magic comes from. After all the page on the OGC does say that some witches live in society while hiding the fact that they are witches.
As for the inquisitor it's partially lore and partially mechanics as to why them lacking local knowledge. For the lore I imagine that when you're hunting down enemies of your faith that local rumors and people would be important for some gods, like an inquisitor of Cayden looking for slavers. Mechanically it bugs my OCD that they have every other knowledge skill that involves things you fight on that list.
On the opposite end I find it odd that they have every knowledge skill. It makes sense for the wizard and investigator since they have to study a lot and it at least makes mechanical sense for the bard since they get bardic knowledge, but I don't get why the summoner has all of the knowledge skills. It would make a lot more sense for them to just have arcana and planes, possibly nature, but defiantly not things like engineering. Of course I might be missing something since I don't own all of the lore book.
First some background. My cleric is elven with 14 strength, 15 dexterity, 13 constitution, 13 intelligence, 16 wisdom, and 17 charisma...don't judge I don't know what I was thinking when I was making her. Anyways she has Selective Channeling for her feat and has 18 AC normally with scale mail and a buckler which I use because of my bow. She also worships Gozreh and has the growth and water domains.
Now here's the tricky bit, I'm in a party of 7 including myself but 4 of them do not have the ability to fight with melee (at least on paper) which means my cleric is going to have to be a battle cleric. The other frontliners are a fighter with 20 strength, 12 dex, and favors two handed weapons and a magus who's AC is not going to get any better than 16 until level 4 or level 7 since we already gave her Dodge. The party members that can't fight are a sorcerer with Color Spray and Charm Person, a witch that has the healing hex that's part merchant, and two halfling bards, one of which is a GMPC and the other a GM mentor PC and both can heal.
So in our first battle after reaching level 2 we fought a bunch of gnolls. Doesn't seem too bad right? Well they got a surprise round and higher initiative on us so they were in my face so I couldn't exactly cast a spell. I used the enlarge power (Spend a swift action to have Enlarge Person on yourself for the round and you can use it 3+wis mod times for day) and attacked but here's where the trouble came up. Not only did I get knocked out twice by the same gnoll twice, but half of his attacks were an exact match to my reduced AC. Thankfully 3/4 of the party members that can't fight can heal so I was fine but this made me doubt the enlarge power.
My current advancement plan is as follows.
Level 3: Improved Initiative
So here's my questions.
Feel free to ask if you need more information.