Menelmacar's page

Organized Play Member. 20 posts. No reviews. No lists. No wishlists. 4 Organized Play characters. 1 alias.


RSS


Usually discharging a spell means the spell is gone afterwards (with all it's passive effects). For most of these spells in the duration there is something like "1 Round/Level or until discharged". It's strange this isn't found here but since it's a Level 2 spell I'd certainly rule it that way. You discharge it once, the whole effect is gone.


http://paizo.com/forums/dmtz2u4o&page=455?Ask-James-Jacobs-ALL-your-Que stions-Here#22716

Response from James Jacob. In short: You deal critical damage AND get the Ki/AP Point.

In a different thread someone pointed out, that by the wording it shouldn't work on a Coup de Grace (since for Wyroot it says: When you confirm a critical hit, and you don't do that when you coup de grace, you just deal critical damage). James said that would be up to the GM, but he'd say it also works on Coup de Grace.


1 person marked this as a favorite.
James Jacobs wrote:
Menelmacar wrote:

James, some questions about Wyroot (I hope you can help with that):

1) If I attack with a Wyroot Weapon and confirm a critical hit do I:

a) get to make normal weapon damage (including sneaks and stuff) and get my Ki/Arcane Pool point stored in the weapon

b) inflict critical weapon damage (including all other modifiers) and get my Ki/Arcane Pool point

c) inflict NO damage at all and only the Ki/Arcane Pool point

2) Do I get the Ki/Arcane Pool point when I Coup de Grace someone? I'm not really confirming a critical hit, I'm just dealing critical damage.

And if c) of Question 1 is right AND it works on CdG:

3) If I CdG someone, without dealing damage, must the victim do a Fort Save against DC 10+Damage (which would be 0 so DC 10) or die?

Before I start answering these... where the heck is Wyroot from?

Ultimate Equipment, Page 52, and it first appeared in the Advanced Race Guide Page 27

The important part is

Quote:

When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature struck. The struck creature is unharmed and the wyroot weapon gains 1 life point. As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point.


James, some questions about Wyroot (I hope you can help with that):

1) If I attack with a Wyroot Weapon and confirm a critical hit do I:

a) get to make normal weapon damage (including sneaks and stuff) and get my Ki/Arcane Pool point stored in the weapon

b) inflict critical weapon damage (including all other modifiers) and get my Ki/Arcane Pool point

c) inflict NO damage at all and only the Ki/Arcane Pool point

2) Do I get the Ki/Arcane Pool point when I Coup de Grace someone? I'm not really confirming a critical hit, I'm just dealing critical damage.

And if c) of Question 1 is right AND it works on CdG:

3) If I CdG someone, without dealing damage, must the victim do a Fort Save against DC 10+Damage (which would be 0 so DC 10) or die?


The thing about summoners is, if you don't want to rely solely on your eidolon you also have to keep in mind what creatures you can summon and what they are able to do.

If you don't, you can really slow the game down. We got a druid in our group who is just too lazy to print out statblocks for his Wild Shapes. That alone makes us spend a lot of time on him chosing his shape and thinking about his possibilites in combat.

While the amount of Wild Shapes in the beginning isn't that big, Level 3 Summoners already have a huge amount of possibilites. On top of that you also have to think about their placement and things like that. Would it be better to summon more monsters of a level below my maximum?

Of course, if you want to stick to your Eidolon you don't need to think about that stuff, but you will perform way under what you can achieve.


Never watched "The Gamers"?
"You want to backstab him with a f**** ballista?"
"Yep!"
"With a freaking Siege Weapon... there has got to be a rule against this.... nope there's not"

But yeah Ninja T-Rex all the way!


