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Jose Suarez 916's page

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Hello James Jacobs,

My half elf summoner synthesis gets targeted by the Sleep spell, my elven immunity says that I'm immune to sleep so I'm supposed to be fine but there is a special sentence in the synthesist archetype that says ''He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist ''

Does it means that the sleep spell can affect me even tho I got sleep immunity thanks to my elven immunity?


Hello James Jacobs,

The summmoner synthesis says ''The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions''.

Are they refering to the eidolon's original Table Eidolon Base Statistics ? or is refering to the abilities that gives me in the archetype? http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons

I've seen many people using the synthesist archetype and getting evasion and darkvision from the eidolon's base statistics but my GM says that these abilities are actually replaced by the synthesis abilities shown here http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---su mmoner-archetypes/synthesist


Hello James Jacobs,

What languages would you take or need if you were gonna play the Pathfinder Module: The Emerald Spire Superdungeon? name all the languages you think you would need.

Thank you!


So does this weapon deals his normal damage at all when it normally hits? what happends when it crits? does the target recieve the normal damage of the hit but dosen't recieve the extra crit damage?


Hello James,

I was looking for some combat aerial rules for winged creatures and I could only find this http://www.d20pfsrd.com/skills/fly but left me with some questions.

Can I charge while flying ? does it count like a normal charge or does it triple the damage when charging while flying(dive from sky used to be like that in (d&d3.5). I always thought that flying creatures did extra damage when dive in from above which kinda makes sense but I can't find these rules in pathfinder.

If there are no specific rules of charging from above, would you use the old rules and adapt them to pathfinder ? or what would you has a GM.


Hello james,

My two adoptive parents were both weretiger-kins(skinwalkers) http://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-rp /skinwalkers-10-rp#TOC-Weretiger-Kin-Fanglord- , If I pick the Adopted trait will it grant me access to the Tiger's Claw trait (Racial trait)?

or is this trait bound to blood (not customs) which makes it uneligible to pick with the Adopted trait ?

Adopted

You were adopted and raised by someone not of your race, and raised in a society not your own.

Benefit: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.

------------------------

Tiger's Claw

Your feline agility helps you inflict a devastating blow at the end of a charge.

Prerequisite(s): Weretiger or Weretiger-kin(Skinwalker)

Benefit(s) Whenever you use the charge action, you gain a +1 trait bonus on your weapon damage roll.


James Jacobs wrote:
Jose Suarez 916 wrote:

Hello James,

When I use Mounted Mastery(cavalier) ability to add my animal's companion strength in addition to my own to the damage, do I multiply the total for (x1.5) if I'm using a two handed weapon?

for example: My cavalier's strength is 18(4) and my animal's companion strength is 22(6), do I add it all together and multiply the result for x1.5 if I'm wielding a two handed weapon? 6 + 4 = 10 + x1.5 = 15?

Mounted Mastery (Ex)

At 8th level, the cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount’s Strength modifier to the damage roll, in addition to his own.

I would think you'd ad x1.0 your mount's strength, mostly because mounted combat is good enough already. Don't go pulling that in PFS without getting it officially looked at and FAQed though!

No James, I will just use this exactly the way you said in our home pathfinder advanture.

One more question tho, Raging Brutality feat at the end of the description says that it dosen't multiply on a ''critical hit'' but does this include multiplying on a mounted spirited charge (lance x3)? or does it multiply on spirited charge?

Don't hate me for making many questions James! :p lol

Raging Brutality

You expend some of your rage to strike your opponents with a more powerful weapon blow.

Prerequisite: Str 13, rage class feature, Power Attack, base attack bonus +12.

Benefit: While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a critical hit.


Hello James,

When I use Mounted Mastery(cavalier) ability to add my animal's companion strength in addition to my own to the damage, do I multiply the total for (x1.5) if I'm using a two handed weapon?

for example: My cavalier's strength is 18(4) and my animal's companion strength is 22(6), do I add it all together and multiply the result for x1.5 if I'm wielding a two handed weapon? 6 + 4 = 10 + x1.5 = 15?

