Cadrilkasta

Kir'Eshe's page

131 posts. Alias of Kahn Zordlon.



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Rolling dice is fun. Here's a game for it.

I start by rolling 3d10. 3d10 ⇒ (5, 10, 2) = 17

The next poster would roll 3d10.

The object is to roll the same 3 numbers in order of any poster above you.

If you hit your own number by posting more than once the game continues but you're excluded from posting rolls (playing). You can still post non-playing conversation to the thread. The end of the game is when a roll is matched that isn't the posters own.

The payoff? The winner is recognized for having some Halfling luck.

The median is around 36 posts.


I got the idea from this board and think it is a good one. I think it was the Golarion equivalent job thread. In the US, and outside of the rpg hobby, I guess one can do such a thing as consult as a business. I'll just try and post as it develops.


Hi. Thinking is fun, discussion is fun, emotions are interesting to me. Emotions are worthy of their place in at least face to face interactions. It's snowing where I'm at :)


Hi!My character dropped off a timeworn white nanite hypogun that was broken by the hands of a party member who didn't like what happened on a glitch. The shop is in 5000gp town item limit. A day's travel is a metropolis, where trade is frequent. The keeper's attitude would be helpful, as we helped set up shop. I'm curious what he'd say when I get back in a day or two to check on it.

Out of game, last session I dropped off busted item but I don't know the rules for it as it isn't my character's stick. I was hoping someone would dm shopkeep for the transaction. I also don't want to burden my dm.


I've been full-time trying to be social with all the lovely ladies that I come across. It is fun, and for the most part, they are smiling as well. I still kind of suck at it. I'm curious how ya'll met a s.o. in your travels.


Hi,
Thanks for reading my post. I noticed some anomalies in two of the adventure paths. I'll spoiler the details

Spoiler:
In the Jade Regent adventure path, Ulf Gormundr has a wisdom of 10, but can cast a 1st level ranger spell, endure elements (Book 2)
In Iron Gods Sevroth Slaid is a brawler level 2, but has unarmed damage of a d8, instead of a d6. (book 2 as well)

Supposing there is a discrepancy, I'd just correct. (Both these characters have/may be taken over by pcs) Is there a different recommended action that you would/have followed in your games?

diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8

edited to correct ability type


Hi, I really appreciate the work that is done to keep the site up and going. It usually is, and it's great. I'm more making a suggestion than any real complaint. It would be cool if you added an option to take Bitcoin. We do support the work and transferring the payment would be easier for myself if I could do so in Bitcoin. It would also lower fees for you folks (or so I'm told). Overall, it's more secure and we have less to worry about in the transfer. Anyways, keep up the awesome site!

-Andy


Hi,
If I were to take a level of brawler, then wanted to multiclass to the fighter class, would I start the fighter level at the 2nd level abilities? (brawler being spawn of fighter and monk.) I found this in the advanced class guide where brawler class is:

Spoiler:
Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline).

I want to say one would just start at 1st level fighter again, but I think I remember that you can't take the same level of a class twice, (which this sort of is doing). Thanks, and if it comes out neat I'll try and post the character that results.


And by someone I mean me. I started playing Sandru after our party was captured and one of our (me again) characters died. I want to write a last will and testament that they find on his person. He would leave the caravan ownership to Amiko. In addition we are camped at Kalsgard, so we could hire a few hands to help. I do understand that it is bad to lose a major NPC, and I don't want to hose all of us just because I don't want a character raised. There is discussion of raising him, but it hasn't been decided. We are 4th level nearing 5th. A little advice on making a decision without spoiling it would be appreciated.

diplomacy 1d20 + 4 ⇒ (3) + 4 = 7


Hi, If my character intimidates an Ogre on his initial turn and beats the DC by 10, the Ogre is shaken for 3 rounds. 3 rounds later, my character casts a spell at the Ogre. Would the Ogre be shaken and take a -2 for the save, or is the shaken condition expired. The root of the question is does the shaken condition expire at the beginning of my character's turn or the end?

Yarr, thanks for reading.


Say a character is standing on a 5'x15' table, shooting a bow. Another character, who is under the table, attempts to turn over the table. What would you as a DM require for the checks and results of the activity? I'd estimate the table weighs 200 and the character (on top of the table) also weighs 200.

edit spoiler:

Spoiler:
I was thinking opposed strength and dexterity checks. A failed dex check means action is lost, fail by 5 or more, then the table is turned over and archer falls prone. A successful check means that nothing happens and the archer may shoot.


