gratuitous math: 1d4+1 rounds requires at most 5 successful saves at most to end Assuming you they need a 20 to save (and thus 4 consecutive 20s for it to count), we have P(success)=0.05^4=6.25*10^-6 It was sometime in WW1 that RoW took place, assuming the hut only travels through space (but can do so faster than light). I'm going to go with 100 years as the time frame, since its 100 years after WW1 ended. That is 525.6 million combat rounds, according to Wolfram|Alpha. Normally, for binary things like this (taking one trial to be a set of four rolls), you would use a binomial distribution. I'm going to change the question from "at least 5 success" to "no more than 525 599 995 failures" In other words:
P(all fail)=1*(1-6.25*10^-6)^525600000*(6.25*10^-6)^0=2.18*10^-1427
Finally we get a probability of breaking themselves out sometime during 100 years of Spoiler: So I think they got away at some point0.999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 894
HWalsh wrote: Archetype 2
Mergy wrote:
Spymaster's Handbook wrote:
I don't feel like checking every archetype, but you could reasonably expect to identify alchemists, barbarians, bards, bloodragers, brawlers, cavaliers, wild-shaping druids, AWT-using fighters, gunslingers, hunters, inquisitors, investigators, kineticists, magi, media, mesmerists (provided you notice the stare, of course), monks, occultists, oracles, paladins, unchained rogues, shamans, shifters, skalds, slayers, spiritualists, summoners, swashbucklers, warpirests and witches after a quick look at their combat style and the other spellcasters with some effort directed at figuring out how they cast. (low-level) Rangers and chained rogues seem like they would be the hardest to identify.
Reksew_Trebla wrote: So the Koan build is impressive, but technically speaking, each item would have to make a saving throw. Only on a natural 1: CRB, magic wrote:
V does have an ability to deal more damage to objects, but nowhere in the breath weapon text does it call out an exception to the normal damage to gear. In other words, the items would take extra damage in the event they take damage, but them taking damage only occurs on a natural 1. breath weapon description: d20SRD, Varklops wrote:
For reference: Shield Brace wrote:
ACP wrote:
Tower Shield Specialist wrote:
Tower Shield Specialist feat wrote:
Phalanx Soldier wrote:
Mark Seifter wrote: If you play classes like cleric (which admittedly you might not), you still have to keep track of "I have 10 uses of bit of luck, 2 uses of tugging strands, 1 use of deflection aura, and 14 rounds of aura of protection" for instance. (incidentally, for those reading alon, who can tell me all the specs of my example PF1 cleric based on only this information?) Tugging Strands is the power of the Fate Subdomain, and 2 uses indicates a level between 14 and 19 inclusive: Fate subdomian wrote: Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th. Bit of Luck is by default 3+Wis, so ten uses would seem to imply Wis 24, but some FCB like the elven one increase this number. Deflection aura is from the defence subdomain of protection (fixed at 1/day), and the time on aura of protection locks the level as 14. The first deity listed that provides both these subdomains is the Empyreal Lord Chadali
SheepishEidolon wrote: Paizo seems to be very hesitant to brand a whole race as dumb. The entire Advanced Race Guide of PF1 has no race with an Intelligence penalty (and none with a Wisdom penalty, either). Catfolk, Fetchlings, Ifrits, Orcs, Gillmen, Vishkanya, and Wayangs are ARG races with a Wis penalty. Orcs, Nagaji, and Suli are int-penalty.
CorvusMask wrote: Core races are on average Neutral races though iirc Not by RAW: CRB, races wrote:
found under each race's "alignment and religion" section 3 good, 2 neutral, 2 undeclared one one axis, 2 chaotic, 1 neutral, 1 lawful, 2 undeclared on the other. Apparently core races tend towards the chaotic side of NG.
LuZeke wrote:
Noble Djinni wrote: CG Large outsider I don't want to turn this into an alignment thread, but I'm not seeing these two statements intersecting all that much.
AoN has its as ripsaw glaive, gnome
Here's a giant pile of literature. It's worth noting no paper supporting plasma cosmology has appeared in the last 20 years.
Interestingly, you are already houseruling if you decide to make a Lightning Bolt underwater spread out. It instead keeps a normal path (since containment was necessary even in air) but is invisible. Aquatic Adventures is the source, but I'm having trouble with getting an online citation (It's not yet on the PRD, and d20SRD was loading it's search extremely slow at the time I'm posting this.)