Mounted Mastery (Ex)

At 8th level, the cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount’s Strength modifier to the damage roll, in addition to his own.


James the feat ''fiendish heritage'' that appears in Pathfinder Adventure Path #25: The Bastards of Erebus (Council of Thieves 1 of 6) was used has a requirement to have access the Variant Tiefling Heritages and Variant Tiefling Abilities but then 3 years later on (april 2012) ''blood of fiends'' comes out adding the variant heritages again but without using the fiendish heritage feat requirements.

Was this ommitted in purpose to make it equal with the up coming book ''blood of angels'' which have the same variant rules for Aasimars with no 'heritage feat' requirements ?


I understand your point Lazar and you are probably right, the problem is that some people here says the opposite (like for example Diego Rossi) and this creates some confusion. Whos wrong and whos got the right answer? hehehe


Yeah I hit the FQ tag but the question rules team takes forever to see this! :(


So does anyone here has a clear answer? can I cast defensively while using a scroll with a none spellcaster class? what if I can cast a scroll defensively with a none spellcaster class, what would be my concentration calculation?

When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. So my caster level would be 0? -_-


So you are telling me that in d&d 3.5 you weren't able to cast a scroll defensively ? o.O


Its kinda sad.., we need our old concentration skill check again -_-.


Really? then someone with no spellcasting can't cast a scroll in front of an enemy? thats kinda weak o.O. I tought you could emulate the caster level with use magic device.


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

Let say that I'm using Use magical device has an alchemist to activate a scroll and I want to cast it adjacent to an enemy but I don't want to get hit or move.

Can I cast it defensively even tho Im not a caster?

How would it work since I got no caster level?

I can emulate the ability score modifier with Use Magic Device but can I emulate my caster level has well?

Concentration Checks and Casting Spells

To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type.

CASTING DEFENSIVELY

If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you're casting) to succeed. You lose the spell if you fail.


Bump!


Thank you all, its pretty clear then. Multiply damage is not always ''critical'' damage. The best example would be spirited charge.


HangarFlying wrote:
What, you didn't like the answers you were getting in the other thread?

I made a diferent type of thread to simplify the question so it could be used to the FAQ's.

Thanks Ssalarn, I know its hard but my DM is going blind mode once again with something obvious, something clear that have been used that way since d&d 3.5.


So something with full critical immunity will not be immune to the multiplied damage from a lance, right?


James Jacobs wrote:
Karse wrote:

Damage from a Lance and/or Spirit Charge is an extra damage that is multiply, so if this works just like critical hits then....

Can a creature immune to critical or that has some % of Fortification can negate the Lance x2 (or x3 with Spirit Charge)?

I would say yes. But that's a better question to ask over on the rules boards than here.

James if you send someone to the rules question forums to ask the question there, do you expect him to do so?


2 people marked this as FAQ candidate.

Creatures with critical immunity or fortification makes you immune to the Spirited charge damage?


I need some RAW, some good evidence from the rules o FAQ's.


Damage from a Lance and/or Spirit Charge is an extra damage that is multiply, so if this works just like critical hits then can a creature immune to critical or that has some Fortification can negate the Lance x2 (or x3 with Spirit Charge extra damage)?


Gauss wrote:

Jose Suarez

When my Boar hits 4 HD I put his ability score increase into Int (3) so it can take Unarmed Strike and Dragon Style.

However, if the GM doesn't like animals taking Unarmed Strike my Boar takes the Charge Through tree. Not as good, but has the advantage that it allows my mount to charge through one enemy to get to another (such as a wizard in the back).

Added to that my mount gets the standard Light Armor Proficiency (free with Cavaliers) and bonus feat Mobility (at level 5).

If they ever fix the Charger Companion Archetype I would also recommend it (though intended for cavaliers it requires an ability cavalier mounts do not have, Share Spells).

