![]()
Search Posts
![]()
Hello! While going through another thread where a discussion was being had about why undead are considered evil, I started wondering if there were any counterparts to undead that just pop up in Golarion. I mean, there are several undead things that pop up due to the way they were killed, the type of person they were in life, at place of extreme violence, etc. Evil emotions, fear , pain, etc. all come together to form a new shadow, ghost, poltergeist, whatever. But are there any good-aligned anything that just pops up in places of peace, love, goodness, righteousness and just help people? I'm talking on the material plane, obviously this sort of thing happens in the good-aligned planes. Just curious. I've come across many type of undead that have attacked on sight, but don't think I've come across any that have just shown up and started healing. ![]()
Hello! I am running my first Pathfinder Druid after many years of Pathfinder play. I have reached 12th level...and honestly am a little underwhelmed with the class progression past this point. Wild Shape, arguably the Druid core ability, has plateaued and I won't get new and interesting things to turn into. The special abilities after 12 are not that impressive in my opinion. Thousand Faces *can* be very useful in some rare situations, but I daresay that not many people play with aging rules, and there are few powers that age you unnaturally, so the Timeless Body ability is sub-par. Pretty much all you get is spell progression and numerical progression on BABs and Saves and such. Kind of...boring. It seems to me that they should have given the Druid something to be excited about besides spells after Wild Shape stops progression. So I am wondering how other Druid players deal with leveling past 12 to keep things interesting? Do you stick with it, and concentrate on spellcasting? Multi-class into something? Thanks! ![]()
The rules state that there is a 50% chance of a glitch occurring with a Timeworn item if certain conditions are met. But what if you *want* a glitch to happen? I have a Numerian Scavenger with the trait where you can roll twice on a glitch. In my group we decided that meant I could roll three times on a glitch and take the result I want. So I kind of *want* glitches to happen. My archetype and trait are based around their manipulation. Has there any comment on forcing glitches at all? Thanks! ![]()
Greetings! I have a question about Iron Gods, and if there has been any words on the setup for the campaign. I've asked my players to not read or lookup information about Numeria and the Iron Gods AP until I find out if the game is supposed to be a 'stranger in a strange land' scenario, or if the potential for PCs to be Numerian residents exists. If there is the potential that the PCs can actually come from Numeria, and thus would know basic information about the area, I'll let them read the Numeria Campaign Setting book. If not, then I'll have to make a decision on how much information they would have after looking through the first book in the Path. Thanks! ![]()
A question was recently raised in our game group, the answer to which might affect the feat tree at least one of the players will start to follow. Our current game allows for Firearms, and we are allowing Called Shots from Ultimate Combat. The question is, can a person using a firearm use the Called Shot rules? It has been argued that firearms can indeed be used to make Called Shots due to that while firearms use touch AC, they are not actually considered Touch Attacks. The counter-arguement is that Called Shots are not intended for touch AC to be used, if RAI. Thoughts? ![]()
One thing that I find odd is that the calculation to determine how much gp a room/building earns is (<modifier> + (skill check))/10, right? So if the modifier is +21, and you are using basic labor so the skill check is +10, you get 21+10=31, 31/10 = 3.1, so that room/building earns 3.1 gp per day. But if you want to earn Capital (Goods/Influence/Magic), you consult the chart which says if the check is 10 you get 1 Point of Capital, 20 you get 2, 30 you get 3, 40 you get 4, etc. But isn't that the same as the gp calculation? You are just dividing the check by 10 to figure out how much of the Capital you have earned...are you not? I mean, taking fractions into account and assuming that if the check is 25 you would earn 2.5 Capital. So the same building as before, deciding to earn Goods, would be 21+10=31...consult the chart and that says 3 Goods are generated (or 3.1 if you are using fractions). same/same? Of course, you will be paying some amount of gold to generate that 3.1 Goods (31 gp I believe). But am I missing something? Why have that chart and not simply state that the check should be divided by 10? Have I misunderstood something? I will in no way ever state that math is my strong suit, so maybe I am missing fundamental, and can't see the forest because the trees are in the way? ![]()
Greetings everybody!
Is it even possible to enhance the Robe of Runes to have the same abilities as a Corset of Witchcraft?
