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1 person marked this as FAQ candidate.

There's some debate in my current group over the function of the Cavalier Order of the Flame ability Foolhardy Rush. The rule reads as follows:

"At 2nd level, the cavalier can charge across the battlefield at a moment's notice. Whenever the cavalier attempts an initiative check, as long as he rolls an 11 or higher on the die, he can move up to his base speed as an immediate action and he is not considered flat-footed.

If the cavalier takes an action to move during his next turn, he subtracts the number of feet moved during the initiative check from his total movement."

The debate is first can a cavalier even use this ability while mounted on his mount? The rule clearly states the cavalier gets to move up to his base speed as an immediate action, but mounted combat states that the mount uses its move action anytime the mounted character moves using its speed and the mount is not addressed anywhere in Foolhardy Rush. It only states the cavalier may take that move.

The follow-up question is if the mounted cavalier can in fact benefit from Foolhardy Rush while mounted, does the mount also move then as an immediate action or does it still consume the mount's move action?


I'm running savage tide in pathfinder and while by and large converting most things from 3.5 to pathfinder is an enjoyable experience, I'm not very well-versed in converting poison from 3.5 to pathfinder. Has anyone done a conversion of the Masher from the encounter where the Sea Wyvern wrecks on a reef just off The Isle of Dread's coast? Or have a good recommendation? Best I've had recommended to me in general so far has been a d3 con dmg/round and 2 consecutive saves required.


I can't imagine this thread hasn't come up somewhere in the past on this forum, but I ran a couple of searches and could not find it amidst the mass number of discussions concerning poisons so I figured I'd ask and hope for the best.

I'm currently running the Savage Tide module and am converting the monsters and characters to pathfinder as I go (given the module was written for D&D 3.5). I'm not very knowledgeable in how to convert 3.5 poison rules to pathfinder though when it comes to the poisons that have not already been converted for me. One monster has an injury poison that is DC 18 for 1d6 Con damage, and 2d6 Con damage a minute later. Can anyone recommend a good conversion to pathfinder for this poison?


Lurk3r wrote:

It does lose the spawn ability, but I don't see anything about it losing the STR drain.

Also, bear in mind that killing the shadow gives the PC a permanent negative level. That's nasty. A smart player will avoid sending it into stupid situations anyway, so there's no need to take control of it away.

Indeed. Problem is animals aren't known for having magical weapons to be able to threaten it at all. Ironically an animal without an Int of 3 cannot even take eldritch claws. So trying to figure out someway to just lessen the shade from ending several encounters before they begin without doing something drastic like taking control of it.


I'm running a paizo module at the moment that for the next couple books features monsters very heavily. One of my players is playing a shadowdancer, which gets a free shade to just have basically. Any advice on how to keep an incorporeal undead with lifesense and save-less strength drain from overbalancing the module? I can see so clearly the hide-in-plain sight character scouting ahead, spotting all the encounters, and just having the shade strength drain them away to nothing or forcing them to run away before the encounter ever even starts.


The necklace of adaptation states that it makes the wearer "The magic of the necklace wraps the wearer in a shell of fresh air, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum." So does that also render the wearer immune to physical/touch attacks from creatures that are vapors or gases like a Vampiric Mist?


Drachasor wrote:
Quote:
This subtype is usually applied to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields are good-aligned.

Thank you!


I remember from somewhere that when an outsider has an alignment-based DR it's natural attacks bypass the corresponding. An example would be a Hound Archon with DR 10/evil's natural attacks count as good aligned. Recently I was told it is all their attacks including wielded material weapons. Figuring I should look this up, I tried to find it on the OGC and can't. Am I just totally wrong or are those rules buried somewhere in the depths of the Pathfinder material? ^^;;


I haven't done much work with intelligent items before, but I'm about to run the module out of Savage Tide that involves them. For those of you that have done Savage Tide before you should know which one I'm talking about heheh. I can see conflicts of item versus character happening very quickly if anybody picks up one of these items so my question is when an intelligent item attempts to "gain dominance" over its wielder and the wielder fails the will save what happens? I understand that it lasts for 1 day but what is throwing me off is the pathfinder wording of the intelligent item resists the character and "demands concessions." Demands make it sound to me like the character does not actually have to do this. The character is not forced to do things like drop all other magic weapons, or does this basically function as if the character were dominated as the spell by the intelligent item and until a suitably "critical" situation occurs the character must do as the item commands?


This may be a silly question, but I'm hoping that means for a quick and simple answer :) For the Flowing Monk archetype's Redirection ability is it a reposition or trip maneuver, if the maneuver is successful the target then makes the reflex save to affect the duration of the sickened affect, or is the target tripped/repositioned and then ALSO suffers the sickened effect?