Boars make excellent mounts, high strength (20 by level 9), decent Con, Ferocity, and an excellent Natural Armor bonus (+6 before druid level).

Additionally, you can be a halfling rider in an underground setting. :D

- Gauss

This is the type of stuff I like to see, diferent ways to play the cavalier with diferent optimization methods, thanks again Gauss :).


Gauss wrote:

Claxon I disagree that Mounted Combat and Indomitable Mount are not good feats. If a monster is bothering to take a swing at your mount that is one swing per round that you can probably negate with just a ride check. Tack on Trick Riding and now you negate two hits per round.

Regarding Indomitable Mount, it just plain rocks so hard it may be flat out broken. How many saves per round will a mount usually have to face? One. Why target the rider when the mount is probably weaker minded? As a GM there are a number of spells and effects I would happily hit the mount with if only to negate the rider's greatest advantage, the mount.

Jose Suarez 916, you might want to check out the feat Trick Riding. It lets you negate two hits per turn on your mount.

My personal favorite Cavalier build is a Halfling riding a Boar with the Emissary archetype with the Order of the Sword.
Between the archetype and the Order of the Sword there are plenty of feats.
Power Attack (1), Mounted Combat (1), Weapon Focus (3), Ride By Attack (5), Mobility (5), Spirited Charge (6), Lunge (7), Skill Focus Ride (8), Trick Riding (9), and a vacant feat at level 9.

Additionally Order of the Sword comes with a +2 save bonus you can assign to a save of your choice (I prefer Will).

With all of that by level 9 my Halfling Rider usually has a Ride skill of: +3dex, 9ranks, +3class, +2halfling outrider, +3skill focus, +5 jousting armor, and no armor check penalty = 25 Ride skill.

- Gauss

Awsome feat man, trick riding is just plain awsomeness!!, nice build right there Gauss, thank you very much for the tips, really really helpfull.


Gobo Horde wrote:

it simply negates the hit, so RAW it would be fine.

Another thing you can look at is different races. Both goblins and hobgoblins can gain a +4 racial bonus to ride checks and the hobgoblin can gain +1/2 to ride and intimidate checks as a favoured class bonus. A very nice FCB indeed! You can also be human and take the racial heritage feat to access it if you really wanted, at level 13 it would be a +6 untyped bonus. You also would get access to the fell rider archetype which is just a great archetype :) You can also stack it with the Gendarme archetype if you wanted to.
As a side note, how often do you plan on using your swift/immediate actions? Aside from challenge (a generally single use ability) the cavalier will probably not be using his swifts all that often.

Thats a great idea, a single feat which gives you +6 untyped bonus to to ride checks plus acces to a new archtype sounds awsome!!!!.

My swift actions would be defensive for mounted combat + indomitable mount, pretty much I got nothing else to do with those actions.


Mathius wrote:

If your mount gains takes bodyguard and the feat that lets it take a hit for you then mounted combat can be quite nice. In the game that I DM i cav who has a ride of 28 at 10th level and loves to try really insane stuff. This where I break out the -20 impossible penalty and he will still succeed more often then fail.

Ex. Guide with knees while standing on the saddle during a blizzard so that you can high jump your mount and then jump of its back to get the extra height needed to reach a flying opponent. He could not fly due to wind speed but allowed then attempt on this one.

The real question here is, does mounted combat let me avoid an attack that my pet already took ? (I mean my pet using bodyguard + In harms way)


Claxon wrote:
Jose Suarez 916 wrote:

Why would you use military saddle instead master work tool(ride)? masterwork tool is an static +2 circ bonus o ride checks, military saddle in other hand is a +2 circ bonus only when mounted but you have a 75% of not falling from the mount if I fall unconcious. which one do u think is better?

I don't think ill have to sink tons of money on my ride check, maybe around 10k to 15k, at level 13 that ain't that much!.