Thanks for any help anybody can give! ![]()
A very simple, perhaps silly, question. A situation came up during my last game session, and I have not been able to find the answer spelled out exactly. The question is, when do Witch Hexes end, at the beginning of the Witch's next round, or at the end of the Witch's next round? When I was reading up on Witches before I start running one through Runelords, I found a thread that mentioned that the Hexes ended at the end of the next round in passing (the thread was not about this topic, it was just mentioned as part of another explanation). When somebody asked about that, the poster stated that it only made sense since otherwise the Witch would *have* to take Cackle, and would *have* to essentially take a full round action to Hex/Cackle so that he/she could actually benefit from the Hex. Nobody else protested or said anything, so I just went along with it. But now I cannot find the thread, nor anything about it. Naturally. So a situation came up a couple of days ago when I had a prepared action to hex somebody when they came into view. They came into view, I hexed them, and the GM told me that the Hex wore off at the beginning of my turn and thus I could not target them again with that Hex and Cackling would have no effect. So that is my question. Would the Hex wear off at the beginning of my turn, or the end? If it wears off at the beginning of the turn, than does that mean in order for your Witch to enjoy the fruits of that hex he/she has to spend a full round to Hex and Cackle each time he/she tries a new Hex (and they have to take Cackle...though why would anybody run a Witch without it anyways is beyond me)? I had been link-hopping when I came across that original thread, so maybe I ended up in somebody's homerule thread or something. But it made sense to me. I realize most magic effects of this sort end at the beginning of the turn, I just thought the Hex was different and didn't question it. Luckily, this hasn't really affected us in the game except for this time with the prepared action. I pretty much always Hex and cackle, so it has been a non-issue. But it would be good to know in clear terms. :) ![]()
A situation came up in last night's game session. The Witch had been paralyzed due to a ghast's touch, and was thus unable to move. But the Witch had a Spectral Hand spell running, with a Bestow Curse spell infused within it. The question is : is attacking with the Spectral Hand a mental action that requires a Standard Action, and thus the Witch can continue to attack with the hand while paralyzed and the target can be seen (at least as long as the Bestow Curse in on it)? Or is attacking with the Hand regarded as a normal Standard Acton that requires the Witch to be able to attack as normal, as if the Hand wasn't an option (meaning that the Witch cannot attack with the Hand while paralyzed)? Thanks for any help you can give! ![]()
Greetings,
Thanks! It is a 7th level spell, and thus is supposed to be very powerful. Our group is just usually leery about spells that totally change a spell caster into a front line behemoth. :) ![]()
My group is very slowly, and cautiously, bringing 3.5 spells over into our PF games. Recently I asked the group if we could bring Blockade from 3.5 into our games. One of my group members believes it to be overpowered in 3.5, and very much so in PF. I was wondering what everyone here on the forum thinks. :) The link to the spell, so as not to break any possible copyright restrictions, is http://dndtools.eu/spells/complete-scoundrel--60/blockade--897/ Is the fact it is a swift action spell too powerful? That it is so heavy and has so many HP? Does the fact it has a range of 0 make a difference? What kind of conversions should take place to keep it playable and yet fit with PF? ![]()
Just a quick question. Do you roll seperately for each creature within the effect area of Prismatic Spray? The description of the spell sort of suggests you do, as it describes the spell as being several differently colored beams of light that hit targets, and it doesn't make much sense that all creatures *happen* to get hit by the same color. But I would like to make sure, if possible. Thanks for any help that can be given! Description of the spell :
![]()
Okay, so I'm trying to figure out Undead Anatomy. Level 3 to be specific. Please correct me if I am wrong, but it seems that the only reason you would cast this spell was if for some reason you thought you needed rather weak Bite and Slam attacks. I mean, you don't seem to gain undead traits. You don't gain the creature's attacks, abilities, stats, etc. What you do get is (if Huge) one bite attack at 2d6, and two slam or claw attacks at 1d8. You also get a few special abilities if they happen to fall under the list given in the spell description. And doing a quick google search for Huge Undead in Pathfinder, I am only seeing two creatures that fit the bill, two types of Nightshade. Both are visually awesome, and it would be really cool to be able to turn into one for a short period of time, but other then those attacks, you don't really get much. You get the size and all that does for you. You would get darkvision, and cold resistance 20. And if you become the Nightwing, you gain Fly. You would also get Light Aversion. So if I were to take the form of a Nightwalker Nightshade, I would become 20' tall, weigh 5,000 lbs, have a bite attack that deals 2d6, two slam attacks that each deal 1d8, darkvision 60', 20 cold resistance, and light aversion. Please tell me that my tired and addled brain is missing something incredibly obvious. What am I missing? Why would I take this over a Greater Dispel Magic or a Disintegrate? Does anybody know of any Huge or Diminutive undead creatures that make it worthwhile (other than coolness factor of course). Did I waste something when I added this to my character's spellbook? ![]()
Reading and asking around, it seems like most people believe that the Magic Item Compendium should be fine to use in PF, with the exceptions of the stat boosting abilities, and things that boost skills/powers that no longer exist. But the Spell Compendium should be gone over on a spell-by-spell basis with the GM.
![]()
Not many people on the forums disagree with the thought that the Amulet of Mighty Fists is overpriced...at least in regards to the Monk. Perhaps not for the Druid's Animal Companion, or that Eidiolon floating around with all those arms, but for the humanoid Monk it is underwhelming. Not just for the tremendous cost (both in terms of the gp value, and the fact it takes that neck slot), but also for the fact it only goes to +5. My group is looking to homebrew an equivilent piece of eq that would only be for Unarmed Strikes (or maybe just for the Monk class), and would go all the way up to the +10 normal weapons can get to. So I was wondering what the Monk fans out there do in their games. Does anybody have good suggestions on pricing for such a piece of equipment? Should the fact it enhances all your unarmed strikes be that big of a contributing factor? Should the fact you lose that Amulet of Natural Armor be taken into account? What if instead of a body slot, it took the form of a tattoo or mystical potion that cannot be reversed once chosen? How much would slotless add? ![]()
One of the players in my group is planning on running an Armored Hulk. He would like to know if making full plate out of Mithral would call the armor Medium for the purposes of his abilities (especially movement). Or is the armor still considered Heavy for the purposes of his skills that can only be used when wearing heavy armor? Thanks for any help you can give! ![]()
Greeting!
