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** Pathfinder Society GM. 53 posts. No reviews. No lists. No wishlists. 18 Organized Play characters.


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I have been playing a Spell Warrior Skald in a home game as well, she is the Cohort of my Magus. The way I have been using it, and think it works is that a bonus of the same type does not stack.

So +1 and Shock would stack with Non-magical, and Masterwork weapons, +1 weapons would gain shock, becoming +1 and Shock, and a +2 Weapon would also gain the Shock, becoming +2 Shock. Once everyone has a +1 weapon, then you could add Keen and "energy", which is what I do. So could not add shock to a weapon that already has shock, but if someone has a +2 Icy Burst weapon, then you could still add Keen and Shock to it, making it a +2 Icy burst, shocking, keen weapon.

Because of "This ability replaces the inspired rage raging song" you are not using inspired rage, your using weapon song, which does not say anything about...

"While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration." - this is specifically mentioned only in the song which weapon song replaces.

But they do still get the Rage feats because they did add this under weapon song, "The wielder of a weapon enhanced by this raging song counts as if he were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers."

So your Oracle and Paladin should be fine with being affected by weapon song.


First off I am sorry if this specific question has already been asked, I could not find it.

Improved Spell Sharing (Teamwork); I think teamwork feats are intended to be superior to non teamwork feats, this feat is superior to Improved Share Spells because you don't need to remain adjacent to your companion, and you don't need to be Level 10 to take it, though less so if you need to take the feat on both yourself and your companion.

So my question, the Prerequisite(s) are obviously to be met by the character, then the feat to be picked up by the companion. Does both the companion & the character need the feat? If you have a companion then I think in pretty much every circumstance you also have Share Spells as part of that feature. Seems like the companion having this feat would... complete you :)

Teamwork feats wrote:
Teamwork feats grant large bonuses, but they only function under specific circumstances. In most cases, these feats require an ally who also possesses the feat to be positioned carefully on the battlefield. Teamwork feats provide no bonus if the listed conditions are not met.

I thought until I read this that teamwork feats always required someone else with the same teamwork feat, but I guess not. Or is it only meant that they always must also have the same teamwork feat, but sometimes careful positioning is not necessary.

Improved Spell Sharing said...

Teamwork feats wrote:
When you are adjacent to or sharing a square with your companion creature and that companion creature has this feat

It does not say "If you, and your companion both have this feat then you can".


If a Vanara wears boots and or gloves does this impact their climb speed?

Can a Vanara even wear boots, or would they wear two pairs of gloves?


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Trip, Sunder and Disarm can be done as part of an attack action, you can choose to make those in place of another attack as part of a multiple attack action.

In the case of Trip the trip weapon allows you to drop the weapon instead of being tripped yourself if you fail by 10 or more.

In the case of disarm those weapons grant you a +2, but you can use any weapon or even be unarmed (you take a -4 if unarmed) and attempt to disarm someone as part of your attack action, using it in place of a single attack for each disarm attempt you make.

Anytime you make a combat maneuver you add the bonuses you are getting to make attacks, including weapon focus if you are using a weapon for which you have weapon focus, include enchantment bonuses if you are using a magical weapon, include heroism or any other bonus you are getting for attacks. You get this bonus so long as you are using anything that allows it. You don't get to add a weapon bonus if you are grappling, unless you have weapon focus (unarmed) or have a natural weapon with the grab ability and focus with that natural attack.


If you make a counterspell specialist look into the mythic traits, Flexible Counterspell, and Spellbane Counterstrike.


I was playing a 6 inch tall fairy gestalt monk/sorcerer in a recent game, made a staff of eldritch sovereignty my legendary item, and picked up undetectable as one of my legendary item abilities. I can be invisible at all times, and with that trait undetectable by any means, when we made tier 6, the effect is coming from a Major Artifact, pretty tough to overcome. Whatever race / class you choose pick up something that can be always invisible then some sort of legendary item with that trait, my Gm is still upset with me about that, and has outlawed taking that ability in the future. When he said Ok for me to take it, he didn't realize I had the ability to be invisible 24/7.

Also make sure you can mythic haste yourself, between that and the mythic ability to spend a point and gain a standard action it gives you two full attack actions per round.

Had I known about Oracles when we started that game, I probably would have taken it instead of sorcerer, with the feat Divine Protection, on top of monk saves, so sweet.

If you are playing something that makes at least 1 unarmed strike per round, and you are going to do the invisibility / undetectable thing then the feat: Medusa's Wraith is a good idea.

Maybe pick up Leadership and Mythic Leadership to have a mythic dragon mount. Have it pick up a way to become invisible and a legendary item with undetectable as well. Or maybe use the feats to gain an ally who can mythic haste you / buff you, perhaps an oracle / sorcerer mystic theurge.


