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By common sense, I'd say no. Under construct rules nothing specifically calls it out, since it's a Will save and not a fortitude save and channeling isn't technically magic. Also from variant channeling, Forge healing can affect constructs. Does this mean normal channeling doesn't affect constructs?
New Pathfinder gaming group forming in Indy area. Sunday afternoons w/ seasoned gamers, high tech and high fantasy style of play... plus free snacks and soda. We'll be starting the Iron Gods adventure path, a high-tech and high-fantasy setting. Everything from laser rifles to psionics and lost Azlanti technology and fallen ships from space. Face the evil of the nefarious Technic League, the cruelty of native Barbarians and the autocratic Black Sovereign that sits upon his iron throne in the capital of Starfall. We'd be looking to startup a few weeks after the convention (convention is in mid-April). Drop a PM if interested
So I am starting PFS Core. I want to exploit a recent PFS blog entry entitled "Learning Exotic Spells". Goal: Learn wizard spells from ACG, APG, Ultimate Magic, Ultimate Combat, APG, ISWG, etc. al. How: Assemble a list of modules with enemy wizards, magus or arcanists in them, so that we can collectively play them in order to learn non-core spells in PFS core. Result: Wizards are, once again, the undisputed God class that makes DMs from Gencon to PFS Core tables cry bitterly into their screens, because we have found a way to lose absolutely nothing in PFS Core, save a few petty archetypes and sub-schools. So I propose that we assemble a list of such modules that have scrolls, NPC wizards (and more importantly, their spellbooks) and profit.
RAW, I can't find where it says it does. Mythic Smite (Su) As a free action, you can expend one use of mythic power to regain one use of your smite evil ability. For the rest of your turn, your successful attacks against evil creatures bypass all damage reduction. You must have the smite evil class feature to select this ability. Is it only for the rest of your turn? Does this ability seriously not give Paladins the ability to overcome DR/epic?
Can spell combat be combined with bladed dash? Full attack action says you cannot move during a full attack (spell combat is a full attack aciton, as of latest FAQ). Spell says you can move. Which is it? If you spell combat in this way, can you still make another of your attacks a spellstrike, or does the bladed dash count as your spell for the limit of 1/round?
There's a player in one of my games that takes 1 level of inquisitor, takes the channeling scourge feat and then targets living with his channel negative energy to deal damage. He is arguing that the death's domain ability Death's Embrace gives him the ability to include himself in the effect, targeted as a living creature, and then heal from it. He also argues the effect stacks with all his damage die because of channeling scourge. Is this rules as written?
So I am tasked with playing the group's white mage. I am playing a cleric with the merciful healer archetype. Yeah, I already know it's not "optimal", it's for flavor. What are good mercies for this AP? Here's the list... At 3rd level: fatigued, shaken, or sickened At 6th level add to the list: dazed, diseased, or staggered Add at 9th level: cursed, exhausted, frightened, nauseated, or poisoned Add at 12th leve: blinded, deafened, paralyzed, or stunned
So I'm starting a prison campaign with my friends. The party are evil and neutral PCs who are either rightfully or wrongfully in prison. The setting is in Taldor. The characters have a reason to be working together (Evil is not Murderhobo trope...) I am aiming for a theme of showing how decadent Taldor's society is, how 'evil' is really practical in some circumstances and how "Lawful Good" isn't really so different from evil, at least in practice. What I'm struggling with is... what magic items should exist in a prison? Should or can the prison be a self-sustaining community? Is it too cheesy to include a series of dungeons under the prison? What encounters can I plan for the (evil) PCs in the prison? What fantasy literature/movies can I find about 'real' prison life? Mostly looking for commentary or advice from people that have ran similar campaigns.