Alright, sorry I didn't find the thread before, did a quick search but must have gone unnoticed.
But let's be honest:
If the Winter Witch PrC will work like the creator intended compared to a normal Witch I get:

+1 Hex in total (maybe this goes down to -1 compared to a normal witch, if taking the mentioned Hexes in the "Bonus Hex" ability becomes mandatory instead of your normal hex)[-1 for Archetype, +2(0) for PrC)
Cold Resist/Immunity [Archetype, traded against Level 4 Hex]

Boons like Freeze and Thaw, Blizzard Sight, basically all of the Winter Witches PrC Class Abilites

What's the trade off?
One Level of Spell Progression [Perhaps.. even that is debatable]
Limited choice of Familiars (which I could negate by taking Improved Familiar)
somehwat limited choice of Patron (and some of the patron spells are even swapped against others of the PrC, so it shouldn't be a big deal at all)

I really can't see how that could have gone unnoticed but it seems largely imbalanced compared to a normal witch.

Your thoughts on that?


I do know that what you say comepletely makes sense but the text somewhat contradicts that. As I said, the text specifically says "Take Winter Witch Levels + Witch Levels to determine Spells per day" With that in mind (and it being a class ability), the column for Spell Progression isn't even necessary. The text doesn't say "Take Winter Witch Level -1 + Witch Level for Spells per day"

And to the hexes, that was my interpretation but here again it's the text with that "in addition to normal advancement" bit which just makes no sense like it's written there. There is no normal advancement for a Winter Witch if you say "No.. Winter Witches don't get Hexes any more". If that would be the case a wording like "As a substitute for the hexes a Winter Witch doesn't get to choose she gets the following hexes at Levels x, y and z"

Edit since I got ninja'ed:

So wait.. I take the Archetype Winter Witch to get to chose the PrC Winter Witch.. That's strange. But makes sense in a way.


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

Hey guys,
after having a look at the Winter Witch two questions arised:

First of all, the table says no spell progression on Level 1 of the Prestige Class. The text for Winter Witchcraft (which we gain at first level) however tells us:

Quote:
"Levels of the winter witch prestige class stack with witch levels for determining a winter witch's spells per day, spells gained at each level, the effect of her hexes and other witch class abilities (including archetype abilities), the abilities of her witch's familiar, and the level at which she can select major hexes or grand hexes."

In my understanding the text suggests that my spells per day are determined by Witch Level + Winter Witch Level. There is no mention of the first level in the text.

The second question is about Hex Progression. While Winter Witchcraft tells us that as a Witch 7/Winter Witch 3 we qualify for Major Hexes there is no word whether we still get new hexes or not.
Balance wise it would be reaaaally strange if we still would get hexes when picking Winter Witch. If that's the case we would basically lose absolutely NOTHING and get all these bonus effects like Freeze and Thaw and EVEN MORE hexes.
So going by the wording of Winter Witchcraft, our hexes still improve their DC but we don't get new hexes (same would go for Archetype Abilities unlocked at certain levels, the ones we have continue to level with us, but I can't get a Level 10 Class Ability at Witch 7/WW 3). But, taking a look at "Bonus Hexes" we see:

Quote:
At 5th level and every two levels thereafter, a winter witch gains the following major hexes in addition to those gained from normal advancement:

IN ADDITION to normal advancement. In my oppinion this suggests you still get a new Hex every 2 Levels and those under Bonus Hexes in addition to that.

As I said, I know that would be pretty strange and would almost make the winter witch a must-have. But come to think of it.. What exactly is the "Ice Magic"-Class Feature?


First of all, the sliding down the slope doesn't seem to be RAW in any way, but for fluff it's of course your decision.

Secondly personally I wouldn't give the Pirates AoO for that.
My reasoning is the ruling of Bull Rush: You need 2 extra Feats (Imp. Bull Rush und Greater Bull Rush) until the forced movement of a Bull Rush on an opponent provokes AoO.

"Benefit: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you)."

Grease is a Level 1 Spell; that would make it (of course only in that specific situation) waaay stronger.


The AC bonus wouldn't stack since it's a deflection bonus. Since the damage and attack bonus isn't specified further I think it would stack.


Caster Level is let's say 15.
Caster Level - 1 would be 14, characters up to 14 HD would suffer Weakened and Dazed effects.
Caster Level - 5 would be 10, characters up to 10 HD would suffer paralyze, weaken and dazed.