The non proficiency penalty would only apply to your attack rolls, or attack rolls originating from you personally. Ray's, Touch, held weapons.

Spiritual Weapon, you do not swing your arm to make the attack roll, so your armor would not interfere. It even says your feats or combat actions do not affect the weapon, you are getting the penalty because you do not have a feat, Heavy Armor Proficiency, so not having that feat would not affect the spiritual weapon.


Normally you cannot pick up Improved Natural Attack more than once per attack type, so as a big cat you can get it twice, once for claws, once for bite. Power Attack, Iron Will, and Weapon Focus (Claws) are all good choices.

Primal Companion Hunter, big cat, becomes large at level 7, pick up the evolution to increase a large pet to huge, then cast animal growth on it, all that will stack with improved natural attack, and the evolution for improved damage, so you are doing damage as colossal then increase that die type once. Even though you already have a bite attack, you want to pick up Bite as one of your first evolution's so that you are doing str and a half, and getting the better bonus from power attack with your bite. Also you can pick up pounce, and grab early, when you get them naturally from Lvl 7 advancement then you just rebuild without them.

The animal growth does not come in until level 10, but the rest of it is all available by level 9.

And don't forget to add this if you get to level 9.

http://paizo.com/paizo/blog/v5748dyo5le1h?NPC-Codex-Preview-Animals-Cant-Vo te#29


Rerednaw wrote:

I almost suggested Life Oracle but:

1) OP said he didn't want another Cleric/Oracle.

He actually said didn't want a battle cleric / melee oracle, which is why I suggested Life, they are not battle oriented, then he could use summon monster to have a battle role as well.

I'm with you Blave on the Multi Classing, as nice as it is to get the extra beef up on saves, and getting a few nice boons from various classes, having to wait to get the upper abilities from your main / chosen class sucks.


Could just go Life Oracle, over heal any damage the others are taking, pick up Selective Channeling so you can aoe heal from low level without healing your foes. Too bad you can't pick up Summon Good Monster, and Sacred Summons feats but at least you can still pick up Summon Monster spells, and summoned monsters gain a template, if your good having a summon with 5 HD who can smite a tough enemy can be pretty sweet.

Or you could go Druid, focus your main on healing (although less healing than a cleric / oracle), let your animal companion focus on tanking.

Lion Shaman (Druid Archetype) is from APG, since Boon Companion is off limits to you then I guess your best bet is to take the companion, which with your ability to buff it can act as a pretty decent tank, while you heal. If you could take boon companion then I would recommend taking the Animal Domain so you get both a domain and your companion. Also as a Lion Shaman you can Summon Nature's Ally a feline with a standard instead of 1 round, still not as good as a summon monsters felines but oh well, at least its a standard action, a spontaneous ability, and the temp hp's are neat.


Found this on a wildlife site about snakes...

How much venom is in a snake?
The amount of venom in a snake’s venom gland (measured as the amount extracted by milking) increases exponentially with the size of the snake, and can range from 1 – 850mg (or more). In a study comparing snake venoms, researchers milked the largest amount of venom from an Eastern Diamondback Rattlesnake (Crotalus adamanteus)--more than from any other species they studied.

How many mg in a drop?
It depends on the liquid. If they are water drops they can vary in size. However a drop of water is reckoned to be about 0.05 ml in volume. I ml of water weighs 1 gm, so one drop of water weighs 0.05 gms There are 1000 milligrams in a gram, so (0.05 x 1000 =) 50 milligrams would be the approximate weight of one drop of water.

On an MD site about a species of Viper...
Adults inject 45% of the glands' content in the first bite. More than 75 mg of venom (desiccated) was injected by 11 out of 31 adults and 2 out of 17 juvenile snakes.

So 45% of it is 75 mg (Average), so 160mg total in the gland, on the site about Louisiana snake bites they say 15-20 days for a snakes glands to refill. While 50mg is 1 drop for water, venom being thicker may require 75mg for a drop, take out two doses leaving 10mg in the vipers glands, then give it 15 or so days to refill its glands, after which you could get another two doses.

Now all that said, this is a fantasy game, I have not seen anywhere in the rules that snakes can only poison someone twice in any given two week period, so you can milk your snake for its venom, but it would not rob it of its venomous bite IMO. If you saw the 2013 Riddick movie he milked a tiny/small venomous creature, that is fantasy, this is fantasy, he got quite a haul. Perhaps your gm would allow you base it on how well your handle animal skill roll is. (Sorry if I spoiled that for anyone, really its not a big spoiler, the spoiler would be to tell you...jk)

Perhaps you could ask your gm about allowing a healing / curative spell or effect to refill your snakes glands...when your critically hit with an axe and your blood spills all over everything a healing spell must replace that?


