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QuidEst wrote:

Abjuration: It's not exactly something that shows up in many stories or stands on its own. You could do something with it.

Abjuration could play into a magebreaker idea. Someone who studies and practices anti-magic options. Break curses and enchantments, render magic items inert, actively reign in direct spellcasting.

something like a champion magus hybrid would probably play nicely with the school.


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Oh yeah, i guess that makes sense.
I just realized that the Magic Circle class ability also prohibits inward focused magic circles, so the requirement is not really a concern and it's more a magic circle made specifically for that one creature.


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Reading the ability, the occultist gets access to the true name of 1 (or more) Outsiders with 3 HD or less, and then can hire those outsiders to do info gathering and minor tasks.
That makes sense, the part I'm not quite getting is since Outside contact implies that you have to use your own magic circle to do the summoning, does that mean an Occultist can never conjure up an Outsider that matches their alignment?

like a LG Occultist can never summon a Lantern Archon, or whatever the 3 HD angel is since the occultist cannot make Magic Circles against law or good.
this seems like an oversight, why wouldn't an Occultist want to be able to conjure an outsider that embodies their own personal morality?

so am I right? the only Occultist that can conjure any Outsider (barring Aeons which i don't think you can bind with a magic circle anyway) is a true neutral one?


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pretty sure it means that it has 2 slam attacks it can use during a full attack.


Pathfinder Rulebook Subscriber

No they don't, blessings add your die, not your skill.
deathbane crossbow would leave you with Dex Die+ 1d8+ ranged skill +1 with an additional D8 vs undead.
As for the second question, not cheating but intentionally exploiting the system for your benefit, granted you'll only have b/c/p grade cards, so it's not too big of a deal.


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Actually Clerics and ofher classes with alignment based castig restrictions cannot cast summon monster if the monster ia of an opposite alignment. LG cannot summon chaotic or evil monsters (and definitely not chaotic evil monsters)
Wizards, summoners and all the other classes are fine to conjure whatever creature they wish to..


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Quote:

or

there it is.

you pick what you want to aid another with, "I will Aid _____ with their to hit" "or I attempt to protect _______ giving them a +_ to their AC"
etc.

Aid another versus saving throws are a bit weirder, but with Heal you can do it for disease checks, or Aid another to help the rogue jump out of the way of a trap, etc.
also: derp necro, disregard, was looking for info on Dragon Cavaliers.


Pathfinder Rulebook Subscriber
Blindmage wrote:
Mikaze wrote:
Taking the alternate interpretation leads to some real weirdness where unholy water harms good aligned tieflings. So you wind up with tiefling rogues getting hurt by stuff that rolls right off of human paladins with no fuss.
That's one of the difficulties of playing a non-humanoid creature. You get great protection from some things, like spells and that, but there are some cases that you'd be at risk.

yeah this is one of those things you gotta pay for for being immune to Dominate Person, Hold person, and Charm person.


Pathfinder Rulebook Subscriber

I know I'm personally Lawful Neutral, and as for OP, i'm going to throw my voice in for Chaotic Neutral as well.


Pathfinder Rulebook Subscriber

We recently did a game with a 4 Cleric and 1 oracle party.

Got out of hand really fast.

Incense of Meditation is ridiculous in the hands of a Theologian with the Fire Domain.

helps that virtually nothing in the campaign was immune to fire.
plus we were all almost unkillable.
Shortly after we all got a Ring of freedom of movement, the campaign skyrocketed in the absurd department.


Pathfinder Rulebook Subscriber

it just effects (affects?) your caster level, so it doesn't touch your saves, but it does improve your concentration, spell penetration, and spell duration levels.
also how explodey your fireball is.


Pathfinder Rulebook Subscriber
wraithstrike wrote:
By the general rules you can't apply the same enhancement to a weapon twice anyway. That is more of a reminder than a special rule. I wish they had put that reminder on the bane enhancement.

