Jardin

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Agent Eclipse wrote:

The person with deathwatch will know the illusion is not undead, thus not the lich is what I am taking from it.

I dug deeper because of the vague wording and "special abilities" and found this post from James Jacobs.

http://paizo.com/threads/rzs2ljov?Simulacrum#8

Looks like that blanket term covers type and alignment as well. So it would ping as undead.

I just read through it and James had this to say.

What about their creature type? Does it match the originals, or are they constructs?
They are not constructs. Creature type is the same as the original

Thanks for the help. This definitely answered my question. Deathwatch will show it as undead


Claxon wrote:

Wait...is he already a lich and do the players know?

If the players know he's a lich then the body wont matter. The players will go looking for the phylactery to destroy it.

In which case the lich simple disguise another item to look like his phylactery (using magic aura) and also hide the real phylactery.

Yes party knows he is a lich but has never seen him before. They got information on where his base is from a henchman that "let it slip".

And that's exactly what I'm doing with the phylactery. Just having it be in the room with magic aura on it. But as for when the simulacrum is destroyed it turns into snow. I'm sure that liches don't turn into snow when killed and that the cleric with max ranks in knowledge religion would know that. I'm just trying to figure out if said cleric would be able to tell that the simulacrum is not alive or dead or if it would read it as undead.


So I have a big bad lich that I want the PC's to encounter later in the game at a higher level. In order to fool the party into thinking he is dead he is setting up a simulacrum in his old hide out. Contingency effect in place so when the simulacrum is killed it pops an illusion of bones and cloth instead of ice along with fake phylactery.

However one of my players has deathwatch eyes. Which according to text.

"You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct)."

As for Simulacrum.
"Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only half of the real creature’s levels or HD. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Perception check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check."

Would he know this Simulacrum is neither alive nor dead? Or would the Simulacrum be shown as undead? Or would I need to make a Disguise check for him to see through?


So I have a character who took the feat.

Benefit: When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if you hit with any of your attacks, you can attempt a reposition or trip combat maneuver check as a free action.

My friends and I are unsure as to when exactly I get that free maneuver. Does it occur as soon as a landed hit is made? Or does it occur after the flurry?


Thanks. I had thought it would be more but wanted to be sure


I was wondering the exact scaling of a warlocks mystic bolt attack. The text is as follows.

"A mystic bolt deals 1d6 points of damage plus 1 for every 4 vigilante levels the warlock has."

Does that mean at level 4 he deals 2d6+2 damage with a bolt? Thus scaling like magic missile? Or does it just do 1d6+2 and scale like a cure light wounds spell?


The locals in the area are Hellknights. Were just outside of Fort Inevitable and heading to the Emerald Spire. So I could see the first being okay. It was the second with human worshipers of Norgorber that he had a problem with. Since I was beheading them and piking them in the room we found them in. But i figured Gorum would be fine with it since he detests Norgorber. That and the temple picture to back it up.


We were not defending a family or anything. For the bugbears we were ambushed by them on our way to our destination. After battle I took their heads and put them on pikes in the area we fought them.

For the worshipers of Norgorber we found a hideout of them and attacked them in their dining room. After the battle I went to get some javelins ready to set their heads on them and my DM said it was an evil act.


Currently playing a cleric of Gorum and in the Inner Sea God's PDF there is a picture of a temple of Gorum. The temple has trail markers lining the road that have heads on pikes. Most likely from enemies slew in combat. My cleric is Chaotic Good. Probably bordering on Chaotic Neutral. If he was to take the heads off the bodies of his foes and set them up in the area the battle took place would that be an evil act? Or would it be an honorable one to honor Gorum? I had done it before with bugbears and my DM said it was being questionable. The second time I wanted to try to do so was against worshipers of Norgorber. That time he said I was pushing it. I just want others interpretation on it. I know GM has rule 0 but this is just for myself as well in the future should I run a game with Gorumites.


So for this example say the enemy has an AC of 20. The rogue has a keen rapier. Rogue attacks said enemy and rolls a 15 with the rapier and adds his +4 to hit making it a 19 total. Due to the keen the rapier threatens a critical. I have him roll to confirm. He rolls a 10 with a +4 making 14 total thus not confirming. I told him he hits still but no crit, however another player who fancies himself a rules lawyer stated he misses anyway since the original "hit" didn't hit AC anyway.