On one side Rangers get those bonus combat style feats which can be helpful. Normally though its better if you are going to gestalt to not take both of your classes from those who have a good BAB.

The best route for a Gestalt character, in my opinion is for at least one of the classes to be a full progression spell caster. If you don't want your character to be using up his standard actions casting during combat pick up quicken spell feat and limit your in combat spells to those you can quicken. If you take the Warsighted Archetype of the Oracle it allows you to have a ton of variable combat feats. Doing this takes away all but the level 3 and 19 Revelations, but you can take the Feat: Extra Revelation. Or you can take Dual-Cursed Oracle as well as Warsighted to pick up two extra revelations.


Ancestry Oracle, maybe warsighted and Dual-Cursed / Cross-Blooded Blood Conduit Bloodrager numnum. Burn favored class bonus on the shield of the ancestors, and maybe a couple on the weapon...good choice for the next game you run, that allows Gestalt...if you do that again.


My bad Oakbreaker didn't notice that Hunters were restricted to Neutral Alignment.

Oracle was suggested awhile back. You could take Oracle, with the Lunar Mystery which would allow you to pick up a tiger as your animal companion, pick up the ability to use your Cha instead of your Dex as a bonus to your AC & Reflex saves, which would make Celestial Plate that much more useful if you can get it eventually.

Also since you cannot normally have the drakensteed as your oracle companion, then you would gain another companion.


Wish I could BadBird, unfortunately the Gm is not allowing us to apply the Favored Class bonus to anything except skill ranks.


Thx for the replies,

1. Yea I am thinking 1 as well by the wording, but thought it would be odd, usually you gain claws instead of claw lol.

2. Jeff, again agreed, was hoping it would be otherwise though. If I have claw or claws and activate it or them would I gain the enhancement bonus to my touch attack?

3. Touch of the Moon, "The exact effects of this revelation depend on whether you cast inflict or cure spells". I don't see anywhere in the ability that it states that it depends on your original choice, I do see where it eludes to that in the quote'd sentence. Even if your default spells that you gain are Cure spells, their is nothing stopping you from taking some Inflict spells as known, in which case you can cast either.


Primal Companion Hunter is a good choice, its an Archetype of the Hunter that will allow you to add summoner evolutions to your animal companion. The hunter will also add a load of teamwork feats to both you and your companion.

If you as a Paladin can gain Drakkensteed as your bonded mount and you do, then you take a class such as Ranger that also allows you to take Drakensteed as your Animal companion, then you stack your levels.

However If you as a Paladin can gain Drakkensteed as your bonded mount and do, then you take a class such as Ranger, if as a ranger you are not allowed to take the Drakkensteed, then you would gain a 2nd companion. So when using house rules that allow for un-usual companions its completely up to the Gm.

To keep down on paper work, and time spent on your turn you may talk to your gm about simply altering your single companion if you take a 2nd class that grants one. Perhaps increasing it to d10's, giving it 4 skill points per level, giving it hit dice equal to your character level, and a good BAB. If she goes for it then having all that on top of adding the eidolon's evolutions would make for one sweet steed.


Bane Wraith wrote:
It does not have a Flyspeed. There's nothing to determine its maneuverability in the air. It moves to a Single space within x distance as a move action; nothing seems to imply this can be a gradually plotted movement 5 feet at a time. This seems to invalidate any "flyby attack" that actually returns.

You make a good point, I was thinking it could move 130 ft, but since it moves to a square within 130 ft I would still think during that movement you could spend your standard action to drop its payload on any square / cross section / foe that it passes over.


Flyby attack is a an action that requires your move and your standard action. I think by the language it will still require both of them actions, but the bottle can move a total of 130 ft. during the action, but it could move 65 ft drop its load, then move 65 ft to return to its owner, at which point you would have a single swift action remaining.

It does say "it is able to drop its contents as a splash weapon" a splash weapon is a ranged touch attack, and therefore it requires your standard action to release its contents.


It say's "while flying you can drop its payload" When you are done moving a flying bottle it "floats" in place, I would totally let you get away with using it like flyby attack, so long as you are using up your standard action, and your move action I don't see why not. Would have been nice if the text had said something like "Anytime during its movement it can drop its payload" Perhaps the GM will allow you to craft a flying bottle with the flyby attack feat attached to it? Just increase the DC of the craft check by 5 to ignore the prerequisites of having flyby attack as a trained feat.


With gift of claw and horn, if you select claw, do you gain a pair of claw attacks, or just one claw attack?

