Warforged Fighter

Kalan's page

** Pathfinder Society GM. 81 posts. No reviews. No lists. No wishlists. 16 Organized Play characters. 1 alias.



2/5

OK The question seems simple enough. Since a Vanara can carry things with his tail, would it count as a hand for carrying a Lit Lantern of hidden light(PRG:AG pg 115)? RAW would indicate that, even though a Vanara could carry the Lantern with his tail, it wouldn't stay lit as he isn't holding it in his hand.
Or would RAI say that it would stay lit because the character is holding it with one limb capable of carrying it?

2/5

I've been running the Pathfinder online: Thornkeep modules. I didn't have any problems with the first two but I started running into problems after Core went online. When I went in to enter the third session Thornkeep was only one line I didn't think much of it until yesterday when I registered the session were I ran The Dark Menagerie. When I checked to make sure I'd entered it right I said I'd already run the session.

Now did the Thornkeep modules just get lost in the shuffle of implementing Core or have they been changed?

Does anyone know when this will be resolved?

2/5

The Guide to Pathfinder Society Organized Play has a fillable Tracking sheet but no fillable character sheets. Does anyone know the reason why?

I know many players that create a lot of characters like the sheets that autofill some entries for them to save time. I'm looking for one that works like the tracking sheet that comes with the guide. That way if something is entered wrong it was my thought process that broke not one of the codes in the program.


Does Expanded Arcana work normally with the Occult classes that have a spell list? Specifically the Occultist?

I know the Occultist has an extremely limited list based on the schools that they choose but could you pick the spells made available from the feat from those schools and still just need the one implement to cast the additional spells made available by the feat?

Say I have Conjuration, Evocation and Transmutation as my schools. At 5th level I have access to level 2 spells and I take Expanded Arcana and decide to use it to pick 2 first level spells that I haven't chosen and take them both from Transmutation. Do I need to pick say a Weapon AND my boots(or belt) so I can cast the extra spells?


I have found where versions of this have been asked but could find no Official answer (Faq seems to be mum on it)

Can a Bomb with the Delayed Bomb discovery be thrown?(throwing it would likely break it essentially "wasting" the discovery as it triggers the bomb the round it is made)

If it can be thrown Deflect arrows should trigger it since you have to touch it to deflect it.

Since it can be neutralized with a disable device check of dc 10+alch lvl+int mod. (which for my character would be at least 23 10+8+5) would a reflex save vs the same DC (maybe 5 higher) be a logical way to allow deflect arrows to not set it off?

Don't get me wrong, deflect arrows works fine against any bomb without the delay enhancement. But that delay enhancement creates a bomb with a threefold trigger option.

1. Timer: time runs out it explodes.

2. Contact: Someone other than the maker touches it(think a touch-lamp kind of trigger) it goes of unless a successful disable device check is made.

3. Air exposure: ie it breaks. This would actually be a good way to diffuse a placed bomb at range. Hit it with a rock it goes off.

The discovery description does state "place" not "set" (semantics I know) or I wouldn't ask.


I have found where versions of this have been asked but could find no Official answer (Faq seems to be mum on it)

Can a Bomb with the Delayed Bomb discovery be thrown?(throwing it would likely break it essentially "wasting" the discovery as it triggers the bomb the round it is made)

If it can be thrown Deflect arrows should trigger it since you have to touch it to deflect it.

Since it can be neutralized with a disable device check of dc 10+alch lvl+int mod. (which for my character would be at least 23 10+8+5) would a reflex save vs the same DC (maybe 5 higher) be a logical way to allow deflect arrows to not set it off?

The discovery description states "place" not "set" (semantics I know) or I wouldn't ask.


I have a question on applying the Expanded Arcana to the new Occult classes.

This is how I interpret it so far.

Kineticist and Medium: Does not apply. The first doesn't have a spell list and the second receives all spells associated with the spirits chosen.

Mesmerist, Psychic, and Spiritualist: It should apply normally no adjustments needed.

