Headless Horseman's Horse

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Negative energy normally heals undead the spell specifically calls out that it has a different effect on undead so I would say it would do no damage to dhampir and have a fear effect instead


you can go into eldritch knight at 2nd level but it wouldn't be worth it as you would lose out on the spell casting benefits if you didn't have a class that cast spells prior to picking it up. however u can go 1st level magus and then eldritch knight and continue to gain casting capability as a magus

At the indicated levels, an eldritch knight gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the new level for purposes of determining spells per day.

hope this helps


Its worded a little funny but I believe the intention is just take the word wisdom whenever it pops up in the grit heading and replace it with charisma.


Nevermind I found what I needed James Jacobs wrote this. back in like 2010

James Jacobs

I'm 99% sure "base land speed" means the same as "land speed." But it applies to your land speed at the time you make the jump. You wouldn't get the bonus when you're standing still.

I agree that it's worded awkwardly, but in cases like this it's best to apply a dose of logic and common sense; if someone were moving faster than someone else when they jumped, logically they would go further than the slower person.


untrained commoner would never jump that far by the rules even if the multiplier factors in. heres why.

30ft base speed- this is the basis for all the calculations

x4 run speed- this is also the basis for all the calculations hence the term running start.

Run feat- x5 movement with run and a +4 bonus to jump checks with running start. this suggests that moving faster increases the ability to jump just as does increasing base speed.

if you had a human commoner his base speed is 30ft. he has no modifers to jump as he is running off of the baseline for movement and multipliers on a roll of 1 he would jump 1 foot.

the small cat has a similar ability with no bonuses you are correct there. my line of thinking is that this particular ability being very limited in its use has been overlooked by development.


and the authors who write this base these abilities off of logic. because 120ft in a round is 13.6 mph. that is very close to average running speed for a full grown man. now that we have established that these numbers that are assigned are not randomly drawn from a hat and are based on real world calculations at the core. do you feel that they did not want the x10 run speed to affect jump and intentionally left it out or that this is such a minor ability and very few access it in this manner that it was an oversight on the development team?


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I think its a great idea with the brain and heart line of thinking. you could set it up as having vital spots of this maze located in different places and have effects in the maze that are linked to different vital spots. when the players destroy a vital point remove said linked effect from the maze. you could run an amazing adventure with this line of thinking and just have the maze itself be the "boss" as it were.
great idea I like the ingenuity.


need more info what flavor of ooze is it?


if thats the case then why apply a +4 racial bonus to jump checks for having faster than average speed? or a -4 for slower than average speed?
When a ninja uses his ki ability to increase his speed by 20ft for 1 round why does he get a bonus to the jump check? If logic did not matter then they would not have put these rules in place.


If your character is wearing armor, use the worse figure (from armor or from load) for each category. Do not stack the penalties.


the logic behind the 600 ft movement was based on the fact that it can move at a x10 speed for 1 round. The run feat states that its grants x5 movement speed when you run and a +4 to acrobatics checks to jump when you have a running start. this along with the rule of every ten feet above thirty feet of base movement adds a +4 to jump checks would suggest that a creature moving at x10 speed a multiplier differential of 6 from the average x4 would gain a 6x4=+24 racial bonus to jump during that movement. 60 ft base move speed grants an additional +12 racial to jump for a grand total of +36 racial bonus. before reading on answer this question. in this scenario which would you expect to be able to jump further

A:a horse moving at 68 mph
B:a horse moving at 9 mph

so a zombie horse wearing horseshoes of speed for a speed of 80ft can only take a single action per round because zombies are slow moves roughly 9mph gets a +20 to jump checks making it capable of a 40ft horizontal jump. and then you have the speedy race horse capable of speeds up to 68 mph with a possibility of a 32 foot horizontal jump. okay now put these two side by side in your head and say they have to run 30 feet jump a 20 foot gap and then run 30 more feet to a finish line. The fast race horse completes this task in .8 seconds with a .2 second hang time. so this is a moderately difficult jump for this horse to get off the ground for 2 tenths of a second. zombie horse completes this task in 6 seconds with a 1.5 second hangtime and the jump is unfailable. fyi michael jordans hang time is about .9 seconds.

So the question is between A or B which logically makes more sense? if you answered A then you believe in the ruling that in general things that move faster can go farther. anyone answering B is just being silly. I think I'm just gonna house rule this one in this format and remove the +4 bonus to jump for higher than normal base speeds and base it off of your total capable movement distance in 1 round. like this.

