Meager Rolmug's page
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"Benefit: You can attempt a skill check to aid an ally within 30 feet with a skill in which you are trained. This takes 1 minute, and during that time, you need only speak and be heard by your chosen ally to offer this aid. The bonus you grant is +2, regardless of any other effects that would alter your aid another bonus. This bonus applies to all checks the ally attempts with that skill for 1 day and does not stack with any other aid another bonus. Whether you succeed at or fail the skill check to aid another, you can attempt to use this ability only once per day for each ally."
This would be for Society play.
1. In what situation does the aid another check take place? At the start of the scenario or only during a skill attempt by an ally?
2. What is the DC?
has a
Does this allow a spellcaster without an ability to gain a familiar to get one, or just get one early if the spellcaster already can have a familiar.
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I have a PFS PC that is good at dispelling and is good at hitting enemies in melee. So I am considering a "dispelling" or "greater dispelling" weapon. But they both work per "spell storage" weapons...
"A dispelling weapon functions like a spell storing weapon, but it may only store dispel magic; however, the caster level check to dispel gains an additional bonus equal to the weapon's enhancement bonus. This bonus also applies to a magus's dispelling strike arcana or a barbarian's spell sunder or sunder enchantment combat maneuver check."
And from spell storing..."Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires."
So, as I see it, the purpose of the weapon would be to get rid of an enemy's buff and/or protection spells. But if it has mirror images or magical concealment the PC won't hit it often. Even if she does hit, she still has to do hit point damage and isn't built to overcome DR.
I won't be buying the weapon till after level nine. Won't a dispelling weapon be useless most times I want to offensively dispel stuff?....Thoughts?
Made from bone and sun-dried sinew, this masterwork harp produces a vague sense of unease in anyone near it. If the owner of this item has the bardic performance class feature he can use it to perform a dirge of doom even if he is not of sufficient level to normally have access to that ability. A bard who can use dirge of doom and who plays the harp as part of his performance increases the effective radius to 60 feet.
1. RAW it seems to give "dirge of doom" to archetypes that don't have it.
2. RAW it seems you only need to "own" it (not hold or play it) to benefit from #1. Though you have to play it to "increases the effective radius to 60 feet."
I am looking for something more than opinions. It is pricey, and per RAW still requires rounds of performance be used. so I don't view it as overpowered if interpreted as I have above.
For PFS can an a +1 dispelling weapon be up graded to a +1 dispelling burst weapon? Can a PC have one of each?
I've finally found the FAQ but still had questions. What i believe is legal...
1.All steps for a ring of protection(bonded item) are the same price as the CRB crafting rules, namely 1/2 of the bought item.
2.Adding evasion or wizardy 2 to the ring at 3/4 price is NOT legal since the FAQ says...."A bonded item that is enhanced must still conform to all the campaign rules for access to and upgrading of magical items."
The rules in PFS have changed over time for boned items...if someone knows how it currently works i'd appreciate that information.
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.
What the heck does this mean?? "Special abilities count as additional bonuses for determining the market value of the item,"
The "additional bonuses" seems to indicate something other than pricing a +1 special ability=+1 bonus. If it doesn't why have the word additional in the sentence?
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Would the target be dazed for 3 rounds EACH time it failed a fort save?
Excruciating Deformation
Your touch attack causes your target to become painfully malformed. Its limbs twist and buckle, while its body contorts uncontrollably, shifting and warping. Each round the target suffers excruciating pain and takes 2d6 points of nonlethal damage, 1 point of Dexterity damage, and 1 point of Constitution damage, and its speed is reduced by 10 feet. Once per round as a free action on its turn, the target can attempt a new Fortitude saving throw to resist the spell for 1 round.
dazing spell metamagic
You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.
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Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.
Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.
You spit a stream of venom at a target using a ranged touch attack. If the venom hits, it causes blindness for 1 round. The target must also save or be poisoned by black adder venom; the DC in successive rounds of the poison is equal to the spell's DC.
So is the first save the target makes just DC 12 like black adder poison? Or are all the saves the DC of the spell?
