Magenta Ioun Stone

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Can a canon golem combine its two slam attacks with its two canon attacks? If so, what are the to-hit values? Also, do the canons hit touch AC or regular AC?


Okay, I haven't read through Hell's Rebels but I bought a download package from Paizo that included the first three books. Next up after we finish our Skulls and Shackles campaign, we want to do a Spelljammer type game (AD&D in Space).

Obviously, Skulls and Shackles would have been PERFECT for this but we're about two years too late for that.

What about Hell's Rebels? Can we substitute out Cheliax for another evil empire? Maybe Mindflayers or just devil-worshiping humans in space?


Hey there! I'm playing a goblin URog 4 / UBar 4 and I've had great success with my party setting up flanks. We have two other melee guys, a psychic warrior and a synthesist summoner. We are leveling up and I'm taking another level of Unchained Rogue. What feat should we go for? Outflank? Precise Flank? Something else?


Hey there!

If a Lich / Vampire / Ghost spellcaster casts Protection from Evil on him/herself does that protect against the spells Command Undead, Control Undead, and the feat Command Undead cast / used by an evil necromancer?

Is there anything that a particularly powerful Lich / Vampire / Ghost spellcaster can do to protect from control by evil necromancers other than (in addition to) having a very high will save?


Okay, so in our very evil Skulls and Shackles game, one of our characters is a vampire and he drained a paladin, turned her into a vampire, and left her for dead. Later, he explicitly released her from his control.

Obviously she's coming back with a vengeance. The question is - should she still be a lawful good paladin who happens to be a vampire (assume she hasn't fed on human/humanoid blood) or a lawful evil fallen paladin or an evil vampire who takes the time to retrain all her levels and becomes something else?

EDIT: This is an NPC and I'm the GM. The vampire is the PC.


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I have a few questions about Greater Grapple and the vampire Blood Drain ability.

Greater Grapple wrote:
Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Blood Drain wrote:
A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Okay, how do these two items interact? Basically, can I use Greater Grapple to get a vampire to have more than one blood drain attacks in a round? For example:

Round 1 - Standard action to Initiate Grapple. Move action to Pin, automatically activates Blood Drain for 1d4 Con.

Round 2 - Move action to maintain pin, automatically activates Blood Drain for 1d4 Con. Standard action to maintain pin, automatically activates Blood Drain for 1d4 Con.

Result, after two rounds, you're now out 3d4 Con. Is this right?


Hello everyone!

I'm running an adventure path and there's a situation where a Trap the Soul is targeting the PCs. The question I have - would this spell affect the PC who is playing a vampire?

The rules I see as applicable (quotes from Paizo's SRD):

Undead Traits wrote:
Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.
Trap the Soul wrote:

TRAP THE SOUL

School conjuration (summoning); Level sorcerer/wizard 8
Casting Time 1 standard action or see text
Components V, S, M (gem worth 1,000 gp per HD of the trapped creature)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration permanent; see text
Saving Throw see text; Spell Resistance yes; see text
Trap the soul forces a creature's life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane, it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.

Depending on the version selected, the spell can be triggered in one of two ways.

Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature's name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.

It looks to me like this does, indeed, apply to him but I wanted to make ABSOLUTELY sure before I go ahead with it because I don't want to make an incorrect ruling that kills off a character.


Okay, I've been playing around with the idea of combining an unchained rogue with an unchained barbarian to combine the dex-to-damage from the unchained rogue with the unchained barbarian's flat bonus to-hit and damage (instead of increased strength). I figured the best race for this would be a goblin.

Character concept - A whirling, spinning dirvish of unbridled goblin fury.

20 point build

Stats:
Str 11 -2 (race) = 9
Dex 18 +4 (race) +2 level up +4 belt = 28
Con 12
Cha 8 -2 (race) = 6
Int 10
Wis 12 +2 headband = 14

4 levels of Unchained Barbarian (rage powers Accurate Stance, No Escape)
4 levels of Unchained Rogue (rogue talents Trap Spotter and Combat Trick: Roll With It)
Feats: Weapon Focus, Two-Weapon Fighting, Piranha Strike, Toughness

Skills: Perception, Stealth, Disable Device, UMD, Acrobatics maxed out. Linguistics (so he can swear in several languages), Escape artist at 4

Usual magic items - Belt of Dex +4, Headband of Wis +2, Cloak of Resist +2, Ring of Prot +2, Amulet of Nat Armor +2, a pair of dogslicers +1/Flaming. Thinking of using a wand of mage armor and a wand of shield for armor since the ridiculous dex bonus basically precludes actual armor.