Occultist: Here is where I run into questions. Normally if you want to get more than one spell for an Implement school you have to pick the school twice and imbue two different items with mental focus.
Example: You pick evocation twice at first level and chose Dancing lights, flare, burning hands and shocking grasp as your spells You would need two different wands, the first to cast dancing lights and burning hands and the second to cast flare and shocking grasp.

If you can use Expanded arcana to add spells of a school you have chosen how would it be handled?

Say you wait until you can cast 2nd level spells so you can pick 2 1st level spells with the feat, you get 1 0lvl, 3 1st and 1 2nd do you think you should be able to cast all of them (slots permitting) from one implement or would you have to imbue a second?
Thoughts?


OK the Drawback for Crossblooded sorcerer is one less spell known per spell level.

Is that minimum one spell per level you can cast or do you spend one level with 3 spell slots and only lower level spells to use in them?

Example my sorcerer has a 16cha, and gains 4th level. Does he gain 1 2nd level spell known or does he have no spells known and 4 open 2nd level slots?

2/5

After reading the side bar on Aasimars that APPEAR to be a race other than human (elf, gnome, Half-orc, etc)am I right in that the ONLY mechanical difference is they LOOK like a gnome or half-orc? and in the case of the gnome reduced weapon damage,slower speed and attack and armor bonus due to size.

If this is right could I take the racial trait scion of humanity and replace Humanoid(Human) with Humanoid(Half-orc)(or elf) to represent an Aasimar that looked like a half-orc or an elf?


I was knocking around a character concept and remembered a feat from dragon 347 (pg 89) called Relicguard Spell as follows.

Relicguard Spell
[Metamagic]
Your spells do not damage objects.
Benefit: A relicguarded spell has no effect on objects. It cannot target an object and any object caught within its area is immune to it's effects, even if a creature holding the item is affected. Creatures immune to spells that do not affect objects (such as constructs and undead) are also immune to a relicguarded spell.

It's nice but there was no spell slot adjustment. Considering a Necromancer could let rip with area affect spells like fireball withe no fear of destroying his minions I was thinking the spell slot adjustment should be 2 or even 3. Any ideas?


This is a question for those of you that play in the Ebberon campaign setting an are comfortable with psionics. (I submitted this question to the Sage but never got a reply).

A Warforged character is a Divine Mind of Onatar and takes Creation as his first Mantle. He manifests his aura using the creation mantles special power.
(All constructs within the aura repair
1hp/hr at 1st lvl
1hp/10 min at 5th
1hp/min at 10th
1hp/rnd at 17th)

May question is does the warforged character repair damage? Or would being a LIVING construct prevent him from benefiting from this aura?


I finished Dragon #258 a few days ago and decided to put this question out to the forum.

The timing of this issue was good for me since I was developing a character and wanted to give them an unusual weapon. The Dire Mace (pg 56-57)in the Chess Made Deadly article fit the bill pretty wall.

My only worry is that it could be a little over powerfull. At first glance it looks equal to a bastard sword, (damage 1d10, Bludgening instead of Slashing, and can be used two handed as a martial weapon or One handed as an exotic weapon). The thing is it is a reach weapon. Now granted it IS fun to think of a character having a one handed reach weapon that does d10 for damage, but combine that with TWF and Oversized TWF and you get a character that at first glance is a little overpowered, (I live in a kind of gamer void so I seldom if ever get to playtest my ideas).

I know I'd have to burn the majority of the characters available feats but I am looking to the story telling aspect a little as well, Exotic warrior guild, personal quest etc.

Any suggestions?


I've toyed off and on with the idea of running a tiny sized N/PC.

I know that a tiny sized characters reach is 0ft, which means to make a melee attack they have to enter an opponents square provoking an attack of opportunity.

I'm wondering if I'm right in assuming that a tiny reach weapon would give them a reach of 5ft, enabling them make an attack without having to enter an opponents square.

tiny glaive 1d6
tiny longspear 1d4

ranged
tiny heavy xbow 1d6

speaking of which, Does a ranged weapons size affect it's range?

I know a "normal" character packs more melee punch but I was looking at this from a little more of a RP angle.