0-49ft=-8
50-99=-4
100-149=0
150-199=+4
200-249=+8
250-299=+12
300-349=+16
350-399=+20
400-449=+24
450-499=+28
500-549=+32
550-599=+36
600-649=+40

take this chart apply it to the previous scenario with the creatures total capable speed in 1 round and ask yourself does this make more sense than the way the rules currently are?


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looking for feedback on fast speeds and jumping. heres the question I have in mind. lets say I have an animal companion that is a horse(racer) grants +10 foot to base move speed for 60ft run feat adds x5 movement and a +4 modifer to jump checks. racers gain an ability at 6th level that allows them to run at x10 the base speed for 1 round but does not list any bonus to jump checks. so my question is would you assume that a x10 speed would add a +24 bonus to jump checks based on the rules for run?

horse(racer) 600ft covered in 6 seconds. roughly 68.2 mph
option 1: no it doesn't increase jump distance. +12 racial bonus to jump
option 2: yes it increases jump distance. +36 racial bonus to jump

example creature quickling 480ft in 6 seconds. roughly 54.5 mph
+36 racial bonus to jump checks.

I'm inclined to believe option 2 is correct but cannot find any hard evidence to support it other than... it makes more sense. appreciate any feedback on the subject.

Thanks


Sorry for the forum necromancy but by RAW the general consensus of this thread is incorrect. and here is why.

Combining Magic Effects

Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:
Stacking Effects

Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).

Different Bonus Types

The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that doesn't have a type stacks with any bonus.

One Effect Makes Another Irrelevant

Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.

So if a Kitsune wanted to look like any given human met before here are the modifiers gained
Racial Shape change with Realistic likeness feat
+10 Racial bonus to appear human
+10 Untyped bonus Polymorph subschool spell
+10 Circumstance bonus to look like a particular human you have met
Apply any of the following modifers that are applicable
Minor details only +5
Disguised as different gender –2
Disguised as different race –2
Disguised as different age category –2
Disguised as different size category -10

Disguise self may or may not apply to this based on how your GM interprets one effect makes another irrelevant and the application of these 2 abilities. if it does you get an extra +10 bonus if it does not then you could be disguised as someone who is disguised as someone else making for some really weird scenarios and very complicated rules.

Hope this helps


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Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions.

This is the closest thing I can find. that doesn't outright state it. Just think about it in reverse say you tried to punch the shadow and the gm had him deflect the attack with crane wing deflect what would your response be to that reading the above statement about incorporeal creatures. Keep in mind Crane wing Requires you to have 1 hand free and I'm assuming here but I think that is so you can use that free hand to divert attacks, not use it to press two fingers against the side of your head and use MIND POWERS to divert the course of its attack. IDK do what works for your group I think this states it pretty well thou.


well I would look into incorporeal more because it seems RAW from what you have so far you could deflect it it clearly calls out touch attacks. you might just want to go with what your GM says on this though I have been a GM a long time and if you had ghost touch amulet of mighty fists I'd probably go with it and allow it. If not I'm pretty much right there with your GM on this one. However rules as written from the faq you posted you are correct unless theres something else we aren't seeing. The golden rule is what the GM says goes. keep in mind this guy puts in a lot of time and effort creating enjoyable experiences for your group.


it says you can deflect 1 melee weapon attack per round I think the fact that it is incorporeal is irrelevant because its a touch attack not a weapon attack. idk just my opinion


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There seems to be a lot of conflicting terminology when it comes to the anti-magic field and the eidolon. I have thoroughly gone through eidolon and anti-magic field to see what I can come up with seeing as I can't find an official post anywhere. I only see one instance that states that it will dismiss an eidolon.

Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

And this line most people seem to think overrides the entire rest of the description of the spell. the very first line is.

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

While an eidolon does count as a summon it is not labled with SP, SU, nor is it a spell.

It also states that it does not affect conjurations with an instantaneous duration. If you wanted to treat summoning an eidolon as a spell or spell like ability and format the power out into a spell format. it would either have a duration of
Permanent
The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.

Or instantaneous
The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting.

The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.

Since it is not subject to dispel magic that would mean the duration is instantaneous. and thus not subject to antimagic field.

In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

I would also rule that this would be a similar effect that would prevent contact with summoned creature since it does exactly that.

I have also seen people post that if a summoner enters an antimagic field it ends his life link ability and sends the eidolon whisking back to its home plane. if that were the case here is the first line of the spell unfetter. This spell breaks the life link between you and your eidolon. That would be a pretty dumb spell if it just sent your eidolon home.

My personal opinion is that unless there has been an official faq post it would not affect an eidolon. sorry for the long post but eidolon vs antimagic shell full of contradicting wording.