Indomitable Mount does actually sound valuable, but you should verify that your DM will actually allow it. Especially since I think that feat is from when Pathfinder was writing material for 3.5, and not the modern Pathfinder Role Playing Game. I as a GM would not allow that feat as written because its far too good, I would make it function like Mounted Combat feat and restrict it require a swift action as well.

There is no such item that as a masterwork tool for ride, you do have the option of taking a military saddle though, which is effectively the equivalent. The only time the saddle wont help is to make a quick mount.

In the end, the Indomitable Mount and Mounted Combat feats just aren't that good. You can avoid one attack, and you can use your ride check in place of your mount's save once per round. But on the saves you really want to make they likely wont target your horse. On the less important saves (damage attacks rather than say mind control) it will be annoying if the horse saves and takes half damage, but he wont avoid full effects. Ultimately you can do as you want, but those abilities really aren't as strong as you think they are.

Yeah you might be right, the problem with those feats is the fact that they spend my immediate action for just one attack : /.


Lincoln Hills wrote:

Well, anything that cranks up your Dexterity (such as potions of cat's grace, and so on) indirectly raises your Ride skill... among other benefits.

And while maximizing your benefits for Mounted Combat and Indomitable Mount are worthwhile goals, don't forget other uses for that super-high Ride. I recently had a cavalier in one of my campaigns attempt to leap from his saddle to that of a runaway horse running full-bore in the opposite direction! I set a high Ride DC for that, as you might imagine... although I believe that within the rules-as-written, this was nothing more taxing than a Rapid Dismount followed by a Rapid Mount. Current animal speed doesn't factor into those DCs as far as I know. Hrm.

Indeed, thank you very much for the tips. I didn't think about ''super high ride checks'' until now that you mention it :)


Claxon wrote:
Jose Suarez 916 wrote:


I want to max out my ride check to make sure I wont miss my DC with the Mounted combat feat and with the Indomitable Mount feat, those feats require to pass a DC equal to the enemies hit and equal to the saving throw DC of an enemy. This was pretty much my goal.

Masterwork saddle? I can't find it anywere, how much does it give you?

I meant Military Saddle, as did the above poster, whom made me think masterwork saddle was the correct term. In any event, it provides a +2 circumstance bonus to ride checks.

I will advise you against maxing out your ride check just for Mounted Combat feat, and try as I might I can't find the Indomitable Mount feat. Can you reference where this ability is from and what it does?

Mounted Combat uses your immeadiate action, which uses up your swift action on your next turn. Meaning if you use this ability you can't use it more than once per turn, and that you can't use it next turn, nor can you use anything else that requires a swift or immeadiate action that turn either. Couple that with now your spending thousands of gp to be able to possibly avoid 1 attack every other turn and never getting to use your swift or immeadiate actions for something else. It's a trap ability that sounds good but isn't really. It's situationally useful, and without sinking thousands of gold pieces into it monstesr will still often have a 50% chance or better in rolling higher than your ride skill check. Combine that with knowledge about how often your DM will attack you versus your mount. At low levels creatures only get one attack, but they will catchon and realize if you just avoid their one attack against your mount and instead attack your cavalier or just have multiple creatures attack your mount. Against higher level creatures with iterative avoiding one attack really breaksdown, especially if more than one creature will multiple attacks is after you. Even worse, many low level creatures rely on multiple weaker natural attacks, which you may block one...

http://www.d20pfsrd.com/feats/combat-feats/indomitable-mount-combat-local

Indomitable Mount (Combat, Local)

Your skill at riding helps your mount avoid attacks.

Prerequisites: Mounted Combat, Handle Animal 5 ranks, Ride 5 ranks.

Benefit: Once per round when your mount must make a saving throw, you can make a Ride check as an immediate action. Your mount makes its save if your Ride check result is greater than the DC of the opponent’s attack.

Why would you use military saddle instead master work tool(ride)? masterwork tool is an static +2 circ bonus o ride checks, military saddle in other hand is a +2 circ bonus only when mounted but you have a 75% of not falling from the mount if I fall unconcious. which one do u think is better?