When you make your claw attacks can you use them to deliver the Mantle of Moonlight ability, or do you have to activate the ability as a standard action before you can be considered to be "holding the charge"

Touch of the Moon, if you select Cure spells as the spells to be added to your spell list, but use up one of your spells known slots to select an inflict spell, can you use both versions of this ability? Or does it only react with the choice you made at Level 1 of Cure / Inflict?


I know you said not feats from the CRB but power attack really is a solid choice.

Other than that though, Planar Wild Shape will allow you to burn two uses of wild shape when you go into animal form, and you gain a template based upon your alignment, if your Good gain celestial template. Smite Evil as a druid you may not have much Cha, but you still get your level as a damage bonus to all of your attacks.

Extend spell, again out of the CRB can be nice, you can load more cure lights in your level 1 slots, and put produce flame in your 2nd level slots, that way with each casting you get to deal the produce flame damage twice as much before it is used up.

If you plan to use large cats as the focus of your wild shape much, their rakes are claws, so any feats you take that apply to claws apply to 4 of your attacks.

Normally over sized weapons are not allowed, or were you talking about the inherent size increase in the spell? the spell does not really make it grow, but does damage as if it had grown, no reason really to not be able to say it turns into a small tree, just as a fun visual role playing thing though. Or did you get GM permission to use an over sized stick?


Since you can't get Combat Healer till level 7 you will have a lot of spell casting of your level 1 spells by then, and your primary battle heals will probably be cure serious and moderate. Having the ability to cast a swift action cure light wounds only using two first level spell slots is a nice "in-case of emergency" thing.

Energy Body is the same kind of thing, it does not do very much healing, but that 1d6+Lvl can be a nice little thing, start it up in combat if you can on a round that no one really needs much more than a few points, or to offset some of the incoming damage from life link. And don't forget, aside from healing (1 target per round as a move action, that either you can take or them), it also gives you the Elemental Subtype while your using it, making you immune to crits, sneak, poison, paralysis, stun, sleep, flanking.

You may think in the late game about taking Sacred Summons at maybe level 13, and sometime before that picking up summon good monster, the summon good monster list 7, 8 and 9 includes a deva that can cast healing/curing spells also, it costs you a high level spell slot, but later in the battle you have yourself and someone else who you control, and both of you can cast healing spells.

Sacred Summons (Feat): Summon some creatures as a standard instead of 1 round.
Summon Good Monster (Feat): Adds good aligned creatures to your list, a lot of which can be summoned via Sacred Summons, so as a standard action.


The Morphling wrote:

Obviously Spell Focus does not work. That would just be absurd.

Other attack bonuses obviously do work. No FAQ needed. All Combat Maneuvers are attack rolls, all attack rolls get bonuses to attack rolls, etc. True Strike then Hydraulic Push gets you the +20 and everything.

Yes, I was thinking similarly which is why I said it as I did, trying to be nice.

This question has been asked before, but never officially answered if it was "Obvious" people would not ask, for the record I do think that attack bonuses would tack on, but I looked at it in every way I could think of for the post. My GM thinks the spell does not use attack bonuses that is why I am trying to find out if their is anything to show him. Ranged attack rolls use BAB + Dex, CMB uses BAB + Str (Of course ways to change that with feats, but lets assume you are using it strait from the rules) No where under CMB does it say anything about using caster level. The spell says, Your CMB for this is your caster level plus your int/wis/cha mod. If it does allow for you to tack on attack bonuses a better thing to say, I said it above but... "For your CMB use your Caster level as your BAB, + Int/Wis/Cha".

If someone could point me towards anything that has ever said you could tack on attack bonuses to something using your caster level it would be helpful. Preferably leaving out the condemnation :)


Thx for the replies, I agree on the feat.

What if I was to craft a Ring of Revelation and put energy body on it, then wear the ring, would it do anything or just take up a ring slot with no benefit?


I am considering a Cross Blooded, Blood Conduit Bloodrager, with Undead and Arcane as my bloodlines, take the three arcane bloodrage abilities from arcane, the fear abiliites and final ability from undead. I would love to take my race as Dhampir mostly for the idea of the character, I want him to look vampiric, my dm is not allowing any races aside from core rulebook though so I am going with Elf, gives me Elven Curve Blade, Low Light, the slender look even with a high strength and the other elf stuff, and I will just use the Undead bloodline for a story write up to make him look how I want.

The race may change if the Con penalty is an issue depending on the attribute method we use, he has used the standard array, he has also done d8 rolling's, so their is no telling until pretty much the week before.

Elven Curve Blade is for having a two handed weapon for power attack and higher damage while also having an 18-20 (15-20 with Keen Edge) threat range to more easily activate tripping strike, which is the level 9 feat.