So a character with 13 HD would suffer Weakened and Dazed effects, it's over 10 HD and under 14 HD.

A character with HD 9 would suffer paralyze, weaken and dazed, it's under 10 HD but over the 5 HD needed for the next more severe status.

So in your example it would be HD 13 the first time and HD 12 the second time. Both of which fall into the "Up to Caster Level -1, but higher than Caster Level -5" Tier, so they should be weakened and dazed.


"The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4."

Since Acid Dart doesn't directly mimic a spell I'd say by RAW it isn't possible to quicken Acid Dart.
An Imp could use it to quicken his Invisibility for example.

Everything else would be subject to GM Fiat.


But in my oppinion, by logic, that would be more of an Wisdom Check.

For me it's like this when I see a monster like perhaps an Imp. An Imp has very distuingishable optical properties. I always understood Knowledge as... Knowledge you got before. So I see an Imp, make my check and remember reading in some distant library something about small creatues with wings and stuff like that being able to become invisible whenever they want. Maybe in the book there even was a drawing of an Imp.

Back to Knowledge(Local) and humanoids, especially humans. Human are just so individual, every one of them, that the only thing I should be able to get by a Knowledge check would be "That's a human. If they get into full body contact with water for more than 3 minutes they are most likely dead.". That is Knowledge.

Deducing his combat skills by watching him move in my opponion is more of a Perception thing.

But that leads to another question. Do characters know about 'classes'? Does someone who sees a Rogue backstab his friend know that he most likely is a good trap spotter as well. Or that a girl with a fox on her shoulder who just made my comrade sleep in the middle of day with just a blink of her eye is able to curse me in so many other ways (and what curses that are)?
Can a character who has just witnessed one of the situations above make a Knowledge check and get additional information about the abilities or are classes just an arbitrary construct made for rule purposes only?


BltzKrg242 wrote:

For the second part of you post:

You'd determine that both are goblins. Class levels wouldn't be readily noticeable from the knowledge check but the way the higher level one carries himself and the gear he's wearing would indicate to anyone with a Perception of 1 or higher that he's more of a threat.

Of course that's logical. But RAW that seems wrong. It never says you only take the base DC of the race. It tells you to take the monster's DC, that's what's bothering me.


Hey guys,
I just got into a heated discussion about Knowledge to identify the properties of a monster (and to an extent of a person). The main question is, am I, by RAW, able to deduce the class (or certain class abilities) via Knowledge.

In my oppinion that would be kinda strange, considering you could just stand in the middle of a city and look at people to determine their classes, without them carrying any weapons, component pouches or stuff like that. On the other hand, Knowledge (Local) is used to identify Humanoids.
The question arised because of the Fighter's Archetype Lore Warden. By RAW you could use a Knowledge (Local) check to 'identify' a person to get a +2 bonus to attack and damage if I recall correctly. As soon as you see that person fighting, I'm okay with that, you can deduce certain weaknesses in their movement, find weak points in the defense. But I could also do that a round before combat even begins. That seems strange to me. (but wouldn't be a RAW issue.. just an imagination issue)
But what information would you get if you beat the DC for identifying a human by more than.. let's say 20 (which isn't that hard considering they are very common). Would you just get the information 'Well they drown if you bind a stone to their feet and throw them into the river" or would you actually get information about their class abilites?

On a related note: The rules for Knowledge for identifying a monster is:
"In general, the DC of such a check equals 10 + the monster’s CR."
Consider this: You got 2 Goblins next to each other. The first is a generic goblin, CR 1/3. The second is a goblin with 10 levels of fighter, making him a CR 9.
By RAW I'd say that means with a rolled 11 my result would be: "Monster No. 1 is a goblin! But I have absolutely no idea what monster No. 2 is."
Of course that would be absolute nonsense. But I think by RAW it would be right.

What are your thoughts on that?


