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Specifically Enlarge Person...typically it has a requirement of Humanoid which we know won't work on Tieflings. But, the Alchemist functions a bit different so I wanted to see if I am safe to assume that the spell would NOT work on a Tiefling. Snip:
An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist...An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. I can see people making arguments both ways...thats why I am asking.
This phrase is causing me some confusion. I want to take the Tiefling Alternate Race Trait to be able to use my tail to draw things as a Swift action. What does "on your person" mean? Are these just items holstered or attached to your belt? Does this include things in backpacks? Just basing "on your person" to real life it would imply anything that is directly considered in your posession (ex in your pockets, bags, hidden in your undergarments, etc.). Is this a GM call or something that was defined somewhere and I can't find it?
I'm trying to figure out if I understand how this works correctly (now that I have a paladin in the game I run). If you are evil or have the aura ability and worship an evil diety then you give off an evil aura if looked at with detect evil. If you are evil but at the current time your intentions are GOOD then you would show up as a good aura. I guess my confusion is how you'd give off only a good aura even if you are evil. Was this clarified anywhere that I can reference for my players?
How does Dispel Magic work on a constant spell like ability? The best example I have is lets say the constant Fly on a Bone Devil. If someone were to succeed on dispelling the constant effect would the effect be suppressed for X rounds? Would it just stop if for that round and the Bone Devil could then just reuse Fly next round? Would it permanently rid the Bone Devil of Fly?
Alright, I asked and received what I needed yesterday to make my dream of a Monk Barbarian come true. Now its time to help me build it. My concept is to use a Devil Spawn Tiefling for +2 Con, +2 Wis, and -2 Cha. I would be taking the alternate racial traits of Scaled and Tail. Take 5 levels of Martial Artist Archtype for Monk and then go into Barbarian for what looks like 5 levels to get Uncanny Dodge (and because Monk's Robe will offset this loss in AC and Unarmed Strike). My problem come in with stats, feats and archtypes. I can't decide if it would benefit me to pick a Barbarian archtype or not, and whether I can pick up Master of Many Styles along with Martial Artist. Martial Artist doesn't require me to be Lawful, but Master of Many Styles doesn't explicitly list a Lawful requirement. If I can go with Master of Many Styles then I'd probably benefit from bumping Dex to atleast 15 and picking up TWF since I lose Flurry. Right now here is where I am stuck. Str-14
If I can do Many Styles I'd probably start with Dragon Style and for my 1st level feat take Crane Style. If I can't do Many Styles I'd probably go Crane Style for 1st level and Deflect Arrows for bonus feat. Then I'd like to kind of get advice on where to go from here...
I don't feel like muddying up the boards with 2 questions so I will do the secondary one at the end as a side note. Spoiler:
Description Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Sunburst dispels any darkness spells of lower than 9th level within its area. If you were to use a scroll of Sunburst (Caster level as a minimum Wizard so 15) what would the damage be for a Vampire? 15d6 and make a Reflex save or die, correct? You wouldn't double the 6d6 up top because of the sunlight being harmful or unnatural AND take the 15d6, right? Or it wouldn't be DOUBLE the 15d6 Reflex for half? Also, if this were cast in a small room (20 ft. by 40 ft.) and centered on yourself the caster wouldn't be able to just close his eyes while using the scroll to prevent the blindness, correct? That would be worked in as the Reflex save.
I want to preface with a warning to my players...stop reading now. Jon, you know you shouldn't read this...so stop now. I am running Council of Thieves. Anyone that has played or GM'd this AP knows that the damage output on some of the enemies can be pretty good. Here is my issue. The party I have is a Pistolero Gunslinger (with 2 levels Alchemist for the arm), an Archeologist Bard, a Master Summoner and an Elemental Wizard. They are all damage based...so basically I have a DPR race each and every time combat starts. Sure the Summoner tosses out a lot of fairly useless fodder, but each combat is the same...summon a ton of things, start blasting, then scramble like chickens with their heads cut off because someone in the party is dying. The goal is to balance this so it isn't quite a DPR race, but also isn't just them nuking the hell out of the enemy too...I'd say that 70% of the enemies they face are going to be Intelligent from here on out. Any suggestions?
Good Day Forums! I am currently running a CoT campaign and one of my players has decided to play a Master Summoner. I am fully prepared for the large amount of creatures he is going to summon. My question is how should I play the summons? It specifically says in the description of Summon Monster that you can give them directions if you speak their language. Most of the creatures are unintelligent and I'm betting he doesn't have any of the elemental languages. I know they won't turn and attack the summoner, but being unintelligent creatures they wouldn't have the know how to set up flanking and not change targets and avoid AoOs and the like. I know this will definitely alter the power of the class by not giving him complete control over the summons (thats the point), but I kind of want input on how others have run it.