Sling Flail (Combat)
You can use your loaded sling to effectively strike at nearby foes.
Prerequisites: Weapon Focus (sling), base attack bonus +1.
Benefit: You can make melee attacks using your loaded sling, using that weapon's normal statistics but treating it as a flail. Using a sling in this way does not expend mundane ammunition, but magical or masterwork ammunition loses its special properties after a single hit.
Special: Any feats you have that apply when you use a flail also apply when you use a loaded sling as a melee weapon.
All questions are ONLY about using the loaded sling in MELEE...
1. Does a cold iron bullet loaded in the sling bypass DR cold iron?
2. What if any damage bonus would apply from having a 14 strength and using 2 hands?
3. Would a PC not proficient with flails take a -4 to hit?
4. Would the sling have the disarm and trip features?
A PC has a way to temporarily increase his caster level checks. So does...
A. It affect only the spells cast during the buff's use, but the spells keep their boost to overcome SR during their entire duration.
B. It only affect spells when an enemy encounters the spell while the buff is being used.
C. It only applies to spells that are both cast AND an enemy encounters it while the buff is in use.
Why on earth is the type(Su, Sp, Ex) missing in Ultimate Magic section describing masterpieces? Seems like a completely basic necessity was just skipped.
Just seems too powerful for a trait.
1 person marked this as FAQ candidate.
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Is it the same as the squares he threatens without reach?
Bard with eldritch heritage-Arcane, there isn't a way to "begin play with one at no cost."
But I'm not replacing a bonded item either.
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School evocation [fire, light]; Level bard 3, druid 2, ranger 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (ash made from burnt thorns)
Range close (25 ft. + 5 ft./2 levels)
Effect 20-ft.-radius sphere centered on fire source
Duration 2 hours/level; see below (D)
Saving Throw none; Spell Resistance yes
You can create a barrier around a fire of at least campfire size that shelters everyone inside so long as the fire continues to burn. The barrier appears as a crackling sphere of light and fire that is clearly visible, providing as much illumination as a torch. The barrier bocks line of sight, granting creatures on either side of the barrier total concealment from creatures on the other side. Any object or creature passing through the barrier from outside takes 1d6 points of fire damage and is also outlined with light equivalent to that of a torch, for 1d6 minutes. Creatures outlined in this way are plainly visible regardless of the light conditions and do not benefit from any sort of concealment, magical or otherwise. The light is not bright enough to have any special effect on undead or creatures vulnerable to light. Creatures inside the barrier can leave without penalty, but if they try to return they suffer the same consequences as anyone else. If the fire source at the barrier's center is extinguished or moved, the spell ends.
Many metamagic feat require the original spell do "damage". Does this only mean hitpoint damage or would any negative effect count,like causing shaken or doing ability damage?
Does the fearsome spell metamagic make a spell a fear effect?
Why in all the PRD bardic performances does Attract rats and Soothing Performance from Animal Speaker (Archetype), have no type(Su, Sp, Ex)?
How do we than determine if they provoke? If feats like augment summoning which was FAQed to work on spell-like summoning abilities, apply? Whether they work in antimagic fields? Very frustrating. Any thoughts?
Best I can figure it would be Sp for attract rats and Ex for soothing performance. As attract rats sorta replicates a spell(SUMMON SWARM a spell) and soothing performance sorta replicates WILD EMPATHY(ex).
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4 people marked this as FAQ candidate.
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Benefit: You can combine your bardic performance and your spellcasting in two ways.
First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.
Many threads without any decent conclusions.
To maintain a concentration spell without a standard action each round....
1.Does it require a move action EACH round or only first?
2.Does it burn a round of bardic performance EACH round or only the first?
3.Can it be/does it have to be somehow combined with a BP already known by the bard? I.E. inspire courage.
I have heard both these bard archetypes are altered from their descriptions in the advanced players guide for PFS use, but I can't find where these alterations are described. I have looked at addition resources and PFS FAQs.
Everflowing Aspergillum
Price 7,805 gp; Aura faint conjuration; CL 5th; Weight 4 lbs.
