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




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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?


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


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.