Hi. I started recording sounds that could apply to my character in a dnd session. I've gotten most of them out of youtube, but was wondering if anyone else has a favorite source for dnd sounds. My method is to rip into audacity then export to mp3, then import to itunes, then export to ipod.


Hi,
This is sort of a duel character, so there should be two selections (master chymsit). The "normal" character is chaotic good and obsequious. He looks out for the party and is helpful however he can be. He loves to be of service and would gladly sacrifice all but his life for the good of a companion.
The other character is Lawful neutral and loves to insult both his party and the mobs. The greatest thrill he gets is having someone attack him in full rage from his taunts. I know this might not go exactly along alignment lines, but that's how I want to play him. If you have a list of gods and their descriptions, that would be just as helpful. I can't seem to find one.


Hi,
The gaming group I belong to consists of 7 players and a DM. It happens occasionally where two or more people can't make it to the session and the adventure is delayed until next week. I've been mulling a solution to the problem and wanted to hash it out a bit before I present to the group. (You guys are usually pretty helpful)
So my idea is to have 5 core characters that are used by the people who show up, and two npc's that can be developed prior to the session, or could be one of our previous campaign's characters (we have plenty of them). That way whomever shows up to session first could select the character they wish to play and so forth, solong as we have 5 people we should be good to go. If we have more, the npc could be worked into the story.
I believe it would be fun to play previous campaign's characters occasionally. Also, I would rather play than not and this offers a solution to the problem of coordinating 7 people for a gaming session.
So, has anyone tried something like this with a larger group? Do you have any suggestions on how to make it work?


There has been a few threads on depression, anxiety, and whatnot. In those threads many (including myself) have suggested meditation. This is a thread to place mindful statements. Let go of your ego and write something that is present-minded. This should be more of a positive break in the stream of thought that causes you to surf in otd in the first place. I know I'll need this thread as a lifeline at work.


Be me,
DnD session, we make it to the bbeg. He's a vampire.
Has special ability to control lots of hd.
Dominates 3 of our group.
They're now playing for team GM and trying to kill the rest.

I read dominate after session and, that's not how it works.
1. full round to cast,
2. move action to redirect dominatrix :)
3. will save at +2 to break against unnatural action.

All of these were ignored, but I'm having fun in encounter. Things could go badly when we finish up encounter next week, but i'm inclined not to say anything.

So, as a player/gm do you see rule bending occur and let it slide?


Other people want to know and relate.
I'm reading Guns, Germs, and Steel. (Or something like that) It's also a series on netflix.


The character I play (viviscetionist/master chymist) is level 8 and just got some loot (19k). He's about to go on a shopping spree to prepare for the unknown. Some of the items I've found and most likely will be purchasing:

Hybridization funnel: combine two alchemal items into one. Acid/holy water for 1d6 + 2d4 + 3 ⇒ (4) + (4, 2) + 3 = 13 200gp

Admixture Vial: combine two extracts of up to 3rd level into one dose, shield and cat's grace in one action! 5k

Volatile Vaporizer: drop pellet into either potion or extract and all within 10 foot radius get the effects. Alchemal allocation, party can gain the effects of their favorite potion without using it! 3k

Alchemal remidies: soul stimulant (if i remember correctly) Ignore 1 negative level for 12 hrs. 300gp.
meditation tea (30gp) +2 on will saves, get extra saving throw for continuing effect.

Potion of stoneskin (from summoner spelllist) c.l. 20 3k + material

Already have potion of barkskin, heroism, and magic fang at high c.l.

What are some of the other items you found useful for your alchemist?


Probably not as interesting as Yellow Dingo’s but its illustrative. I decided this week to try and encourage silver as a medium of exchange. I’ll leave out the why’s unless you ask me specific questions about it. It began with trying to buy coffee. The owner of the store was not interested in doing conversions on such a small purchase. Next I went to buy a pack of smokes, and the vender was happy to exchange for .45 cents of junk silver. She even had a scale. (It was a smoke shop). I tried a few other places, with mixed success. Overall, most people understood that silver was valuable, but only valuable in terms of dollars. They were also concerned that the value of silver in dollars changes. The only time the exchange is successful is when the person wishes to keep the silver. I eventually got some advice that I was subsidizing the exchange. Where they sold the silver would capture the gains, and I would be worse off.


I've looked over the class and I couldn't find the answer. I notice that they do have UMD and I suppose that's there for a reason. If there is a difference between the use of spell completion and spell trigger and the spells that they actually chose to be able to cast, it'd be great if you could let me know. Thanks!
gather information :1d20 - 2 ⇒ (14) - 2 = 12


Hi, I seem to remember seeing in 3.5, I think, a feat that allowed you to memorize lower level spells in place of higher level spell slots for a prepared castor. It may have been some special ability in pathfinder, but I thought it was a feat in 3.5. Does anyone know what I'm talking about?


