Seltyiel

Lilith Knight's page

Organized Play Member. 161 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


RSS

1 to 50 of 161 << first < prev | 1 | 2 | 3 | 4 | next > last >>

I'm currently having this same issue. I've tested it in vivaldi, firefox, and chrome and they all behave the same.

It's just as redeux described, clicking on the primary partition behaves normally ie general, character creation, or achievement points and boons.
But when clicking on the questions within these tabs forces the question to the top of the tab and doesn't let you scroll either up or down from it. Collapsing the partition doesn't change the behavior but refreshing the page resolves it until you open another question.


Have you read Jitterbug perfume? I like to imagine it similar to the immortality in that book, except without the downside.


RAW it doesn't indicate any particular type of damage which would be very easy to include if they mean it to matter. The only argument against it is that a KILLING blow should be lethal, but that's a very weak argument, especially since we aren't even actually talking about killing the person, just knocking them unconscious. SO I'd say it's a pretty safe bet to call it RAI.


When a witch with the flight hex reaches a new level thresh hold, does she lose the previous abilities of the hex?

EX: When she reaches level 5 can the witch still cast levitate once a day and use featherfall at will?

Flight:
Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.


Chess Pwn wrote:
Lilith Knight wrote:
Chess Pwn wrote:


Similar-ish question. I've had players request that they pretend to be dead when a blow takes them to single digits, knowing it's safer to be down then at low HP. I've always figured this maybe could only work if you're going immediately after the attack. Otherwise you'd be standing for a few people's turns and then suddenly drop to the attack that happened previously.
That's based on a misconception about the rules, every action in a round happens at the same time, people aren't actually standing around waiting for their turn, that's just how the rules are because of the limits of human processing power.
I get that you're wanting to be helpful, but you're not to me. I'd ask that you stop in this thread please, since, for me, you haven't given anything helpful but have said much that wants to pull this off on a tangent.

Are you that upset about someone telling you that you made a mistake?

All I said is that the player would not in fact be "standing around" they can drop immediately even if it's on their turn because their turn happens immediately.


1) There is no official rule so it's GM fiat, but expect to use a standard action for this. Many GM might even give you different Actions depending on what you do for the diversion.

2) This is a poorly worded rule but it lets you hide so you can hide. Your opponent still gets their perception check against you and you are treated as having total concealment.

As the rules are written (under breaking stealth) "When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below)."
So RAW you aren't leaving your "cover" since you weren't using any which means you don't break stealth. This is almost certainly NOT RAI though.

3) Hiding in smoke is different than hiding in plain sight. You can do it but since the smoke is only in your square it's still obvious where you are. Expect AOE's to ruin your day.

4) Again, the smoke is obvious so don't expect it to give you anything more that you're already getting from slayer's camouflage.

5) The enemy is flatfooted against your first attack. You normally can't get close unless you're literally invisible without breaking stealth. Slayer's camouflage RAW lets you hide without cover in your favored terrain and since you don't break cover RAW you would be able to approach someone while hiding.
I would not let you do this in my game unless you were prone but it works RAW.

6) Tremorsense, blindsense, blindsight, keen scent, lifesense, thoughtsense, and Web will all be able to locate you while you're hiding.

7) You get 20% miss chance against them as if you had cover.


Chess Pwn wrote:


Similar-ish question. I've had players request that they pretend to be dead when a blow takes them to single digits, knowing it's safer to be down then at low HP. I've always figured this maybe could only work if you're going immediately after the attack. Otherwise you'd be standing for a few people's turns and then suddenly drop to the attack that happened previously.

That's based on a misconception about the rules, every action in a round happens at the same time, people aren't actually standing around waiting for their turn, that's just how the rules are because of the limits of human processing power.


I have a character in a less serious campaign who is planning on taking a couple of levels of rogue just to get the rogue talent grig jig.
(lets you force an opponent into a dance off) and figured he might as well take spell storing as well. The question is. The spell has to be harmless, have a cast time of one standard action, and be of no more than second level. So what spells are worth storing?
My only thought right now is fabricate disguise.

edit: Added a link I forgot.