I dunno, I think Bane falls under the same category as the Evil Eye Hex, it's actually a bunch of Enhancements all under the same umbrella

Bane (Humanoid (human)) isn't the same as Bane (Construct).
especially since bane is more of a "oh that's nice" bonus then a "and I add this and this and this" effect.
plus Multiple banes don't stack, meaning a half-elf wont get double hit by a human/elf bane weapon.
just my two copper.

as for the Fire/Frost/Shocking/Corrosive weapon, that's a +5 equiv (after the initial +1) for 4D6 damage, all of which falls apart to multiple resist 5, like an Aasimar ignores cold, electricity and acid, meaning only the 1D6 fire is really relevant, beyond that none of them are multiplied on a crit, doesn't really seem like a fair tradeoff.


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StreamOfTheSky wrote:

So, do you get the patron spells with PrC levels?

And does Cold Flesh "count" as a hex for the purposes of Winter Witchcraft. I'd find it odd that specializing even MORE in cold removes your cold resistance/immunity track, and it's a hex replacement. So, I assume it applies. Cold Flesh should probably just be labeled as a hex.

it doesn't though, Winter Witchcraft also gives you class abilities when you would acquire them, it's really Winter Witch Archetype plus, you lose 1 caster level and your 4th level hex for all of this.


Pathfinder Rulebook Subscriber
blackbloodtroll wrote:

You only get one Swift action per round.

No way to get more.

not entirely true, a Guide archetype ranger can use an Inspiring moment to gain another swift or move action.

granted that's a 1/day ability (2/day at 19th) for a single archetype of a single class, but it's still a way to get one.

combines great with Bow Spirit (use a swift action to make an attack at full BAB + dex + relevant feats) to get 2 extra attacks that round.


Pathfinder Rulebook Subscriber

What about spell effects that change your location, can you still take the 5 ft step?

things like Dimension Door (with Dimensional Agility so it doesn't end your turn immediately), Bladed Dash, greater teleport and the like.


Pathfinder Rulebook Subscriber
Cheapy wrote:
It does seem strange that a barbarian's toughness wouldn't negate any damage when it came from a falling branch, but if a mace hit him, it would.

Gravity is a tricksy devil, and ancient, it understands how to bypass all of your DR's.

or y'know it's just pure Neutral Malice and teams up with the floor to break the rules.

but
glad to see SKR's ruling on DR and non-weapon sourced typed damage.


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Derek Vande Brake wrote:

Actually, if each part grew into a new troll, and had the same brain, then under a dualist perspective they should all share the same mind, like a bunch of radios all tuned to the same station. Which would make for an awesome threat to throw at players.

"For some reason, the troll you slaughtered days ago has returned for you... using the most coordinated group tactics you have ever seen!"

meep.

Trolls with Hivemind capabilities is a scary scary thought.


Pathfinder Rulebook Subscriber

oh yeah, I agree and muchly prefer the broad-yet specifics of Outsider (evil) and it's ilk, but Outsider (extraplanar) also covers Antagonistic Celestials, Inevitables, Aeons, Proteans, plus you get the elementals as well, aside from being on a different plane, Hell you would also get any Celestial and Fiendish animals because their home plane are the upper/lower planes.

It just kind of seems like it's a far better choice than Outsider (evil), especially for Bane and the like.


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So quick question, that my search fu hasn't answered.
but can a Ranger selected Humanoid (extraplanar), or Outsider (extraplanar) as subtypes for favoured enemy?

it sounds super cheesy(at least with outsiders, seeing as all but Native have it on the material plane), but I'm not seeing anywhere saying that it's not a valid subtype target.
other than the fact that it's not on the list of subtypes, but neither is Catfolk, or Kyton, or well any of the more obscure subtypes.


