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![]() Here's the exact wording for Lunge copy-pasted from AON. PFS Legal Lunge Single Action Feat 2
My interpretation is that I since the lunge comes with a strike baked into it, I can use lunge to basically decide If I want to hit them from 10 feet away or five feet away. But that seems really powerful with no drawback, so I wanted to check if I had missed something. ![]()
![]() Hello all, I have an archivist bard who regularly adventures with a tiger loving Druid. Problem is my main bardic performance (Naturalist (See below) is language dependent, which means the tiger is unaffected by it normally. My question is if the Druid casts speak with animals on me, (See below) can it benefit from my bardic performance? (My bard speaks Sylvan, if that matters) Or does the Tiger actually have to learn the language? Alternatively, would a casting of Tongues (see below) on myself or the tiger allow it to benefit? All descriptions were copied from Archive of Nethys. Naturalist performance:
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. Speak with Animals:
You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you. Tongues: This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. ![]()
![]() Does the initial target of my spellshot take the damage from Arcing surge? or does it only affect other enemies that are in the line of effect? I guess I'm wondering since the creature I hit is the new "point of origin" Does that mean it doesn't take the damage? If that's the case, I'm way better off going with Explosive blasts or some other Radius spell right? ![]()
![]() From the Hao Jin Heirophant 10-11 chronicle: Boon:
Meditations of the Sacred Flower: The sacred flower of the Sunsu Godae is rumored to have many powers: the
ability to connect a believer to their deity, to compel action, and even to return the dead to life. You can cross this boon off this Chronicle sheet to use one of the following spells as a spell-like ability with a caster level equal to your character level: commune, mark of justice, or raise dead. The casting time for the spell-like-ability is 10 minutes. To use raise dead, you must first infuse the flower with diamond dust worth 5,000 gp If I want to use this on a fallen ally, do I need to pay the cost for it by myself before anything happens and have it on hand as an emergency? Or can I have the ally agree to pay me back after I use it? Usually allies can chip in for this type of thing, but I'm not sure how it works for the boon. ![]()
![]() Say I have my hypnotic stare on an enemy and my allied barbarian hits them with an attack. Would I be able to trigger painful stare for the one damage per 3 levels and make them save against
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![]() Hey all, my group is trying to get one of our reg gms to five stars so we're going into bonekeep. We're all making new characters for the gallows of madness three parter, then we're heading into bonekeep at level four. I really like the occult classes and we need an Int based guy in the crew for knowledge checks, but I don't know what's in bonekeep, but all the stories say it's deadly as they come. So I'm worried a lvl 4 psychic would be just dead weight. Iz possible to make a psychic that can at least contribute in bonekeep? If not, what other int based class would help at lvl 4? ![]()
![]() I was thinking about making a druid for my next PFS character, but I wanted to know if it's a requirement to own the books for the creatures you wild shape into. For example, will I need to buy Bestiary 4 in order to wild shape into a Bull shark? Do I need Bestiary 3 for a Giant skunk? If I do, what is the list of creatures can I wild shape into with only the Core/Advanced/Ultimate rulebook set? The druid seems really cool, but I'm not too keen on buying several bestiaries that will be outdated in a year or so for one character. ![]()
![]() Hi guys, I'm playing a Sorcerer with the Djinni Bloodline in PFS. I was wondering how Robe of Arcane Heritage interacts with Blood Piercing. I'm planning to buy the robes in order to get the 15th level bloodline ability of fly speed, but I'm also planning to grab blood piercing in place of the whirlwind ability, since it seems pretty useless. I'm wondering if the Robe gives me an additional use of blood piercing at level nine, or if does nothing with blood piercing. (I'm still probably going to buy it either way, 16K for permaflight seems worth it.) ![]()
