The vitalist begins with the Collective Healing ability:
Say that I am missing 4 hit points and get a Cure Light Wounds cast on me that rolls 8 hit points worth of healing. Can I send the extra 4 hit points to another party member?
The Spiritualist's Devoted Servant Ability for the Dedication Emotional Focus reads thus:
Devoted Servant (Su): When the spiritualist reaches 12th level and is caught unawares by an attack (such as an attack made in a surprise round or while the spiritualist is asleep or an attack by a creature using Stealth), if the phantom is not fully manifested, it automatically fully manifests from the spiritualist's consciousness to protect its master. The phantom stays manifested as long as the spiritualist is unaware and in danger. This ability requires no action from the spiritualist.
The way I'm reading it is that if the Spiritualist is walking around without the Phantom summoned and gets jumped by enemies, the Phantom will manifest itself for the Surprise Round and then dismiss itself as soon as combat proper starts. Or, for another example, that if the Spiritualist gets attacked while asleep the Phantom manifests so long as she's asleep but disappears as soon as she wakes up.
I just wanted to double check with the community before I rule one way or the other on this for my player if I'm reading it correctly.
On a related note, if the effect is that the Phantom dismisses itself as soon as the Spiritualist wakes up or starts getting regular combat turns, would houseruling it so that it doesn't dismiss itself upset some balance with the class I'm unaware of? I haven't yet played with the Spiritualist in a game so I don't know how big of a deal that would be.
I've been GMing for a couple years, but I've only just started bugging my players for in-depth goals and the like and am really attempting to incorporate them into the story. Having never run a game that's primarily driven by the *player's* stories (been mostly running APs for the past few years), what I'm wondering is, when you design these sorts of campaigns, how do you let the players progress their personal stories without resolving them too quickly?
For example, one of my players wants to find and kill the man who killed his father. How do you suggest letting the player progress that story in a meaningful way without essentially having just one adventure where the bad guy is located and another adventure where they kill him?
I'm asking because it seems like, if I let the goals be resolved this quickly and easily, the resolutions will be somewhat anticlimactic but I can't think of how to logically extend the resolution process beyond maybe 1-2 sessions.
Thanks a bunch.
Do effects like Fire Storm that let you create multiple areas with the spell, can you overlap them and have the spell hit the same area multiple times?
Similarly, would something like the
Rapustin Must Die:work the same way (whether the answer is yes or no that they can overlap), or would it be different? If it is different, why?
troops' Fusillade ability, that lets them create four lines that each require a save and do 6d10+6 damage
My players are going to be starting on Kingmaker soon, and I was hoping to run Way of the Wicked as a sort of sequel to it, where we jump forward in time and have their new PCs tearing down the kingdom they spent so much time building. There's a few big issues I'm having on figuring out how to change Way of the Wicked to have Talingarde be the PCs future kingdom.
The first, and biggest, is the geography. From what I can tell, the Kingmaker kingdom is pretty landlocked, while Talingarde is a huge island. Any advice on either A) Converting the Way of the Wicked story to work in a land-locked environment or B) Coming up with a good explanation for why the kingdom got moved out to sea?
Other things, like location names and history, should be fairly easy to rejigger, but, from what I've gathered, Talingarde being an island is fairly important to the plot of the AP.
A friend of mine is playing a Titan Mauler and saw the "Titanic Rage" feature they get at level 14.
At 14th level, a titan mauler may choose to gain the benefits of enlarge person when she enters a rage.
And he was thinking that meant that he only got the benefits of Enlarge Person, not the penalties. I feel that when the ability says "gain the benefits of enlarge person" that basically means "enlarge person is auto-cast on you," but he says it means "I get the +2 to strength and reach, but not the -2 to dexterity or the -1 to AC and attack."
I can kinda see his side, as it says "gain the benefits of enlarge person" rather than "be affected as if by enlarge person" or something similar.
Which is correct?
I don't know how many people here are fans of his, but I felt somebody should post something regardless. Even if I'm the only one who would recognize him here, I feel the need to talk about it and says something. I dunno, I'm rambling, and have never been good at writing things involving feelings.
Justin was an incredibly entertaining, positive, and upbeat producer of videos showing import games that people can play without knowing any Japanese. I didn't know him personally, but everybody who did calls him one of the most friendly, lovable people they'd ever met. Nobody had a bad thing to say about him.
Tragically, he took his own life Thursday, January 23rd. He's left behind a wife and many loving friends and family.
Justin's wife, Jenny, making the announcement wrote:
URL added by me, to the video in question.
For those of you unfamiliar with his work, here's an introduction to his work.
For those of you unfamiliar with him, here's an introduction to who he was.
I don't know if this post will fall on deaf ears, but I felt I should mention it. I didn't know him, but the world became a little less awesome the moment he left it.
Peace be with you, J-Dub. And all my best wishes go out to your friends and family. I hope you've found peace.
A player of mine is playing a grappling Barbarian guy, and we're having a little debate about how it works. I've bolded the main bit that we're talking about, and hoping to have it resolved before he hits the level where he starts using it.
Let's assume that he rolled his Move action grapple and decided to Damage the monster. Now, he wants to Damage the monster again. Does he
A) Have to make another roll to do the second Damage. This is my opinion, since it says that it allows for two grapple checks to be made.
B) Automatically does the second Damage. This is his opinion, since it says that you aren't to make required to make two checks and only need to roll one to maintain.
Thanks for helping clear this up, in advance. :)
My party's part-way through Sins of the Saviors, and I plan to bring Nualia and Tsuto back. I have two main questions:
1) What class arrangement would you recommend for the pair? I plan to put them somewhere in the Pinnacle of Avarice, and I plan to make Nualia into a Half-Fiend, just for reference.
2) Related to #1 above, does anybody know of any pictures of half-fiends women that I could possibly pass off as being Nualia? I run my game via MapTools so having pictures for everybody is pretty important.
Thanks a million, Paizo boards!
The group that I'm currently in consists of about 8 people, including myself. Myself and another member of the group tend to rotate GMing duties, but I have a bit of a problem. 7 people is way too many for me to handle. As such, I want to try and trim the group down to a more manageable size (at least for the sessions I GM, the other guy seems okay with running for that many people). This is where things get tricky. You see, all of these people enjoy the game and are either good players or are noobs trying to become good players, but there's just too many of them.
So, my question to you is this: How do I trim down the size of the group, without hurting anybody's feelings? How do I tactfully tell people that I honestly enjoy playing with and GMing for that I don't want them to come to our weekly sessions when I GM?
I'm planning for my next character an Unarmed Fighter who's like a professional wrestler. You know, grapples, trips, and unarmed combat. I know I should take Improved Grapple, Improved Trip, Power Attack, and the prerequisites for those. Any other feats I should be looking into to improve my Combat Maneuvers or ability to fight unarmed? Specific magic items I should be keeping an eye out for? Since we roll for our stats, a general order I should place my rolls?
Thanks for any assistance you guys can give, and let me know if there's any more information you might need to help me out.
I'm planning on running the Rise of the Runelords hardcover when it gets released in June, and I need to something to run to fill in the meantime. I'm hoping that the AP would start sometime early December but possibly as late as early January, and want an AP that can be finished somewhere between May and August.
A little extra info: