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In pathfinder 1 I used to sent my eidolon to scout. We communicated via message spell. The worst scenario was, that he disappearead for one day.
Or somebody had figmemt familiar - same concept.
Or dedicated rouge (or investigator) with dampen presence (against blindsight), invisibility ring, pull ring of scentand wings of flying (against tremorsense) combined with magic aure (against detect magic and arcane sight).

Is there some easy way to scout reliably in Pathfinder 2?


Does war singer double ranges of all audible performances or do I have to choose only one?

And if only one - could I choose any time starting a performance or should I select one when taking the feat?


Thanks a lot


What magic items add bonuses to ability checks?

Our GM is using house rule about natural 1 - we roll dexterity modifier against DC 15. Something bad will happen if we loose. So we are looking for items which will increase our dexterity rolls.

So far I have found:
- belt of incredible dexterity: enhacement to dexterity
- pale green ioun stone: +1 competence and +1 morale (from flawed one)
- stone of good luck: +1 luck (which can be increased by taking fate's favored trait)
- greater hat of disguise: +2 size to dexterity


I think it will transfer the extraxt, but unless you have infusion discovery, it will became inert in an instant it is out of your possession.


Thanks everybody!


Thanks


Could I get both armor bonus from +3 bracers of armor and +5 stealth bonus from shadow +1 hamaraki?

Bracers of Armor wrote:
...Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.

It seems to me, that only special abilities of bracers of armor don't work (when there is larger source of armor bonus). But bracers of armor don't prevent armor special abilities from other sources (it looks like they intentionally omitted to mention it).


Would
Lure of the Heavens
protect me from being
tremorsense
d on first level?

I am thinking about one level dip into oracle with this mystery.

Tremorsense (Ex) wrote:
A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground...
Lure of the Heavens (Su) wrote:
Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks...


Natural 1s wrote:
Actually is there any other class or archetype which grants both Armor Proficiency and Arcane Casting without mentioning how it interacts with Arcane Spell Failure Chance?

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Spell Knowledge discovery: "Benefit(s) Select a single spell from the sorcerer/wizard spell list that is at least 2 levels lower than your highest-level extract known. You can prepare and cast this spell as an arcane spell."

So no other archetype or class. I hope, that we will collect enough FAQs to the original question so that it will be answered or errated.


Does Questioner (archetype of Investigator) ignore arcane spell failure chance for light armor and shields?

This archetype casts arcane spells drawn from the bard spell list instead of mixing extracts. But it looks like that the sentence about ignoring arcane spell failure is accidentally missing. Because it is usually mentioned in paragraph about weapons and armor (for example in Bard class). And vanila Investigator doesn't care about arcane spell failure, because he is not casting – it doesn't matter for them that they don't have paragraph about ignoring arcane spell failure chance.


Is there anobody else who finds it confusing and would like to know correct answer?


Is there anobody else who finds it confusing and would like to know correct answer?


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If alchemist has archetype Aquachymist – is it possible to elongate the range increment of bomb traveling above the water?

Pathfinder Campaign Setting: Aquatic Adventures wrote:
Because of the strange aquadynamic features of the aquachymist’s underwater bombs, they have a range increment of only 5 feet above the water.

Does it mean, that the base range increment is 5 feet, but it can be prolonged by other bonuses?

possible bonuses:

Longshot: +10 feet (untyped)
Bomber’s Eye: +10 feet (untyped)
Bombchucker: +10 feet (untyped)
Strong Arm, Supple Wrist: +10 feet (untyped)
Bomb Launcher: increasing to 30 feet (70 for rocket bomb)


If alchemist has feat Underwater Demolition – is it possible to prolong the range increment of bomb traveling through water?

Pathfinder Roleplaying Game Advanced Race Guide wrote:
If the bomb travels through water, the range increment is reduced to 5 feet.

Should it be reduced after all bonuses or before?

possible bonuses:

Longshot: +10 feet (untyped)
Bomber’s Eye: +10 feet (untyped)
Bombchucker: +10 feet (untyped)
Strong Arm, Supple Wrist: +10 feet (untyped)
Bomb Launcher: increasing to 30 feet (70 for rocket bomb)


I wol advice you to also take phalanx formation feat, so you can fight with the longspear over heads of your allies.