If they destroy it you can go die and get resed, then it will reform (hopefully with you, but it's up to the DM) if they just chuck it down a pit you have to go fetch it.


3 people marked this as a favorite.

It is piercing and bludgeoning so everything that applies to either applies to it. The rules don't have an exception written in so you don't get an exception.

Let me say it again, EVERYTHING APPLIES. The -1 for being a silvered piercing weapon applies, all rules for being a bludgeoning silvered weapon also apply, there aren't any though so we don't need to worry about that. The total then is damage -1 based on all the relevant rules.

CBDunkerson, you asked why it deals less bludgeoning damage because the damage is also piercing, so I'll respond with another question:
Why do you think it does extra bludgeoning damage to make up for the penalty applied to the piercing damage? Also, how are you treating them as two different things that there can be this extra bludgeoning damage?


Slight of hand works as long as the familiar is hidden. You would only need to use a combat maneuver if the target was aware of the familiar.


I agree with thaX it's an effect on a weapon (fist) so just treated it like an effect on a weapon, one hit means you apply DR once.


You can definitely sneak attack, think of it this way, using a lethal weapon to deal not lethal damage means you have to wield it in a way it wasn't intended to be used so you can't hit the "weak point", the enchantment just makes it deal non-lethal damage, this has nothing to do with how you wield the weapon, you aren't taking the -4 penalty and it's that penalty that makes you unable to do sneak attack damage. You definitely get the extra dice.


You can't use items like scrolls without having them in your hands (you actually have to read scrolls, not just hold on to them.) You just can't cast the spell without actually pulling the scroll out.

The rules for bonded objects are specifically about how wizards interact with magic and shouldn't be used for other items.


I only briefly looked over it so my advice won't be super in depth but off the top I'd trade out intimidating prowess for either cleave or shield of swings, maybe bloody assault if you really like bleed damage.

Those options can help your DPR or AC depending on what you prefer. I haven't read any unchained so I can't help you with that part.


Thank you. I wasn't happy with the damage either but I wasn't sure what was appropriate for a 1st level spell considering the damage lasts multiple rounds and isn't the main purpose of the spell anyways.

I also like the other class additions, I was trying to really limit it to appropriate classes but I definitely think those also work well with it.

I was just assuming they could put it out using normal rules for fire so didn't think about adding the text for that.
I went with will on the saving throw because it activates based on the target's intent so I thought that was appropriate, reflex might also work but I'll keep that for now at least and save ref for actually putting it out.

So here's the new version.

Liar Liar

School Divination; Level paladin 1, sorcerer/wizard 1, inquisitor 1, witch 1, bard 1
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target 1 creature wearing pants
Duration 1 minute per level or until discharged
Saving Throw will; Spell Resistance yes

The next time the target lies during the duration of the spell his or her pants burst into a blaze dealing 1d8 fire damage each round for a number of rounds equal to 1/2 your level (max 5) until the pants are burned away. This spell does not compel the target to tell the truth or even answer you. The target may extinguish the pants using a full round action.

edit: traded a reflex save for a full round action.


Liar Liar

School Divination; Level paladin 1, sorcerer/wizard 1, inquisitor 1
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target 1 humanoid creature
Duration 1 minute per level or until discharged
Saving Throw will; Spell Resistance no

The next time the target lies during the duration of the spell his or her pants burst into a blaze dealing 1d4 fire damage each round for 2 rounds until the pants are burned away. This spell does not compel the target to tell the truth or even answer you.


Well a full attack is already a full round action, so unless you have some magic that lets you move as a swift or immediate action most of what you've written is redundant anyways.

At this point it's basically a bow that lets you trade moving and shooting once for an extra die of damage on all of your shots.

I'd be careful with it, most archers aren't going to move a lot anyways so for the most part it just gives them extra damage. Unless someone in chasing them down the drawback basically doesn't matter.
Letting rapid reload remove the drawback definitely makes it too powerful in my opinion.