So my question is. If I crit threat with a keen weapon and mess up the confirmation do I even hit if the original threat didn't hit AC?


So here is what the stone does.

This stone absorbs your soul as the magic jar spell immediately prior to your death. You can't transfer your soul from the ioun stone receptacle to another creature's body, and are, for all intents and purposes, dead. While your soul is in the ioun stone, you can sense any life forces within 120 feet as though you were placed in a magic jar. At any point within 12 hours of your soul's transfer into the pale orange rhombus ioun stone, you can return to your body as long as it is within 120 feet of the ioun stone. Upon returning to your body, you are unconscious and dying with a number of negative hit points equal to your Constitution score minus 1. If you fail to stabilize and aren't healed after 1 turn, you die and your soul is not absorbed by the ioun stone. Your soul can be absorbed into a pale orange rhombus ioun stone only once per 24-hour period.

My question is. A player of mine has 3 of these. Only 1 is bounded. Would the bounded one be activated first or would he be able to choose which was to be activated first? He is arguing that he would be able to use one of the unbounded ones first then be able to come back to his body and if he dies again he could then go back into the bounded one. I would think that the bounded stone would go first but I would like to know what everyone thinks.


Thanks guys. I'll be sure to let him know then.


I have a player who is insisting that It would be okay to take the same trait multiple times. The trait in particular is Clever Wordplay. The trait is as such.

Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

He is making a wizard and is hoping to make diplomacy and bluff INT based instead of CHA based. I've tried looking around but can't find anything that says if this is allowed or not.


So my players will eventually be fighting a dragon. I remember seeing an old issue of Dragon magazine that said you could build a boat with the remains and stuff. I may be wrong but I may have also saw something like being able to eat a Dragon's heart for a +1 or +2 inherit bonus to CON. And being able to use their claws or teeth for +1 daggers and swords. Any ideas for uses for dragon remains?


Claxon wrote:
awp832 wrote:

yeah, seriously. They are all up and arms because a daughter worked at a whorehouse so they murdered the owner and then... they want to run their own whorehouse? Seems like a huge disconnect.

Beyond that I am pretty sure that "I killed the last guy" does not make you the legal owner of the place. Just because they found the deed does not mean they are the owners.

It could in some weird evil society. But generally speaking...yes. And maybe they want to make it into not-a-whorehouse, but just a bar. Or something.

But you are right that it does seem odd as written.

It's a manor located in the worst part of town that is mostly populated by CN's, LE's, and NE's. The better parts of town are more LG and such and they don't bother with the riff raff in the slums. The deed was as pennywit pointed out being a bearer paper which is how the now dead owner had gained it in the first place. They have yet to decide what they want to do with the place though.


aegrisomnia wrote:
Strictly out of curiosity - I'm assuming that the PCs at least remembered to fire the daughter, right?

Haven't done so yet since I had ended the session there. We'll see what happens.


So last night my PC's visited the local whorehouse/thieves guild/fight club. The owner of it had actually got the deed to the place by killing the previous owner. One of my PC's had a daughter that worked there so he went all gung-ho and tried to kill the owner. Party backed him up and they managed to kill the owner and find the deed. So they asked if it was possible to have a weekly income from the place and also upgrade it like a business in other RPG's. Anybody have some suggestions on how to make some rules for this or something? Thanks in advance.


Bill Dunn wrote:
I usually downplay the mathematical dice rolling aspect. It's a game of role-playing fantasy adventures, somewhat akin to the stuff we used to do on the playgrounds as kids, but with more structure and sophisticated stories and rules. Players take on the roles of individual characters or heroes and a work with a referee who plays the world around them.

I really love this explanation of it. Very simple and easy to understand.


How would you guys explain pathfinder to someone new to tabletop RPG's in general? I've tried thinking of ways to describe it but the only thing that came to mind was "mathematical dice rolling with your imagination".


Ah thanks. I sometimes miss some of the other spell descriptions. I just remembered hostile action.