I'm a fan, I'll just be upfront about that. I play online poker for bitcoins, since the US banned real money online poker. I like the idea of it as well, a currency that is independant of the banking system and can be sent without intermediaries, anonymously. I grant that much of the currency is used for "silk road" purchases, but buying drugs with cash works too. I would post a poll if I could figure out how to do so. It might go like:

Bitcoin yay
Bitcoin nay
Bitcoin what?


I thought I'd report to the pazio community our group's attempt at combining the three topics. We wanted to be able to play monsterous races, but some of us wanted to play standard races, and we were going to start at level 5. The DM decided to allow 60 points between race points, attribute points, and level points, with no value being above 30 overall points (no more than 30 race points, 30 attribute buy, or 6th level). We do have powergamers at the table, so we'll see how this works out. Does anyone else have a similar buy system that they've tried with success?


Would arcane strike:

Spoiler:
You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

work with thrown splash weapons?

Spoiler:
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square. Splash weapons cannot deal precision-based damage (such as sneak attack).

also does an alchemist qualify for this feat?


Dungeons and Dragons online. I just started playing 2 weeks ago and would like to establish a regular group.
Time: 6:00 - 10:00pm EST Thursdays
Age : 27 +
Level: Starting at 3-4
Size : 6 max

If you don't know about DDO, just do an internet search and you'll find out all about it, it's free to play. I'd prefer to have people who haven't advanced past level 3-4. I don't like being lead through the dungeons and you'll probably be bored if you let those new to the game figure it out. Microphones are optional, but I have one. If you miss two sessions in a month, without a heads up, you'll be dropped.


What would happen if your int modifier was negative and you threw an acid flask as an alchemist?
throw anything:

Spoiler:
(Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

I also seem to remember that a hit with no damage (without dr) does 1 nonlethal.


Hi all yous alchemists out there.

I'm playing a ratfolk visectionist with natuaral attacks and just leveled up to 2nd level, that means a discovery.

We are just using pathfinder rules and no 3rd party material.

for a discovery I was thinking one of the following:

Infusion: allow others to use my extracts. This is mainly for the party rogue, who needs help with ac and strength. Might make him more likely to engage in combat and provide flanking.

Spontaneous healing: 5 fast heal for 1 round per 2 alchemist levels. Little weak on the amount of healing, and we do have a cleric. Might come in handy though.


My visectionist 1 is thinking about taking a level of alchemist to get the bomb feature back. This would be at 2nd level. The visectionist for the first level just replaces the bomb feature, and is still an alchemist class level, so would I just add the bomb feature along with the other perks at 2nd level alchemist (discovery, poison resistance +2, and Poison use along with caster level increase). I understand that I wouldn't be counting this level to increase the die on my sneak attack damage for visectionist, just to the bomb damage which would be 1d6 + int then another d6 in 2 levels.


Scanning the room, you note a handful of large vermin seated at a table. They talk amungst themselves and seem to share a pitcher, without bothering to pour into cups. Many are wearing costume jewelry, one decked out with a tail-ring. He sounds like a louder version of the squeeking rats common along the streets of the city. He has leather armor on with bits of fur sticking through the seams, a backpack in between his clawed feet, and bottles percariously attached to a belt. Filthy rat, you look to see who else is about.

Spoiler:
I've spent time building the effecient character, but haven't spent much time developing the roll-playing aspect, which I miss and find to be a lot of fun. I'm just practicing my chops at something completely non-mechanical. anyone else?


Talking this out. It applies to my decision to go multiple attack or vital strike with my alchmist/visectionist. I'll probably go master chymist eventually, but I want to enjoy the first few levels as well. With multiattack and sticky poison and hopefully sneak attack would be fun, I'm just concerned that I'd get bogged down on my turn and keeping track of everything. Plus I'd need the greater magic fang for all of my natural attacks. Vital strike seems cool, and I'd probably dip into barbarian for furious finish. That seems a little simpler and straitforward. I won't retitle, but how simple/complex do you like to make your character's combat rounds? I already decided to go melee with my alchemist as figuring out where the bombs went if they missed and splash damage was a pia.

diplomacy : 1d20 + 0 ⇒ (9) + 0 = 9


I'm thinking of a new character, alchemist definately, but I'm somewhat stymied on whether to go melee or ranged.