Well, now that I see it does d6s instead of d8s I'm not so concerned.

Knocking someone prone is a bigger deal in pathfinder than in darksouls so I'd give it a chance to stagger them for one round instead. I wouldn't increase the damage or let it pierce cover. Maybe it could pierce cover but with a heavy negative to hit based on what the cover is and it's too much of a hassle in my opinion to make that table.


I am taking a Greensting Scorpion for my familiar but am a little confused by its stats.

Skills Climb +7, Perception +4, Stealth +15;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

Mostly what I'm wondering about is if the skills and stats add together, so does it have a total of +8 to perception or just a +4, likewise is its stealth +19 or only +15?


1 person marked this as a favorite.

I'll sometimes carry an item associated with the character (in real life) and have it in my hands or in front of me to help keep me in the right mind set.


1 person marked this as a favorite.

From what I remember Eidolons have all the same slots as their masters regardless of form and the slots are shared, so if one has a body item, the other can't.


Josh-o-Lantern wrote:
Ridiculon wrote:
i get it as a tattoo (also its a handy haversack). my dwarf fighter has it tattoo'd to the underside of his chin, he pulls anything he needs out of his beard basically
is this some odd house rule thing or is this something you can do within the rules somewhere?

It's from a sourcebook called inkantations which has all sorts of tattoo and piercing related goodness.


1: No, you don't gain their special attacks.
2: Expect table variation


Lorewalker, That's already taken into account by the DC of the check. Pretending to be a florist is a lot easier so the DC is a lot lower and the +2 makes a bigger difference in this case. Pretending to be someone and pulling it off to someone that knows them well is a much more difficult task, and one in which your mannerisms are much more important, which is reflected by the +2 not making nearly as much of a difference.


It attacks all creatures in its area, and will move to cover other creatures. It can definitely move to attack multiple creatures, you don't get to direct its movement though so the DM basically gets a say on who it attacks which may be your allies if they are the closest creatures.


Yes, you are threatening him, It makes a bit more sense when you realize that he likely doesn't know what spell you're holding on to. Almost no one other than another caster is going to have ranks in spellcraft.


Oops, yeah, it was supposed to be one round per lvl, I copied the components from another spell and must have forgotten to change that.

You'd use it when you want to turn out the lights and be the only one whose able to see, or as a temporary cure for blindness.


This is inspired by a trick Harry Dresden used in one of the Dresden files novels, there isn't a spell that does the same thing so I thought I'd make my own.

School Illusion (compulsion)[mind-affecting]; [/b]Level[/b] wizard 2, bard 2
Casting Time 1 Standard Action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day/level
Saving Throw will negates(harmless); Spell Resistance yes(harmless)

You create an illusion of the immediate area inside the subject's mind giving them the ability to "see" their surroundings. This illusion does not extend to living creatures. The target of the spell does not suffer penalties to movement or other actions taken that would otherwise be hampered by invisibility, all creatures however are treated as though they were invisible unless the target has another way of seeing them.

Dresden's Fantasm Greater:
LVL Wizard 4, Bard 4
.
.
.
As Dresden's Fantasm except living creatures are treated as being visible.


I remember that magic bows add the bonus to hit but you have to use the arrow's bonus for damage. It also depends on if it's a bane bow or bane arrow. A +5 bane bow with a +1 arrow would have a plus 7 bonus to hit against the chosen creature and do 2D6 +1 damage.
A +5 bow with a +1 bane arrow would hit with + 5 and deal 2D6 + 3 damage.


As you noted, the weapons you've trained with couldn't hit someone ten feet away, so they aren't as long as reach weapons. Imagine increasing the haft of your weapon by another 3-5 feet. It would be much more difficult to use at close quarters and even if you gripped up the back would be swinging around and you'd have to be careful not to let it hit the ground anything else severely limiting the ways you can use it. (So I guess you could use it as an improvised normal length weapon but that's a whole other discussion).