Pick up a bite attack so that you can deliver spell conduit with an "unarmed strike" (I am not 100% sure on this part, you can deliver it with an unarmed strike or a CMB, but you cannot deliver it with the CMB if you are using a weapon to do the Maneuver), I am using Eldritch Heritage, Serpentine to gain a poisonous bite I can "turn on" as a free action, then Bite delivering my swift action touch spell. Two feats to get this is unfortunate, but opens this heritage line up if you like the other things, and the uses go off Cha. Bloodrager being a Cha caster your going to have that, the DC is based off of Con, so with your rage and probably nat con score, the poison DC is going to be great. Your sorc level for the ability is at -2 though, unless your gm will allow you to take a mythic feat, my gm said he is in flux, he does not know yet, but is thinking about giving us 1 mythic feat choice. so that takes 1 point off of the DC, but made up for in Con probably.

You can activate this bite as well if you use True Arcane Bloodrage to Shape, turn into a Dragon via shape of the dragon 1, and your dragon bite becomes poisonous that deals con damage(so long as you spend a free action and activate it). Or Griffon may almost be better with Beast Shape IV, both give a con bump so that's another +1 to the DC of the poison.

Arcane Strike, and Blooded Arcane Strike are important feats to pick up but will probably come late in the game, the blooded is so that you can get your arcane strike damage and still activate spell conduit on the same round. Recovered rage feat is nice.

On background, I am considering something like he was training to be a fighter/sorcerer(Spell Dancer maybe) guard at the elven capitol, during a training exercise that took place outside of the city one night he was bitten by a vampire, he almost turned, but the priests were able to hold the infection at bay, barely. No one asked him to leave or said anything to him directly or insultingly but having changed from the controlled trustworthy elf he used to be, into someone who is always on edge, and flies off into bloodrages they didnt want him around, so he eventually left. Their will be a lot more, but that's a short quick sum up.

Feats: Blood Conduit - Choose your preferred CMB feat from those available, I went with improved trip so that if I get them tripped I can then gain my +4 on attack rolls, and an AoO if they try to stand back up next turn.
Picking up Power attack/Disruptive with my first bloodline feats.
Level 1, 3 and 5 feats I am picking up extra rage, and the heritage feat for the bite, which unfortunately requires picking up skill focus diplomacy. It could be nice if he uses a lot of diplomacy this time, but thus far its not something he does much of. Then if you are going tripping strike, you need to get Combat Expertise.
My write up is 1. Skill Focus: diplomacy, 3. Heritage (bite atk), 5. extra rage, 7. combat expertise 9. tripping strike (requires BAB of +9)

You could avoid the bite and pick up improved unarmed strike as a bloodline feat, then just trip & deliver your swift action touch spell that way though, would free up some feats, and the only thing you miss is the poisonous bite 3+cha mod x rounds per day.

Anyway I figured I would put this here, you are welcome to play with this build and change it or use it as is, whatever. This game is months off in the future, after the current game wraps, I am playing a sylph sky druid in the current game.


1 person marked this as FAQ candidate.

Does Hydraulic Push allow you to add bonus's to attack you gain from buffs, such as True Strike, Heroism, Bless. Under Combat Maneuvers I read this: When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects.

Hydraulic Push: Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest

It says "your CMB" which makes me think yes, but it says "use your caster level" instead of saying "your BAB for this is equal to your caster level" which kinda makes me think no.

Obviously a spell cast by a colossal dragon, and a spell cast by a tiny pixie still comes out with the same force, and the same size, so size modifiers would not count, unless you maybe used widen spell metamagic feat to get a +1 for size. I also doubt spell focus would work since it is a CMB and not a DC.


Extra Revelation Feat will allow you to pick up another Revelation, and the Duel Cursed Oracle Archetype will allow you to pick up 2 additional Revelations, 1 at 5th level, the other at 13th. I think he was going the feat route.


Faq'd though, hopefully we will get an official answer on this.


I do think that DD would advance Bloodrager's Draconic bloodline, but since other things require you to pick between two similar options (Example: PrC spell progression) if you did both BR and Sorc I think you would have to pick BR's or Sorc's Bloodline to advance, I doubt you would be able to advance both of them alongside each other. I think that's what you were asking about?

Parent Class: Barbarian, they get bloodrage and (Copy Paste: Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects).

Parent Class: Sorcerer, they gain a Bloodline, which while different from sorcerer, some of them are very similar, such as the Draconic Bloodline, unfortunately it does not say anything about feats, prerequisites, magic items, or spell effects under bloodlines as it does under bloodrage, but it may have been nothing but an oversight, because they are still human and make mistakes. Until they say something official I would simply add that last sentence under bloodrage to the end of bloodline as well. Also maybe they thought because it specifies Sorcerer as a parent class, and the name of the ability exactly matches the name of the sorcerer ability "Bloodline" they figured it was not needed.


