Ironfang Scout

Lakoneous's page

98 posts. Alias of Herkymr the Silly.


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vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

I'd better before i bog down the game. WOrk has picked up more and I have limited time. I enjoy the game but would hate to slow it down for everyone else.
Sorry


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lak aims and shoots again attack: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 3d6 ⇒ (4, 2, 2) = 8


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lak draws and shoots the nearest mushroom with his blaster.
1d20 + 4 ⇒ (8) + 4 = 12damage: 3d6 ⇒ (2, 6, 2) = 10


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

FOrgot initiative order will you remind us?


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Saves are static I thought in this.
fort: 1d20 + 14 ⇒ (3) + 14 = 17


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lak sits down and begins to count the braids and beads on his "hair." I must remember my ancestors for they strengthen me. He then gets up and wanders forward. My ancestors guide me I am following you. Lak says mumbling as he wanders among the mushrooms.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lak draws and shoots the nearest mushroom with his blaster.
attack: 1d20 + 4 ⇒ (16) + 4 = 20 damage: 3d6 ⇒ (2, 5, 4) = 11
Assuming I hit
The blaster beam connects leaving a sizable hole in the shroom that smells burnt.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

So would I


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

init: 1d20 + 9 ⇒ (4) + 9 = 13
Someone get Rufus.Lets not let him wander to far.Lak comments.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

still waiting to see what my nat 1 does to me, so no worris dream.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

survival checks:

1d20 + 0 ⇒ (9) + 0 = 9
1d20 + 0 ⇒ (12) + 0 = 12
1d20 + 0 ⇒ (1) + 0 = 1
1d20 + 0 ⇒ (8) + 0 = 8
1d20 + 0 ⇒ (10) + 0 = 10
1d20 + 0 ⇒ (7) + 0 = 7
1d20 + 0 ⇒ (19) + 0 = 19
1d20 + 0 ⇒ (16) + 0 = 16
1d20 + 0 ⇒ (15) + 0 = 15
1d20 + 0 ⇒ (13) + 0 = 13
1d20 + 0 ⇒ (5) + 0 = 5
1d20 + 0 ⇒ (12) + 0 = 12
1d20 + 0 ⇒ (15) + 0 = 15

Lak makes sure that as he follows the others that someone is always in sight.He keeps them in earshot when possible.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

LOL its Lak. That's my DMING name. :)
At this point Lak will follow those going to the prison. He will bring up the rear so that he can keep them in sight, and not have his pride hurt cuz he can't find his own way.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lak simply grabs his gear and hops to the ground


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lak walks,lak talks, and so Lak is happy with piloting skills.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

If we can't fly away then how do we run away? I don't look forward to fighting the whole garrison of IMPS." Lak says sardonically.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lakoneous stays on higher ground or ship, than the others as a look ut and to have a better position to shoot anything should it come out of the fugi forest.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lak sits for a moment just adjusting to the landing impact. Then he unbuckles and heads to the hatch. Drawing his blaster, he exits the hatch and looks around.
perception: 1d20 ⇒ 9


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

A wicked smile splays on the lips of the dug as he quite enjoys the ride and is just a little envious of the piloting of Rufus.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Sometimes a bit of insanity is necessary metal head. is all the response the purplish dug manages to squeal as the acceleration pushes him way to tightly into his plush seat.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Fight another day or atleast when in a bigger ship. the dug says as he straps in and the acceleration pushes him into the cushioning of the seat.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

I've never played in this system so I am just winging it. If I miss something let me know.s


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

its been fun so far


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lak calls over his shoulder to Rufus..You might want to get up here and show what you got. And then he slips out of the seat once Rufus arrives.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lak has some skills in piloting so he can help with copiloting until something shoots at us then let rufus show us up or can assist with comp interfacing as needed. No combat feats for me. .... yet!


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

ah makes sense a bit now. Still to be honest I am a bit lost but thats ok. It happens when you get a lack of sleep.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1
Quen Pah wrote:
The decision to stay in remote until we go to green or the rest of the semester.

not sure what you're meaning by this but ok.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

I might have to jury rig the rope. oops was that out loud.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Bout time you returned. Lem states as he pulls himself off the bench on which he was relaxing. Forget the pig, tin top. Let's skin a womprat.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lak goes room to room examining everything in detail and looking for places that could be modified later or jury rigged if the need arises. Taking the bed out of there would leave room for us to port in the nav back up easier....hmmm what else.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

I'll stay back and do a once over on the ship pilot systems so I am familiar with them when we take off. I will be co-piloting after all. The Dug says lazily.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1
Dreamchaser Plainstalker wrote:

And the frigate to put them in . .. then the cruiser to run escort. . . then the . . . . :)

I'll settle for a one person ran star destroyer. THat would take some serious moding though. :)


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

lets spend some cred


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

I have comm link and pocket scrambler. I have full power available to me.