I just want to point out that even with multiple ray attacks, only one of the rays gets to affect one target if you cast it through spell strike, making most of the spell effect go completely to waste. Even though the blunderbus fires multiple projectiles this doesn't change.


It sounds like Aeryn and Diego are both making assumptions and that's why they can't agree. The basic argument is whether blur/displacement affects the images.

With blur, they definitely are affected. Blur isn't a magical miss chance that just happens to have a visual effect, it's an illusion, you miss because you can't tell where the thing you're supposed to be hitting is. The figments from mirror image look exactly like you so they're all blurred up. It doesn't matter which one you aim at you can't tell exactly where it is so you might miss because of that.

It doesn't matter which you roll first (blur or mirror image) because you'll be rolling both either way. That said, rolling blur is a little faster because 20% of the time you won't be making the second roll, where if you roll the mirror images first, you still have to roll the miss chance from blur every time. Also it just makes more sense the first way, how can you roll to see what you hit if you didn't hit anything?

With displacement, it's less clear, it could go either way, there is nothing physical for them to be displaced from so how could it affect them? on the other hand, mirror image is creating something which is destroyed if it's hit so whatever this is, the light entering your eyes could look as if it's coming from a few feet off of where it's actually coming from so your foe just swings at the wrong space.


This could be the character taking the martial weapon proficiency (type of bow) feat. Feats are a representation of taking the time to learn something and what better way to learn something than by having some one teach you?


Im getting excited about this now, There's a lot you could do!

An anti magic race with dispel magic at will:
A bad luck creature with accursed glare:
I know it's not one spell, but if you used guiding star and locate object you could have an interesting theme going:
A demon that follows a person around, constantly using isolate on them and feeding off of their misery:
A cupid-like being with reckless infatuation:
A being that is born with two bodies, one acting as the familiar for the other and they can cast share senses on each other:
Or an inevitable which casts witness to judge others:
What about a creature with lock-gaze and a gaze attack?
I think I'll stop now so because I might not stop otherwise.


5 spells?

Cure serious wounds
Hold Person
Fly
Channel The Gift
Paragon Surge

But that's only if you really want to mess everything up!

If you want to be based around one spell then I'd go with something funky like locate object.


I'm with Rednal and Arcane Addict.
These players just want something for free so either give them the worst option you can think of or just tell them no.


My reasoning was that the number of rounds is modified by your CHA.
And all skills are not int based obviously. Your intelligence controls how quickly you can learn, how well you do something however is based on the appropriate ability modifier. The two aren't really related.


If you mean rage bonuses, Raging song is a charisma based ability and as such can't be used while raging.


@ Lirya, if everyone readies an action, then everyone is prepared for the combat and there is no surprise round. Whoever goes first goes first.

If even one person isn't prepared, then there is a surprise round that includes everyone but them. In the surprise round, everyone who is ready scatters or draws a weapon or whatever, and then normal rounds happen. Either way, initiative still happens in initiative order.

I understand what you're afraid of. A chain, where one person attacks and then everyone else takes their readied actions and hits them before their action really happens. But if you have one surprise round before the action happens and give everyone their one action in the surprise round, everyone has to ready an action to respond, cast a spell, or attack someone with their bare hands, or attack with a weapon that they already had out.

Say that there is not a surprise round because everyone is aware.
Well then, that's a normal combat. If the person who wins initiative wants to ready an action instead of just taking their attacks(s) right away, that's their prerogative.

Take a situation where everyone spent their first round of combat readying an action to attack someone who attacks (first of all, I'd only allow any given combatant to designate one foe that they ready against). Well it's a stalemate, who ever decides to attack first is going to eat attacks from everyone who readied against them. The only good way out of that situation is to do something other than attack, like 5 foot step, but that's what they get for all readying actions instead of attacking right off the bat like it would be smart to do when you win initiative.