So, anyone? how does everyone think Energy Body, and Abundant Revelations work together?

Energy Body (Su): As a standard action, you can transform your body into pure life energy.....You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Abundant Revelations: Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.

Didn't know about the Ring of Revelation when I first made this post, if I already have Energy Body, crafted a ring of revelation of Energy Body, and then picked up the feat would it give me 2 more rounds of Energy body (I wont be doing this if its only 1 more round per thing, but that's why I am asking).

I would guess that taking the feat or ring for the Channel ability of the Life Oracle would only give you one more channel ability making extra channel a much better option.

Edit: Corrected a bad copy paste thing.


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Think of it like this.
If you are in a very cold environment, and its dealing 1d6 damage every minute, does that mean its kind of a little bit cold and your ok, but once every minute all of a sudden it gets so cold that you take the damage...no

Does it mean that its so cold that it does an amount of damage which calculates to a total of 1d6 every minute (or 10 minutes for blizzard)...yes

So if it does 1d6 every minute, that would mean it does less than one point of damage per round, for game simplicity the effect does 1d6 points of damage every minute or 10 minutes depending on how extreme the cold is, because in the game fractions are not taken into account, if you apply the rounding up rule then it is 1 per round, which makes it 10 per minute, which is quite a bit higher than 1d6 per round can achieve.


As you said a vampire returns to "their home coffin". Some people have multiple homes, it does not say "A home coffin", if it is possible, a vampire would have multiple coffin's as they are usually very old and have grown very wise/smart. Apparently whoever had written that module is playing it as they can have multiple's. I like what one guy stated though, I have never played starcraft, but I like to read about and when allowed play vampires(D&D 4th has a vamp class, aside from that have only gotten to play half-vampires's, as a player anyway), and that is wherever they last slept is where they must return to if reduced to 0 (0 meaning at any point their hp reaches 0, if a vampire is reduced to -1 or -97 it is inclusive to mean that during that time they also reached 0).


His Guided merciful AoMF allows him to use his wisdom instead of str for atk and dmg.


If you want an official answer probably need to click the FAQ button.


As a GM I would allow it, but I do see where the other guy is coming from. Sneak Attack is more about knowing where to attack them, its having the state of mind to make such a choice. Making a choice to "Swing axe hard and hit enemy and make him breath no more", is quite a bit different from, "Precisely strike him right there because that's where it will hurt the most" one requires as much pinpointing and thinking as most animals are capable of, while the other is a studied and conscious choice. This is a good question, and if someone cannot find a solid answer for this, I think its a good candidate for FAQ.


I do agree with what most of you are saying, Bluff vs. SM should not be allowed to do what the original poster has said it is doing. Although every table, GM, game group may do something a little different than everyone else. Because he made this original post they obviously do use Bluff vs Sense Motive, at least to some extent at his table PC vs PC.

It seems like you did try to make the argument against this being able to work as it did in your OP, and the GM pretty much said that it will. At this point, unless you can find some loophole, maybe via these posts, you are going to have to leave the game or play along with it... Albeit begrudgingly.

I think that maybe the best one was what voideternal said, you believe that the Tiefling believes he is an elf, which could also make you think he's mentally handicapped.

Are you playing pathfinder society (PFS right? I only play home-brew games, and as of about 16 months ago, pathfinder material, but still at home, or friends home and always with some house rules) or home-brew using pathfinder material, in home-brew games you can try to talk to the GM and try to make him see your sense of the situation, and sometimes can change their opinion but in the end you simply stop playing their game or go with their ruling. In PFS I would guess you pretty much are required to go by the rules as set out with very little or no interpretation. Maybe your GM will allow you to go with you thinking he thinks he is an elf, but you know better.

Good luck with this situation Le Petite Mort.


If you were to take Energy Body as an Oracle of Life, and then took the feat Abundant Revelations to gain an additional daily use of Energy Body, would it increase it by one round per day, or would it give you one additional use of the ability doubling the number of rounds per day? May seem like a strange question, but the ability does not give you additional uses per day, it can last for up to 1 round per level per day, and can be turned off and on until all of your rounds are used up... I am guessing it would only give you one extra round which would make the feat pretty weak, but if it doubled the rounds it would be worth it.

Also I know energy body is not much healing, but being able to heal a little as a move, then cast a cure spell with combat healer as a swift, and still have a standard to toss another kind of healing / attack / buffing spell is what I am planning on.

Is their a feat you can take similar to Eldritch Heritage that would allow you to pick something from another mystery?

