Iryani Calahan's page

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Nice. I didn’t know that bridle existed, and I forgot about headbands of Int. Thanks!


I am trying to see how many tricks I can legally teach my animal companion. Any input is appreciated. I have as follows:
Horse companion— 2 Int (6 tricks)
Bonus tricks— 7 at max lvl
Well Trained— Combat Training in a feat (6 tricks)
Precocious Companion Archetype— Double the number of bonus tricks known (starting at lvl 3), and +2 Int at level 6 (13 tricks in total here)
Clever Mount trait—4 tricks per point of intelligence (adds another 4)

This comes to a total of 36 tricks. Are there any feats/traits I missed that could stack? Or do some of these not stack how I thought they could


I am trying to see how many tricks I can legally teach my animal companion. Any input is appreciated. I have as follows:
Horse companion— 2 Int (6 tricks)
Bonus tricks— 7 at max lvl
Well Trained— Combat Training in a feat (6 tricks)
Precocious Companion Archetype— Double the number of bonus tricks known (starting at lvl 3), and +2 Int at level 6 (13 tricks in total here)
Clever Mount trait—4 tricks per point of intelligence (adds another 4)

This comes to a total of 36 tricks. Are there any feats/traits I missed that could stack? Or do some of these not stack how I thought they could


I am in the process of making a Human Cavalier for a homebrew game. For funsies, and to reduce time later, I'm picking out what feats I will want at later levels, unless something changes. His main weapon is going to be a lance, and I want to make sure I understand how various bonuses would stack.

Lances do 1d8 for a medium weapon, x3 Critical, and do double damage from the back of a charging mount. In this case, wielding a lance one-handed while mounted would do 2d8 on a charge attack, and 6d8 on a successful critical.

With the Spirited Charge feat, a lance does triple damage on a charge. I understand this to mean it replaces the normal double damage, so 3d8 on a charge, and 9d8 on a critical.
(Alternatively, 4d8 on a charge, and 12d8 on a critical, if I am mistaken here).

At level 14, the cavalier can take Mounted Skirmisher. With three attacks at that level, each successful hit after a charge would do 3d8 (9d8 critical). Or does the normal rule for a charge (only one attack) override the multiple attacks granted by this feat?

Finally, the cavalier Capstone ability grants the same benefit as the Spirited Charge feat.

Cavalier:
At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier’s base attack bonus.

Would this move the charging lance attack from 3d8 to 5d8 (15d8 crit), or 4d8 to 6d8 (18d8 crit)?

Looking at these numbers laid out, I can't help but feel like I calculated incorrectly.
Any helpful input is appreciated.


If a phantom is in its spiritualist’s consciousness, is it protected from all spells? I can understand physical ones (fireball, black tentacles) and line of sight/effect (dominate person), but what about spells that only specify range? Mass Charm Person, for example, says “Target one or more creatures, no two of which can be more than 30 ft. apart” (ignoring that phantoms might not count as a “person,” it was the first spell that came to mind).

The only specifics I can find for a phantom is as follows:
“A phantom can’t be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist’s consciousness, as the phantom is protected from such effects by the power of the spiritualist’s psyche.”

The reason this came up is because I am making a homebrew draconic creature who has a mind-affecting breath weapon. It deals psychic damage (or near enough, since pathfinder doesn’t actually have that as a damage type), and also steals a memory on a failed save. Would the phantom be unaffected, use their own saving throw, or use their spiritualist’s result?


Thanks. I was trying to be generous to the player and let them have some stacking, but I was really hesitant about allowing a +8 for initiative (when the character already has something like +9 from Dex and other items), but +4 on a couple combat maneuvers seemed okay.
I wasn't able to find in the rules about Enhancement bonuses not stacking, so thanks for that, as well.


If a character has two weapons and gets Dueling on both, do the bonuses stack? I don’t see anything saying that it doesn’t.

For reference:
Dueling: This ability can only be placed on a melee weapon. A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder.


Scythia wrote:
For the purposes of this effect, I'd define innocent as "a being who has not attacked, harmed, or taken non-defensive aggressive action against the character or party".

But what if the party comes across a mass murderer that has done them no harm? If they were hired to track him down and the murderer only defends himself, but the party wins and the character eats him, would the murderer be considered innocent?

