ArmouredMonk13 wrote: Earth Glide, in the text you quoted, said that a burrowing earth elemental does all that stuff. Meaning that you are in fact burrowing when you use earth glide. So no charge. So, how about a Monarch Worm? According to the monster entry, this creature is an unstoppable force, defined as follows in the Godspawn template: Inner Sea Gods wrote: A Godspawn can always charge, even if its movement is impeded or its path is blocked by another creature. Now one party member reads this as "difficult terrain and creatures in the way do not impede a charge", while another draws the conclusion that this makes charging possible while burrowing. Which conclusion would be correct? Thanks in advance for your advice! Kroisos.
Mysterious Stranger wrote: Honestly Inspired spell is probably better than recalled blessing. The ability to cast any spell from your spell list even if it is not memorized, or on you spell list is a lot more useful. This is particularly true for spontaneous casters. Divine casters have a lot of situational spells, and being able to cast them as needed is a lot more useful than casting a memorized spell a second time. I am currently playing an oracle that is about to become mythic. However, my GM has waited to make us mythic until we were already level 18, and my character has the miracle spell. Which Divine Surge ability should I pick? For my oracle, Beast's Fury would be worthless. Inspired Spell would add the ability to cast all 9th level spells, but not much more (since miracle already does this vor spells of 8th level or lower). The only advantage of Inspired Spell would be to be able to apply metamagic (but not for 9th level spells, since metamagic would make the resulting spell level too high). Recalled Blessing would seem the obvious one, since it would at least make creatures roll their saving throw twice, something that would be very hard to achieve in any other way... As an additional question: if I use Recalled Blessing to cast miracle to emulate a 6th level spell, what would the DC for a saving throw be?
Hi, We've always ruled that touch of idiocy can be used only once per casting. However, careful reading seems to suggest otherwise. The target is 'living creature touched', and the duration is 10 minutes per level. The description says nothing about the spell being discharged upon use. What keeps my bloodrager from using it several times in succession on the same one living creature, cumulating the effects? What am I missing, or am I correct? Is there perhaps a general rule about touch spells I am overlooking? Thanks in advance,
Gilbin wrote:
I've used that database for years now, but when I now have a look at the site, it seems that the database cannot be downloaded anymore, to import it into excel or a similar database program. Anyone know what happened to the "download" button that used to be there? By the way, the same goes for the other databases that used to be there (feats, magic items, monsters, and NPCs). The common link to these databases is HERE. Thanks in advance for your advice,
Skylancer4 wrote: I use a version of the neceros sheet, and there are plenty of blank spaces to type in any of the Mythic abilities mid way on the initial page under "feats and abilities" as well as a "point pool" below the skills with the movement and initiative block. What more are you in need of for the Mythic rules? Well, we might be using the same sheet. Mine has a "Feats and features" block on page 1, which I use for my racial traits, starting trait, mystery summary, curse summary, and weapon and armor proficiencies. Page 1 also has a "Combat notes and modifiers" block, which I use for keeping track of what I've used my favoured class bonus for at various levels, and for my miscellaneuous saving throw modifiers (located to the left of that block). On page 2, there are 2 blocks each called "Feats and special abilities". I use those two for my feats and for my revelations, respectively. This almost completely uses up those four blocks for a 15th-level oracle of Wind, leaving just enough room for my development up to level 20, if I use some space economy to group multiple feats on one line. So, yes, I do need more space, for my path, my fixed path abilities, my chosen path abilities, the feats that won't fit with my other feats, ... Kroisos.
Hi, Currently, I am using three nice, fillable pdf-character sheets. They are 2 pages, 3 pages or 6 pages, derived from Bill Barnes' Neceros sheet, further developed by Dan Brink. You can download them here. I have been using them for ages, but now, my GM is planning on introducing the mythic options to our campaign. Does anyone know of fillable pdf character sheets that look like the sheets mentioned, but also incorporate space for mythic character development? Thanks in advance,
Hi, I noticed two mistakes on the mythic feats page (http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicFeats.html). Firstly, the feat "shot on the run" has a link in the word "run" in its title, which links to the "run" feat (not appropriate here). Secondly, the feat "ascendant spell" is, in the summary listings at the top of the page, classified as a "Mythic Feat". This is wrong. Looking at the description of the feat, a bit further down, it is "metamagic", but not "mythic". It should actually move up three places in the listing at the top of the page, becoming the first of (then) three "Feats" (non-mythic feats). Kroisos.
Hi, I noticed two mistakes on the mythic feats page (http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicFeats.html). Firstly, the feat "shot on the run" has a link in the word "run" in its title, which links to the "run" feat (not appropriate here). Secondly, the feat "ascendant spell" is, in the summary listings at the top of the page, classified as a "Mythic Feat". This is wrong. Looking at the description of the feat, a bit further down, it is "metamagic", but not "mythic". It should actually move up three places in the listing at the top of the page, becoming the first of (then) three "Feats" (non-mythic feats). Kroisos.