![]() Anyone else really worried that the multiple options for spell casting is going to create a massive rules and complexity headache? Just played a PFS game recently where I had to basically stop a game to show the GM how "Dispel Magic" works against a targeted spell effect (in this case stinking cloud) and that check is vs. the spell DC, not the caster level. That the rule is buried somewhere in the fifth paragraph of a spell that's nine paragraphs long was a real pain. I've had similar rules discussions concerning the spell "blink" and it's various effects. It was not my favorite PFS experience and that's not a knock on my GM who is excellent. Reading all the stuff about how different components create different spell effects and how there's now four tiers of saving throws... Well I'm just nervous that every third spell will going to require a trip to the rulebook to figure up one of the seven different outcomes. ![]()
![]() I admit I don't know the best way to go about this. But there's got to be a way to grapple people without requiring a two page flowchart to be on hand at all times. I'd also like a little more clarity on how many things one creature can grapple at once. I feel like some monsters somehow can "grapple" four people even though that's a little ridiculous for anything but the most bonkers enemies. ![]()
I took Memory Lapse on my Kitsune sorcerer mostly as a flavor spell for kicks, but I'm wondering if I can actually use it as a pseudo counter as spells like Command, Forbid Action Murderous Command. and Suggestion. My question is if an ally gets hit with one of these spells, can I just hit them with Memory lapse to make them forget the command? I am assuming the compulsion goes first, but I can cast memory lapse before the target acts on the command. It seems like it should work to me, but I wanted to get some clarification before throwing this around in PFS play. ![]()
![]() Just spiked level 7 with my Bard archivist and I have no idea what to take as a good feat. She's obviously not optimized, but she still does serve her role of buffing and save or suck spells admirably enough. I'm just not sure what feats are good for buffer/librarian bards. Should I take something generically good like Toughness, or Improved Initiative? Maybe expanded arcana for an extra spell? Is there some niche feat I've missed? Maybe buff up my saving throws? Assume access to basically anything PFS legal, I'm sort of paralyzed by options. Amanda's Stat Block: Amanda Barry
Female elf bard (archivist) 7 (Pathfinder RPG Advanced Player's Guide 80) N Medium humanoid (elf) Init +2; Senses low-light vision; Perception +8 -------------------- Defense -------------------- AC 18, touch 11, flat-footed 18 (+5 armor, +1 deflection, +2 shield) hp 51 (7d8+13) Fort +4, Ref +6, Will +6; +2 vs. enchantments, +4 bonus vs. magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee +1 longsword +7 (1d8+4/19-20) or . . cold iron morningstar +6 (1d8+3) or . . silver longsword +6 (1d8+2/19-20) Ranged light crossbow +5 (1d8+2/19-20) Special Attacks bardic performance 20 rounds/day (move action; countersong, distraction, fascinate [DC 17], inspire competence +3, lamentable belaborment [DC 17], naturalist) Bard (Archivist) Spells Known (CL 7th; concentration +11) . . 3rd (2/day)—blink, haste . . 2nd (4/day)—blindness/deafness (DC 16), cacophonous call[APG] (DC 17), glitterdust (DC 16), heroism . . 1st (5/day)—expeditious retreat, glue seal[ACG], heightened awareness[ACG], hideous laughter (DC 16), saving finale[APG] (DC 15) . . 0 (at will)—daze (DC 15), detect magic, mage hand, open/close (DC 14), prestidigitation, read magic -------------------- Statistics -------------------- Str 12, Dex 10, Con 12, Int 16, Wis 10, Cha 19 Base Atk +5; CMB +6; CMD 17 Feats Arcane Strike, Lingering Performance[APG], Spell Focus (enchantment) Traits magic is life, warrior of old Skills Diplomacy +8, Intimidate +8, Knowledge (arcana) +16, Knowledge (dungeoneering) +14, Knowledge (engineering) +12, Knowledge (geography) +11, Knowledge (history) +14 (+16 Permanent), Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +10, Knowledge (planes) +16 (+18 Permanent), Knowledge (religion) +16, Perception +8, Perform (oratory) +8, Perform (wind instruments) +12, Spellcraft +8 (+11 to identify magic items or decipher scrolls, +10 to identify magic item properties), Use Magic Device +9; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Common, Draconic, Elven, Goblin, Sylvan SQ bardic knowledge +3, elven magic, jack-of-all-trades, lore master 1/day, magic lore Combat Gear elixir of hiding, oil of bless weapon (3), oil of magic weapon, oil of magic weapon (2), potion of endure elements, potion of fly, potion of invisibility, potion of lesser restoration, potion of reduce person, wand of cure light