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Hi all,

So I've been playing a Dirge Bard in a heavily gothic, undead-heavy campaign and having a lot of fun with it. My dirge bard is enchantment-focused and loves to play all sorts of mind games with the undead you can't normally do. Great archetype, by the way.

So here's the question. After reading spell description I notice that Cacophonous Call is a WILL SAVE, not fort.

Does this mean a dirge bard (which can cast mind-affecting spells on undead) can nauseate an undead since it is will, not fort?

Thanks!


3 people marked this as FAQ candidate.

Sorry if I'm missing this somewhere, but I couldn't find it in the Duelists language anywhere.

For duelists (or anyone else parrying, like a swashbuckler) will a natural 20 auto-parry any attack?

Here's the Parry info from Duelist:

Parry:
Parry (Ex): At 2nd level, a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or one-handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.

Thanks!


Hello all,

Myself and some friends are forming a new group for Pathfinder RPG players and gamemasters in the LA area. Starting July 11th, we'll be hosting an event every Friday from around 6 to midnight at a space in the Van Nuys/Sherman Oaks area. The location has on-site parking, Wi-Fi, and room enough to have four campaigns running each week.

If you're living in the LA area and want to run a game, join a game, or just meet other Pathfinder enthusiasts, we welcome you to sign up with our new Meetup group (Friday Night Pathfinder), where you can read more about the group and claim a slot for the first Meetup.

Note, this is a private, RSVP-required event, so space is limited. A $10 fee helps us covers the cost of location rental, paid only at the meetups you actually attend.

We're putting the word out a couple months in advance of our first meetup to give GM's and players time to organize into groups. We're also hoping to have a Pathfinder Society table, so if you're a GM interested in running PFS we'd love to hear from you!

If you enjoy playing in or running sessions that involve a nice balance of combat and solid roleplaying then this is the group for you. We're striving to create a community of gamers that seek a mature and truly satisfying RPG experience and to most importantly have fun!

See you at the tables!


Starting in July, a new Pathfinder-exclusive meetup will be taking place in the Los Angeles every Friday night. We have a space reserved to comfortably run four games simultaneously, and we're planning to have at least one of those tables (if not more than one) be a dedicated Pathfinder Society table.

As such, we're looking Society GM's that live in the LA area and would be interested in running Society sessions at our location on Fridays. If you think you might fit that bill and live in LA, let us know. If you think you might fit that bill and don't live in LA - move here!

We're hoping to make this meetup a great place for Pathfinder GM's and players from all around SoCal to gather and make new contacts, start or join new campaigns, and have fun.

If you're interested in joining or just learning more, please checkout our newly minted meetup page --> http://www.meetup.com/fridaynightpathfinder/

Thanks!


I'm currently GM'ing for a group and have noticed that a lot of my encounters that involved secret doors are easily handled by this level 1 spell. The group is large enough (5 or 6, depending) that the caster can cast the spell and then concentrate solely on finding all the hidden passages. Because the spell lasts a minute / level and because it apparently finds every secret door regardless of the Perception DC, I'm finding a lot of secret passages I'd like to put on maps are just kind of a waste.

It feels like the spell should grant a +10 to detect secret/hidden doors/compartments instead of a blanket "you find everything, even DC 100 secret doors put there by a god", but it doesn't so oh well.

In any case, I'm wondering if anyone else has had this problem, and what creative solutions they've come up with to solve it?

Here's what I've come with so far:

Throw enemies at party to break concentration (fine, unless you want a suspenseful moment instead of combat...)

Use non-hidden doors that are just hard to detect (fine alternative, but doesn't "fix" the secret door problem)

Spread out your doors on large maps so it takes a long time to get from one to the other (yay, more work for the GM)

Don't use them (seems this is what the rules are pushing me to do)

Any and all suggestions are most welcome!


Need some help here.

Here's the situation, in brief: Party encounters thugs / criminals who assault party. Party defeats thugs, disabling (but not killing) the enemies (they stabilize). The party then splits up - CN Rogue stays with the unconscious thugs, rest of group searches building for more enemies to secure the grounds.

While the party is gone, CN Rogue secretly (through a note to GM) injures all the disabled baddies, so they "bleed out", dying before the others return. When others return, he feigns ignorance (backed up by Bluff rolls) and convinces his comrades he doesn't know what happened to baddies.

So I need your advice:

1) Is the act of "finishing off" disabled enemies an act that falls within the very gray purview of Chaotic Neutral, or does this press toward evil?

2) If it presses toward evil, by how much? All the way to Chaotic Evil? Half way?

3) How do you handle this sort of thing in game?

Thanks for any help. Chaotic Neutral is an alignment that gets defined many different ways, and this situation is giving me trouble.


Can a player use plant shape spells to become plants that aren't published plant-type creatures? If a character (druid) wants to become a normal bush in someone's garden to spy on them, can they do so? (as opposed to selecting something like assassin's vine, which might draw notice). For that matter, what about a normal tree, like oak or apple or something?

Thanks!


Been looking through the rules and reading posts about grappling on the boards here, but haven't found the magic answer.

Basically, here's the situation:

Runaway carriage drawn by a horse, player decides to attempt a grapple as the horse comes charging by and bring it to a stop (somehow?)....

Okay, how do you handle this?


Can it be done? I've searched and found many opinions but no official rulings.

Example situation. Caster wearing Ring of Feather Falling jumps off castle parapet 100ft up and fires a Fireball into melee in courtyard below. Yea? Nay? Totally GM dependent?

THanks!


Did a search, maybe I didn't type right words, but didn't find answer.

Just want to know if a cleric's Channel Energy is effected by

1) Empower metamagic

and/or

2) Healing Domain's power Healer's Blessing

Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Cause I've had one DM say the Channel was empowered by Healer's Blessing, and another say it doesn't because it is not a cure spell.

Thanks for any clarification!