Believe me, I have googled this before I posted my question. I am well aware what the mechanics of truespeech involve. However, my question was quite specific: is truespeech a language (since that's where it's mentioned in monster listings)? I also enquired after the oracle's tongues mystery 15th level power, but by now I also found the 6th-Tier Universal Path Ability with the same name. For a 6th-Tier ability, one could assume that truespeech would be a valid language that high-Tier mythic characters might learn to use when they pick this ability. It would fit the theme of mythic adventuring, especially if that character would also have the 3rd-Tier "Divine Source" ability. That combination would really make him a half-god. Kroisos.
Hi, According to this FAQ, it is "perfectly reasonable" for oracles to use their charisma modifier where spells specify using their wisdom modifier instead. However, note that the reason mentioned for this is "because they were written before the idea of the oracle class as a Charisma-based caster". Now, holy ice is from Ultimate Magic, published in 2011, whereas the oracle was introduced in the Advanced Player's Guide, published in 2010. Since the oracle already existed when holy ice was first published, would that imply that the FAQ mentioned wouldn't apply to this particular spell? Thanks in advance, Kroisos.
Claxon wrote:
How about holy ice? It is transformation, not conjuration. Still, it creates javelins to hurl, and it describes how to roll your dice. Now, does the spell require attack rolls, or do the javelin require attack rolls? Kroisos
Vatras wrote:
I would be very interested to see a source for this... Kroisos
Sissyl wrote:
As the one who started up the original thread that spawned this question, I'd like to thank you for summarising the problems with this FAQ. I propose that we now all lean back, and wait for the editors to come up with a clarification. No use continuing this cat-fight, especially since the original thread has by now been closed. Thanks, everyone who responded! Kroisos.
Kaelizar wrote: hmm good point. From the looks of it, they do not get to read it. (Which kind of makes sense for Tongues) Not really. The word 'tongues' doesn't actually imply spoken language. 'Tongue' is just another, old-fashioned, word for 'language'. Kaelizar wrote: I would rule that you don't get to read/write with Tongues or Truespeech. I think that it wasn't an over site. Agreed. In case of doubt, it is safe to assume you should stick with a literal reading of the text. Never assume that there was an oversight, unless there are conflicting sources, which in this case, there aren't, as far as I know. Kaelizar wrote:
Which brings me to a new question: is there any way to impart the ability to write any language to someone? Thanks in advance,
Claxon wrote: With the exception of Spellstrike, attack spells generally only threaten critical hits on a natural 20. Don't forget that you actually have to confirm the critical hit to get the effect. (So nat 20 followed by roll that confirms hit). I know this. What I was wondering about is how far one could stretch the revelation's 'prerequisite': that you must score a critical hit with an attack spell. When would you say that the spell scores a critical hit? For example, if I use dimensional blade on my scimitar, and next score a critical hit with that blade, would you say that the spell had scored a critical hit? Or, if I summon a rhinoceros, and it scores a critical hit against an opponent, would you say that the spell had scored a critical hit? I mentioned a few other corner cases in my opening post. How would you rule in these cases? Again: when would you consider the condition fulfilled? Regards,
Hi, I have a question about the Wind Oracle revelation vortex spells. APG wrote: Vortex Spells (Ex): Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds. My question seems simple: when do you score a critical hit with an attack spell? However, there are a lot of spells that could, in theory, be applicable here. For example:
Which of these would you consider correct? Can you think of other spells that may be problematic candidates for spell vortex to apply? Thanks in advance, Kroisos.
Wonderstell wrote: The laughter ability is based on the sorcerer Fey bloodline power, so the duration is one round and there is no save. (See Laughing Touch) Which, for an amulet of the blooded, of course makes more sense than the suggestion of basing the duration on the duration of the spell cast to create the item. I think the item's purpose is more important here than the mechanics of creating it. Thanks all! Kroisos.
Saethori wrote: Spells that require touch attacks don't always require saves; for them, the touch attack is their chance to avoid it. Thanks. That makes sense. Quote: I'm more worried about the lack of a stated duration, though context would seem to imply only one round. A point could also be made for looking at the spell necessary to create the item: hideous laughter. Its duration is one round per level which, at a CL of 9, would imply a duration of the effect of 9 rounds. Kroisos.
Hi, I have a question about the amulet of the blooded. In this case, it's about the Fey version; I removed all other versions of this amulet from its descriotion. Note the price: only 10.000! A real bargain. It has a slight disadvantage, but that's as good as neglectable. Advanced Character Guide wrote:
Now, my question is not about the improved invisibility, but about the 3 times per day laughter property. Would the victim of this power get a saving throw against it? Thanks in advance, Kroisos.