wounds, wand of hold person (11 charges), alchemist's fire, alkali flask[APG] (2), antiemetic snuff[ACG], antiplague[APG] (2), antitoxin (2), bladeguard[APG], flame ink[ARG], holy water (2), holy weapon balm[ACG] (3), smokestick, tanglefoot bag, thunderstone (3), vermin repellent[UE]; Other Gear +1 chain shirt, +1 buckler, +1 longsword, cold iron morningstar, crossbow bolts (12), light crossbow, silver longsword, cloak of resistance +1, elixir of swimming, elixir of thundering voice[ACG], elixir of vision, handy haversack, headband of alluring charisma +2, ring of protection +1, traveler's any-tool[UE], alexandrite gem with a continual flame heightened to a third level (worth 20 gp), average lock, blanket[APG], bread (3), cheese (2), elven trail rations[UE] (3), flask, flask, flask, ice cream[UE], ice cream[UE], ice cream[UE], journal[UE] (2), jug (4), maple syrup (per jar)[UE], masterwork thieves' tools, masterwork Wind, meat (3), perfume/cologne[UE], powder[APG] (6), spell component pouch, tea (per cup)[UE], twine (50')[APG] (3), waterskin, 11 pp, 8,669 gp, 3 sp, 4 cp -------------------- Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks. Bardic Performance (move action, 20 rounds/day) Your performances can create magical effects. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained. Lingering Performance Bardic Performances last 2 rds after you stop concentrating. Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Magic Lore +3 (Ex) +4 save vs. magical traps, language-dependent effects, symbols, glyphs, and magical writings. Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC. ![]()
![]() I was wondering if it is possible for the ring wearer to take no damage if he is, say, a monk with evasion to take no damage at all. PRD text of Ring of Retribution: "Once per day, the wearer of this charred bone ring may, as an immediate action, cause it to detonate in a 30-foot-radius burst that deals 10d6 points of fire damage (Reflex DC 14 half). If the wearer is killed by the detonation, all magical equipment he carries must also save or take fire damage, and all nonmagical equipment takes this damage with no saving throw. This explosion never destroys the ring." I'm just wondering if it's possible to create a pseduo leeroy jenkins build with evasion and high reflex saves to be a walking bomb. ![]()
![]() Hi everyone. I'm fairly new to PFS and especially new to GM'ing. I managed to successfully GM a core run of "the Confirmation," at the con in South Dakota but only because another experienced GM was kind enough to draw the map for me. I'm an awful artist, (I know most people claim they're bad, but let me put it this way, I got a C in my fifth grade art class.) But GM'ing the game was really a lot of fun. So I'm looking for scenarios that either have super simplistic maps to draw or a way to get Premade maps for certain scenarios. Anyone interested in helping out an aspiring GM? ![]()
![]() My job requires me to work from 1 p.m. to 10 p.m. Tuesday through Saturday and I live in Mountain Time (two hours behind EST in America). So it's almost impossible for me to play any PFS that takes place on typical days. I'd like to become more involved, but I keep checking the forums and it seems like nobody ever runs a game on a Sunday or Monday. Is there a reason for this, or am I just catching a cold streak? ![]()
![]() Situation: I'm a level 6 inquisitor with the Intercept Charge. teamwork feat. It's the top of the order, and I use a full round action to go into total defense. A few rounds later a teammate of mine standing 15 feet is charged. I have line of sight and a clear path to get in front of my teammate. A. Can I intercept the charge thanks to Solo tactics? B. Do I get the +4 ac bonus if I can intercept the charge?. C. Can I even move as an immediate action after going into full round defense? ![]()
![]() Basically there was a mixup somewhere. I was taken prisoner by the Aspis consortium and had to spend 5 PP for the rescue team. It says on the reporting bit that my character died. I have the chronicle sheet for said mission where it states that I was captured, not killed and can photograph it. I just don't know how get it corrected online. ![]()
I'm a level 5 Inquisitor with 5 points in heal. None of my teammates have the combat medic feat (obviously). Using Solo Tactics, Can I swap out any teamwork feat for the Combat Medic Feat in one round then during the next round treat anyone else on my team who has been, lets say, poisoned during the last and take 10 on the roll? Also how does swap places and solo tactics interact? Do I need consent I can I just shove a teammate aside? |