Dr Lucky

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Goblin Squad Member. 38 posts. 16 reviews. No lists. No wishlists. 1 alias.




Hi Pathfinder Paizo people. I just had a discussion with a friend of mine after I wrote http://www.thepathfinderchronicles.com/2014/06/intelligent-items.html that blog.

He was really excited about the idea that a dead God may once have invested his power into an intelligent item and that perhaps that "dead god" could be reinstated or destroyed utterly with the item. He asked me if I was using Sauron's Ring as inspiration and I said partly but I had also been thinking about the dead God Aroden and wondering if he was ever going to make a return.

He said that I should pitch it as an AP. I said no because you probably get that all the time. On reflection I thought why not. So there you go. It is an AP I would like to see made and it would fit well with a Mythic style campaign in my view.

Thanks for reading. By the way if you are not a Paizo person but you like the idea too, add a comment giving it some support :)


I have a player who is an alchemist/master chymist (8/7) who just levelled and is looking at going (8/8). He is keen to get the Advanced Mutagen (Draconic Mutagen). However I read it and the way it is worded would lead me to believe that this mutagen is unable to be ever taken by a 16th level character although in the text it says you must have an effective alchemist level (alchemist + master chymist level) of 16. The reason that I suggest that it would not be available is because the second part of the criteria is that the character must know the form of the dragon 1 extract.

The reason why I would think this is contentious is the fact that the player at minimum needs to be a second level master chymist and 14th level alchemist to meet the 16th level criterion, however, due to not obtaining a caster level at level 1 for master chemist, the character is a 15th level caster and does not qualify for a 6th level spell (which is what form of the dragon 1 is). Is this the intention of the rule?

I have allowed my player to take this power through a little bit of inventiveness. My player actually has the extract in his formula book but cannot yet make the extract. That is he "knows" the extract (as per the wording in the advanced mutagen), he just can't make it yet. Is my interpretation what was actually intended? Or am I getting it all wrong?


As the rogue sniper build loses trapfinding does this mean they lose the ability to detect and disarm, detect but not disarm or disarm but not detect? I have a player who took this build and it has not become an issue until now. The player is a rogue/sorcerer so they have ability to detect magic, I was just wondering how the loss of trapfinding affected the game?

Any help greatly appreciated.


Ok, first time I had to DM this spell and I thought I had a handle on it but then I got confused with the wording regarding caster level

HD equal to caster level is clear as is HD up to caster level -1

But then the wording confuses me HD up to caster level -5? Does this mean if their HD is caster level -2 I use this row? And the HD up to caster level -10 does this mean caster level -6 to caster level -10?

And what if your HD is less than Caster Level -10?

We ran the spell twice tonight and I erred on the row of kindness (as players were caster level -2) so I used the caster level -1 row but on second casting they were caster level -3 so I used the caster level -5 row.

Can someone help with a clarification please?


I read the magic section again after a player asked this as I am having a mental blank. If a spell says something like... Does 2d6 damage For every three caster levels you possess... So at 3rd caster level it would do 2d6 but would it do 4d6 damage from level 4-6 or would it change to 4d6 when they reach caster level 6?

Can someone point me to a ruling on this please?


Specifically this is about true strike but more in general it is about how the qinggong monk spell like abilities are used.

I have a player who has just gone fourth level and swapped out slow fall for True Strike spell like ability that costs one Ki point. I am fairly certain he is of the opinion that if he spends the ki point he can immediately apply the +20 bonus to the next attack. I believe that the Ki point simply allows him the ability to cast the spell, the casting taking up a standard action so the bonus would apply to the first attack in the following round.

So what I suppose I am asking is once the ki point is spent does the monk need to spend the casting time to get the spell off?


1 person marked this as FAQ candidate.

I will preface this question with the fact that I have spent some time scouring the net for an answer to this with nothing specific leaping out at me. Last night I was running the second module from the Serpent Skull series (Racing to ruin) The following should not be read if you are considering playing this module :)

serpent Skull Spoiler:
and the party entered the Fzumi salt mine. There is a monk in the party who doubles as their scout and he came across the crystal ooze in the main chamber. The. Ooze missed poorly with its strike and the monk then belted it easily with his flurry of blows. I ruled as the GM that the monk took acid damage from the ooze for each successful strike (as the ooze does bonus acid damage on a strike from itself). Though I received no arguments about this ruling I did wonder if it were the correct thing to do at the time so made a note to follow it up.

