Max Fassone's page

No posts. Organized Play character for Xedrek.




10 people marked this as FAQ candidate.

So noticed in the Monster Codex that one of the feats has a bonus that goes down as you get more HD. Wondering if that is a typo.

Bag of Bones
Your undead form ignores the limits of mortal physiology.
Prerequisite: Ghoul.
Benefit: You are treated as one size smaller for the purpose of calculating penalties for squeezing, and gain a +5 competence bonus on Escape Artist checks. If you possess 10 or more Hit Dice, this bonus increases to +4.


I wanted a way for my non darkvision players to be able to function in areas of Second Darkness without spending all their gold and taking out a loan, and without making it not worth it have darkvision. This is the custom item I came up with that emits small amounts of personal magic waves from the user that they interpret with the goggles

Magic Sight Goggles:
Magic Sight Goggles
Aura faint divination; CL1st
Slot eyes; Price 1,500 gp; Weight 1 lb.
DESCRIPTION
These goggles have a slight blue light emitting from them and solid black lenses. They emit a constant wave of magic when worn and are easy to detect by magic detecting effects. If worn in any illumination other than darkness they provide no effect and block your vision. If worn by a creature with normal sight in darkness the creature can see within 20ft as if it were dim illumination. Creatures with heightened senses have the first 20ft as normal illumination and the next 20ft as dim illumination. Creatures with dark vision gain no benefit from the goggles. The sight granted by the goggles is in white and blue.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, detect magic, light; Cost 750 gp.
If kept on the head, donning and removing the goggles is a move action.


So I was thinking of getting and training a dire badger for the purpose of making tunnels.

Dire Badger:
N Medium animal
Init +6; Senses low-light vision, scent; Perception +10
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +6, Ref +5, Will +2
Defensive Abilites ferocity
OFFENSE
Speed 30 ft., burrow 10 ft.
Melee bite +4 (1d4+2), 2 claws +4 (1d3+2)
Special Attacks blood rage
STATISTICS
Str 14, Dex 15, Con 17, Int 2, Wis 12, Cha 9
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Improved Initiative, Skill Focus (Perception)
Skills Escape Artist +6, Perception +10
ECOLOGY
Environment temperate forests
Organization solitary, pair, or clan (3-5)
Treasure incidental
A relentless predator, the violent and territorial dire badger hunts frequently, killing and devouring a variety of easy prey such as rabbits, deer, and occasionally livestock.

These creatures are unafraid of attacking creatures larger than they are, drawing upon an almost legendary tenacity that has won them honor and respect among many races, particularly forest-dwelling gnomes.

Dire badgers reside in deep burrows and warrens dug with their monstrous claws-but unlike typical badgers, a dire badger's claws are capable of tunneling through solid rock. Dire badgers possess little patience for disturbances or interruptions. Utterly fearless creatures, when confronted they attack brutally, and if injured, they violently erupt into a killing frenzy.

Dire badgers stand 4 feet tall at the shoulder, and weigh 500 pounds.


My party encountered a situation where we knew there were underground tunnels because of an earth elemental but the getting in and out was slightly more than I was comfortable with.
Wondering if having a badger on hand would be a good idea. Potentially carry it around using carry companion


Out of the people who allow guns in their game to begin with, who all actually lets advanced firearms in? Like commonplace guns

Common Place Guns:
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.


Can I use both wild empathy and diplomacy if I can speak with the animals or have something like elven serenity?

Elven Serenity:
Benefit(s): You gain a +2 trait bonus on Diplomacy and Handle Animal checks to calm other creatures. You need not speak the same language to attempt a Diplomacy check in this manner.

Wild Empathy:
Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.


If my Spellbinder (Wizard) has Summon Monster III as his 3rd level Spell bind and also has the Acadamae Graduate feat, can he cast Summon Monster III as a Spell Bind as a standard action?


So I asked my GM if I could add Muleback Cord properties on top of my Cloak of Resistance (they take the same slot). He said I couldn't do that because one base item is a cloak and one base item is a cord and that it didn't matter that they took the same slot.

Adding Abilities:
Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

I need some clarification for his sake that there is no rule pointing that out or clarification for my sake to say there is.


Long story short I am building an experimental undead PC
Is there anyway for any form of undead to be healed with positive energy?


Is there a consistent way to get a familiar (improved or otherwise) or an animal companion to cast Shield Other on me?


So I want to build a character revolving around shield other. I want to know the way to twink out my HP and con as much as possible. Temporary hit points, massive healing, and passive hearing welcome. Prefer to stay within cleric/oracle but different classes are welcome


Does initiating and maintaining a grapple auto-fail or succeed on a 1?
If so could you point me at the official ruling, or page for it


So I have a base build character with 29 DEX, 5 STR, and is tiny
I am not sure what the most beneficial way to take advantage of this is
Suggestions please


A cheat sheet to help find the right animal for the right situation. I currently only have the animal types on there but will be adding magical beast, elementals, and plants later.
If you see anything amiss please let me know.

Beast Shape Cheat Sheet


I am wanting other opinions on if you need to use UMD on a staff that has a spell that is a class spell and one that isn't. Specifically if you need to use UMD on the spell that isn't a class spell.

Example:
You have a staff that has magic missile and cure light wounds in it. Does a wizard with magic missile on his spell list still need to roll UMD to activate cure light wounds from the staff?


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So I spent a bit making a sheet that shows all the creatures that can be chosen for alter self and what they have to offer as far as racial abilities you gain (darkvision, swim speed, natural attacks etc.).
If you see any mistakes or something that should be added let me know.

Alter Self Cheat Sheet