So my character has one level in Unarmed Fighter, and six in Master of the Four Winds. My main weapon in the nine section whip. My STR, DEX, and WIS bonuses are all +3 (stats rolled in front of group members). I have taken Ki Throw, Improved Ki Throw, and Greater Bull Rush. So lets start with my trip attempts. As read in the Core Book, the Monk uses his Monk Level instead of his BaB when determining CMB checks. So, for me, this would be (6+3)= +9.
Okay, so now comes the big question. Flurry of Blows states you can substitute trip combat maneuvers for unarmed attacks during a FoB. So, since I get three attacks in my FoB, I potentially can make three trip attempts at +13/+13/+13. Correct? Incorrect? Or I can attack twice with melee attacks, and then switch my third attack to be a trip attempt at that full +13 CMB. Correct or incorrect? And I would use this number when using a AoO to trip a guy who provokes? This is the way we have been playing it, and it seems very strong to be able to essentially drop that last (probably will miss) attack for a full-on trip attempt. Which is even stronger since Ki Throw allows me to throw the guy instead of trip him, allowing for a small piece of battlefield manipulation (i.e. I keep trying to move bad guys into AoO range for my teammates). It has been brought up in the group that it seems wrong that the Trip Attempt does not decrease based on which attack it is replacing. Now let me ask about my AC. I am wearing Bracers of Armor +3, a Ring of Prot +1, the +1 AC ioun stone, and an amulet of Nat Armor +2. I have also taken the Dodge feat, and use the Crane Style so I am usually fighting defensively. So my full on AC when fighting is
Anyways, if anybody could tell me if my understanding of how FoB works with Trip Tammpts is correct and if my AC looks right, that would be great. Thanks! ![]()
Greetings! I have a question about the Long Jump as described in the Acrobatics Skill section of Core and the Monk's bonuses to it.
This might be a no-brainer, but am I able to jump over the bad guys during combat? I mean, if I'm fighting a couple mooks and see a magic user 50 feet away on the other side of them, can I attempt an acrobatics check to jump over to that magic user? (say there is something else behind them preventing me from acrobating past them and running to the guy...or if I just want the visual :D ) What if I wasn't in a mook's threatened square, but still had to jump over them? What if the magic user was off to the side, and not behind the mooks, but I was still in a threatened square? If the jump is part of another action (if I remember the description correctly), does that mean I can initiate a full round attack action against that magic user if I jump 50' and land next to him? If the jump is part of another action (again, if I remember the description correctly), does that mean I can take a move action to get past the mooks, then declare a standard attack action against the magic user, starting with a jump and ending with the actual punch/kick/trip/etc.? Does landing next to a guy from such a jump provoke AoOs? In the last session the GM kindly allowed me to jump 50' (the ceiling was very high) over a couple mooks and some destroyed furnature, land next to the guy, and trip him. I'm just curious if that was a homerule, or if the rules RAW back that decision up. :) I did have to roll for the acrobatics check of course, but there wasn't much chance I would fail it. ![]()
Greetings! My group is in an interesting situation, and I'm hoping for some advice. The current DM for our game has set things up so that each of the PCs has an item, recently infused with some mystical material (McGuffin from first session). He has stated that when this material is infused into your 'special item' (selected before the game began), that item begins its trip into becoming Legendary. The sort of things that become McGuffins many years down the road, and stories are told of the great things you have done with it. Anyways, there are three people in our group. A sorceror, a fighter/rogue, and my character, a monk (1 lvl unarmed fighter, 5 lvls Master of the Four Winds). The magic user's 'special item' was a rapier, and now bequeths a +1 caster level as long as he has it on his body. The fighter's item is his amulet, which will now give him a +5 stackable Nat Armor bonus for one round, three times a day as an immediate action, and a constant +1 on his to-hits/damage/CMB rolls. My item is a nine-section chain. And we are having trouble finding the right combination of useful things for the chain so that it matches the power of the other two (we are using the +1 caster level as the gauge, as the closest thing we can find to that is the ioun stone that costs 30,000 gp). After much debating, it currently does this: 2/day cast Barkskin on yourself, 2/day cast shield on yourself, and after one minute of meditation the chain can change its metal types. Caster Level = Monk level. But it just doesn't seem to us that these abilities match the shear power of the +1 Caster Level and all the things that provides. So I am looking for suggestions. Do you think these items are about equal? That one or more is too weak when compared to the others? Anything you would add or change to the chain? My monk does do a lot or trip attempts followed by Ki Throws, and he is following the Crane Stance path of feats (this path helps you out when you fight defensively). Thoughts? ![]()
Howdy!
|