Suppose my bard casts invisibility on himself to stay behind and help turn the battlefield through support spells. Would casting dispel magic on an enemy that has just buffed themselves with Bull's Strength be considered a hostile action and end my invisibility?


Ah okay. Thanks for clearing that up guys.


So two friends were talking about the specifics of the Covering Shield feat. The feat states:

While using a shield of the type to which your Shield Focus feat applies, you gain a bonus on Reflex saves against area of effect attacks equal to your shield's base bonus to armor class plus any bonuses granted by feats or class abilities. This does not transfer any enhancement bonuses on a shield to Reflex saves.

One friend says that it applies to all AOE attacks. The second friend says that it only applies to AOE from that angle. His reason is that a fireball lobbed from behind wouldn't be blocked. So I'm curious who is right about this.


So I'm going to be running an evil adventure path (Way of the Wicked). I ran the idea of buyable feats by my players since I remember doing something like that in 3.5. You still got your feats from leveling but you could also exchange XP for them as well. The exchange rate for that was about 250xp. You also had to have enough experience to not "de-level" yourself. The players are up for it but think that the price should scale. Any advice on how to properly scale them? I'm thinking something like this.

1-5 = 250xp
6-10 = 500xp
11-15 = 1000xp
16-20 = 2000xp


Ah okay. Just read up on those now. Thank you very much!


So a friend and I were talking about bards and started to wonder if their inspire courage effect stack with each other. I tried reading the PFSRD but didn't see anything about it. So I was wondering if anyone has found anything on this before or has any input. Thanks in advance.


Peet wrote:

Your party does have an Inquisitor; unless he is evil he has CLW on his spell list and can always use a wand. Inquisitors aren't great healers but they can do it.

Using Heal skill as a healing method is perfectly valid and can easily work in a campaign that allows the party to camp for long periods in order to recuperate. A fast-paced game might not let you do that. Heal skill should never really work in combat except to perform first aid. You could houserule first aid to heal 1 HP of damage for every 5 you beat the DC by.

If the heal skill is the main method of healing HP damage though, then I would be inclined to suggest a house rule that reduces the DC of the treat deadly wounds application. I would suggest saying that the DC is equal to 30 minus the subject's constitution score, so high-CON characters are easier to heal. Also say that each 5 points you exceed the DC adds your WIS bonus to the amount of damage healed, instead of only once. Your front-line fighters will be easier to heal this way.

That may still seem high, but remember that you can take 10 on this check and there are items you can use to improve this. An ordinary healer's kit plus surgeon's tools adds a +3 to your check. Your GM might allow masterwork surgeon's tools or magical tools to do more. Healer's gloves stack with this bonus for another +5. Get another party member to aid you for an extra +2. If you have all those things you can take 10 and get a 20, even with no skill ranks.

As far as making potions without magic, the Master Craftsman feat (core) does allow a character to craft magic items without magic by making a craft check instead. Your GM could houserule the feat to allow craft (alchemy) to be used to make potions. You would not need the brew potion feat if this was the case. Don't worry about not being able to cast the spell; this is only a small obstacle in item crafting. Your DC to create a potion of CLW would be 11 without the spell and you can take 10 on the check. The other houserule to...

By far the best advice I have read. I'll definitely do what you said. I'm sure my GM would be very understanding and allow this! Thank you very much!


Hey everyone! So I'm preparing a character for the Skulls and Shackles adventure path. The party will consist of a Shark Shaman, a Viking Fighter, Gunslinger, Inquisitor, and a Songfilch (played by me). As you can see our party doesn't have a cleric or healer. I had given my character a background of a barber surgeon way before finding this out and managed to get a 14 in Wisdom. With that background I had put a point into heal and profession barber. So today I had found out we have no healer and that it's pretty much my job. My DM said I could come up with some homebrew rules that we could decide on to make my job as a healer easy. I saw some homebrew rules for alchemy a few minutes ago while searching. Can you guys help me come up with something like this?

- take the Brew Potion Feat (houserule it to bypass the spellcasting prerequisite)
- pay 50% of market price in raw materials
- Substitute casting of the spell with a Craft (alchemy) check.
- keep potion formulae in a recipe-book akin to a wizard's spellbook.

If anything I might just do that and have that be my level 3 feat when I reach it.