Mythic Adventures wrote: You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains to your list each time and adding their spells to the list of those that you can cast. 1) Does the mythic character himself gain access to these domains and their associated domain powers? 2) Can a neutral aligned character select any two domains he wishes, or do they still have to be alignment domains?3) Can the original 2 domains you choose be subdomains? 4) Can the user of this ability choose to venerate himself as a deity and therefore grant himself domains? Or can he only grant other people domains? 5) What does "you may change your spell domains to those you grant others" mean? Does it mean you can still only have 2 domains, or does it mean you can change the domains you give others? Wording here seems really clunky. My 2 copper... seems like a pretty solid ability either way. Especially if you can grant yourself domains. Possibly bordering on overpowered.
Drow seem to be pretty much universally reviled in lore. Subject says it all. The way I am reading evil vs good in the alignment rules, it seems to only apply to humanoid creatures and to core races. As such, killing intelligent undead, monstrous humanoids (kobolds, drow, etc.) on sight is not inherently evil. But rather a matter of killing them before they kill you. Let's keep the Paladin code of conduct out of the discussion, as Paladins are extremely rare in the setting in question (i.e. not a player class).
I'm a somewhat new DM, and I'll be running an internet campaign soon, where the PCs are convicts. Advanced Class Guide is not being allowed. - One player is complaining Advanced Class Guide and psionics are part of core material. Is it better to just let this guy go or try to entertain him? My reason is pretty much that I think ACG is overpowered, and psionics is silly 3PP bull-hockey. -How should I deal with characters such as Sorcerers or Monks? Would the NPC guards be able to tell these sorts apart from other inmates and take precautions (such as manacles, rope, etc.)?
Sacred Summons: Prerequisites: Aura class feature, ability to cast summon monster. Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round. It says when "using" summon monster. Does that mean you can combine this with scrolls or wands? Seems sort of overpowered, but how does Pathfinder Society run it?
Level 7
Race: Aasimar Agathion-Blooded (before they make it illegal!) Base Stats w/ racial bonuses: 7 STR 8 DEX 18 CON 14 WIS 18 CHA 12 INT Skills: Focus on Knowledge (religion, arcana, planes), Perception, Spellcraft, Heal Deity: Desna (could just as easily be Sarenrae)
Domains: Luck (for Bit of Luck, domain spells), Healing (mostly SUCKS, except Healer's Blessing is pretty cool for when you need free heals) Abilities: Channel Pos Energy 5d6, Cleric
Gear: Phylactery of Channel Pos. Energy (adds to Oracle pool, plus Cleric pool of channel energy since item doesn't specify...)
Feats: 1 - Extra Channel
Common Critique: BUT.. BUT.. NO DPR. Yeah, that's sort of the point. You really cannot end every combat in 1-2 rounds in Season 5, at least in my experience. You could make the argument that Blessing of Fervor, Bless, Bit of Luck and other Cleric buffs do a lot more for DPR than most might think... but meh. I'll leave that proof to the Excel-fu masters. Common Critique #2: BUT BUT COMBAT HEALING ISNT OPTIMAL. Until your party fighter goes down from the DM's lucky d20 and a confirmed crit. Common Critique #3: BUT -14 PROF PENALTY. I don't care, because I never swing a melee weapon or ranged weapon period at all, like ever. Way I figure it, between Bit of Luck, spell buffs, item buffs keep me busy. Any constructive criticism you guys can provide for this build?
Does Healer's Blessing increase the casting time? I notice with other effects such as the Arcane Bloodline (for sorcerers) it specifically mentions that there is no casting time increase. For those too lazy to hit the SRD: Healer's Blessing: "Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat." SRD on Metamagic and Spontaneous Cure spells: "Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature's ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast." At a first glance, this reading would make Healing Domain absolutely worthless, as it would actually gimp in-combat healing. Since it's "automatic" empowered, the Cleric can't even turn this ability off.
The spell doesn't seem to specify clearly how the disk moves, but it says "unless otherwise directed". Does this mean I can cast a floating disk in combat and let a melee character ride on it? So on my round, I move the disk (and melee) on it in to combat position by directing it up to 30 ft. Melee's turn, he 5 foots off the disk and full attacks. Issues addressed: -Melee riding the Disk now circumvent all forms of difficult terrain
This combination seems somewhat overpowered. Furthermore, could I just make a gnome and ride my own disk, along with said BSF type?