By your response (which both I and the player like, and will probably be going with), the answer would be yes, but in no other definition would he be considered innocent.

I'm probably coming up with issues that aren't likely to arise, and will have to decide who's innocent case-by-case, but I'm trying to solve some problems before they come up.


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A bit of background: I've got a CN vigilante who decided it would be a good idea to poke and prod at an effigy of Kabriri in a temple dedicated to the Demon Lords. Each of the statues in the area have consequences for irreverent contact, and contact with Kabriri gives the PC the Ghoul corruption.
In the description for the corruption, it states that you must consume a portion of flesh from a sentient creature (for purposes of the campaign, this is read as "any creature with an intelligence of 3 or higher"). The corruption progresses when you feed on the flesh of an innocent sentient creature. What the player and I are trying to figure out is, as the title states, "What constitutes an innocent?"
For now, we're starting with that the idea creature would need to be of Good alignment to be considered innocent, and children would also be considered as such.
My problem with this is that there can be plenty of people who are Good that aren't innocent. A benevolent king who has done things he regrets in the course of his reign might be good, but I don't think he'd be considered innocent. Even children aren't always innocent; street urchins will do plenty of awful things just to survive.
I'm inclined to play it as "innocent of the situation," meaning if the victim was not doing anything against the character, either actively or passively, but this would mean that anyone who hasn't attacked the character would be considered innocent. The player doesn't like this definition, because that might make the corruption progress too quickly if they don't make the Will saves.
How would you define an innocent?


One of my PCs recently bought a Wary Ring. The first line in its description says that it functions as a ring of mind shielding, and can read script in any language. Does that mean that the wearer can also read any language, or just the ring?
For reference: http://www.d20pfsrd.com/magic-items/rings/ring-wary/


I have a Kitsune rogue and a Human Vigilante who want to scam the metropolis they're in. The Kitsune has the Realistic Likeness feat, and they want to impersonate bounties, get the money, then escape from the prison. I don't know how often they want to do this, but I'm not sure how to run it so they don't get ridiculous amounts of money and use this as a "get rich quick" scheme. The simple answer is to have low rewards, but the party is currently in Goka, so low reward bounties are incredibly unlikely.
The Kitsune has already proved himself adept at escaping prisons in the past, since he also has fox shape and a crazy high dexterity and CMD, so he slips out of people's grasps fairly easily.
Any suggestions? Should I just let it happen and have less loot from other encounters to keep it balanced?


Kileanna wrote:

Have in mind that, if the character has actually a mental disease, that other personalities are not different people in the same body but different manifestations of the same psyche. So the spell should take the three of them as the same target.

It could be different if the character was posessed by three different entities, but for what you're telling this is not the case.

Justin is a psyche split, caused by trauma. The unnamed one is kind of different. Part of an artifact merged with Adam when he was a baby, and when he developed Justin, the artifact also split into another identity. Like if Harry Potter had a separate identity for the horcrux, that knew what it was and how it got there.

So in that context, Justin and Adam would be affected the same, and the third one might get its own save?


I'm running a homebrew game, and there's an NPC traveling with the party that has multiple personality disorder. I'm expecting something to happen where this character will be hit with Dominate Person, and I'm trying to figure out if it would affect the dormant personalities.
There's Adam, Justin, and a yet-to-be-named third one that doesn't show up often.

If Adam gets fails his throw and is Dominated, would the other two personalities be affected at all? If yes, do they use his same result and fail? Or would they each get their own, ether immediately or when they take control?

This one's probably a 'no' but I'm going to ask anyway, just in case: Would each personality get a new saving throw whenever they take control again, if they go back and forth a lot?

Final question so far:
Dominate Person lasts one day per level. What if Adam is affected, let's say it would last 3 days, and then Justin takes over and is in control for five days. When Adam regains control of himself, would he still be under the effects of Dominate Person, because he wasn't there, or would the duration of the spell continue regardless?


Thanks for the advice, everyone. Turns out I shouldn't have bothered with asking, because the first one to find the child was the group's barbarian, who is a fan of expediency and not wasting resources.


