Ilina Aniri wrote: i had a Witch dominate naval fleet battles by using a 2nd level summon swarm spell a bunch of times to summoner 25 foot diameter cubes of butterflies, just to arm those trillions of butterflies with grenades and send them suicide bombing enemy ships. most enemy crews don't expect to be suicide bombed by trillions of butterflies, because of the sheer number you can fit inside a 25 foot diameter cube. let alone disperse the swarms into smaller suicide bombing groups to deal massive damage, literally had no fleet battles because the enemy fleet died long before they could get in firing range because of butterflies. ..wow...this must be the most extreme ignorance and disregard for the rules I have read on the forums in a long time.
John Murdock wrote:
No, as far as I can see it just says that negative energy has the potential to heal undead (negative energy "can" heal undead creatures). All the spells you list, explicitly list in their spell description how they interact with undead, it is not automatic. Vampiric shield says none of that. Otherwise I would assume that Disrupt Undead heals living creatures since it is positive energy damage. And I think everyone agrees, that it does not do that.
Ravingdork wrote:
If your opponent has 20% concealment, i.e. 20% of all attacks would miss, you definitely do not need to roll for 81+ on a d100, this would be 80% concealment.
This is not really a question about the action type. The description clearly states that it is a move action.
scary harpy wrote:
Which is true, but irrelevant since the class has as much in common with a warlock as any other short list spellcasting class. I like the class a lot, but of course it's power is extremely dependent on the number of metamagic feats allowed in the campaign. You already explicitly exclude Dazing Spell, but this might not be the only problematic metamagic feat.
Just following the written rules, I would say you are right that you could not utilize the feat, since you have no uses of the channel energy class ability. I would say that it is a bit of an oversight that the undead lord archetype does not make sure that your cleric still has the channel energy ability.
Ravingdork wrote:
Why does conductive work with bombs? A bomb is not just a special ability using a ranged touch attack but uses the Throw Splash Weapon special attack.
Fantastic work Meepo, already copying and adopting these for our own online campaign. I have a few question concerning the Hexenmeister. As far as I understand he gradually trades 1st to 6th levels spells to gain 6 witch hexes in the end. I assume that they are still on his spelllist and he can use spell trigger and spell-completion items of these spells?
Mcarvin wrote:
First thing, I don't think that you can take both the Separist and the Undead Lord archetypes since both of them modify the same class ability "domains" from the cleric. Concering your questions, the skeleton template mentions that the skeleton keeps all weapon proficiencies, so you have no problems as long as you animate something that was proficient with bows/other ranged weapons before.
MasterArtificer wrote:
Nowhere in the description of these feats does it say that you can take them more than once.
Snorter wrote:
The Onset value is optional and normally not used for poisons but for other afflictions like disease. If you look at other poisons in the SRD, you will see that a usual poison would have something like: Quasit Poison : injury: save Fort DC 13; frequency 1/round for 6 rounds; Effect 1d2 Dex damage. Cure 2 consecutive save. This is more potent than 3.5 poison, since multiple hits with this poison will increase the DC and duration quite a bit and you take 1d2 Dex damage every round for 6 rounds or until he saves twice (in two consecutive rounds). Taking the quasit from above as an example, if your second level wizard is ambushed by a quasit and he gets two lucky hits with his claws, the wizard would (on the start of his turn) have to make a DC 15 Fort save to resist the poison and would have to do it for another 9 rounds or until he succeeds twice in a row, which is not that easy for a second level wizard.
It should be noted that the Pathfinder Familiar entry lists the same thing (the one I quoted before, was from 3.5 for comparison): PSRD wrote:
It states that a wizard may target his familiar with spells that normally are reserved for personal use (1st sentence) AND that a wizard may target his familiar with spells normally not allowed due to type restrictions (2nd sentence). In contrast to earlier editions the second sentence does not reference the first one in any way, thus applies to all spells not only those with target "You". The Summoner is a bit more restrictive in the sense that he is only allowed to do this with summoner spells, while a wizard could do it with all spells he can cast from any class he might have.