We are looking for new player for Way of the Wicked campaign in Prague (Czech Republic). We usually play once per month on Saturday from 3pm till 10pm.


Fuzzy-Wuzzy wrote:
This may be the best abuse of paragon surge I've seen yet, not that I've gone looking.

Only way to do it with nerfed Ring of Continuation

Fuzzy-Wuzzy wrote:
Natural 1s, personally I would let it work and make the full 8 hours' (if accelerated) progress... but I'm not your GM, whom you definitely need to consult on this one.

I am inclined to use rules for Adjusting Character Wealth by Level so there will be no wealth benefit – but no necessity traveling for cities to buy expensive magic items.

Renata Maclean wrote:
"If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks... You could probably get the 2-hour's worth of work, though"

Seems reasonable even with strictiest GM following RAW.


I have similar idea.

Being 10th level sorcerer (and 11th level caster due to crown of kobold king) with four lesser metamagic rod of extend.

So I can cast 12 times paragon surge to get Craft rod for total of 264 minutes = 4 hours of accelerated crafting + additional 24 minutes for casting and small pauses.

Does my character meet prerequisite to craft rods?


I like these guides:
Summoners - Specialist Sorcerors with a party of their own
Why work when others can do it for you - a guide to Monster Summoning
Summoning Information - a guide to an alternate Eidolon (using edidolon as guide)

do not forget to change to READ ONLY in right upper corner

I am building my own (not unchained – unchained is bit nerfed) using variant multiclassing into bard so that he can also buff (inspire courage) his minions and has reliable knowledge about enemies.

I can also share my spreadsheet with spells, spell like abilities and effect of summoned creatures.


RAW: it raises Difficulty check when trying to use Intimidate skill to frighten your opponent. So it is harder to frighten anybody.
RAI: it makes you more scary because it is harder: "... to resist any Intimidate checks you make."


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Main benefit of Sleuth is replenishing luck when she rolls 6 on inspirational die when investigating.


Gedonnas wrote:


Thank you for all those informations, but now I have fresher ones :d Would you recommend medium armor proficency and multiclassing for STR build ? And what minimum number would be good for DEX in a STR build ?

You don't need medium armor proficieny with mithral kikko or mithral +1 comfort breastplate.


SiuoL wrote:
A cracked Pale Green Prism (Ioun Stone) gives you +1 circumstance bonus on attack for 4000gp flat that works regardless what weapon you hold. It's a far better choice than spending it on a weapon that you might not get to use. General rules, you only invest damage on weapon, anything else can be done with other items or with enchantments. Bypass DR count as damage in investment terms.

it is competence bonus


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questioner investigator, because he is proficient with light armors and is arcane caster (same spells as bard) but has to apply arcane spell failure. If he takes arcane armor training he will have to use swift action which are really needed to use quick study. So at least give him talent which negates 10 % of failure without spending swift action.


We are preparing our characters for the Way of the Wicked campaign and we should choose one of the crimes which is connetct also to some trait bonus. I was thinking about Heresy which has this benefit:

Way of the Wicked: Player's Guide wrote:
You receive a +1 trait bonus on all saving throws against divine spells.

Will it also apply against divine spell-like abilities?

Spell-like abilities functions just like spells:

Magic – Special Abilities – Spell-like Abilities: wrote:

Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is granted.

(Paizo PRD bolded by me).

Also here is official answer that some spell-like abilities are divine.


Is there any way to prepare Familiar (feats, evolutions, spells, magic items), so she can scout without fear to be found (and captured / killed) by creatures with Blindsight?

I know about Dampen Presence, but am unaware of mechanism for Familiar to get it.


Actually is there any other class or archetype which grants both Armor Proficiency and Arcane Casting without mentioning how it interacts with Arcane Spell Failure Chance?


avr wrote:
Wrong. Eldritch scoundrel rogues, kensai maguses (& another magus archetype or two IIRC) & geisha bards all have no ability to cast in armor without arcane spell failure.