Anyway - this is a completely different character for me. I've never played either a rogue or a barbarian so I'm hoping for some feedback.


I'm building a 6th level tattoo sorcerer with improved familiar (a brownie) and I've been digging for a while and I'm having some trouble with items so I was hoping to get some answers to things I couldn't quite find:

1) Is an improved familiar compatible with a tattoo sorcerer's familiar tattoo?
2) Can you swap out the feats for an improved familiar?
3) Can an improved familiar take an archetype? If so, are there any limitations?


1 person marked this as FAQ candidate.

Do you need the alchemist class to take the Unstable Mutagen trait? RAW:

Unstable Mutagen

You discovered or were given a secret to make your mutagens more unstable—but also more potent.

Benefit: Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its instability. Roll 1d6 to determine the result of the instability.

d6 Result
1 The unstable mutagen lasts for 5 minutes per alchemist level.
2 The unstable mutagen lasts for 20 minutes per alchemist level.
3 The unstable mutagen does not grant a natural armor bonus.
4 The natural armor bonus granted by the mutagen increases by 2.
5 The penalty that the mutagen applies to the corresponding mental ability score increases by 2.
6 The unstable mutagen does not apply a penalty to the corresponding mental ability score.


I've got a 5th level Cyber Soldier that I'm playing in the Iron Gods campaign. He's coming along quite well (does damage just shy of the party barbarian plus handles disable device, perception, and diplomacy through feats and traits plus judicious use of skill points) but now that I'm at 5th level, I think I'd like to dip a level or two in a different class or two. I'm a two-handed fighter with a high strength using a falcata primarily.

What I'm thinking:

1) Vivisectionist (alchemist) - I love the mutagen ability to boost my strength plus sneak attack should be helpful (we also have a barbarian focusing on his greatsword who would be a great flank buddy). I don't like giving up a point of BAB and the selections for 1st level extracts doesn't have much that really appeals.

2) Mutagenic Mauler (Brawler) - I get the mutagen ability, increase my base fighter level for feats, get a +1 BAB, but have some wasted abilities - unarmed strike doesn't help a ton when I get a slam attack from my cybernetic arm.

3) Seperatist Cleric of Abadar (Travel, Growth) - I like the +10 foot movement (I am at 40 now because of cybernetic legs) and love the growth power, being able to use Enlarge Person on myself as a swift action 4 times / day is awesome. Plus, I can cast a few good self-buffs. Also, since my character is LN, I could go with the negative channeling and do a channel smite. Plus, I get to buff my Will save. Again, though, I lose out on my BAB.

Also - what about taking a level in each of two of them? Do I go back to fighter when I'm done? Maybe ranger is a good one (Iron Gods features a LOT of constructs so that's an obvious favored enemy); is there a good archetype there that works?

Anyway, any advice would help!


I have a fifth level Cyber Soldier (fighter archetype) in the Iron Gods AP, concentration on two handed fighting with a falcata and some decent cyberware (arm, legs). I'm thinking that my next level should be a one level dip to get some other abilities. My thoughts:

Brawler (mutageon mauler) - Get mutagens but the other abilities aren't very helpful since I get a slam attack with the cybernetic arm. +1 BAB

Cleric of Abadar (Seperatist) - Travel and Growth domain plus a few buffing spells a day. Maybe negative channeling and I can take channel smite at seventh level.

Alchemist (vivasectionist) - Mutagens, some self-buffs plus a sneak attack.

What do you guys think? Am I missing something obvious?


Hey all! I have a quick question on a Book 2 NPC:

Spoiler:
The characters have just cracked Tidewater Rock (through the marriage route). Now they've done a little pirating, encountered Whalebone Plick, and it seems like it's a good time for Isabella Locke to make her assault. The one issue I have, though - Isn't she a bit powerful for a group of 5th level characters? Our party is a cleric/wizard focusing on necromancy, a swashbuckler, a fighter/brawler, a magus, and a bolt ace. I just don't see them handling a high level sorcerer all that well. Is this supposed to be a particularly difficult fight?