The alchemal allocation would go great with greater magic fang, and his mutagen would help ac and strength. Visectionist would work with damage and I wouldn't have to worry about rationing bombs. My major concern would be when I hit DR, and being able to do enough damage to overcome it.

The other choice is bomb expert. DR? who cares, and having your casting stat (int) added to damage is pretty awesome. My concern here is running out of bombs. Our campaign does have somewhat lengthy days with combat sessions (4 at least before rest), so that would be difficult.

How did the alchemists that you played work out, ranged or melee?

gather information: 1d20 + 0 ⇒ (7) + 0 = 7


If I were a ratfolk and got two primary claw attacks

Spoiler:
Sharpclaw (Combat)

Your nails are large and strong.

Prerequisite: Ratfolk.

Benefit: You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.


and I also used a tail attack
Spoiler:
Tailblade: A tailblade is a small, sharp knife designed to be strapped to the tip of a wielder's tail. It takes a full-round action to strap on or remove a tailblade. The wearer can loosely attach the tailblade (without strapping it securely in place) as a move action, but using a loosely attached tailblade gives the wielder a –4 penalty on all attack rolls made with the weapon, and other creatures get a +4 bonus on disarm combat maneuver checks to disarm the tailblade. A ratfolk wielding a tailblade can make a tail attack, adding its Strength modifier to the tailblade's damage. Ratfolk are considered proficient with such attacks and can apply feats or effects appropriate to natural attacks to tail attacks made with a tailblade. If used as part of a full attack action, attacks with a tailblade are considered secondary attacks.

Would I have 2 attacks at full BAB (claws) then 1 at -5 with tail? Assume my BAB is 1 at 1st level.
If I wore a ring of rat fangs
Spoiler:
Ring of Rat Fangs

Aura faint transmutation; CL 3rd

Slot ring; Price 5,000 gp; Weight —

Description

This bone ring is the shape of an elongated rat biting its own tail. The wearer gains a bite attack as a primary natural attack. This attack deals 1d4 points of piercing damage for a Medium wearer or 1d3 points of damage for a Small wearer. After about a week of wearing the ring, the wearer's appearance becomes more ratlike, though she still looks like a member of her original race (for example, a human might gain prominent teeth).


I would need to choose primary attack, but would still have secondary attack available, right?

The example is just from what I'm working on. I'm just curious for the rules regarding natural attacks as a full round action. I read that a higher bab doesn't give you extra attacks with the same claw/bite/tail, but grants an extra for each limb available. So for instance if I had haste, I'm thinking bite, claw,claw, tail.
gather information : 1d20 + 0 ⇒ (14) + 0 = 14


Notice it's in off topic, so don't tell me to quaff an owl's wisdom. I am open to "supplements" though. Wisdom = presence and peace of mind. Something that will help a person have attention to detail and help him entertain friends and girlfriends. I know it's a tall order, but something small that helps you cope would help, with a bunch of small suggestions, hopefully we can gain a point or two.


Greetings,
Using pathfinder rules or pathfinder compatible products, is there a way to prevent ability damage, as a spell, feat, trait whatever? I plan on playing an alchemist. gather information 1d20 + 0 ⇒ (2) + 0 = 2


1 person marked this as a favorite.

confusion bomb:

Spoiler:
Confusion Bomb* (Su): The alchemist's bombs twist the target's perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be at least 8th level before selecting this discovery.

confusion spell:

Spoiler:
School enchantment (compulsion) [mind-affecting]; Level bard 3, sorcerer/wizard 4

Casting Time 1 standard action

Components V, S, M/DF (three nutshells)

Range medium (100 ft. + 10 ft./level)

Targets all creatures in a 15-ft.-radius burst

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.

d%

Behavior

01–25

Act normally

26–50

Do nothing but babble incoherently

51–75

Deal 1d8 points of damage + Str modifier to self with item in hand

76–100

Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).


thanks! gather information 1d20 + 0 ⇒ (13) + 0 = 13


Hi,
I was looking for some recommended 3pp pathfinder books. The next campaign I'm in will be phasing out 3.5 material and I like to have a large amount of content from which to build my character. I already have 1001 spells, which is pretty good. Yes, I will go over what I'm using with dm, but he's usually pretty flexable. My next character will be an alchemist, so books on that would be ideal. Any spellbooks or magic item books would also be great. So let me know what's out there, please :^)

gather information: 1d20 + 0 ⇒ (12) + 0 = 12


Subject.

prd:A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way.

extend metamagic rod.
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.

not taking a position on this, and my reading skills are a little fuzzy now. Could someone interpret the raw for me?

diplomacy 1d20 + 0 ⇒ (10) + 0 = 10


I was leaning towards 1/2 orc, but gnome seems well suited too.
Highlights for the gnome:
+1/2 the number of bombs per day
Eternal Hope:

Spoiler:
Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial Traits

Pyromaniac:
Spoiler:
Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage

1/2 orc highlights:
+1/2 damage to bombs
+1 racial saving throw
+2 to one abiliy rather than con and cha for gnome.