Any way to double the range on lifesense from Oracle of Life? Don't get me wrong, 30 ft of lifesense is beautiful, but 60 ft would be beautifuller :)


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If you are level 13, and the cohort gains enough XP to gain level 12, then he remains 1 xp away from level 12, which keeps him at level 11 until you gain level 14, which then allows him to gain enough xp to keep him one xp away from level 13, which sticks him at level 12. So yes that is two levels behind.

I can empathize with your player KoalaRescue, I have found out about other players complaining about my character with and without Leadership / Animal Companions or whatever for outshining their characters. Years ago one of the players actually teamed up with the DM and got a guy to come in for one game session, the DM tossed in a deck of many things had everyone draw secretly, the guy that came in ended up getting wishes all of which he used to screw me over, kill my familiar (Which at this time AD&D and this familar caused 4 lost levels permanantly), remove all my wealth, magic, and spellbooks to his diety, and attempted to kill me, then used his final wish to teleport to his deity's side, when all this was said and done, the new player left. I tried for awhile to track down the character who had done this, when I would not give up on it the DM told me that my character was too good so they had brought him in for the specific purpose to weaken my character, I left and no longer gamed with them. I did not have the Leadership feat, it was just my character and her familiar, though as I recall the DM had given me a CN Quasit, the character was a Githzari multi-class Wizard/Fighter. This was the most extreme that a group has gone, but I have had issues in other groups with people upset that I play a good character, and sometimes have good dice rolls, the group I am in now, I started noticing something was wrong outside of game by the way this one guy would talk to me and other small things, and found out that he had been for weeks calling the other people in the group and complaining that my character was too strong, and it was making the game un-fun for him. They were finally able to talk him down, we ended that game and started over, another friend and myself, help him ... I mean, we build his characters for him now.

I think people really just need to learn how to play a good character instead of crying so hard about others who play better than them. Leadership can be quite the powerful feat, I have never used it how your player is, my character is always the focal point, I have taken Leadership in a party where we had no healer to take a cleric, we came up with a backstory for her, and the two of us ended up getting married down the road, one of the players would get upset because if my character had damage or a negative condition she would heal / cure me before him, or another party member, unless their life was in more direct danger, in which case she would heal them first.

Now with all of this said, it is chicken**** for a buffer to only buff his cohort and ignore the other party members, he should spread the love so to speak and buff everyone.

Like some others here have said, maybe you could talk to him about it, alternatively you could have one of the other players take Leadership, or you could make an NPC who will run with the other players for awhile and emulate his buffs onto the other PC's, and when you wrap this game and move on, disallow the Leadership feat, or House Rule it in some way, though nothing good that makes sense comes to mind. Maybe make the player promise certain things to keep it controlled? seems a lot easier to just disallow Leadership though. But really its not a lot different from a druid who buffs their AC and sends them in, or a summoner doing the same.


I would say as a GM if he lies a lot anyway, he would always take -5 to almost anything he say's to you. If you have knowledge (planes) and have made a DC 10 or 11 check then you know that he is a Tiefling and so he would take -10 on top of the always lying -5. If you don't have Planes then you are stuck with him only taking a -5.

As much as you obviously are bothered by this though, since the GM only gave him a -5, and he beat you by around 15 or so, sorry to say that you are going to need to play it I think. But think about your characters mannerism, personality, compassion, and self centeredness, and from there decide how your character will handle traveling with someone like Eldris, with that condition. Maybe ask in town if their are any healers that can do something about your terribly disfigured friend, while he is trying to chat up a pretty girl.


blackbloodtroll wrote:
Does the Nature Oracle's Mount Revelation count for meeting the prerequisites?

I would say yes,

Prerequisite(s): Handle Animal 4 ranks; Ride 4 ranks; divine bond (mount), hunter's bond (animal companion), or mount class feature with an effective druid level of 4.

Mount Class feature. The Nature Oracle can gain Bonded Mount (Su)


As was already said its not an issue often, but for when it is an issue tossing a sunrod should be fine, for tossing it 30 feet, take a look at the Wooden Stake, Dagger, Club they all have a range of 10 ft. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot up to 10 range increments. So something like a sunrod could be thrown up to 50 ft. You could toss it at a certain square within 50 ft of you, GM's I have gamed with would call that good, some GM's I have heard of would require you to make an attack roll for the sunrod to land in that square, for this you calculate each 10 ft past the first 10 ft you would take a cumulative -2 penalty, so if you wanted to toss it into a square 30 ft away you take a -4 for the range penalty, add your BAB + Dex and roll, if you miss the square then it would land in a square adjacent to the square you were trying to hit. Either way your good.