The holy water in this +1 battle aspergillum never runs dry. However, the water vanishes 1 round after leaving the aspergillum, so it cannot be collected. As a full-round action, the wielder can swing the weapon to dispense a vial's worth of holy water as a ranged touch attack with a maximum range of 10 feet and no range penalty. An everflowing aspergillum counts as a good-aligned weapon for purposes of overcoming damage reduction.
Construction Requirements
Cost 3,905 gp
Craft Magic Arms and Armor, bless water, create water
Can I have it made of mithral?
Can I later add the "vicious" magical feature to it?
Can't find the answer, help would be appreciated. Would like "official source" I can copy to show GM's if answer is yes.
I have a Pyromaniac gnome PC...he gets the spell as a spell-like ability.
1. Do touch attacks reduce the spells length as do ranged touch attacks?
2. What, if any, of the "holding charge" rules apply?
3. What, if any, of the "range touch" rules apply?
The spell allows both "ranged touch attacks" and "touch attacks", but does not list "Target" in its description at all.
http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/produceFlame.html#pr oduce-flame
http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/b ard.html
Dance of the Dead (Su): At 10th level, a dirge bard can use his bardic performance to cause dead bones or bodies to rise up and move or fight at his command. This ability functions like animate dead, but the created skeletons or zombies remain fully animate only as long as the dirge bard continues the performance. Once it stops, any created undead collapse into carrion. Bodies or bones cannot be animated more than once using this ability. Unlike animate dead, dance of the dead requires no components and does not have the evil descriptor. This performance replaces jack-of-all-trades.
works like "animate dead" spell...so i start the performance(any kind apparently, as long as they can either see or hear me)and start touching corpses, that than wait for instruction. Would that be the RAW interpretation for PFS play?
Can a PC give both a cover and luck bonus to an adjacent ally while taking the total defense action...this is for PFS.
http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#covering-def ense
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halflings.ht ml#blundering-defense-(combat)
Does the dazing affect every successful touch attack or only the first? How about compel hostili
ty?
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Has the PFS groups i play with been doing this wrong? The GMs have the grappler roll a d20 and add it to his CMB along with the plus 10 + spell level VS. the caster's concentration check(d20 + caster level + ability score + feats/traits/items).
But the CRB under magic,concentration says...
"Grappling or Pinned: Casting a spell while you have the grappled or pinned condition is difficult and it requires a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting). Pinned creatures can only cast spells that do not have somatic components."
and in CRB conditions, grappled...
"Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity."
No mention of the grappler getting to roll a die is ever made!!
And CMB is NOT defined anywhere i can find as including a d20 roll. The D20 is always added latter in the specific action's description...except in this case(grapple), where a +10 seems to substitute.
I have a bard who i want to be able to hold wands or metamagic rods in his off hand but i made the mistake of enchanting a small sized heavy darkwood shield to +1. I'm wondering if there is a cheaper solution than selling that shield and purchasing and enchanting a new one. Right now i would loss a net of 628.50gp. I've look at a glove of storing(10,000gp) but since i won't be using 2 handed weapons or two weapon fighting, don't think its worth it. I don't believe the "called" enchantment for shields from 3.5 ever got put into PF...at least not in the materials i have access to(ultimate equipment). Can i pay to have a druid cast the spell "wood shape"( on it to make it a buckler??? Any other ideas?
In the spell description "If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed."
How would a PC go about doing this? My PC has darkvision but only one other party member does. We are doing an extended dungeon crawl and will/have run into creatures that cast this spell. Would it be worth carrying a tarp to throw over the caster(as they always seem to be carrying the object the spell is cast on with them)? Does the object "shine" with darkness and therefore could be pinpointed? Would the tarp be treated as a net?
I have looked for an official answer for PFS play, but come up empty. I am not looking for an opinion, but proof i can show a GM. I understand the basics of the spell, how incorpealness works and so on. I have read that some feel it moves back and forth every time the caster sends it out with a charge, which would provoke AoO's while going past enemies.
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