Hey there! I'm building a fourth level character, Paizo only, and I'm intrigued by the idea of a Variant Channeling Ifrit Theologian Cleric of Brigh, taking a single level dip into Crossblood sorcerer (Orc/Red Dragon) and using Magical Knack to get my CL in my cleric up.

1) Can these all work together?
2) What damage is his negative energy fire channeling doing?
3) How does this compare to a fire based blasting sorcerer?

Thanks!


Just what the subject says. Do Celestials count as Outsiders? I assume so but can't find the explicit rules. Any help?


So, I'm starting up a bard in an Iron Gods game (NO SPOILERS PLEASE) and I'm focusing exclusivly on buffing. I'd like a little bit of advice. This is my first time playing a bard and my first time playing a character that's focusing entirely on buffing to the exclusion of direct combat.

The rest of the party: Barbarian TWF; Gunslinger (Pistolero); Cleric of Bragh (expect to focus on battle-cleric type stuff); Sorcerer (likely going to end up being a blaster)

Questions:
1) Is it worthwhile to dip a level into either sorcerer or oracle to get some additional buffing options? If so, what mystery/bloodline/curse would help the build?
2) What feats should I aim for? Discordant Voice and Improved Initiative are obvious. I'm considering Spellsong and Harmonic Sage but any other good ones?

Thank you!

My 1st level character:

Ycrn Avga Davgrim
Gnome Bard 1
NG Small Humanoid (Gnome)
Init +4 Senses Darkvision 60' Perception +4

AC 16 Touch 13 Flat-footed 14
hp 10
Fort +2 Ref +4 Will +2

Speed 20'
Melee: None
Ranged: None

Str 6 Dex 14 Con 14 Int 14 Wis 10 Cha 18
BAB +0 CMB -3 CMD 9
Feat: Flagbearer
Spells:
0 Daze
0 Prestidigation
0 Flare
0 Resistance
1 Silent Image
1 Grease

Tactics:
Use Inspire Courage in round 1 then use daze, flare, grease as combat goes on to debuff the enemy.


Doing the Wormwood Mutiny and on the third day one of the characters came up with an ingenious plan to murder Kroop. It was really well planned and well thought-out so I didn't want to stomp over it. My big question: Is Kroop critical down the road?

If he is, how do I deal with it? A few options I've come up with:

1) Kroop was a ghoul all along. He was a drunkard because he was still good at heart (or, well, at least not thoroughly evil) and couldn't bear to eat the flesh of the sentient and used the rum to dull his unholy hungers. He managed to survive his assassination and reboard the ship after being thrown off and is back to being a member of the crew, surprise, surprise.
2) Kroop is replaced by a new cook that is, basically, Kroop 2.0
3) I just go on without him.

I kind of like item 1 (Kroop was assassinated via suffocation so being undead would allow him to survive that) but I'm concerned it's too heavy-handed (it's a new group of players and this was our first session together).

Any advice?


I'm starting up a Shackles and Skulls campaign and a player has chosen to go with a Gillman. I'd like to run a few things by everyone:

1)

Possible Spoiler:
: How do I go about keeping him on the ship? Why wouldn't he just jump off after finding himself press-ganged into service?

2) From what I've seen, they appear to be an under-powered race. As such, I was thinking of adding a special dark-vision which only operates under water. Any reason this might be over doing it?
3) What is the Gillman Servitor and how does it work? Can I leverage this to help with item 1?


Looking to host and run a Shackles and Skulls adventure in Ypsilanti, MI. Planning to play every other week, during a weekday evening (8:00 PM to Midnight, probably).

I'm a long-time player and GM (being doing role-playing since the early 90s and Pathfinder for over a year and all the various levels of D&D since 1st edition AD&D). I'm looking to add 2-4 players (we have two already) and will be focusing more heavily on role-play over Pathfinder as just strategy gaming.

If you're interested, let me know.


If I am the commander of an army and have a heroic tier, can I use my heroic surge on the army's offense check?


I've done a little bit of digging and the rules seem unclear and I don't see anything applicable in the forums.

For a character with Leadership, do the followers get to make downtime rolls or do they only provide the discount on expenditures mentioned in the downtime rules?