I found time to check these archetypes and all of them specifically mention, that they loose clases' ability to ignore Arcane Spell Failure. That Rogue's achetype even doesn't need to mention it. So I still think they just have forgotten to write it in Questioner and RAI – he should ignore Arcane Spell Failure in light armor.

rules:

www.d20pfsrd.com wrote:

Eldritch Scoundrel

Armor Proficiencies
An eldritch scoundrel is not proficient with any armor or shields. Armor sometimes interferes with an eldritch scoundrel’s gestures, which can cause her spells with somatic components to fail. This alters the rogue’s armor proficiencies.
Paizo Pathfinder Reference Document wrote:

Geisha (Archetype)

Weapon and Armor Proficiency: Geisha are proficient in all simple weapons and one monk weapon. Geisha are not proficient in any armor or shield; unlike bards, geisha are subject to arcane spell failure even when casting in light armor or when using a shield. This replaces the normal bard armor and weapon proficiencies.
Paizo Pathfinder Reference Document wrote:

Kensai (Archetype)

Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
www.d20pfsrd.com wrote:

Bladed Scarf Dancer

Weapon and Armor Proficiency
A bladed scarf dancer is proficient in simple weapons and bladed scarves. Additionally, a bladed scarf dancer can wield a bladed scarf as a one-handed melee weapon. A bladed scarf dancer is not proficient with armor or shields and suffers the normal arcane spell failure chance when casting magus spells while armored.


Thanks for answers!


Thank you everybody :)


Gallant Armor wrote:

A +5 tattoo of mighty fists would cost 200,000 GP. If you want to have an Amulet of Natural Armor +5 as well in that slot there would be a total cost of 250,000 GP.

Using item stacking, the Amulet of Mighty Fists +5 would cost 100,000 GP, and the Amulet of Natural Armor +5 would cost 75,000GP for a total of 175,000GP, saving 75,000GP.

Can I also stack Agile?

Like +5 Amulet of Mighty Fists (100,000 GP), +5 Amulet of Natural Armor (75,000 GP) and Agile Amulet of Mighty Fists (6,000 GP)?


Purpose is to also get full +5 enhancement Amulet of Mighty Fists which overcomes even align-based damage reduction.


Does anybody sell service of Inscribe Magical Tattoo?

My character wants to pay some NPC to get tatto of Agile Amulet of Mighty Fists.
I don't want to spent one feat to get only one tattoo.


Is it possible to create +5 enhancement and Agile Amulet of Mighty Fists?
So it will overcome Alingment-based Damage Reduction and use Dexterity for damage.

For example using Multiple Different Abilities from Magic Item Creation rules?

I am building dexterity based natural attacking character and looking for viable magic items.


Questioner archetype has cantrips.


I am using bloddrager (draconic + primalist) and dragon disciple. Lot of natural attacks and pounc + fly at 12th level. I have made some praparation for leveling in google docs: spreadsheet with feats and doc with abilities and equipement.


You can play brawler and choose from different combat feats for each combat.


powerdemon wrote:
Chess Pwn wrote:
powerdemon wrote:
Remember when multiclassing that you only get +1/2 at level one if that is already a good save for you.
what are you talking about?
It was a sidebar on the pfsrd I saw a while ago of a developer post. I can't find it again. Oh well.

These well balanced variant rule from Unchained.


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Try this guide Thus She Spoke: The Words of Power Sorcerer.
Page 5 –

A Backtrack on Blasting wrote:
Problem C: Feats/Bloodlines that Funnel. Great, so you’ve chosen a Red/Fire Draconic bloodline and have taken the Elemental Focus line to pump the Save DC on your Fire spells. Now you’re up against a fire-immune Bearded Devil...now what? A Words of Power user can just tack on a 0th level Flame Jet onto a 2nd level Frost Fingers for a 3rd level spell that deals cold damage... yet still gets all the bonuses from the fire feats and bloodlines (the spell still has a [Fire] descriptor, after all.) Those feats which ordinarily trap you into a single element actually help out with all the elements.


Because I was using them to powerbuild :) It seems more balanced (less favorable for dipping – particurarly full BAB).