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there's mention of Barbarians, Bards, Rogues, sorcerers and wizards, but no Paladins.
I like the class, but FOB does say that only Abadar has Paladins :S


Pathfinder Rulebook Subscriber

So I saw the super awesome Champion of Irori prestige class (I mean really? Whirlwind smite = awesome), but there was an Issue with it for Pathfinder, that one being that the Faiths of Balance book clearly states that Irori doesn't support paladins, the only Neutral god that supports Paladins is Abadar.

so my Question is: How can the Champions of Irori exist, if Irori doesn't actually have paladins?
are they paladins of other faiths that changed Faith to Irori and somehow Irori decided to foot the bill for the class features, when he doesn't usually, or is the Faiths of Balance book wrong?


Pathfinder Rulebook Subscriber
Mirrel the Marvelous wrote:
Grand Druid gets you extra spells. I think that Archdruid and Great Druid just give you bragging rights.

that's how I see it, they're just things that are there to make you 1: the most badass druid in the area and 2: able to get to level 9+10 respectively.


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I was catching up on my reading of webcomics, mainly Goblins.


Pathfinder Rulebook Subscriber

none, beyond use of diplomacy, or dominate/charm monster, that I know of.


Pathfinder Rulebook Subscriber
blue_the_wolf wrote:

-- can it be used with spell combat to allow a level 4 magus to get 30 feet of movement and 2 attacks?

this one is a yes, as written, it's a standard action spell, meaning as long as you take a -2 to hit, you can cast it, hit the guy, and continue spell combating.

Quote:


-- is the movement granted by the spell up to 30 feet or up to one normal move (thus a halfling magus would normally get only 20 feet from blade dash but someone with a normal move of 50 could blade dash 50 feet)

spell says 30ft, thusly I'm going with it gives you 30 feet, end of story. it's not movement it's an effect of the spell. it would be specified as suffering from encumbrance/armour otherwise.

Quote:


-- can any abilities be used with the blade dash attack (can the caster use trip, disarm, get flanking bonus, make sneak attacks?)

maybe? sneak attack and flanking bonus yes, because those are passive things that trigger depending on circumstance.

is he in a flanking position? if yes, +2 to hit.
is the target denied his dexterity, helpless, etc? if yes, sneak attack is added.
the tricky part are combat maneuvers that can replace an attack.
i'd say yes, because the spell says you make an attack at your highest BAB bonus, but it can go either way.
Quote:


-- can it be used in hazardous terrain like caltrops, rocks or entanglement?

iffy, depends on how you rule the movement, i'd say yes, you're moving too fast for those to impair you, but it can just as easily go the other way.

Quote:


-- if the caster is invisible at the time of casting do they still leave a rainbow trail?

yes, but only those with see invisibility or such things would be able to see it. thusly neither spell supersedes the other.

Quote:


-- can the caster move ANY direction including into the air, over a chasm, or through walls and opponents?

I'd like to say yes, it does say "move any direction" in the spell after all.

however walls, and people are still solid obsticals you'd have to deal with some other way.
it doesn't grant a fly speed, so if you moved over something where there;s no ground, you'd fall as soon as you stopped moving.

at least, this is how I see the spell.


Pathfinder Rulebook Subscriber

remember, unless the illusion is directly affecting you at the time (shadow evocation: fireball, for example) you don't get the save automatically, it's only when you take the time to interact (be it carefully study, touch, lick, what have you) with the illusion that you get the save.

so everyone else will see a guy cooking an egg on a frying pan, unless they specifically take the time to determine whether the frying pan is real.

and yes, only shadow subschool spells can do that, the egg would just pass through a figment or phantasm. maybe not a glamer, depends on what the glamer is effecting.
I also suggest Shadow Gambit as an option to give you more variety with your illusory attacks.


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I'm also a big fan of the Wendigo. love the myths involved, and they're a great background evil that eventually jumps out and gets you to eat the rest of the party, before you go off to do that to someone else.
they're disturbing, scary, and a clash between taboo and primal needs. Makes them a great monster in my book.

also the Atropal, something about dead god foetuses (wow that's a weird looking word) just make a good dark and stormy night story.