Hi, I am playing an oracle with a focus on metamagic. He is carrying a rod of quicken, and has the reach spell feat. The rod can affect spells up to level 6. Now, he wants to cast a reached, quickened sixth level spell (with an ordinary casting time of 1 standard action). There are two opinions in our group. The first states that a player decides in which order the various effects are applied. In this case, it would mean that the rod is applied first, changing the spell to a swift action but keeping the spell level the same (6). Then, the reach spell feat is applied, raising the level by +1 to 7. The second opinion is that abilities (feats) trump objects, meaning that the feat should be applied before the rod can be used. In this case, it would mean that the feat raises the level of the spell by +1, to 7, consequently making it impossible to still use the rod, since it only works on spells up to level 6. Obviously, my oracle would prefer the first reading. Can someone point me to a place in the rules where this is tackled? Thanks in advance, Kroisos.
Rysky wrote: You are not actually aging. You gain nothing else than what bonuses the spell says you get. Actually, that does seem logical. After all, if you're playing a young adult character, and change into a young adult character, you would still get the bonuses, even if you're essentially not changing at all. Regards,
Val'bryn2 wrote: I wouldn't think so, you're not really getting any of the bonuses associated with aging, though you appear to. I'm not so sure about that. After all, the spell clearly mentions that your Dex, Wis, and Int change. That - to me - implies that your age really changes, not just your looks. So why treat it differently for a dragon? Why wouldn't they suffer the effects of their temporary new age? Kroisos.
Hi, Just a simple question: what is the saving throw for the second level spell staggering fall (from the Pathfinder Campaign Setting: Rival Guide)? In the headers it mentions "Saving Throw Fortitude partial (see below);", while in the description below, only a repeating Will saving throw is mentioned. Which would you consider correct? Thanks in advance for your opinion, Kroisos.
Hi, I have been looking at the vortex spells oracle revelation (wind mystery, also available for shamans with a wind spirit). It reads: APG wrote: Vortex spells (Ex): Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds. As we all know, attack spells are rarer on the oracle spell list than on the wizard list. But still, they are there. Now, I was wondering: what exactly constitutes "an attack spell"? For example, would cure light wounds be one? After all, I can use it against undead, and have to make an attack roll. I guess any spell is not necessarily an attack spell in itself, but becomes one when used in an offensive way, meant to harm another? Next comes the question: when do I score a critical hit? Is it essential that a spell actually deals damage, or is capable of dealing damage? Or is it enough that you have to roll an attack roll to hit, and confirm it if it is a critical threat? For example, take disfiguring touch. You have to roll an attack roll, so you could potentially roll a critical threat, and try to confirm it. However, whether or not you succeed wouldn't matter for the ordinary spell result, since it doesn't deal damage. However, if you have spell vortex, it would matter. Would you be allowed to roll to confirm a critical hit, even if the spell itself normally wouldn't call for it? Thanks in advance,
Perhaps not a purely rhetorical question, then: what does it mean to know a spell, in general:
Hi,
prd wrote:
Now, how would this spell work on my dragon? Could I use it to shift to the elderly aspect and thus temporarily become an elder dragon? Thanks in advance,Kroisos
Just some nitpicking, then: can a witch scribe scrolls in the first place? According to the scribe scroll feat, "You can create a scroll of any spell that you know." But the witch doesn't know any spells: her familiar does. Wouldn't this imply that witches have no use for the scribe scroll feat, like barbarians or rogues? Thanks in advance,
Hi, Could a witch with the scribe scroll feat and the read magic spell be able to read a spell from a wizard's spellbook, and write it on a scroll (provided it's on the witch spell list)? The final goal being, of course, to feed that scroll to her familiar, and thus gaining access to casting that scroll herself. Thanks in advance,
SmiloDan wrote:
We've got a quite large party, all 13th level. The character I'm building is my spare character: it'll only come into play when Kjell, my current character, meets his demise. The current characters in our campaign are:
Most of these characters have an open profile on toepoel.eu, where you can view them. And yes, I know that when my current charecter should die, there'll hardly be any healing capacity left in the group (our bard and our broken paladin).
So, does anyone have any suggestions on feats, rogue talents, or items? It would be most appreciated! Note that catfolk can take a feat that gives a bite attack, giving her three natural attacks, with both claws primary. Would this work better than just sticking to two daggers? Just wondering what would yield the better rogue...