Okay...I like my build and I like the path I have planned, but I still want opinions because I feel like I am missing a discovery or 2 that could be useful. Not sure how I can fit more into the build, so I will see what the community says. Elf Alchemist 1 Stats
Level 1
Not really sure what to put at 11 for my feat, but I just want input on the build. Keep in mind that I am an Elf so I of course have the Dex and proficiency to use a bow, so the goal is to take advantage of that.
I searched and found people ruling both ways so I want this clear before I make my GM/Venture Captain make a table ruling. As an Alchemist if I take Point Blank Shot I figured that the +1 damage applies to the direct hit, but does it change the splash damage? Quote: Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). It doesn't say "equal to the bomb's unmodified minimum damage", so I just want a clear ruling. Thank you!
I tried to search the best I could, and found lots on MWF and using multiple weapons, but not what I wanted. I am designing a PFS Alchemist that is bomb based with an Elf as the race. So that opens up the ability to fire bows. If I were to use my bombs in conjunction with the ability to fire a bow that would be great, but doing so and gaining the benefits of having a shield as well may be even more awesome. Would I be able to use a shield in my Vestigial Arm to gain the Shield bonus to AC while firing a bow? Throwing bombs? I am fully aware that Alchemists are not proficient with Shields, so I'd have to take the penalty on attacks or acquire a Darkwood Heavy Shield to make him receive no penalties.
Spoiler:
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Thats the part I want to focus on. I know this came up before but my search fu sucks today because I am buy at work. =b Weapons and items carried by the player increase in size to match the player, but what about things picked up after the spell is cast? It says that if it leaves the player's possession it reverts back to normal size, but what if you disarm a player? What if that player then picks up that item that was knocked out of their hand?
In the spell they use the discriptor diametrically opposed. That means there has to be a ceiling within 20 feet of the floor for it to work, or 2 parallel walls within the range of the spell to work. Am I right? If that is correct can someone kind of explain to me what "collapses on itself" means for the spell?
Okay, my PC asked me a question here. If all actions are supposed to happen simultaneously then he would like to know about the below scenario. If player A is flanking monster B and player C spring attacks in then player C gets flanking. Right? Well if everything happens simultaneously then would player A also get the flanking bonus after player C spring attacks in? I personally said no, but his argument is in the Flat Footed section it says that you are flat footed until you act in combat. So in theory just as if Player A and Player C BOTH hit the flat footed monster because he hasn't acted yet, then so should the flanking apply. Because otherwise after Player A hits the monster he shouldn't be flat footed anymore because he is aware of combat.
Just as the title says...I'm worried that the group may not survive just due to poor choices when it comes to party composition. I sat there and said, "You know it may be wise to do this or that", and they kind of ignored me. I'm trying to decide if I should just let them learn with tough love, or if I should just put in an NPC to help them out. Here is what I have to work with:
As you can see I've got 4 ranged classes that are ALL based on doing damage, but sadly its going to be rough on me with only a eidolon as melee and no REAL way for them to heal. Whats your advice? Do I add a healing NPC? Do I add a tanking NPC? Do I let them go and hope they don't get murdered? I don't really want to adjust everything in the AP just because they are suboptimal, but I don't want to force them to play anything they don't want to either...kind of stuck between a rock and a hardplace.
I am starting a CoT campaign for my friends that I play with, and lets just say their choices up til now have been sub-par and they've only JUST made characters. Currently I have a Gunslinger, an Archeology Bard, and a Summoner (who hates the free summon spells) to work with. Obviously I don't want them to fail, but I get the idea they are getting set up for failure if I don't put some kind of melee based character in to do some damage and maybe soak some at the same time. I'm not 100% set on Barbarian, but that is the first thing I thought of that will be a fun easy NPC to toss in for combat only. I gave them a 22 point buy and no stat can be above 16 before racial adjustments and only one stat can be below 10 with 8 being the lowest. I just did it so they wouldn't dump 2 stats and not RP it. Remember that this NPC will mostly be invisible outside of combat. Please if you are going to post specifics that are NOT in the player's guide use spoiler tags. I've obviously read the AP, but not everyone has. Thanks!