Yes, Robb both are doing great. we came home from the hospital today so all is good.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

SOunds good to me. if we need other things extra power cells are never amiss.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

If we don't intend on killing the patrol I will have to be very close to be useful.Lak pats his blaster, THis little toy's be modded to only kill. As for a baton, Lem could use mine if we need the money else where.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

jasper


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baby boy healthy duo.


2 people marked this as a favorite.
vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Happy healthy baby boy and mom


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Maybe we release everyone that they have prisoner so that they take longer to figure out whom is missing. Buys us time.


1 person marked this as a favorite.

lol if its a boy we are thinking jaespyr dean or logan spencer
If its a girl we are looking at amythest Tatiana. -- ie JD or Amy


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

I will be out for a coupleof days. My kiddo is being born tomorrow. bot me as needed.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Not the best planner.I'm a doer. you all do the talking Lak says and focuses on finishing his food while listening.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Those would be problems. The more immediate problem would be how to spend the cash to best benefit us? The other stuff, the charts and so forth we should see what is on the general database in the ship and here in this installation. Then we should find out who the IMP was feeding the info through and go talk with them. the tall dug states around a mouth full of meat and a swag of drink.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lak looks around for a bowl that appears almost empty. Commandeering it he puts several large chunks of several meats in it and follows Dream to the ship. Eating the whole way back, Lak just leaves the bones and non-dug-edible on the floors behind him as they walk.
Dream is it? Lak says around a bite of meat. interesting name or is it a nickname? We Dugs prefer to use nicknames for those who can't speak the true language. THus I am called Lak by many.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

I will be out until monday feel free to bot me. I have surgery (minor) friday. Srry it just kinda came up suddenly.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Lakoneous lets no one wait for him. He hoists himself up on a chair and begins to robustly shovel food into his mouth using his hands. First it is the meat and then it is the mash substances that are with it and the gravies. Or atleast he thinks its gravy for that is what he uses it for. He talks briefly in answer to anyone asking or directing comment to him but doesn't pause his eating rate or amount. Its as if he hasn't been fed this well in weeks.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Metal man could cry us metal tears if lubed correctly. This could be funny. The dug says under his breathe.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

Feed the belly. Feed the happy. Lak chuckles.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

If it is as good as it looks it should do. Does i have any modifications or are you willing to pay for mods. These tend to be more luxury that offensive or defensive over all. Lak states to Organa as he introduces them to the ship. Also, we are piloting correct? I wouldn't rely on someone other than Rob and I. We make a good pair up so far. He turns and gives Robb a rare smile though toothy. His ancestor braid bob as he turns his head.


vitals:
Hit Points=18/21 Fort=14 (19 vs force) Ref=18 Will=12(17 vs force) Initiative +9 Perception +0
Dug Scoundrel 1

The difference I saw is that the one in Quen pa's link has a quad cannon as well which would make up for the 2 additional slots for upgrades.



Noticed something in some of the feats in the Two-Weapon Fighting chain.

Two-Weapon Defense wrote:

You are skilled at defending yourself while dual-wielding.

Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

I'm a Sword and Pistol pirate with a single shot pistol, but empty or not I'll keep holding it as long as it keeps giving me a shield bonus. I always knew buckler guns were overrated.

Two-Weapon Rend wrote:

Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.

Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

I'm a Net and Trident gladiator with two nets and lots of combat maneuvers. I can trip/disarm/entangle/dirty trick without dealing damage, but doing two is like swinging a glaive. Alternatively, I hit some sap with two saps and rend them for lethal damage.

Double Slice wrote:

Your off-hand weapon while dual-wielding strikes with greater power.

Prerequisite: Dex 15, Two-Weapon Fighting.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.

Nowhere does it say melee only, and the benefit doesn't say strength bonus increases to 1.0 from .5, it just says "Add your strength bonus" without requiring you had part of it previously. My 'off-hand' hand crossbow adds my strength modifier to damage while my 'primary' hand crossbow doesn't.

Twin Thunders feats wrote:

Twin Thunders (Combat)

When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds.

Prerequisites: Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.
Benefit: Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit the creature with your off-hand weapon after you hit with your primary weapon, roll the damage dice for your off-hand weapon twice and add the results together before adding any bonuses. Such extra weapon damage dice are not multiplied on a critical hit.