Hi, For a long-running campaign, I am making a 13th-level back-up character (25-point build). I was thinking about making a rogue. Now, seeing that our DM almost never uses traps (and our magic users can easily deal with the few that we do encounter), I was thinking about making a stealthy two-weapon fighting rogue (in another campaign I'm playing in, a friend of mine already plays a knife-thrower, so I don't want to copy that prototype rogue). I was actually thinking along one of the following lines:
or
Note that our DM does not allow for the ninja class or any rogue ninja talents, and that we're playing a Tamriel (Skyrim) campaign, where catfolk are called Khajiit, and the claws alternative racial trait is standard (ie: natural hunter is replaced and cannot be replaced by something else). Also, familiars or the leadership feat are disallowed, to speed up play. More specific campaign information can be found here. Note that Khajiit, like all catfolk, get +2 Dex and +2 Cha, and -2 Wis. Now, as we all know, a two-weapon fighter can be quite feat-consuming. By choosing two archetypes and a secondary or prestige class, am I straining too much? Should I limit myself a little bit to make my build viable? Only standard Paizo material is allowed, 3PP is not. If you do consider either of both of these builds viable, what feats and rogue talents would you advise for either of them? I do have some ideas, but I'd rather not steer the discussion any more than necessary... Note that, as a 13th-level character, I have 140,000gp to spend on items, which helps a lot. Again: items from the standard Paizo books are allowed, items from 3PP are not. Items from non-open Paizo sources may be allowed if the DM considers then "not too setting-specific". An amulet of the blooded (fey) would be allowed, this I checked. Thanks in advance for your suggestions!
Hi, The umbral dragon gains darkness as a spell-like ability. When? In the table, darkness is mentioned at age category very young (2), but in the following text, under "spell-like abilities", it is mentioned at age category young (3). I guess very young would be correct, since that would mean that a spell-like ability is gained at every second age category (2, 4, 6, 8, 10, 12). Thanks in advance!
Owen K. C. Stephens wrote: (1) To narrow the question down even more: can you replace the intelligence prerequisites for feats in ANY feat, or just in feats that would normally require Dodge as a prerequisite as well? In other words: is the last sentence (shown enlarged in the quote in the original post) an extra bonus to the first sentence in "Special", or does it work like that for any feat, even those that do not require dodge as prerequisite?
On page: http://paizo.com/pathfinderRPG/prd/unchained/classes/rogue.html the text shown on my browser's tab is "Unchained Monk", and the top line of the page (above "Rogue") reads: "PRD HOME / PATHIFNDER UNCHAINED CLASSES / UNCHAINED MONK". Note the double error in the latter text (Monk, but also pathIFnder).
Hi, I have a question about the alternative fighter weapon training option at level 9 that was introduced in Pathfinder Player Companion: Weapon Master's Handbook. In the Core Rulebook, it says: CRB wrote:
Now, if I read this correctly, at 9th level the normal benefits of Weapon Mastery are:
The Weapon Master's Handbook adds to this: PPC:WMH wrote: Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature. Now, I want to take an Advanced Weapon Training option instead of adding a new group. What I'd like to know is what ability is replaced when I do so. Is that only the selection of the new weapon group (first bullet), or should the WMH be interpreted that both boons would be scratched? Example: at level 5, I choose Weapon Training 1 (Blades, Light). At level 9, I choose Advanced Weapon Training (Armed Bravery). Would I lose only the new weapon group with its associated +1, or would I also lose the increase from +1 to +2 for Blades, Light? I presume the increase to +2 will remain.
Ellias Aubec wrote: One of the amulets in the ACG allows for 7 rounds of Greater invisibility once a day for 10k, plus a few other things. This matches up with what someone posted above for a once per day use item, except it is an actual item and doesn't need custom magic item creation to do. Just to quote that amulet - it's the Amulet of the Blooded (Fey) (removed all other versions of this amulet from the descriotion). Only 10.000! A real bargain. It has a slight disadvantage, but I can't find how exactly to implement that. Advanced Character Guide wrote:
Anyone that can give directions on which attacks and effects would harm the wearer? I searched for vulnerabilities for sorcerers with the fey bloodline, but couldn't find any.
Hi, I am building a rogue character, and I am thinking about using the new unchained rules for multiclassing via secondary classes. So, I want to make a rogue 13 (secondary class warrior), instead of a rogue 9 / warrior 4. Now, I was wondering about feats and their prerequisites. If a feat specifies, say, that your character should be a fighter, would my character qualify? And what if the prerequisite was one level in fighter? Thanks in advance!
skizzerz wrote: You need V, S, F (a silver mirror worth 1,000 gp) in order to cast scrying as an Oracle. Thanks. I was actually doubting about the F, since I thought that for ordinary clerics, having both a focus and a divine focus seemed a little bit too much. But it appears that is indeed the way it is.
Hi, My oracle is considering taking scrying as one of his fifth level spells. However, I'm not sure what components he would need for casting. The spell lists: PRD wrote: Components V, S, M/DF (a pool of water), F (a silver mirror worth 1,000 gp) Remember that oracles may forfeit any divine foci. So, what would he need? Thanks in advance! |