Pathfinder Rulebook Subscriber

It's definitely a risk to use, but it is worth it if you know you can sustain the increased damage.
I'm currently playing an oracle that uses it in conjunction with a few other damage sharing abilities to maintain a steady level of health amungst his teamates while mitigating most damage (he's quite resilient)

but it does require a lot of preplanning to use effectively, and as you said the hit and a half from AoE is a constant danger, but one that can be dealt with if played smartly.

in short, it's a great tool, but it's high cost isn't always worth it's use.


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Emmit Svenson wrote:
Grick wrote:
If Enlarge Person is cast from the class that grants the animal companion, he can cast it on the AC... summoners and sylvan sorcerers have no problems.
Forgive me for not reading through the whole 901-post thread you linked if this issue was raised there...but it seems to me that a Sylvan Sorceror gets an animal companion from her bloodline, not her class, so Share Spells doesn’t allow her to cast Enlarge Person on her animal companion.

are you arguing that Bloodline abilities are not class features of a sorcerer?

they're variable class features, sure, but they're still class features.


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Pomkin wrote:
So at +4 enhancement, admantine and mithral are the only weapons that provide any benefit?

unless you're concerned about weight, Silver is also bypassed at +3, making Mithral irrelevant as well.


Pathfinder Rulebook Subscriber

it's part of the price for Cold iron, it's resistant to magic, so there's an extra charge to make it magical.
it's in the write up for making things Cold iron in the equipment chapter of the Core Rule Book.


Pathfinder Rulebook Subscriber

Ustalav is also pretty okay with the "Do what you must to deal with your problems" mindset, routinely organizing witch-hunts and burning everything, plus the Duergar's somber skin colours fits in with the general theme of Ustalav, despite it being mostly populated by Varisians.
Irrisen, Nex and Geb are also good places for such a character to blend in, somewhat.


Pathfinder Rulebook Subscriber
LankyOgre wrote:


Just because one best friend tells you to tie up the other doesn't mean you would. Without a really high Charisma check.

depends on the type of best friends we're talking about here.

but alas that is all I have to say, Charm spells aren't dominate, they just make you friendly, and more willing to act on advice and such.


Pathfinder Rulebook Subscriber

3 pages and No mention of Monkey Lunge?

As a standard action, you can increase your reach by 5 ft, and avoid the -2 ac penalty of lunging.
oh, and it ends at the end of your turn, so you can't use it to give yourself more AoOs.
it requires Lunge and 1 rank in Acrobatics.

note that it is a Standard action, instead of as part of an Attack that Lunge is normally.
meaning you increase your reach, and then effectively end your turn, making you incapable of using that extended reach.

only use would be for quickened touch range spells, but Reach spell is much better and far less dangerous.


Pathfinder Rulebook Subscriber
Kalyth wrote:
Bellona wrote:

May a male witch take the Coven hex and use it to join a hag's coven?

(My apologies if this has already been answered elsewhere, but my search-fu didn't turn up any specific results for this question.)

I dont have the text in front of me but is there any line in the description that would preclude males? I know the pronoun "She" is used in most of the text for witches but just as any pronoun is used in the descriptions of a character class it is just for flavor.

the Reason for the pronoun being "she" is because Feiya is female.

the Paladin, Druid, Cleric, Inquisitor, Sorcerer, Gunslinger, Oracle and Barbarian classes also all use she as the pronoun.

as for the original question: Yes, your male witch can join the Hag's coven, though it might start to look like you're just the Hag's boytoy.


Pathfinder Rulebook Subscriber
Steven Mills wrote:
I see the Starsoul has ten feats when all the others have 8? is this an error?

doesn't really matter because you only get a couple of them anyways.

but yeah, you need to have a failed save before the Arcana kicks in.
I like Starsoul (and it's Variant Void Touched) but their Arcana's are kind of lame.

well Void Touched's one is okay (1 round silence on a failed save)


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Cheapy wrote:
What's a totdm spear?

it's a Shoanti weapon that has holes in it that wistles, they use them as both Intrument, and weapon of war.