So one of my PCs plays with an Intimidate build. Antagonize seems like a slightly OP feat, considering it can force an enemy to attack one player. I'm looking for a house rule to balance this out. Ideas... 1) Immune to fear = Immune to all forms of Intimidate, including Antagonize 2) Creature must understand your language, disallowing all gesture taunts 3) Immune to mind-affecting = Immune to Antagonize 4) DC increases as per size modifier on creature What says the community?
1) Grease an enemy monk grappler's hands to give him permanent -10 to grapple
Also can I combine these with persistent spell, spontaneous metafocus and magical lineage trait and wayang spellhunter trait to force the enemy to make 2 reflex saves from level 1. As a standard action through spontaneous metafocus?
So I'm throwing a blaster sorcerer together. Cross-blooded Orc/Draconic. Traits are magical lineage and metamagic master. At level 8 if I get my caster level to 12, (Spell Specialization Fireball, Mage Tattoo, Trait) and apply Metamagic Master and Magical Lineage... Can I make an Empowered, Intensified Fireball for total cost +1? And have it be 1.5*(12d6 + 24) (extra damage from bloodlines)?
So I'm running with a group that's mostly melee. They lack CC and support right now so I'm rolling sorcerer. Decided on Arcane bloodline. Looking at the race Samsaran because I love the fluff of it. I'm stuck on "Mystic past Life". What class and spells would be best to pick with this ability? If I'm reading it right, I pick 5 + INT spells from another class spell list and add them to my spell list. What spells/class would be best for a purely support/control sorcerer? I'm thinking of going Bard/Alchemist to pick up spells like lesser restoration, Heal, etc.
If I'm reading the spells right, can a sorcerer cast Mage Hand or Spark to escape ropes without an Escape Artist check? It seems Mage Hand might not need a somatic component in this regard since the spell says only you point a finger. Spark says "V or S" So can you just burn the rope as an unattended magical action? (albeit, very slowly by targeting the fibers?)
How would you create 5 adventurers to challenge your players? Think a rival party. The enemies are level two NPCs. They have PC wealth and feats/abilities that are totally optimized, and optimized spells, SLA and so forth. 1) What is the party layout? Who is the leader? 2) Battle tactics? 3)What feats should they take? I'm not looking for full stat blocks of course, just ideas (:
Rules: 20 point buy. 2 traits. Starting gold is restricted due to party wealth. Mythic tier after level 6. Zen archers, gunslingers and synth summoners are banned. As are psionics (and all other 3PP). Starting level is 3rd. Core races only plus Aasimar or Tiefling, because the DM doesn't want min-maxy racial builds, considering 99% of Golarion is Core Races... Current party is a battle bard, a lock-stock-and-barrel cleric, melee paladin and a classic conjuration wizard. I'm looking for a thematically appropriate build to even out above party
TL;DR: I need a full martial class to throw a vampire template on. He should be 6 levels of some full BAB class. I'm giving him PC-level wealth in addition to the vampiric template and weapons specifically meant to slaughter good. Long story short, I'm running a 1-shot. Ustalav noble hires 4 adventurers, vampire hunters, to track down his kidnapped daughter. He believes a corrupt vampire lord, LeMort, has taken her and plans to turn her. The PCs must find LeMort and stop him before it's too late. The plot twist is that the nobleman is actually a vampire-worshiping human. Chaotic Neutral, and totally insane. The daughter was sacrificed, brutally raped and eaten long ago. Personality: LeMort is a calculating, deliberately evil vampire lord. He's unnaturally intelligent, ruthless, cruel, petty, vain, aloof and has a few compunctions. He only hunts people that challenge him. He prefers the hunt to the embrace. He has a rotten habit of underestimating his prey and playing with his food. He uses the corrupt barony of the surrounding prefectures to obtain his quarry. That said, he specifically has them attract vampire hunters and he tracks them, breaks their moral spirit and ultimately brutally kills them. Any ideas?
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