I don't think ill have to sink tons of money on my ride check, maybe around 10k to 15k, at level 13 that ain't that much!.


Gherrick wrote:
Jose Suarez 916 wrote:
Gherrick wrote:
Masterwork saddle as a "tool" to give you a +2 bonus. Enchant it as a skill boosting item for another +5.

What do you mean about enchanting it?

So this item could give me +7 on ride checks total?

Military Saddle is effectively what I was thinking of. There are rules for "custom" masterwork items that will give a +2 circumstance bonus to any one skill, with DM approval. Looks like Paizo already made one for ride.

As for enchanting, look at the magical items like Boots/Cloak of Elvenkind for inspiration. There are several items that give a +5 enhancement bonus to skills, and I was suggesting getting a custom item that applies to Ride. Since you already have a saddle, it made sense to also enchant it as well, so yes, you have have one item that grants a +7 total bonus (+2 circumstantial, +5 enhancement). Since it is custom and essentially slotless, expect to pay a pretty copper for it.

EDIT: Looks like it was already made, but it gives a +5 competence bonus:
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/horse master-s-saddle

The military saddle bonus should still stack, since it's not a competence bonus.

Master work tool and military saddle wont stack right? I mean they are both circumstance bonuses.

Can I create a custom item that applies +5 to ride check? is this RAW? which rules allows me this? the problem here is that it has to be RAW in order for my DM to allow it. If Im able to create one it would be ''+5 circumstance bonus'' not ''+5 enchantment bonus'' right?

Ok Im checking the horse master saddle, thank you!.


Eridan wrote:

DEX 16 (+3)+ Skill Focus (+3)+ ClassSkill (+3)+ Rank (+1)+ Military Saddle (+2)+ trait (Militia Veteran or Savanna Child (plains)) (+1)

= 13 at first level (+2 if you are a halfing with Outrider)

Even a 10 without Skill Focus is enough to beat the most needed DCs (10 for fighting with a mount). DC 15 for cover is also doable with a chance of 80% for success and Mounted Combat should be fine too for the first levels.

More DEX, a skill boosting item and more ranks are the next steps. Skill Focus only if you have to much feats or if you are a half-elv.

No magic items at all? there are so many magic items around that increase diferent types of skills but nothing about riding : /, I want to max out my riding skill to never miss with mounted combat /indomitable mount.


Claxon wrote:

As a cavalier you get the ability to ignore your Armor Check Penalty while riding your mount. If you have a positive dex modifier and put one skill point per level into ride you should be fine.

To what end do you want to max out your ride skill?

As long as your have a combat trained mount (and I don't know if you even can get a cavalier mount that isn't) the most common checks you will have to make are guide with knees and stay in seat which are both DC 5. As a level 1 cavalier that puts one skill point into ride and gets the +3 bonus from being a class skill you literally can't fail because you have a +4 bonus. The only thing I can think of that having a very hide ride skill is good for is using it to avoid 1 attack per round, but it eats up your swift action.

My recommendation is buy a masterwork saddle and invest 1 skill point per level into ride and you'll be fine. At best you really only need to be able to make a DC 10 ride check which even at level one you will still have a 70% chance of doing.

Unless you have a some specific goal in mind, you don't need to really optimize your ride skill.

I want to max out my ride check to make sure I wont miss my DC with the Mounted combat feat and with the Indomitable Mount feat, those feats require to pass a DC equal to the enemies hit and equal to the saving throw DC of an enemy. This was pretty much my goal.

Masterwork saddle? I can't find it anywere, how much does it give you?


Gherrick wrote:
Masterwork saddle as a "tool" to give you a +2 bonus. Enchant it as a skill boosting item for another +5.

What do you mean about enchanting it?

So this item could give me +7 on ride checks total?


Other than increasing dexterity and Skill Focus(Ride) feat, how else can I increase my ride check? any suggestions?