2 people marked this as FAQ candidate.

For the spell Battlemind Link it states that the two participants in the spell gain their simultaneous die rollings if they both make a melee attack on a target or both make a ranged attack on a target. What is required for them to both be making a melee attack? Do they have to hold their actions and swing simultaneously, both be threatening the same target with both declared they're going to swing in melee for their actions that round, or simply both have declared melee/ranged attacks will be their actions on that round for that target?


Justin Sluder wrote:

Only the template.

Edit to add...

Giant Crocodile CR 3
XP 800

N Huge animal
Init +0; Senses low-light vision; Perception +8
DEFENSE
AC 15, touch 8, flat-footed 15 (+7 natural, -2 size)
hp 28 (3d8+15)
Fort +8, Ref +3, Will +2
OFFENSE
Speed 20 ft., swim 30 ft.; sprint
Melee bite +6 (2d6+6 plus grab) and tail slap +1 (3d6+3)
Space 15 ft.; Reach 10 ft.
Special Attacks death roll (2d6+9 plus trip)
STATISTICS
Str 23, Dex 10, Con 21, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +10 (+14 grapple); CMD 20 (24 vs. trip)
Feats Skill Focus (Perception, Stealth)
Skills Perception +8, Stealth +0 (+8 in water), Swim +14; Racial Modifiers +8 Stealth in water
SQ hold breath (84 rounds)
SPECIAL ABILITIES
Death Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Sprint (Ex) Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

Good I was really worried about the party if it was adding a net +12 to the thing's strength heheh. Thank you :)


Quick and potentially silly question, but asking on the fly while I DM a game. This monster's coming up real soon so just want to check. I need to make a crocodile a giant crocodile which from what I understand means giving the crocodile on the OGC the giant template. My question then is do I both give the stat modifiers for the giant template AND the changes in stats from going from large to huge, or does the croc only get the changes in ability modifiers, natural armor, and so on from the template?


kinevon wrote:
Since both archetypes modify the Arcane Pool, it is entirely possible that they weren't designed to be stacked.

They do still stack. Bladebound modifies the Arcane Pool, and Spell Dancer only trades the ability to use the pool to enhance a weapon. Gonna have to use spellstrike and high mobility to deliver precision damage I think, and hope for crits using a Scimitar with improved crit.

blackbloodtroll wrote:
If your Blackblade is a Klar, then there should be no debate about adding shield enchantments.

Can you use a Klar for a Black Blade? Bladebound says it's either a one-handed slashing weapon, a rapier, or a swordcane, and the Klar as a weapon says its treated as an attack with shield spikes.


kinevon wrote:

I doubt you can, since there is no defined price for adding enhancements to it, although a home-game GM could work it out with you.

For general use, the Magus' Arcane Pool lets you add some of the most useful enhancements to his Black Blade, including, at 17th level and up, getting to the full +10 maximum enhancement ability.

While this is quite true, elven Spell Dancer gives up the ability to add enhancements to a Magus' weapon using Arcane Pool.


Eragar wrote:
Dot.

Dot?

Sean Mahoney wrote:

It's a hotly debated question. Don't be surprised if this turns into a long thread with people calling for FAQ rulings.

Basically there are two sides to this and it isn't clear cut at all. Check with your GM (which is not a satisfying answer, I know...).

Thank you for the answer. Yeah not a very satisfying one, but such is the nature of debated questions. Thank you for giving one at least :) Will see what comes out of any more replies too.


Straight to the point, and this is probably a no-brainer but I can't find a definitive answer so I figure I'll ask. A Black Blade gains an enhancement bonus as the Bladebound Magus gains levels, but can you enchant other effects onto the Black Blade?

For a Magus I'm sure everyone is wondering why the heck I would want to do that. Answer is I was thinking of giving the elven Spell Dancer archetype a try as well, but I'm concerned about giving up the ability to add enhancements to my weapon. So insight is welcome and if I can indeed enchant something like bane onto the Black Blade that would just be awesome.


The Eldritch Knight capstone of Spell Critical is a class ability that states when the EK confirms a critical hit it may cast a spells as a swift action. Critical Feats meanwhile state that you can only apply one "critical feat" to a weapon's critical confirmation unless the character also takes the Critical Mastery feat. So if an EK has both the Spell Critical class ability and also the Blinding Critical feat can it apply both on a weapon crit since one is a class ability and one is a critical feat?


Straight to the question, using Craft Magic Arms and Armor are you able to further enchant the specific Pathfinder armors? The example in question, my rogue is currently wearing Celestial Armor crafted by the party magus. Would said magus be able to increase the armor enhancement from +3 to +4 or +5 as time goes by or add on other abilities like Comfort to reduce the armor check by another 1?