Then there were the salt wights who drain con on a successful slam attack, not to mention the Blue Spirit Warrior that is a more traditional wight. The monk started going for his quarter staff and I soon worked out that this was because of the draining attack rather than any desire to use his staff and we discussed if there would be any drain. While happy to use his quarter staff for the night other players scoured the rules for me while it was not their action but no satisfactory answer was found.

Today I have been doing some research and while I have found no specific answers I have found some answers that may provide me my house rule unless someone from Paizo can point me at the definitive ruling... So my house rule goes like this;

1. If a creature does additional damage on an attack from an energy type (e.g. Fire, acid etc.) that a person striking unarmed also take that damage on a successful strike;

2. (and this ruling comes from the info under ability drain on a d20 rules page I found on the web) If a creature has an ability that must occurs after a particular type of attack (e.g. A wight's energy drain after a successful slam attack) that ability is not activated by an opponent striking the creature with an unarmed attack;

3. In exception to rule 2, if the ability is a touch attack from the creature (such as the multiple powers that can be used by a ghost on a successful touch) that ability is activated by a successful unarmed strike from an opposing creature

I know my wording may suck slightly but what do you think of the above rules as house rules. And if I am wrong and have simply missed the correct rules can someone please direct me to the actual information that I should be referring to.

Thanks!


I made a new race using these rules as I needed a mysterious race that came from the Dimension of Time to fill a niche in my game. I give the details later in this post. I will say I started by thinking I would make it advanced and then when I got into making it I found the number of abilities usable to be really slim pickings. There are a whole lot of gaps that need to be filled. So I scaled the race back to a basic race. I was fairly disappointed with this as I wanted to use that race as a precursor to creating an alien race in Numeria that had some kind of breath weapon and some really alien qualities but they are just not there to use. I suppose it is early days yet though. Anyway, on to my race, the Dolan...

Dolan (Outsider)
The Dolan's home dimension is the Dimension of time, though no solid proof of this claim has ever been presented.

They are tall (6'-7' average) violet humanoids with no hair and eyes containing no pupil. They adorn themselves in golden and silver tattoos that represent the lives of their ancestors. They claim to be immortal and are certainly very long lived with some individuals being recorded through the history books of many countries. They tend to favour long flowing robes that enhance their graceful movements in social situations.

The Dolan believe that they were created when time also came into being. They hold no favour with one great creator, and revere their ancestors whom they claim to be able to contact in spirit form through their own racial memories. It is true that they are wise and have great sages amongst their number. Children of their race do appear to be sagacious in their outlook and demeanour that lends credence to this belief. The race tends to believe that they are some kind of protector of the material realms and certainly do not consider themselves a part of it, as if guiding it to some kind of shared destiny.

The Dolan are rare on the material plane and are unable to interbreed with other races. Regardless of this the Dolan ingratiate themselves into any community they come in contact with and are often found in positions of great influence due to this. They are seen as extremely odd but their advice is often sought after which makes them become very valuable in communities.

It is claimed by several scholars that the Dolan present on the Material Plane are actually exiles from the Dimension of Time for some great crime committed there. The Dolan do not respond to such questioning, but nor have they outright denied the rumour. They say very little about how they came to be on the Material Plane other than it was "The Great Journey".

The Dolan get along well with nearly all other sentient races and there are numerous examples of the Dolan becoming close friends with a huge variety of creatures. One thing they cannot abide by though are Demons and they will go out of their way to destroy the Demon scourge wherever they can. For this reason many Dolan can be found on the frontline at, or near the Worldwound.

Dolan are drawn to religion in Golarion. It seems the absence of a spiritual being in their home dimension causes an intense curiosity in the divine beings. Due to this many of the Dolan are drawn to religious service as Clerics, Paladins, Inquisitors and Oracles. Of course this does not restrict them wholly and there are tales of great druids, rangers, rogues and others amongst their number.

Basic Race (10 RP)

Racial Type: Outsider (Native to Dimension of Time) (2 RP) (60' Darkvision)
Medium Size (0 RP)
Base Speed: 30' (0 RP)
Ability Scores: Standard Array (0 RP) +2 Wisdom, +2 Dexterity, -2 Constitution
Language Trait: Standard (1 RP) Common, Celestial (Racial), Int mod up to 7 other non secret
Racial Abilities:
Defence: Eternal Hope (2 RP) +2 Racial Bonus vs. Fear & Despair effects, also 1/day on a roll of 1 can re-roll and use 2nd roll instead
Offence: Hatred (1 RP) Demons: + 1 to attack rolls when fighting Demons
Skill & Feat: Bonus Feat (4 RP) : At 1st Level Dolan gain the Breadth of Experience feat (APG) as a bonus feat based on knowledge passed on by ancestors.