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So I have tried to research this question, but it always gives me threads about charm spells breaking Invisibility.

I wanted to know if I am going into a situation and I have Greater Invisibility, and I want to charm person/monster (while remaining invisible, of course) does the charm still work? In order to perceive you as a friend, do they only need a friendly voice to charm them, or must they SEE YOU as a friend? This sounds more like a GM interpretation question? Just wanted some collective thoughts, and if someone has a legit Core Rulebook answer, all the better


So I got hooked into Pathfinder pretty quick with some friends, playing Rise of the Rune Lords and are still only 2/3 through, and I have already got ambitious enough to get my kids going in Dragon's Demand and taking on my first GM.

They have all got about 2000 gp and I don't see anything in Belhaim where they can shop for armor or wondrous items, nor do I see the adventure taking them out of Belhaim at any time. Where are they supposed to buy some goodies? Should I just home-brew a shop or two?


But if I wanted to go back and forth from wand to wand to wand, the same rule would apply as melee fighters. One cannot stow, draw, and cast in the same turn. The only way around that is to drop Wand #1 and then draw #2 and cast, correct?


Okay, so as a Sorcerer, can I cast with a wand on turn one, and then cast with a free hand turn two? Then, if I understand correctly, you can do an attack and a move in one turn, so could Turn Two mentioned above include the free-hand spell cast as the attack and stowing the wand from Turn One? Would this then free up the action on Turn Three to draw a new wand?

So essentially, could the sequence be Wand Spell, Free Hand Spell, Wand Spell....all in succession without delay or penalty? This does not imply any feats involved, just standard moves/actions rules.


Perhaps this is really late, but would a Protection from Good spell help for a low-level scenario?


Playing ROTRL and we had to leave last night on a cliffhanger due to time. Anyhoo, I was left under SUGGESTION at the time. Can a teammate fire breath at the opponent with me in the line of fire, and would that break the enchantment as though I was “attacked”. Or is that a cheat, or just a GM call? He previously had an ogre break my suggestion spell because my teammates attacked the ogre while it was running away.


What about for retrieving dropped items? Or does the wording, according to opinion, only apply to touch spells?


But if imbued into a wand, the wand would have to do the touching, which means the Spectral Hand would have to wield the wand to make the touch, am I right?


Perhaps Force Punch is 1st Ed. only. So let’s scrap that from the question. The rest still applies to my curiosity about wands and touch spells.


https://aonprd.com/SpellDisplay.aspx?ItemName=Force%20Punch

And here is the AoN version.


mrspaghetti wrote:
LavaRox wrote:
So in our current game, I’ve just leveled up to a Level 7 Sorcerer. From our latest victory loot we picked up a couple of wands, Ray of Enfeeblement and Vampiric Touch. So for my Level 7 new spell, I want to pick up Spectral Hand and Force Punch. My wonder is, Can Spectral Hand deliver touch spells with a wand, and can it deliver a Force Punch, or other combat maneuvers?

Sorry, what is Force Punch? Can't find it on AoN and don't recall ever seeing it before.

[/https://www.d20pfsrd.com/magic/all-spells/f/force-punch/
This spell charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.


mrspaghetti wrote:
LavaRox wrote:
So in our current game, I’ve just leveled up to a Level 7 Sorcerer. From our latest victory loot we picked up a couple of wands, Ray of Enfeeblement and Vampiric Touch. So for my Level 7 new spell, I want to pick up Spectral Hand and Force Punch. My wonder is, Can Spectral Hand deliver touch spells with a wand, and can it deliver a Force Punch, or other combat maneuvers?

Sorry, what is Force Punch? Can't find it on AoN and don't recall ever seeing it before.

[/https://www.d20pfsrd.com/magic/all-spells/f/force-punch/
This spell charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.


So in our current game, I’ve just leveled up to a Level 7 Sorcerer. From our latest victory loot we picked up a couple of wands, Ray of Enfeeblement and Vampiric Touch. So for my Level 7 new spell, I want to pick up Spectral Hand and Force Punch. My wonder is, Can Spectral Hand deliver touch spells with a wand, and can it deliver a Force Punch, or other combat maneuvers?


Is there a rule, a feat, etc. about two PCs simultaneously attacking an opponent? Let’s try anecdotally two players with rope performing a running clothesline?


I'm currently a 6th level sorcerer in my first campaign and I have been looking to bump up my AC (in magical terms obviously). On the d20pfsrd site, I was reading about Force Armor and it adding a +4 AC, and it says nothing about stacking, one way or another, with other magical armor. I already have Mage Armor and Shield. Is Force Armor and Mage Armor unstackable because it is "like material"?


Super Zero wrote:

I really don't mind some strategizing at the table. For the players the campaign takes place over a long time, and it's a game, and they're only focusing on it at certain times, and they're relying on your description to understand what's going on. For the characters previous events are very recent, and it's life-or-death and they're highly experienced, and they're together all the time for days at a time, and they can actually see what's happening around them.

Some degree of meta chat between players can represent those hours-long campfire conversations we probably didn't play out verbatim. The wizard might have mentioned the spell she has ready for this kind of situation, so you recognize it when she uses it and know what she wanted you to do. Especially for a new player who also needs help with rules and trends and things. In excess it's annoying just because--come on, get on with it!

The alpha gamer (a term I've heard in cooperative board games more than in RPGs, but it sounds like the same thing) is a different problem.

The Alpha Gamer is exactly the right description. It makes the game so much more about one person instead of the party. Perhaps I should talk with the GM and the rest of the party about limiting meta chat on a timer, or having the GM/foe treating it as in character conversation to kinda slap some wrists???


Hello All,

New member here. I am on my first Pathfinder quest and new to the game, although our campaign has been going on for most of this year on a bi-weekly basis.

Introductions aside, we have two party members who really slow the game down, one who kinda doesn't pay attention when not their turn, and always asks advice as to what action to take, and the other player who is all too happy to almost forcefully persuade not only one player, but does this to all the players in the party. There is A TON of OOC "No don't do that, do this instead" every player, every turn, every round. And he practically calls for a vote for each players action.

Not being the DM, but not exactly a brand new rookie player anymore, what have you all done to curtail OOC strategizing?