Twin Thunders Flurry (Combat)
Your dual bludgeoning strikes are especially deadly when you are fighting giants.

Prerequisites: Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Weapon Focus with both wielded weapons; base attack bonus +6.
Benefit: You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant subtype. Further, each time you hit a creature of the giant subtype with your off-hand weapon after you hit that creature with your primary weapon, you can deal the extra off-hand weapon damage Twin Thunders grants you.

Twin Thunders Master (Combat)
With thunderous simultaneous strikes, you can batter a mighty giant into submission.

Prerequisites: Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Twin Thunders Flurry; Weapon Focus with both wielded weapons; base attack bonus +9.
Benefit: Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a Fortitude saving throw (DC 10 + half your level + your Str modifier) or become staggered for 1 round. If you use this feat to render staggered an opponent that is already staggered, you daze that opponent instead. In a similar way, you can stun an opponent that is already dazed.

My Dwarven pistolero will make some giants have bad days with free vital strike and debuffs on half my touch attacks from 30ft away.

.

The best(worst?) part is that all these can stack, so your alchemically 4 armed Gnome can get pretty crazy with two longbows and blunt arrows. Common sense tells me most of these examples shouldn't work. RAW tells me all of them do. I'm looking specifically for any references to these sorts of things by the devs or in FAQs or etc. What are the specific rules on what kinds of weapons each feat applies to? How many of these weird combinations are intended to work as such?

2/5

So I have a PFS cleric (no archetypes) and I've just come across the Iron Priest archetype from the Technology Guide. It fits the character pretty well so I looked at retraining, and had a bit of a question.

Quote:
To gain an archetype that replaces standard class abilities you already have, you must spend 5 days for every alternate class feature you would add, subtract, or replace by taking that archetype. At the end of the training period, you lose the standard class features and replace them with the archetype’s alternate class features (if any).

The Iron Priest archetype does three things: different class skill list, alters channel energy, and alters casting.

Quote:

Iron priests preach of the messengers from beyond the stars, envoys of the divine brought to Golarion in a falling star. Iron priests can affect robots and other unliving constructs with channeled energy, but lack power over the undead. Appropriate deities for an Iron Priest include Brigh, Nethys, Gorum, and Haagenti. An iron priest has the following class features.

Class Skills: The iron priest’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Heal (Wis), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Channel Energy (Su): When an iron priest channels energy to heal or harm living creatures, she heals or harms constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. An iron priest cannot harm or heal undead with channel energy. This ability alters channel energy.

Spontaneous Casting: An iron priest can spontaneously cast make whole and greater make whole in place of cure/inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy. This ability alters casting.

While it doesn't specifically state so, I assume that the class skill list replaces the standard cleric class skills. My question is that the archetype alters channel energy and casting, it doesn't add, subtract, or replace either of them.

Lots of archetypes alter abilities rather than replacing them outright, and the archetype retraining never mentions abilities that alter.

tl;dr Is retraining altered class features free or is it considered replacing?


So I've had a silly little idea for a while, and now that I've figured out how to do it I started writing up the stats for it. The idea behind it is a grapple-focused monk that starts every day by setting himself on fire, and then giving very warm hugs to the bad guys.

Catching on fire deals 1d6 fire damage per round, so I need to choose a race with resist fire 5 (Tiefling, Ifrit, etc) and take a Magic Basic Trait called Unscathed, which increases all of your resistances by 2. I now have resist fire 7 and I am immune to 1d6 fire.

Now I have 2 questions.

1) Catching on fire rules never actually discuss how to weaponize being on fire. My first reaction is that I am considered a bonfire (medium sized) so when I grapple enemies they are exposed to it and must make the standard DC 15 Reflex save to avoid catching on fire, not forgetting the grappling condition's dex penalty.

2) Equipment. The character is a monk, so he won't need a whole lot, but I was wondering if there were specific rules for equipment being flammable or not. Can I just say my amulet of mighty fists is made of steel? Do magic items with fire effects (things of shirts of immolation) count as fireproof? How much does an asbestos explorer's outfit cost? Technically the rules specify "Those whose clothes or equipment catch fire" and not "those who catch fire," so RAW can I light my hair on fire and not need to worry about equipment at all?

Spoiler:
Catching on Fire
Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.

Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.


So I'm currently running book one of the Serpent's Skull Adventure Path, "Souls for Smuggler's Shiv." To avoid unnecessary spoilers, I'll just say that wilderness survival is a major theme of the book, and finding sufficient food is one of the things the party needs to worry about. One of the characters is looking at taking the spell Climbing Beanstalk from the ACG.

