Iain ` 195's page

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I just started playing the Shattered Star adventure path under a new GM, and as I sit with my copy of Ultimate Campaign dreaming of building a Mage Academy and a horde of loyal followers, I was suddenly struck by reminiscences of other APs where the action is rush-rush-rush and you go from level 1 to 15 in about three weeks of game time.

So, before I pre-plan my mighty business empire I ask those of you who know - is there much downtime in the default Shattered Star? Would it be easy enough for my DM to write some in? There's one other player who loves the sort of paperwork required in running an off-screen business, and a couple who'd probably appreciate the time to craft or commission custom magic items, but we wouldn't spend much table time on it - we'd do it by email.


2 people marked this as FAQ candidate.

The Intimidate skill says the following:

Quote:


Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

(bolding mine)

This seems to quite clearly indicate that Demoralize is a fear effect, and thus a 3rd level (or higher) Paladin is immune to it. My question is how do bonuses versus Fear effects (such as the Fighter class feature 'Bravery' or a standing within a Paladin's Aura of Courage) apply to Demoralize checks. Do they raise the DC for the character in question, even though they specifically reference "saving throws" versus fear?


3 people marked this as FAQ candidate.

Does a wizard need to memorize Crafter's Fortune every single day of the scenario (for those that last multiple days, like escort quests)? Does he only need to memorize it the last day? Does he merely need to have a copy in his spellbook and is assumed to cast it on his off days?

Sorcerers, I assume, merely need to have it on their list of Spells Known. Is that correct?

For someone using a (Caster Level 1) wand of Crafter's Fortune, how many charges do they have to spend per Day Job roll - 1, 5 (a week's work), or some other number.

Can a PFS character cast Crafter's Fortune on another PFS character to aid their Day Job roll? If so, is there a minimum duration they need to meet (1 day, 5 days, something else)?

If a CL 1 wand of Crafter's Fortune is all that's needed, then if a PFS character takes 10 on every Day Job check that 2 PP wand is worth a minimum of 300 gp in increased earnings, and more likely 900 gp through level 12.


The Fly spell grants a fly speed of 60' (unencumbered), but movement upward costs double. Given that, should a flying character be allowed to take a 5' step straight up, or diagonally up for that matter?


Quote:

Colour Spray

School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (red, yellow, and blue powder or colored sand)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Quote:


Extend Spell (Metamagic)

You can make your spells last twice as long.

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

So, is Colour Spray extendable, or not? If it is, the flash of colours is presumably still instantaneous it's just the effects that last twice as long.


I'm looking at the various ways a PC can get their hands on an Undead pet - that is, an Undead creature a bit more powerful and controllable than a simple zombie or create undead creature. So far, I've found the Undead Lord archetype for Clerics, the Undead Appearance evolution for a Summoner's Eidolon, and the Gravewalker Witch archetype. Does anyone know of any other ways to get an EverQuest-style undead pet to follow me around?

(Bonus points if it helps me wield a scythe.)


A character is allowed to take multiple archetypes as long as they don't both modify the same class feature. So, should an Oracle be allowed to take two Archetypes (say, Enlightened Philosopher and Seer) that both change the bonus spell list but don't otherwise conflict? If a DM wanted to specifically allow such, what would be the best compromise - force them to take the entirety of one archetype's spell list and ignore the other?


Chapter 3 gives us the Soul Eater, an outsider of evil alignment which is summoned to the prime material and possesses the 'Soul Drain' power:

Soul Drain (Su) When a soul eater reduces a foe to 0 Wisdom, it can devour that creature's soul as a standard action that provokes an attack of opportunity. The victim can resist having his soul drained by making a Fortitude save. If he does, he is slain but can be restored to life normally. If the victim fails, he is immediately slain and his soul is consumed by the soul drinker. A victim slain in this manner cannot be returned to life through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or wish. The victim's soul remains within the essence of the soul eater forever: unless the soul eater is slain while the victim's body is within 30 feet and the victim has been dead for no more than 1 minute. In that case, the victim's soul returns to the body and restores it to life (although at -1 hit point). This is a death effect. The save DC is Constitution-based.

This means that an educated party's most likely line of defense is Protection from Evil - which "prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature."

So... given that Soul Drain doesn't mention whether or not it requires physically touching the victim, what's your opinion? Should a well-timed Protection from Evil save a character from having her soul consumed by the creature, or is the soul a glowing stream of light that floats from one to the other, with no physical contact required?


A Periapt of Health (immunity to disease) is 7,500 gp and a neck slot item. A Periapt of Proof Against Poison is 27,000 gp and also a neck slot item. Short of paying a crafter to add the PoH effect to an existing PoPAP (at 150% the price, so a total of 38,250 gp) is there a way for a Sorcerer to get immunity to both diseases and poisons from a couple of magic items - or alternately, a magic item and a long-term (24 hour or more) buff?


I'm playing an Undead bloodline Sorcerer (currently 4th) and that DR 5/- vs nonlethal is tempting me into some sort of cheese. So, does anyone know of any way(s) to convert damage I take to nonlethal, or other useful tricks I might try? I suppose I could always save up for a Dancing Merciful Vicious melee weapon.