Okay. I realize this has been brought up a bunch but from reading over the other threads on the topic I didn't really get a definitive answer as to whether this was written correctly or not. Power Attack:
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. By this it says that if I am using a lance on horseback I'd still get the 50% increase in PA damage since the weapon is a 2H weapon even if I am wielding it with 1H on horseback. Is this really the case? I know that you don't get the 1.5 times Str to damage because that specifically says you have to be wielding the weapon with 2 hands. Damage:
Wielding a Weapon Two-Handed
When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus (Strength penalties are not multiplied). You don't get this higher Strength bonus, however, when using a light weapons with two hands. I'm just trying to clarify here before my players start my campaign here next month. One guy is already trying to power game and min/max everything to all hell. I just want to be fair and make sure I'm playing by the rules and so is he. I know everyone loves the internet and stating whatever, but I'm really just trying to go RAW. So, please only rules or FAQ from Paizo Pathfinder and Pathfinder 3PP. Don't base anything on 3.5 or 4.0 AT ALL.
I have a question about the ability of the Blue Dragon's. The ability says that it can turn any liquids including potions to sand. It says that potions in a character's possession get a save, or turn to sand. My main question is in regards to potions in a bag of holding or handy haversack. Since these items reside in an alternate space then would they be succeptable to this ability? Or would only potions kept on person (in pockets or a normal backpack) be affected? What about gloves of holding? Any help would be appreciated.
Hey all! I just ordered my AP for CoT and I wanted the input of maybe a few players that have either played or ran this AP. I want to grab some map packs and cards to help with my campaign, but I'm not sure what I need. Can you guys recommend what card and map packs will be the most helpful for me? Thanks!
During our last session there was a dispute as to whether or not flanking is granted when you attempt a combat maneuver (specifically tripping). After looking over the rules for flanking in the book it says, "When making a melee attack...", which would lead you to believe only making a melee attack. I know that using a combat maneuver you are REPLACING a melee attack with the maneuver, but does that still qualify for flanking rules? I have to have this in RAW sadly so is there something in the book that I can use to make my argument? Thanks!
OK this will be a brand new campaign that I FINALLY got into after a long wait. We are playing a party of 3 and I am unsure as to what the other PCs will be but the GM said not to worry about balance he will help provide what we are short on. I've never played a melee combatant before (it has always been a Ranger or Caster). Give my build and ideas a look over and offer some advice to help make my character a melee monster. Level 1 Half-Orc Fighter
25 point buy
Fort=+4
BAB=+1
Initiative=+3 AC=20=10+6(Breastplate)+1(Light Steel Shield)+3(Dex)
Feats:
Equipment:
The goal here is for this character to be as big of a threat as possible. I am going to focus on largely using Flail+Shield but I have the Heavy Flail if I'm fighting something that may not hit as hard. I guess as I advance I will more than likely take Combat Expertise, Shield Focus, the Shield Bash chain, Improved Trip chain, Two Weapon Fighting chain (not sure if 2WD stacks with the shield), etc. I'd like this character to dish out pain while also having the capability of playing some crowd control with trip and some Combat Maneuvers. Can you guys recommend something/anything to help accomplish this goal? Thanks in advance!
Okay, so I know that multi-classing isn't the bee's knees, but I want to run an idea past everyone and see if they can help me figure out how to do it. I have this idea to do 2 Fighter/4 Rogue/10 Horizon Walker/4 Rogue. The goal is to be the perfect spy with some combat abilities thanks to sneak attack, weapon finesse and two weapon fighting. I figured I'd go with an Elf and make Dex and Int my strongest stats leaving Cha as my dump stat. Can someone help me make this work, or atleast offer some advice on how to make this into a great scout/spy/infiltrator?
Hey I am looking for a Pathfinder game on the Westside (I live in Lakewood). I'd prefer it be on a weekday evening or at a reasonable time on Sundays. I'm experienced with D&D and other RP games, and have put my time in studying Pathfinder books and the forums. Please send me a message if there is a spot opening up. Thanks!