The LG character is an oracle with the Life mystery. However, he is a priest of Sarenrae. From what I understand of her, evil should be repented of and redeemed, if possible, but if not, destroyed. I'm not sure if the flesh eating child would be considered on one side or the other.


I'm running a game with friends, and in our next game, the party is going to find a boat who's passengers and crew were cursed by Urgathoa to crave human flesh. When they arrive, the only survivor is a young cabin boy, who is insane and tries to eat them. I suspect the players will try to find a way to save the boy, but they are at least 3 days from shore. I'm trying to plan for all possible scenarios, and one is that they might mercy-kill him. The only problem is that there is a single Lawful Good on a boat full of various Neutrals. He is a GM-character and I generally try to keep him out of things, but the players may go to him for advice because he's the healer and they might think he could help.
There aren't any holding cells in the boat, and the boy is going to actively try to attack whenever he's able.
My main question is: Would a LG bring it up as an option?
Also, any other advice of what to expect would be helpful. This started out as a no-win situation, where there was no hope for the boy, but I decided that wouldn't give much room for creative solutions.
And before anyone asks if the players are okay with this, this scenario is me testing how far into depravity people are comfortable with, and I'll ask outright after this has been resolved in-game.


In case anyone cares, or if this is found by someone asking the same question, here's what my GM and I came up with for the game (Homebrew)

Any tricks it knows, I don't have to roll Handle Animal to convince it to do, I just have to tell it. Exceptions are if it is under the effects of fear (mainly magical, but depending on circumstances, regular fear, too), or if it exhausted, or similar effects.
It is smart enough to not eat itself sick after hard work.
Ride checks are still needed, because that's my balance, rather than the mount's training.
Attempts to get it to do something against it's normal nature (eg Telling a horse to go back into that burning barn it escaped from) require handle animal rolls.

For those who have read Mercedes Lackey's Heralds of Valdemar series, I'm basing its behavior like a young Companion. Smart enough to know what he's doing, but he still has to be reminded that he's doing it.


From the Paladin page in the Core Rulebook:

At 11th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it.

Would it make sense for the mount to be able to learn Celestial at this point, or possibly earn it as a bonus language?


Atarlost wrote:
Also, try very very hard to convince your GM to allow you to ride something with more charisma. At level 11 they get the celestial template, but smiting with a negative charisma modifier will turf their accuracy. Axe-Beaks are a non-munchkin non-core animal you might get your GM to allow with the chocobo argument and have 10 charisma and are large at level 4. Ostriches have 11 charisma and are medium at level 4 if you're small. Llamas are medium with 9 charisma and it would take a pretty anal GM to not consider Llamas a reasonable mount for small characters since they're a real animal that can really be ridden. By adult humans even.

Thanks for the tip, but I'm stuck on the traditional image of a pally riding a horse.

Hayato Ken wrote:

In any case, a paladin mount is smart enough to find it´s food bucket and probably smart enough to know not to eat out of it´s neighbours food bucket, because that´s not what a LG mount does.

It is also likely to share it´s own food, should some other animal not have enough food, to the point where it risks being exhausted the next day.

Would it be smart enough to not eat itself sick after running all day?

Akkurscid wrote:
The mount could learn to speak common if it had vocal cords. Like people said it can learn to understand common. Maybe you could talk your GM into letting you spend a skill point on linguistics to learn a made up language you share with your horse

Would a horse be able to speak Sylvan or a similar woodland-creature language?


Would I have to spend a skill in Linguistics for it to understand Common so the paladin can communicate with it beyond "Here boy, have an apple"?


I'm currently building a paladin character for the first time, for a homebrew game. It says that the paladin's bonded mount is "unusually intelligent" with an Intelligence of "at least 6." As I understand it, the Intelligence can increase as the mount gains levels, and gets ability score increases. But how smart is horse with an Int of 6? Can it communicate? Not in Common or similar languages (a horse's vocal cords probably couldn't figure that out, even if the horse could), but through gestures or something similar. Could it lead a paladin somewhere that it knows the paladin wants to go?

Also, since the paladin uses his paladin level as his effective druid level, does that mean a level 5 paladin has a level 5 bonded mount, and therefore starts out with an ability score increase?

Thanks in advance.