There are many other differences between the races as I'm sure you're all aware, but I didn't want to tr:dr. I'd like to play an alchemist who buffs with long term spells and doesn't spend much time drinking during combat. I did like the mindchemist archtype and will probably take the first two levels of that. Otherwise I'd be throwing bombs and other splash weapons when I run out of explosives. Thanks for the advice in advance!


Next level I'll have the persistant spell feat.(DM allows 3.5 material). This allows a personal spell to have a duration of 24 hrs. The spell needs to be 1st level, or 0 level, has to have a range of personal, and cannot be discharged/have a duration of instantaneous. I play an archer/wizard and so far i've come up with

arrow mind
shield
gravity bow

I was wondering if there are any else out there that you guys could think of that would be supersweet?

diplomacy 1d20 + 0 ⇒ (20) + 0 = 20


Heello once again, I have rules question about the extraplanar subtype. If you are a ranger and take evil outsider as favored enemy then end up on plane of fire, do you still get the bonus to attack and damage? I would think so, as it flavors along the lines of you study the type of enemy, not any supernatural ability.

Another question, if you have a bane evil outsider weapon and you fight the creature on their home plane, does the bane ability still work? A reference page would be helpful.

Thanks!


1 person marked this as FAQ candidate.

I have two questions about hardness.

Does clustered shots work against hardness?

Spoiler:

Clustered Shots (Combat)
You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.

Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6.

Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction.

Special: If the massive damage optional rule is being used (Core Rulebook 189), that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent's full normal hit points (minimum 50 points of damage).


and also does weapon blanch work against hardness?
Spoiler:

Weapon Blanch: These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.

I get the sense that they would not, as hardness is different from DR, but was looking for input. I'll try to contribute something besides asking questions about rules today, maybe i'll wade through the Magic item shop by RAW thread.

edited for spelling


1 person marked this as FAQ candidate.

If you are slowed or staggered, would you be able to take attacks of opportunity?

Staggared

Spoiler:

Staggered: A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.

attacks of opportunity
Spoiler:

Attacks of Opportunity
Sometimes a combatant in a melee lets her guard down or takes a reckless action. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity.

I suppose since the attack is "free", and when staggared you would be able to take these attacks. I could go either way on this, and I wonder if someone knows the actual rule.


Fluff

Spoiler:

A few of the players in the group I play in are planning on playing monks. I thought it would be fun to play one as well, so we could all come from the same monestary/ training school. I had already expressed interest in playing an alchemist, and am thinking of ways to get the multiclass to work, starting with some sort of monk.

1d20 + 0 ⇒ (14) + 0 = 14 diplomacy


Hi,
I seem to remember a 3.5 feat that allowed a non-monk weapon to be considered a monk weapon. Does anyone know what book it was in and/or what it was called?

Thanks!


Would this work?
Abundant ammunition:

Spoiler:

Abundant Ammunition

School conjuration (summoning); Level bard 1, cleric 1, ranger 1, sorcerer/wizard 1

Casting Time 1 standard action

Components V, S, M/DF (a single piece of ammunition)

Target one container touched

Duration 1 minute/level

Saving Throw none; Spell Resistance no

When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.


Named bullet
Spoiler:

Named Bullet

School divination; Level inquisitor 4, ranger 3, sorcerer/wizard 4, witch 4

Casting Time 1 standard action

Components V, S, M/DF (an item from the selected creature or creature type)

Range touch

Target one piece of ammunition or one thrown weapon

Duration 10 minutes/level or until discharged

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or outsiders) or a specific creature you know and can name. When used against the selected creature, the ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet or less, the attack targets the selected creature's touch AC. When the target hits the selected creature, you must overcome that creature's spell resistance, or this spell has no effect. A normal hit scored using the target against the selected creature is considered to be a critical threat and deals 1 extra point of damage per caster level (maximum 20), which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that damage is multiplied due to the critical.

Once the target is used to attack the selected creature, successfully or not, this spell is discharged.

The only legalese that I see is it has the plural ammunition for abundand ammunition, and named bullet only affects one projectile. Am I wanering into cheese here? I would cast abundant ammo on my quiver, then cast named bullet for bbeg, then draw arrows that would each have the named bullet spell on them and shoot at bbeg.