Pathfinder Rulebook Subscriber
Tiny Coffee Golem wrote:
Bruunwald wrote:
No wonder marriages between elves and humans seldom last long. Could you imagine being bored out of your mind for six to ten hours a day while your significant other lies there snoring like a slob?

I would leave my spouse asleep and use the extra time work/gaming etc.

p.s. Ten hours?? Really? I'd love the option to sleep for ten hours IRL. Are you employed? If so I want your job. Just saying.

I sleep Ten to 12 hours a day.

I'm employed, I just go to bed earlier if I work earlier.


Pathfinder Rulebook Subscriber
Name Violation wrote:
ProfPotts wrote:

'... Adding these properties consumes an amount of bonus equal to the property's base price modifier...' (Ultimate Magic, page 9)

An enhancement bonus which has been 'consumed' is no longer an enhancement bonus - it's something else - so it no longer counts towards the weapon's maximum enhancement bonus... because it isn't one...

Technically, RAW, this ability doesn't even limit a Magus from pushing an already magical weapon's total bonus equivalent above +10 either... a level 5 Magus who found a +5 Vorpal sword (total bonus equivalent of +10) can still burn an arcane pool point to add Frost and Shock to the weapon. In no place in the Arcane Pool text does it mention the overall magical weapon 'plus equivalent' cap of +10 as a limiting factor on what the class feature can do.

its been said a pally's divine bond can break the +10 limit, and i think they are worded similar enough.

As can Greater Magic Weapon (+1 Dancing Vorpal = +10 item) and then cast GMW to change the Enhancement Bonus to +5 for a +5 Dancing Vorpal _______ that's Effectively a +14 weapon.


Pathfinder Rulebook Subscriber
John Kretzer wrote:

Thanks for the reply.

I think the second one is trickier though...as when you get to that level why not just kill the familiar?

loss of skill checks and action economy, if you die, you're both dead,

though killing it would be a cheap way to get access to a significantly more powerful familiar.

John Kretzer wrote:
As to the third one...would the undead even know it though...that is kinda of cheesy and metagamey.

well, depending on the Undead they'd know.

zombies and skeles don't know anything at all, with a - for intelligence.

that lich though would know you had a reduced effect.

though then you'd also get into situations where you healing hex a friend and they'll try to make the save so they can get more healing out of it.


Pathfinder Rulebook Subscriber
wspatterson wrote:
Are there any spells that specifically prevent the dead from being raised or resurrected?

spells that turn you into undead, trap the soul,Destruction, I'm sure there's a few others that need true rez/miracle/wish to work


Pathfinder Rulebook Subscriber
John Kretzer wrote:

A couple of questions.

1) Can a hedge witch nave a patron other than healing?

yes, they just tend to have a healing themed patron.

John Kretzer wrote:


2) Can a Beast-bonded witch while sharing her body with her familiar though Twin Soul ability commune with her familiar to memorize spells? Teach her familiar new spells etc?

I'm guessing the answer is yes, because otherwise you'd be fubarred pretty hardcore, yes you can escape death, and your familiar dying is less dangerous because you don't need to reteach a new familiar and then go buy all those scrolls again, but not being able to prepare new spells while you're keeping your familiar safe sounds a tad radiculous.

John Kretzer wrote:


3)Would the Accursed Hex feat work with the Healing Hex and the Major Healing Hex?

I think it's only supposed to be for things like Misfortune, where it's an all or nothing deal. Healing Hex will still do half damage against undead if they pass their save, otherwise they willingingly failed their save, making the ability to use it twice if they pass their save moot.


Pathfinder Rulebook Subscriber

I was upset by the lack of new Curses as well.
also the Lack of Cantrips/osirons, but those are minor and not a big deal.