Hey Guys,
so we are starting a new campaign and one of my players wants to play a Dual Cursed Oracle. The Curses of choice are Haunted and Tongues, whereas Tongues is the one not evolving.

First of all, how does the Tongues Spell interact with the Tongues Curse? Does the Curse override the Spell or vice versa?

On the same line (just out of curiosity, because that's what triggered the question): Imagine the Oracle going into the Eldritch Heritage Feat-Tree and taking the Maestro Bloodline. The 9th Level Bloodline Ability says:
"Perfect Voice (Su): At 9th level, you understand all efforts to communicate through sound, and can make yourself understood to any creature able to understand language. You can speak to, and understand the speech of, any creature that understands at least one spoken language. "
Same question as above.. does the Bloodline Ability essentially break the Curse? This would negate all the downsides of being a Dual Cursed Oracle (in this particular scenario), the prize 'only' being 3 Feats, 2 of which are neigh useless (Skill Focus: Perform... naaah and the first Level Bloodline Ability is only really useful for that specific Oracle after Level 11 (because there are only a few monsters actually speaking Aklo, and the Bloodline Ability being language dependant)).

I'm actually more interested in the interaction with the Tongues Spell, because that's a probable scenario with 3 casters in the group capable of casting that spell.

Thanks a lot


"Large or larger creatures using reach weapons can strike
up to double their natural reach but can’t strike at their
natural reach or less." (Core Rulebook p. 195)
A Reach weapon does not only add 5 ft. it doubles the reach. And without a Reach weapon he effectively has 15 ft Reach for whatever attack he chose for the Reach Evolution.
Where do you get 10 ft reach for natural attacks? It's 10 ft AFTER Enlarge Person. So you only add the 5 ft for the evolution.


I don't really want to to be honest. Having 145 squares threatened... naaah.. (and my interpretation what the same.. I don't think it was meant to be used for weapons)

And what about Eidolons and Disguise checks. The wording of the Disguise skill would give it a mere -2 penalty to be taken for a human, although there would still be that magical rune on it's head.. Of course you could cover it.. but a knight in black armor with a helmet, covering the helmet with some kind of cape.. seems even more suspicious to me.


Hey Guys,
so first of all I got into a discussion with one of my players, who wants to play a summoner in the upcoming Adventure Path. He schemed the following:
You take a biped Eidolon with some natural attack (like bite), 'Enlarge Person' it, give it a reach weapon AND take the reach evolution for that weapon. First Question is: Can the Reach Evolution be taken for Weapon attacks, and if yes, do you have to take them for a specific weapon type. I think general oppinion is, you can. But let's add all this up:
First of all, because of his natural attack he will threaten the 10ft around him, regardless of the reach weapon.
If we treat his base reach with that particular weapon as 5 ft. larger, and taking into account reach weapon rules, in my oppinion he should threaten 30 ft, with the exception of that one belt of 15 ft. distance. The 'natural' range of his weapon attack should be 15 ft., reach weapon makes it 20-30 ft. So overall his threatened radius should look like that:

xBB0WWW

with B being his Bite attack, 0 being unthreatened and W being threatened by his reach weapon.

You could also argue, that the 5 ft. extra evolution reach is added AFTER doubling the reach for the weapon, making his threat radius look like that:

xBBWWW0

With the first option he would threaten a total of 13*13-24 = 145 squares... What the heck? The second option gets 121.

My second question is: In the summoner rules it specifically says:
"The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. "
Looking at the Eidolon models we read the following concerning the "Bodyguard" model:

"The eidolon looks like a humanoid warrior. The natural armor of a Bodyguard eidolon appears to be a suit of metal plate, though this armor is actually part of the eidolon’s body."

In my oppinion the base rule should break that 'flavor' text, making the eidolon still look fantastical in some way. Which gives rise to another question: How do people in Golarion react to Eidolons/Animal Companions and the like.
Do people know about Summoners having some kind of outsider at their side? Are they permitted at places where no one is allowed to carry weapons?
I know this is more of a DMing question, but I'd like to know how you handle that. Or if you handle that at all.