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![]() Orc Ferocity: wrote: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Disabled: wrote: A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, he is now in negative hit points and dying. Scenario: The brave half-orc cleric uses a move to walk past a vicious looking bugbear. The bugbear lashes out with a morningstar, dealing enough damage to put the half-orc at -4 HP. The half-orc responds by triggering his orc ferocity.I'm trying to figure out how this works. I don't think that our half-orc protagonist gets to heal himself, then take a move or standard next round as if disabled. If he takes a standard action to complete his turn, does he fall unconscious with the strenuous activity? If he doesn’t do anything strenuous, does he stay on his feet until the end of the next round or slightly before that? ![]()
![]() Fiery Shuriken is a ranged touch attack, which functions as a ray. If you have a flat-footed opponent and are within 30 ft. (or have something like sniper's goggles), you get sneak attack damage for every shuriken that hits. If you wanted, you can throw the max 8 (if you've got caster level 15) at the same target, getting 8 sneak attacks in. With arcane trickster 10, wizard 7, rogue 3, magical knack (+2 caster level), and an orange prism ioun stone(caster level +1), you've got the potential for an intensified, empowered fiery shuriken through a maximize metamagic rod for 15d8(120)+105d6 damage before any feats or other tricks. ![]()
![]() Fair enough. The best use of this feat is versus archers who five foot away to make a full attack, or the Step Up and Strike to hit them. Side question: Step Up and Strike wrote: Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round. Does this mean that you don't use up your immediate action to move in and hit the person? ![]()
![]() StreamOfTheSky wrote: Step Up was intended to screw over casters, I believe. But of course... they can just make concentration checks and shrug it off anyway. The concentration check for injured while casting is 10+damage dealt+spell level. That's pretty difficult curve for anyone with a two-handed weapon and power attack. ![]()
![]() Prehensile hair is the strangest but most flexible hex in the witches arsenal. It allows you to pull off touch spells (beneficial and harmful) from range. You can pull allies out of danger with your mighty mustache. You can disarm, trip or sunder from range (though I'd love to see the face of someone who sees a ponytail reach forward and snap his bow in half). It can be used as a temporary hauling technique (particularly that unconscious fighter with full plate and all the loot). It can reach through the bars of the prison cell and grab the nearby keys. It can trigger traps (especially ones that send out guillotine-style blades that cut mere regrowable hair). ![]()
![]() Number one ring of continuation spell: Shapechange.
Shapechange, PF Core wrote: This spell allows you to take the form of a wide variety of creatures. This spell can function as alter self, beast shape IV, elemental body IV, form of the dragon III, giant form II, and plant shape III depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. Think about the possibilities. Rotate in Form of the Dragon to find the perfect energy breath weapon for your foes, Elemental Body to get an air elementa's whirlwind and 120 ft (perfect) flying to regroup, then jump over to a Plant Shape to get your regen 5 after the fight. The rest of the available choices are slim and situational. Glibness is my second favorite choice for the ring. Make the impossible lies possible. Not recommended for a paladin. Echolocation, as you saw, is an okay choice. There will be invisible creatures throughout your career, as well as wizards who use displacement or blur. Bloodhound is reasonable, but not fantastic enough to warrant purchasing the ring. Veil of positive energy (paladin spell from the APG) is nice if you know you're up against undead. ![]()
![]() Not having played Wake of the Watcher, I recommend a few interesting areas that I like. The Hold of Belkzen - Home of orc tribes and barbarians. Interesting way to show off the peaceful aspect of orcs, right before the raiding party comes back to murder you. Geb & Nex - Just bouncing back and forth between these two countries chock full of magic would be interesting. Start in Geb, where small pockets of undead are "out of control", follow leads to Nex wizards who are interfering, and do some adventuring in the Mana Wastes. ![]()
![]() Spell resistance and saves still come into play when it comes to potions, but there are a few potion tricks you could get away with. Potions of sleep or of blindness could put a creature in a bind. However, there is a class that could make someone miserable with an injection spear. Alchemists. A skinsend infusion has no save, so a hit with the spear knocks the person into a terrible situation. ![]()
![]() Alternate:
Very, very temporary bonuses, but during normal rages, without a downed friend, a fellow raging orc, and without the one-round duration buffs, he has 74 str. Edit: moment of greatness added ![]()
![]() I think I can bump strength up even higher.
That's a +30 modifier, an unbuffed 817,152 pound LIGHT LOAD, a 2,457,600 pound HEAVY LOAD, the ability to drag 12,288,000 pounds. (Muleback cords and a casting of ant haul increase this to a hilarious 110,592,000 pounds, which even of the cheapest item [firewood, 1 cp for 20 pounds] would be 55,296 gold pieces in value, more than the wealth by level of a 9th level character. In firewood.) If this is a strength check, you can have a strength domain cleric use his "Strength Surge" domain power to replace your +6 enhancement from the belt with a +10 enhancement bonus, and you can use your own barbarian "Strength Surge" to get a +5 bonus, plus a friendly "Good Hope" for an additional +2, creating a strength modifier of +39 on any one check,. More bonuses are out there, but since it's not part of this challenge, I think we can all agree that we're good with a +39 on a straight strength check, enough to burst 3 inches of iron or a foot thick reinforced masonry wall with a standard action. ![]()
![]() Fair enough, and the players know that killing all giants is a bad idea. The characters, however? Blood-thirst for some, fear at being trapped with an army behind for others. Our magus is NG, cleric is NG, shadowdancer CN, archer is N, sorcerer is LN (with the occasional slide towards LE). We've explored the cave system in-character, and do not suspect cave system connection. Metagame? Sure, there's probably a hole or something in there. Can we re-convince the characters to investigate where they've investigated? Not really. ![]()
![]() Have you ever had a party get so stuck, they start killing stone giants by the dozen?
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![]() I have a question about the initial creation of a demiplane using the spells Create Demiplane (Lesser and Greater). The spell descriptions specifically states "You must be on the Astral or Ethereal Plane or on a plane that has access to one of those planes (such as the Material Plane) to cast this spell. When you cast the spell, you decide whether the demiplane is within the Astral or the Ethereal Plane." If the demiplane is within either the Ethereal or Astral Plane, do they take on the qualities of the plane they're based in? The Ethereal and Astral Planes:
Ethereal Plane
The Ethereal Plane is coexistent with the Material Plane and often other planes as well. The Material Plane itself is visible from the Ethereal Plane, but it appears muted and indistinct; colors blur into each other and edges are fuzzy. While it is possible to see into the Material Plane from the Ethereal Plane, the latter is usually invisible to those on the Material Plane. Normally, creatures on the Ethereal Plane cannot attack creatures on the Material Plane, and vice versa. A traveler on the Ethereal Plane is invisible, insubstanial, and utterly silent to someone on the Material Plane. The Ethereal Plane has the following traits: •No Gravity
Astral Plane
The Astral Plane has the following traits: •Subjective Directional Gravity
Obviously, the spell does eventually blossom into letting the effects and more exist (gravity, time, alignment, enhanced magic). However, if you base your demiplane on the astral, will it start as a timeless plane? Will an ethereal demiplane start close enough to the Material Plane to see but not affect it? Thank you for your wise assistance! ![]()
![]() Brotato wrote:
Thanks for the quick reply. Do you have any erratta/quotes that confirm that cleave and cleaving finish aren't connected in triggers? We've avoided trying this combo in my game for now, as we do for all new and unclear feats, but I'd be happy to start murdering mounted riders. ![]()
![]() I know this is a simple question, but I need to confirm before I try doing this in our campaign.
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