Advanced Class Guide wrote:

CLIMBING BEANSTALK

School conjuration (creation); Level druid 2, witch 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect 5-ft. square of climbable beanstalks
Duration instantaneous

You cause a thick, sturdy beanstalk to sprout from the ground and grow upward to a height of 10 feet + 5 feet per 2 caster levels. The growing stalk anchors itself to sturdy objects such as walls or ceilings, and grows around objects that do not fully obstruct its square (such as tree branches), but is stopped by solid obstacles. The beanstalk provides numerous hand- and footholds; its climb DC 5. The beanstalk can support up to 200 pounds plus 50 pounds per caster level, or double that amount if anchored on its upper end. If it anchors itself to a sturdy mobile object (such as a ship or a siege engine), breaking the object free requires a DC 23 Strength check or cutting through the beanstalk (hardness 2, 40 hp).

If the ground is capable of supporting plant life, the beanstalk continues to live as a normal plant, and it produces nutritious (if unappetizing) beans. Otherwise, the plant dies after 1d6 hours; its husk remains as durable as a small tree.

The adventure is on a vibrant jungle island, so there's no question of whether or not the ground can support plant life. It mentions that it produces beans, and even that the beans are nutritious, but doesn't provide any statistic on how these beans count as food rations (enough food for X creatures per day per Y feet of height, etc). The beanstalk itself (while gigantic) is non-magical after it's created, should I just rule that it doesn't produce beans fast enough to provide a statistical difference for the party's rations?

It's worth noting that other than a 2nd level slot, the spell has no cost and is effectively permanent. The character in question is a witch, not a druid, so it does cost one of his 2nd level spells known.


So I have a cleric of Gorum that is looking at the Holy Vindicator PrC (Better BAB, Better HD, Better Armor Proficiency, etc). But, being a greatsword wielder, he can't really use the Vindicator's Shield ability, which is one of the coolest things they get IMO. However, I was reading the ability and noticed something.

Vindicator's Shield wrote:


A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.

Nowhere in the ability does it state that it adds the bonus to your shield bonus, or that you even need a shield bonus at all. You just need to be wearing a shield. If my cleric straps a buckler on he's wearing a shield, and can thus benefit from the ability, and can still wield the greatsword, albeit with a -1 to attacks.

Am I correct in this reading or is it just wishful thinking?

2/5

So recently I played my character 'Iron Tarkus' through the scenario "Day of the Demon. Regretfully, he did not survive to the end, but as I thought back on the way things turned out, I realized something. In the final encounter, the big bad hit me with a deep slumber spell and I managed to fail the will save, so down goes Tarkus. Wanting to capitalize on this, minion 1 performs a coup de grace. I take a pretty hefty hit but manage to roll a nat 20 on the fort save and thus survive, until minion 2 also performs a coup de grace in the same round and kills me from flat damage. It wasn't until after sheets were handed out and we all went home that I realized this:

Deep Slumber wrote:
This spell functions like sleep, except that it affects 10 HD of targets.
Sleep wrote:
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

This means that after the first coup de grace (which I survived) I would have awakened, thus no longer vulnerable to another coup de grace. Normally I wouldn't worry too much about this, mistakes happen and I doubt it was done intentionally, but we only had a four player table, and I was playing frontline, my death left the rest of the party exposed, another teammate died as well, and if it hadn't been for some timely Summon Monster spells it may well have been a TPK. The fact that my group spent money and prestige raising half the party because of an illegal kill has been kind of nagging in the back of my head. I haven't raised this with the GM or my VC/VL yet, figured I'd get some advice here first.


Erastil wrote:
2: Twin Fang (Ex) Once per day as a standard action, you can summon an exact double of your animal companion. The double acts and thinks like your animal companion in every way, and obeys your commands just as the original would. Your original animal companion and its double understand and trust each other perfectly. The double remains for 1 round for every Hit Die you possess, and then vanishes. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally V as a spell-like ability once per day.

The second Evangelist Boon for Erastil in Inner Sea Gods, listed above, effectively clones your animal companion for a few rounds a day. What happens if I'm playing an archetype with multiple companions? Would it summon a copy of all of them or only one? Would I choose which one or would it be determined randomly?

Summoning a double of each of your companions sounds like amazingly cool RP material for a Pack Master Wolf Shaman or the like, but that many creatures runs the risk of combat slowing to a crawl. On the other hand, only doubling one would make the ability drastically weaker than for a character with a single full strength companion.