Scott Wilhelm wrote:
Your article seems to leave out Saving Throws and Spell Resistance. How do you defend against that stuff?

He has covered it in his previous article BENCH-PRESSING: CHARACTER CREATION BY THE NUMBERS.

Scott Wilhelm wrote:
Most of my characters don't have spell resistance, but most of my character builds multiclass extensively, and their saving throw bonuses end up getting wicked high.

I switched to Fractional Base Bonuses after they were published. It is more balanced and prevents wicked dipping for saves.


Isn't Fire Giant overpowered for CR 10 creature?

Monster Creation High Average Damage should be about 45 (if all attacks in full round attack are successful) for CR 10 creature. Without Power Attack his highest damage output (wiout criticals) is 76,5 and 103,5 with Power Attack. The damage output is about CR 18, chance to hit (+18 on Low attack) is about CR 15, Hit points about CR 11, AC about CR 10, good save about CR 10, poor saves CR 7,5 (avarage). So on average Fire Giant should be about CR 12, not CR 10. Pretty strong melee with bad Reflex.

CR 10 creature should have around 12 BAB (8 for Feys; 11 for Abberations, Animals, Humanoids, Oozes, Plants, Undeads and Vermins; 12 for Dragons; 13 for Constructs, Magical Beasts, Monstrous Humanoids and Outsiders).

I would use natural attacking full BAB for benchmark (APL+2) with same number of them as appropriate number of itterative attacks (maximum of 3). Low Attack and divided High Avarage Damage between attacks (due to power attacking). So benchmark for 10th level would be: bite +15 (18 damage), 2× claw +15 (18 damage).

What do you think Le Petite Mort?


Thank you everybody for answers.


Drahliana Moonrunner wrote:

I don't bother analyzing HOW things are done. The rules are rules. You are using your versatile performance in place of whatever ranks you may have in using the associated skills, not in addition to. That's why those are perform checks.

Versatile Performance gives you a lot of mileage but it does come at a cost. It does not qualify as actually having ranks in the associated skill.

Do you mean that dancing (substitute for acrobatics or fly) bard in heavy armor doesn't care about armor check penalty when she is jumping?


Will investigator get free use of inspiration on Diplomacy if he has expanded inspiration talent and is using his oratory (performance) skill bonus due to versatile performance (he has bard as secondary class)?

Expanded Inspiration (Ex) wrote:
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.
Bard (secondary class) wrote:
A character who chooses bard as his secondary class gains the following secondary class features...Versatile Performance: At 11th level, he gains versatile performance in one Perform skill of his choice. He can retrain all his ranks in the two associated skills for free.
Versatile Performance (Ex) wrote:
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill...The types of Perform and their associated skills are:...Oratory (Diplomacy, Sense Motive),...


I am currently preparing natural attacking (1 level dip into draconic urban bloodrager) dexterity based investigator. Core ingredients: Weapon finnesse (dexterity to hit), Piranha Strike (swaping to hit bonuses from studied combat to damage bonuses), agile amulet of mighty fists (dexterity to damage) and adding new natural attacks (polymorph effects or amulet of rat fang and helm of mammoth lord). Quick draw feat and quick draw shield to increase AC outside his turn, mithral kikko armor.


a. 3 400 Cracked amber spindle ioun stone +1 resistance bonus on one save (stackable with itself till +5)
b. 4 000 cracked pale green prism stone +1 competence bonus on saves
c. 20 000 stone of good luck +1 luck bonus on saves
d. (trait) fate's favored to increase luck bonuses by 1
f. 28 000 flawed pale green prism stone +1 marale bonus on saves
e. +1 courageous special magic weapon ability granting increasement to morale bonuses (min 1, max half weapon enhancement), you can put it also on gauntlet or amulet of mighty fists or bodywrap of micghty strikes


thanks


Will my character lose his claws (gained by 1 level dip in draconic bloodrager) and fast movement when using Alter self to change to Charau-Ka?

The rules for Magic – Transmutation – Polymorph

state wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function.

I am inclined to read the rules in a way that fast movement and claws will remain because they are added by the class feature. But I am not sure.

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