Lachlan Rocksoul wrote:
But it also says: "A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list."Thus it is allowed.
The Share Spell entry for the summoner states: PSRD wrote:
Thus a summoner may cast spells on his eidolon that normally do not affect him. This is different to the wording of the share spell ability in 3.5 (in the familiar entry, which now has the same share spell entry as the eidolon): SRD wrote:
Here a wizard would only have been able to use spells on his familiar that are reserved for humanoids if he either uses the spell on himself and the familiar stays within 5ft. or the spell had target "You". Thus he could have enlarged himself and his familiar, but they would have to stay within 5ft. of each other.
Sniggevert wrote:
I think that is a good suggestion, just letting the archetype add a weapon group consisting of falcata and buckler at 5th level. Then one should probably just ignore the part about having to wield a falcata and buckler at the same time to get the bonus.
I have a question/problem concerning the Rondelero Duelist archetype from the Inner Sea Primer. The ability Strong Swing essentially gives you a bonus on attack and damage with falcata and buckler that is equivalent to a normal fighter's highest weapon training bonus. But it only replaces Weapon Training I and, in contrast to other archetypes that do the same or a similar thing (like the two-weapon warrior), it does not replace the weapon training II-IV with any other abilities. Could such a character also choose a weapon training category that is applicable to the falcata and get a bonus of up to +7 (+4 from strong arm and +3 from weapon training II-IV)?
Hey everyone, just before christmas I usually do a special christmas adventure with my group. Usually this includes my group playing as evil fey/undead or similar creatures. Sadly I didn't have enough time this year to prepare anything and thus I would like to ask if someone knows a module/adventure that could be converted to something like that. Of course an adventure for an evil group would be best, but basically any adventure including a lot of "cute" opponents/allies to butcher will do. Thanks in advance for any suggestions.
Hi everyone, I have a druid in my group who is able to wildshape into a stegosaurus. Since they are usually on a ship we ruled that a standard stegosaurus would weigh too much for the normal deck to support. Would you allow the druid to cast airwalk and just make himself light enough for the deck to support, but not actually fly, since he would not be fast enough to catch up with the ship in that case.
The Mighty Grognard wrote:
Its one of the arcanas the Magus may choose from, thus official. You could also just take Improved Unarmed Strike and Two-Weapon Fighting (or one level of monk) and make attacks with both hands. Especially if you cast a touch spell that allows for multiple touches, then you can add the spell effect to each of your unarmed strikes (although you have to hit the normal AC of course).
Electric Monk wrote: Well Quasit and Leopard are both CR2 so i'd go with 7th level. However, for myself, i wouldn't allow a Medium creature as a familier even with the feat. I'd try to stear the player towards an alternative like an arctic fox or similar. I think level 7 looks good. I wouldn't worry about a medium creature as a familiar. A small character can gain a small sized familiar with improved familiar, thus it should be no problem for a medium character to gain a medium sized familiar.
Calypsopoxta wrote: I was hoping to find a feat to allow it to benefit from the Augment Elemental feat. Do creatures with elemental subtypes count as elementals in general (for example, to take extra from a ranger with favored enemy), or is it by only a creatures base type that it can be considered an elemental? Since the elemental type does not exist in Pathfinder (it's just a subtype of outsider now), there is no favored enemy elemental. If you look at the ranger in Pathfinder, there isn't even a favored enemy outsider (elemental).
I would say that gain a "+4 natural armor bonus" like in the dragon shape spells is not a bonus in the usual sense, but it replaces your usual natural armor bonus.
Why the mutagen gives you a natual armor bonus instead of an increase to your natural armor is not clear to me and doesn't really make sense. The Nimble Advanced Mutagen is a bit oddly worded since it states that you get a natural armor bonus, which would not even stack with the one from the mutagen itself, but replace it. It should probably be an increase to natural armor as in the case of the mutagen itself.