James Jacobs wrote:
Jose Suarez 916 wrote:
James Jacobs wrote:
Jose Suarez 916 wrote:
James how much money a creative director like yourself can earn in a year?
Congratulations! One of the first questions asked on the thread I'm not going to answer!
Awwwwww :( :(, ima gona ask it in the rules question forums and ''FAQ IT''!!!!!!!
I'd really rather you didn't.

I was just joking, I would never do that :p.


James,

Powerful Blow (Ex)

Benefit: The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made.

Powerful Blow says that this bonus increases for every 4 levels ''the barbarian has attained'' which refers to the barbarian class itself, this seems clear to me. But now, Reckless abandon in other hand says:

Reckless Abandon (Ex)

Benefit: While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

''Every four levels thereafter'' (does not mention barbarian levels) is this intended to be used by none pure barbarian classes to get the full benefit of the attack bonus?


James Jacobs wrote:
Jose Suarez 916 wrote:
James how much money a creative director like yourself can earn in a year?
Congratulations! One of the first questions asked on the thread I'm not going to answer!

Awwwwww :( :(, ima gona ask it in the rules question forums and ''FAQ IT''!!!!!!!


James how much money a creative director like yourself can earn in a year?


I see, thanks :). Anyone else have to say something? :p


1 person marked this as FAQ candidate.

In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear).

What does this means? does it mean that I can take a hughe animal companion has long has its normally avaible as a medium sized animal companion?


Beast rider: a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear).

Does it mean that I can take a ''large or a hughe'' animal companion at level 7th or higher? The wording is kinda confusing me lol.


Broken character? looks like my throw bomber alchemist (with 21 bombs per day) is completly broken, they banned him yesterday from a level 12 campaing lol.


James when the cavalier charges(on top of his mount), can the mount attack has part of the charge attack has well?


Hey James, lets say that you let ur players reach the biggest city(metropolis)in ur adventure at level 12, how hard would it be to find a Potion of Stoneskin made by a Summoner(the only class that can make it)? Would you make it nearly impossible to get? or just has easy has any level 3 potion in the market?


Hello James,

Robe of Runes:

Though favored by wizards, this robe can provide some benefit to any spellcasting creature. While worn, it grants a +4 enhancement bonus to Intelligence and allows the wearer to recall, as a free action, up to four levels of spells per day that he had prepared and then cast. Each time a spell is recalled and prepared again in this manner, the sudden rush of magical energy infuses the wearer with power. For 1 round after recalling a spell, the wearer's spell save DCs and attack rolls made with spells gain a +2 enhancement bonus.

Can you recall alchemist extracts with this item? extracts are prepared and are considered spells aren't they?


James did you knew that this is the thread page number 666? does that scare you a bit? does this number mean anything to you?

Next question, what happens when you start a high level campaign(lets say level 12) and you have an alchemist player that took the Mummification discovery(as his level 10 discovery), would you allow him to start with the immunities at level 12? or would you make him do the 30-day regimen when the adventure begins even tho he took it at has the level 10 discovery?

Mummification (EX)

The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.


Sticky Bomb

Prerequisite: Alchemist 10

Benefit: The effects of the alchemist’s bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later.

-------------------------------------------------------

The part on bold means.... that if I throw 3 Sticky Bombs in the same round then one of them will do the splash dmg 1 round later, the 2nd two rounds later and the 3rd three rounds later and so on? or this effect only applies to modified bombs like (frost bomb, force bombs, etc) but not to the sticky bomb itself meaning that attacking with 3 sticky(normal)bombs will do all the sticky bomb damage 1 round later to the same target?


knowledge arcana from Core Rulebook p.101 says: lets me ''Identify a spell effect that is in place''(20+spell level), so does it mean that lets me identify all buffs casted on a creature has well?(rolling knowledge arcane per each buff or casted spell to know them all)

Knowledge arcana says: ''Identify materials manufactured by magic''(20+spell level) so is it referring to magic items? does it let me identify magic items worn by a creature? examples: swords( magic properties), armors(magic properties), belts, cloaks, boots, rings etc?

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