Oh and AC of the square would really be up to the GM but one square is medium so no modifier, 10 base, and -5 for 0 dex, so an AC of 5. :) Don't worry about Natural Armor because we are not trying to get through it, of course your GM could say its really windy and throw you off by however much he chooses, but more than 20 ft would be them being an ... well you know.


or Dragon

Kigvan, you are correct I overlooked that, I will point it out to the GM and see if he will still allow me to take it. I am guessing he will say as a Druid I should be able to take anything that anyone can take as an AC...but we will see.


Thanks guys, and yes your are correct Cap Zoom. Working on the Healer's Touch prereq's, having that and empowered would be pretty sweet. I was up to 186 total healing at level 3, then came into a room of zombies, used a couple channels to take them down, reset to 0 lol, back up to 250 now at level 4. Is their a feat or magical item that reduces the level cost of a metamagic feat by 1, I thought I saw something like that last time I was running a game and let the cleric take it, but I cant recall were I saw it, and I cant seem to find it again.


Aside from taking a PrC, such as Exalted, is their any way for an Oracle of Life to gain the Healing Domain, such as through Feats or something?


Ahh Pupsocket, I didn't know that, I only ever play with buddies at their homes or mine, never played in a PFS game (Pathfinder Society right)? We play only with Official Pathfinder material, not using 3PP rules, but house rule things we think are hinky (Monstrous Mount Mastery). When I brought up that feat, and the idea of Griffon AC the first words out of his (The GM) mouth were, "Ahh cool, so no need for Handle Animal checks".

I was looking under Share Spells, you are right about the spells for sure, so charm animal could work...maybe I should take Iron Will early.

Still would like to know to put the Animal or Magical Beast down for type on the document I wrote up for it. (Don't know if its him or her yet, will roll a 50/50 when we first see it) but I am thinking because of that bold text, Animal. When I asked the GM a bit ago, he said it will count as both...I could then see him having a thing with Favored Enemy Animal +4, Magical Beast +2.

I saw a post from a developer at some point I think, that makes me think "They remain creatures of the animal type for purposes of determining which spells can affect them", means that all things affect them as though they were creatures of the animal type, just wish they wrote it down that way if that is the case, otherwise you could take it to mean spells are as Animal, otherwise consider them as though they are the original type (Plant, Magical Beast, Vermin) since Favored Enemy is an (Ex).


I suppose if you gained a Griffon through Leadership it would remain a magical beast, and continue to gain magical beast hit dice & BAB. It would however lose all of the things it could gain via being an animal companion, Improved Evasion, + to str & dex, natural armor etc. as well as the connection shared between you and your AC by Link & Devotion (I like to role play those things up, at least a little bit).

As a Paladin you get the Griffon (Or any "Steed" AC) with a celestial template attached at 11th Lvl. and SR of 11 + HD at 15th Lvl. Plus if you can somehow get augment summoning without having to burn a feat for spell focus, the +4 to str and con is nice.

If I make a hunter at some point, I will take the Griffon if I have a DM again that see's Monstrous Mount Mastery as unneeded, and go Primal to have a Huge Griffon that I can cast Animal Growth on to make it Gargantuan...Large cat works fine here as well, just give it the evolution to fly, though griffon's can fly at all times.

Really for me though, I like cat's, and it would seem they are great AC's for Pathfinder, I decided on Sylph Sky Druid, meaning if I want a AC it has to have the ability to fly, Griffon gets the cat goodies (with the one exception, instead of claw/claw it gets talon/talon which means a single feat wont affect four of its attack's, as Rake is considered claws), has the body of a big cat, and meets the sky druids requirements of being able to fly. I would have just taken a Tiger as my AC if I could do so, while still being a sky druid, would have saved me a feat, and could have made Weapon Focus/Improved Critical/Improved Natural Attack (Claw) affect more attacks.

About how they power up was not something I am asking, yes that is very clear. D8's, 3/4 BAB, all very clear.

For spells and affects I cast on it (Animal Growth) it is considered my AC. What if an Enemy Spell Caster uses something that only affects Animals? Or something that Animals are immune to? its to smart for Calm Animals, but what about Charm Animal? If its a magical beast you will need a higher level spell, charm monster maybe.

It cant speak common, but it understands common so I will not need handle animal checks to communicate with it.


Yea, thankfully the GM like me thinks the Monstrous Mount Mastery feat is not needed, and will allow me to use the Griffon as a Flying mount at its full fly speed, so long as its at its light load, which is going to be easy, as a sylph sky druid female she is light, and does not carry much.


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If you use this feat to gain a Griffon as your AC, I know it gains abilities as an AC not as a magical beast, but does its type become Animal, or is its type still Magical Beast?


This is my first post, I realize now that I posted it in the wrong section, and should have put it under Rules Question I think, anyone know how to move it over there, as I know copy / paste would be against the rules as it would be spam.

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