ZomB wrote:
That seams resounable, I will put it at 46.000gp to make sure that my players will want to keep it. Thanks
Since I don't want to make completely new stats, I thought I ask the community for suggestions. What would be good stat substitutes for Lashunta (both the female and male variety) from the planet Castrovel? In other words what creatures (from any 3.5 book, WotC or 3rd party) would be good substitutes for these with some minor adjustments to pathfinder.
I would like some help with the pricing of this item. Since it is an item that the PCs will find in my game, the question is more, what would be a fair price for them to sell it, if they don't want it. Blade of Sands
That depends on the feel of the campaign. In our current main campaign, which should reach lvl 25 in the end (with some self made epic levels for pathfinder) we use 25 point buys (together with 3 traits per character, maximized 1st HD and Con-Score instead of Con-Bonus as Bonus hitpoints for the 1st level). In the same campaign we have some additional character doing side quests and stuff that ties into the whole campaign which use 20 point buys (and the standard 2 traits) which will probably only be played until around level 16. If we play a campaign which is not meant to change the face of the game world we also use the standard 15 point buy and the usual rules for bonus hitpoints. But the same rules also apply to NPCs, so you can have NPCs with point buys from 5 up to 35 (which is reserved for the case if the DM ever needs a Demi-God or something similar) and they use the same rules for traits and bonus hit points (as well as other stuff) as the player characters.
skyde wrote:
You advance the dragon to the number of hit dice you need, in your case 8d12 and then just calculate all saves by using the rules for good saves. Thus your base saves are +6 for all three, plus ability modifiers and other bonuses.
Aeshuura wrote:
You can, you just need to apply both penalties. What is not possible is to use Combat Expertise and Total Defense, since you need to attack to use Combat Expertise, but fighting defensively is possible.
Lathiira wrote:
According to the bestiary: Bite = B/P/SClaw = B/S Gore = P Hoof/Tentacle/Wing = B Pincers/Tail Slap = B Slam = B Sting = P Talon = S In addition it states:
Bestiary wrote:
So its probably up to the DM to decide whether a specific creature's bite really does all three types of damage or just one.
golden pony wrote:
I think in Pathfinder a fighter 7 is not CR 7 anymore, but CR 6, but otherwise I would add the +1 natural AC and thoughness to warrant a full CR increase of +1. I would also give it the full orc ferocity, not just the one from half-orcs. But You should probably decide this on a one by one basis, since this will not warrant a CR increase for all base classes, basically only for melee/ranged combat oriented ones. If you ever allow it as a PC race, it can be ok for some classes, severely underpowered for others and severely overpowered for some others.
lastknightleft wrote: what weapon is it? unless there's a one handed reach weapon I'm not aware of or specific monster rules that allow it, he shouldn't be able to wield it (all of the reach weapons I'm familiar with are two handed weapons) Since Pathfinder is so proud on its backward compatibility, an enlarged half-giant (SRD Psionic) would be able to do it. Going back to the question, the rules only mention that a reach weapon usually doubles your natural reach. So officially the huge weapon would still just double the reach. This is consistent with a large creature having a 5 ft. reach using a large reach weapon and also only gaining a 10ft. reach in all. lastknightleft wrote:
This is not the official rule, the PRD mentions below that this phrase is not taken from the rules, the rules say: PRD wrote:
I have a similar high strength monk in my group. He is 5th level as well with a strength of 20 and Improved Grapple. This gives him a CMB of +12 and a CMD of 29 (10 + 12 (CMB) + 1 (Dex) + 3 (Wis) + 1 (Dodge) + 1 (deflection) + 1 (monk AC)). It never really poses any problems, his AC is lower than that of other monks, even with mage armor (from the group's summoner, who has an ample supply for himself, his eidolon, the monk, the group's sorcerer, and the group's wizard). In addition he had to sacrifice hit points via a lower Con score to gain the high Strength and respectable Wis scores. So just hit him hard and he will be in trouble.
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