@jimibones

You are trying really hard to find a cheat in the game. It doesn't work.
You can't hold an action until timestop ends because once timestop ends everyone else is moving again. That isn't how the spell works, its not how the spell is meant to work. You're trying to game the system instead of honestly playing the game.


The phrase "as if he had the combine extracts discovery" only refers to the way you can now drink the extracts at the same time and the new extract that was made is considered to be a higher level extract.

That's what it says it does. Saying that the alchemist "loses" a usable extract doesn't makes sense logically or within what is written.

The alchemist makes what is a special type of magic item. Once it is made it isn't part of the alchemist so saying the affecting the item affects the alchemist doesn't make sense.


If they want to retreat, maybe make one random encounter roll but have the chance built in that there is no encounter. Don't just reset all the rooms because if they've been through the area before it's not fun to do the same fights over and over and just restart to do the same thing again. The fun part is exploring so you have to let them make progress.

Some rooms could respawn, but less than half, again, you do want them to make progress.

If they sleep in the dungeon, smart players will set up security, maybe traps or having someone on watch, or what ever else they think of. Reward them for being creative and resourceful. Maybe they block off a room and don't get attacked because nothing can get to them or they have warning before it gets there so they have a few rounds to prepare (also remember that the wizard need not sleep the whole time, merely 'rest' so if he stays on his cot the entire fight he can still regain spells in the morning.) The wizard situation could be an interesting fight because they are down a player, and maybe even have to protect him. Make sure the wizard knows this too though before just sending things to attack him and expecting him not to move. This type of fight also has to be relatively short because it's boring for the player whose character is staying still.

Don't think of it as penalizing the players, think of it as making the night more interesting.


It works for arcanist exactly the way it works for anyone else.

The arcanist can cast the spell "for free" once a day, or 4 times a day if it's on the arcanist list. The arcanist may also flip the page and take it's chances with a new spell.


This is certainly a weird intersection of the rules.

If the unseen servant can throw objects it doesn't make sense for it to suddenly not be able to throw something just because it's a weapon, so I'd make it automatically fail the throw and thus land in a random square. That's if they can throw items, an unseen servant can only apply 5 pounds of force so I don't think I'd let it throw anything anyways.

As for dropping an object, I'd use the same logic for throwing and have it land in a random square as if it had failed an attack roll.


I would say that the ring reduces the vertical movement but not the horizontal movement.

A ring of feather fall reduces vertical movement if the creature wearing it falls more than 5 feet. It doesn't affect horizontal movement so I wouldn't let it do so. Yes it would be a very long throw, so good luck to the player getting back by the end of the fight.

I would also let it be activated on being thrown downwards because once the giant lets go the player is in freefall and gravity is acting on them.


I don't even want to think about using formal logic to craft readied actions.


I agree with kurt.
I also don't think that the extra trigger from the initial question really matters.

If the fighter goes up to a wizard and readies an action to attack the wizard if he casts a spell, this is all perfectly reasonable.
It is also perfectly reasonable for a wizard to move away from a guy with a big sword who wants to hit him.

Can the fighter now attack the wizard using his initial readied action?

The answer is he doesn't need to, thats what AOOs are for.


As it's written there are two ways to read it:

1) you can choose both and you just get no benefit from adaptation because you have no favored enemies to choose so you can gain any on 0 abilities.

2) You can't take both these archetypes because one modifies an ability and the other gets rid of it.

Neither of these is really actually the right way to read it. The first one doesn't really make sense and the adaptation isn't actually a modification of the ability, its an additional ability on top of it. But it would be prudent to treat it as a modification of favored enemy for whether or not you can take multiple archetypes.

TLDR: It's weird and maybe you technically could but even if you can you can't benefit from adaptation without favored enemies so just don't do it.


It exists so that players and DMs can have more options, just like everything else.


That's a specifically called out exception. Though i'm not sure why you'd apply it when you can SET YOUR FIST ON FIRE. I know fire is the most protected against damage type but fiery hands is just such a classic.

1 to 50 of 161 << first < prev | 1 | 2 | 3 | 4 | next > last >>