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Quote:
A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic phantom can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.

I am specifically referring to the spiritualists phantom ability, although I believe all versions of it are the same. And I am aware that generally supernatural abilities are standard actions unless specified otherwise, but the way it's described makes it sound like it's taken as part of a move action to move. Like if my phantom lurches through a 5 ft wall can it finish its movement or is that it? If it is a standard action once the lurch is started could I take my move action to go further through the wall since it just says I have to end my turn out of the wall not my action?


so I have some questions about phantoms (and I mean who doesn't) that I was hoping to get some help with.

1.So first I guess would be, do I roll my phantoms hit dice as if it were a player or take the average as if it were a monster?

2.If my phantom is wearing magic items while ectoplasmic and is shifted to incorporeal is it still wearing its stuff or does it all drop to the ground since it can't manipulate objects while incorporeal?

3.Also a phantom can't wear armor, that I know, but can it wear, like, clothes? can I disguise my phantom if I wanna go into town and don't want to get attacked by scared villagers?

4.Can I cast spells on my phantom while it's incorperal without the 50% failure? like can I heal it? can I have it deliver the touch spell on itself and if so does that change anything? it just seems like a huge oversight if I can't reliably cast spells on my phantom all the time.

wrote:

This lists the phantom’s total skill ranks. A phantom can assign skill ranks to any skills, but it must possess the appropriate appendage to use some skills.

Phantoms with Intelligence scores above the base value modify these totals as normal (a phantom gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Die). A phantom can’t have more ranks in a skill than it has Hit Dice. Phantom skill ranks are set once chosen.

5.So If I'm reading this correctly then a phantom with an int of 7 (its base int) uses the skill points listed on the table (2 per HD) and does not apply its int penalty to that total, but if I increase its int to 8 I then have to apply the int penalty and they retroactively lose skill points? (I assume the solution is that it's supposed to say 4+int but that's just my guess)

Also it's not a question but there is a typo in the Manifested Phantom’s Base Statistics table , the skill points at lvl 9 are clearly supposed to be 14 not 24

wrote:
If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours.

6.does the line of effect clause apply to ectoplasmic phantoms or just incorperal ones? like if you read it, it only applies to incorporeal phantoms because thats how sentences work, but gosh maybe it's supposed to be "...the incorporeal phantom is ever 50 feet away from the spiritualist or the phantom is outside of line of effect from the spiritualist..." because either would make sense.

wrote:
A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom’s manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity.

7.Do I provoke the AoO? or does my phantom? or do we both?

8.can spiritualists take share healing? like phantom isn't listed but when the feat was written there were no phantoms.

so those are my questions, any insight is greatly appreciated!


I've been looking at the tattooed sorcerer and their rad familiar ability but I have a bunch of questions about how it works and was hoping I could get some help?

first, supernatural, doesn't work in an AMF, cool. what part of it turns off? if my familiar is currently a tattoo when I enter are they shunted out or can they not come out at all?

second and very similar question, if i'm polymorphed while it's a tattoo, where does it go? can it take its action to stop being a tattoo, its not a separate creature at that point and, i'm pretty sure, the tattoo doesn't exist?

third, is changing into a tattoo a polymorph effect, or change shape, or anything we actually have rules for? I assume not but, like, any rules would be great.

fourth, can I cast a touch spell on my familiar while he is a tattoo then have him morph out to go deliver them? he'd be within arms reach which is the only requirement to do so but also doesn't actually count as a creature so im not really clear how that interacts.

fifth, if my familiar is carrying stuff or wearing gear, does that also become a tattoo? I definitely just wanna use this for dumb shenanigans so it doesn't really matter but actually, like, if it has magic gear, cool sunglasses, or whatever, what happens? does it just drop? 'cause that'd be pretty dumb.

and lastly, (this is just for familiars in general) the feat Extra Item Slot lets an animal use items not normally available to animals of its shape. Is there a list somewhere of slots for animals of various shapes or do you just gotta guess?


I'm pretty new to pathfinder and i'm going to be playing a elf with the fey sighted racial trait which gives me constant detect magic and i have a couple questions about how it works.

1. do i get the full effects all the time or just the presence or absence of magical auras?

2. do i have to concentrate on the spell? its constant that seems like i shouldn't.

  • what about to focus for rounds 2/3 info(if i dont just get those all the time)?

3. this ones more just detect magic in general, if im walking can i still get the effects of detect magic on a part of the area? an example:

round one im standing and have this line of detect magic: X------

round two i move up 30 ft so now i have this line: ------X------------

ive been looking at the area 30ft in front of me for 2 rounds now so can i tell the strongest aura and how many there are? (and i know its a cone not a line but im not making a tiny grid for this question)