I would have liked some new Curses, like Disbelief: no one believes anything consequential that you say, but you can't lie.
so you can say your name and people will say "okay" but you can't say "the town's about to be attacked by Orcs" nor can you say "the Town isn't about to be attacked by orcs" when it will be as a way around this curse.


Pathfinder Rulebook Subscriber

your imp already has the bonuses, you've attracted a fairly high ranking Imp to your side.
at least that's what the rules are saying.


Pathfinder Rulebook Subscriber
Ravingdork wrote:


- Making criminals easily identifiable to the public (nothing screams rapist like having "rapist" carved into your forehead)

why stop at the face, since you have no limit to how big and the ammount of scarring, why not put it on every minute part of his body?

I mean, a forehead scar's pretty easy to hide (grow long hair, wear a hat, put on some coverup, etc) but when it's repeated everywhere (like your fingers, eyelids, lips, etc) there's not really much you can do to hide it unless you want to look like someone trying to hide something.

or you're pretending to be a Coat-Rack.

other uses: remembering things. just scar the word onto your palm or something, no need to pen and ink anymore (plus it's just a move action to get rid of) "remember to get milk and eggs for the baby-cake."


Pathfinder Rulebook Subscriber
Googleshng wrote:
At the start of the list'o'guns here, the description of advanced firearms in general specifies that "Advanced firearms do not misfire." The next page has a list of 3 different advanced firearms, with clearly listed misfire chances and explosion ranges. Am I missing something?

Text > Chart, it has already been pointed out on this forum that the Chart is in error.

Googleshng wrote:


Also, does "They use metal cartridges as ammunition" mean they're the only guns which can be loaded with metal cartridges, or that they can ONLY be loaded with metal cartridges?

they can only use Metal Cartridges, seeing as they're from the same era that advanced guns are from.

Googleshng wrote:


And for that matter, does the Secret Stash feat allow metal cartridges or pellets as free pulls, or is there a built-in incentive to stick with simpler guns with it for some reason?

Secret stash can grab the ammo you use, be it advanced or otherwise, the downside of using advanced is you have to pay for the cartridge whereas if you just grabbed a large wad of black powder and pellets you wouldn't.


Pathfinder Rulebook Subscriber

17th and 19th level... hrmm...

well normally I play Enchanters and Necromancers so my Archmage would specialise is either of them or both.

I'd already have the Spell Focus and G. Spell Focus in both schools.
plus I'd have Maze, so i'd be set to take on just about anything.
hrmm....

I'd probably end up finishing the Mobility tree and Grab Combat Expertise and Whirlwind attack.

Just thinking about a little old man hitting everyone with his cane in a whirling frenzy is fun.


Pathfinder Rulebook Subscriber
Thefurmonger wrote:

So its a judgment call if the metamagic effects are "Similar"?

Ok, I know the pricing of custom items is just a guideline anyway.

But damn, thats a HUGE difference between the two.

more or less, but since the benefit of having access to two metamagic feats without worrying about wasting actions switching them out, I'd call them different, just because the only item that would let you swap your rods out as free actions costs 10,000 (Glove of Storing).


Pathfinder Rulebook Subscriber

they're seeing it as if adding two different Metamagic effects are concidered two similar Abilities.

this thread treats them as two different (which they are).

the reduction in cost is still added on top of the base price, but their example is for things like "+10 to jump and +5 to balance" two abilities that use the same skill, and thusly are Similar.

you're asking to get the use of two feats, which is multiple different abilities or:

Base cost of all+ 1.5 times the cost of the cheapest addition.

so a lesser rod of Extend/Still is 7500 (3000+3000+1500)


Pathfinder Rulebook Subscriber

Oo very nice scenario, looks like your next Scenario will allow for Milerna to use her weapon of choice, so we can compare the Gunslinger against another Weapon Specialist in a class Neutral enviroment.

also: Diabolist Gnolls?
:( those poor Gnolls.

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