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Sorry if this has been asked before but I did a search and couldn't find a definitive answer. We just started playing the card game and through the first 3 or so play throughs I couldn't find how I am to add cards from other adventure decks to the base set. For example I have the Rise of the Runelords boxed set, and I want to add adventure decks 1-3; do I just add the cards to the base "B" set and shuffle everything together, or do I take cards out of the base set and replace with higher level adventure cards?

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So had this come up last session...

Party had finally made it to the BBEG fight. This gist of which is a powerful demon arrives to destroy the party, unless they can destroy an evil artifact first. The wizard in the party decided on his turn that he would climb on the platform with the artifact, impact a Bead of Force at his feet and voluntarily encapsulate himself, thus putting him and the artifact in a Resilient Sphere and buying him time to destroy the artifact. Simple right? Well part of his plan was to summon Lantern Archons to help him destroy the artifact. Well I looked at the item and the spell and ruled that he cannot summon creatures into the sphere with him. The basis for my decision was the line in the description of Bead of Force; "Nothing can pass through the sphere, inside or out, ". Although the item simulates a Resilient Sphere spell, there are some glaring differences to the actual spell effect. Such as it is target-able by Dispel magic, cannot be damaged by any means short of Disintegrate, Rod of Cancellation et al. Also I looked at main purpose of the item which seems more in effect to capture enemies. It would stand to reason that an item that is used to capture someone shouldn't also allow them to get out by teleport, DD, Plane Shift etc. Also even though I cannot find any actual reference to summoned creatures being teleported under Conjuration Summoning, there is a mention of summoned creatures under teleport sub-school, although there is no specific mention that Summoned Creatures are teleported it stands to reason they must get to where they are going somehow. Regardless, the way I read Bead of Force is other than the few specific ways to either destroy or get around this specific version of Resilient Sphere that it creates, nothing can get in or out via any means.

In the end I capitulated as the encounter was quickly falling apart, however I was wondering if I was wrong or right in ruling that nothing should have been able to get in or out? What are your thoughts?

The Exchange

Besides Cavalier and Paladin are there any other classes or archetypes/ Prestige classes that provide the Mount class ability?

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I know this is gonna come up soon in my game. Can I get some thoughts on how these 2 feats interact in game and possible why (rules wise)

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Please deactivate my Pathfinder Player Companion,and Pathfinder Roleplaying Game subscriptions.

The Exchange

Having trouble deciphering how to calculate "level adjustment" for Advanced and Monstrous races. On page 219 in the box titled "Challenging advanced and monstrous races". The second sentence reads "The basic guildline for accomplishing this is to treat a group of characters with advanced and monstrous races as a level or more higher for a number of levels base on their RPs spent, using the following chart."

This seems to be assuming that ALL players are playing advanced or monstrous races. But what about a party where everyone is playing a base race but one person wants to play say a half Ogre? How do you calculate this person's level adjustment? I am assuming the chart can be used for one character as easily as it can be used for a full party but it really doesn't say so. I don't think it would be fair to all the players who are playing base races to be on an "even keel" levelwise with the player playing the Half Ogre. In 3.5 we used level adjustments to add non HD levels to a player whos character was more powerful than a base race. Where is this fairness?

The Exchange

I have a fellow group member who is taking this PrC. Bear in mind this PrC fits with our campaign and befits this players character. My question is about the level 5 ability Undeath Initiate (Ex).

The player in question believes that he can become both a Lich and Vampire simultaneously applying both templates. I notice that the last sentence in this ability's description states.."This makes transformation into a lich AND and vampire among the most appealing options for an agent of the grave seeking undeath." emphases mine. On the surface it seems that that is what this ability allows, but the mechanics of placing both these templates on one person seem hard to make happen. My question is:

1. Is this how this ability is supposed to work?

2. If yes then HOW! lol

Thx...

The Exchange

Ok here's the scenario: A fighter using gauntlets and a Robes of the Monk wondrous item. What is the unarmed strike damage when using the gauntlets 1D3 or 1D8?

Please explain your answer...

Thx!

The Exchange

1 person marked this as FAQ candidate.

As our fledgling group delves deeper into the PF game my players have started to find the "best" paths or min/max paths for their respective characters. I have a fighter in my group atm that it creating a TWF Shield bash build. As I am an old DnDer I take alot of preconceptions from 3.5 and unconsciously apply them to my PF game.

When my player showed me Improved Shield Bash I thought it was a typo. Improved Shield Bash is far better than Improved Two Weapon Defense, so much so its seems PF wants to push fighters into Sword and Board build exclusively. But what my player showed me next just blew me away. Shield spikes coupled with Shield Bashing magical ability. At only a +1 cost to his shield he can now triple die bump his shield damage!

I'm sorry but doing 2D6 with your Off hand whilst still retaining shield bonus seems untterly broken and I told him he could'nt do it, even thou now I see it is a legal build. IMO this has effectively eliminated TWF as a viable min/max and has relegated it to a colour build. I would hazard to say that Sword and Board far out weighs Two Handed fighting as a min/max build for ANY fighter.

Am I reading this right? Alot of the archived threads I've read seem to back this up, but there also seems to be alot of gripping over Improved Shield bash and Shield Mastery. But the Shield spike + Shield Bashing ability stack just puts it over the edge for me. I have always told my players that they cannot "bump" their weapon damage dice more than once. The only exception being Large build, permanent Enlarge person etc. This player at level 7 has an insane AC 26 ish and can deal full attack damage in the 40-60 damage range, currently because he hasn't taken power attack but his potential to do damage is unprecedented and easily game breaking.