This is more or less asking for advice on how to approach a subject with a DM. We are currently playing a Pathfinder Campaign set in the Forgotten Realms. Basically following the storyline of the Daggerdale and retaking the city. I am a 3rd level Ranger following the Switch Hitter concept from Treeant Monk using the Urban Ranger sub-class because we needed someone to disable traps. My hometown is in the Dalelands and I took the Rich Parents trait. Moving on to the issues. Last week in the campaign we came across a burning caravan and a few bodies. I decided to attempt to look for clues and was told that I knew nothing about any of the wounds, the tracks, or anything locally. We moved onward into a forest where we were ambushed by Drow. Now, I took (blindly) Humanoid: Elf as my favored enemy because he wouldn't give me any leads to help with my choice, so I tried to make a Knowledge check. He denied my tracking from the caravan, my knowledge check, my attempt to add +2 to my stealth check, and then said I am not roleplaying, I would know nothing about them and that I'd get no bonuses to skills only a +2 to hit and +2 to damage against them. This sparked me into an anger that the class ability that makes me what I am was being nerfed into a basic +2 to hit and damage that I could get by being a fighter and taking Weapon Focus or whatever, so I asked what if at level 5 I take Aberrations do I get the +2 to skills if we encounter them? His response, no. Now I don't want to be a d-bag, but what can be done in this situation short of taking myself out of the story and adventure by spending MONTHS in a library researching my favored enemies everytime I get a new one? Our DM got pissed in the first session that we were moving slow because we were roleplaying. Then he gets pissed that we are moving too fast and not roleplaying enough. And now he wants me to nitpick and roleplay every detail like this. I guess I just want to know if there is something I can use as an argument to get him to relax and accept that my choosing Elves was not only random luck, but that its part of who I am as a character.
Okay, I have a question about what is possible in a turn with this feat. Is it possible to, while moving, put my bow away and draw my greatsword? I'm a level 4 ranger (I'm sure that is all you really need for basic stats info). I guess I'm confused to what the benefits of Quick Draw are when it comes to multiple actions in a round.
I'm sorry if this has been posted somewhere but I searched and couldn't find the right answer to what I am asking. I am currently playing a ranger, so my stealth is fairly decent. What I want to know about is if we are in combat (lets say 4 enemies and 3 of my comrades plus me) can I make a stealth check against Enemy A if he is in combat with Comrade A with the intentions of getting a surprise attack on him? So the goal here is to use the current melee combat he is in to give me a distraction enough to attempt to remove his Dexterity Modifier from AC for the purposes of my next attack.
Hey all. I know how the Witch prepares spells and I am familiar with the class, but I had a question in regards to maybe me missing something on daily spell preparation. A Wizard can leave a certain number of spell slots unprepared and can spend time preparing them in the field (I believe it is up to half the spell slots are 15 minutes in study). Does the Witch follow the same rules? Can she wait and prepare spells later in the field similar to the Wizard with time spent with the familiar, or does she need to prepare ALL of her spells in the morning prior to beginning the adventure? Really I want to know if I can wait to prepare a spell here and there or maybe leave half open to be prepared as needed in adventuring. Thanks for clarification. (Please site text if possible...I really don't want to have to sift through nonsense and trolling)
Quote:
I just want to clarify how this spell works for the sake of my campaign. Lets lay it out as it would happen in a session. Witch A casts the spell on Fighter B. The initiative order is Witch A, Cleric C, then Fighter B. Fighter B failed his save, so on HIS TURN he then is reduced to 0 hit points. Witch A's turn again. Is this the time Fighter B makes another save? Or does he make the second turn's save during his initiative? Cleric C's turn. He heals Fighter B for 1d8 hit points. Now Fighter B is no longer at 0 hit points. Is the next effect of the spell still -1 and dying? Or does he revert back to step one and go to 0 and fall unconcious? Fighter B's turn. He takes the effects of failing the second save on his turn? Or when he failed on Witch A's initiative (if that is when you make the save roll) is when the second stage of effects take place? Witch A's turn once again. Back to whether the save roll is made on this initiative or Fighter B's initiative? And do the effects of the spell hit Fighter B NOW or on Fighter B's initiative? Cleric C's turn. If he uses a spell that prevents death effects does it prevent the third stage of the spell's effects? Or if the save took place on Witch A's initiative is it too late and the death effect has already taken place? Does a heal spell that raises Fighter B's health to 10 hit points then revert the spell back, or does the death effect happen regardless of current hit points? Fighter B's turn. Where are we at with spell effects given the above scenarios? ================================================================== I guess my confusion is in the order of events, when the save rolls happen, when the effects take place, and outsider interference can change things but do they change what happens in the spell? It just seems kind of under powered if it only takes 1 heal spell to kind of negate the effects of that spell.
I'm sorry if this has been answered before, but after looking I could not find a definite answer anywhere. Backstory:
If he makes a charge attack on his boar, does the boar get to make an attack as well? He is using a lance so he gets that bonus to attack, but it was a little sketchy as to whether or not the boar would get an attack roll on the target as well or if the boar is just a means of transportation and not treated as a seperate attacking force. Nutshell:
Thanks for your help/clarification! |