Quote: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. I would rule that both Boot Stomp and Heavy Weapons "improve its melee attacks" and would allow them on a skeleton. Irreligious does not, so it is dropped. Red Cap is dropped for being supernatural. As to your second question,
Quote: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A claw attack deals damage depending on the skeleton’s size (see Natural Attacks). If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better. Edit: ninja'd while researching
Some LE leaning cavailer orders:
Asp wrote: An order of the asp cavalier must endeavor to enhance her prestige, wealth, and power, as well as that of her patrons. She must endeavor to maximize her profits and efficiency, directing hirelings and even sacrificing them when doing so would further her goals and make her appear exceptional by comparison. Cockatrice wrote: The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power. Ennead Star wrote: The cavalier is a merciless champion of the law, and if he must crush dreams, coerce obedience, or slay in the name of law, that is a small price to pay for peace and progress. The cavalier must bring lawbreakers to justice, and when that is not possible, he must serve as executioner of that justice. He must also uphold the tenets of his Hellknight order.
Asmodeus' Advocate wrote:
According to the AoN archetype listing, tyrant replaces class skills, code, and fiendish boon. Bravo replaces armour prof, smite, mercy, spells aura of justice, and the capstone. They're as compatible as a paladin and antipaladin archetype will ever be.
weapon trick (one-handed) wrote:
Feat, requires BAB 1, gives things as you qualify. Probably not the greatest set of weapon tricks, but it exists.
graystone wrote:
Woodoodoo wrote:
AoN, Gillman wrote: Increase the medium’s spirit bonus by 1/6. Apparently from Blood of the Sea.
CrystalSeas wrote:
Certain creatures, including most non-Giant humanoids, do not have Racial HD. In these cases, they have a number of adjustments that define the race, but all their HD and most of their strength comes from having class levels. The presented Aasimar (incidentally the first entry in the first bestiary) is a level 1 cleric. It's extremely easy to make a player-ready build identical to the bestiary statblock, though your ability scores won't be very good by PC standards. As for anything else in the bestiaries, they're actually very close, just with their "class" being their racial HD. Appendix 4 of the Bestiary details using monsters as Player-controlled characters. It reccomends using standard classes for advancement since racial HD abilities are not standardized (A whale and a horse are both receiving the same type of HD: Animal type racial)
full text here: PRD, monsters as PCs wrote:
AlastarOG wrote:
You'll see a "+" in a box at the top right corner of any given post. Occasionally it will include the words "X people marked this as a favourite." Click the + to add yourself to that number.
The Cosmopolitan feat may be of benefit if you are looking primarily for extra languages.
Note that as written, a barbarian's rage and paladin class features require incompatible alignments from one another. Barbarian requires non-lawful, Paladin requires Lawful Good. Composite bows can use all feats that apply to their non-composite counterparts:
PRD wrote:
APG, races: Apparently, Dwarves are the least class-diverse among the core races. Quote: Dwarf cavaliers are almost unheard of; the few dwarven cavaliers are almost exclusively surface dwellers, riding on ponies or even giant boars. Not surprisingly, many dwarves see cavaliers as odd folk, not to be trusted. Quote: The general lack of flora below ground leads few dwarves to take up the druid's call. Quote: Most dwarves do not understand the powerful bond between a summoner and his eidolon, making this a rare profession for the stout folk.
PRD, environment wrote: Transparent Floor: Transparent floors, made of reinforced glass or magic materials (even a wall of force), allow a dangerous setting to be viewed safely from above. Transparent floors are sometimes placed over lava pools, arenas, monster dens, and torture chambers. They can be used by defenders to watch key areas for intruders.
Malik Gyan Daumantas wrote:
most of the time: PRD, weapon enhancements wrote: Conductive: A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, who takes the effects of the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, he may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of lay on hands ability (a supernatural melee touch attack) to deal greatsword damage and damage from one use of her lay on hands. This weapon property can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).
I believe it applies to outsiders of chaotic alignment. Note however that this will also apply to outsiders with the (chaotic) subtype regardless of alignment.
PRD, monster types ans subtypes wrote: Chaotic Subtype: This subtype is usually applied to outsiders native to the chaotically aligned outer planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature had a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields are chaotically aligned (see Damage Reduction).
PRD, Incorporeal wrote: Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally. PRD, magic wrote: Supernatural Abilities: These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.
Chromantic Durgon <3 wrote:
Depends on the feat itself: Fatiguing Stare wrote: When a target takes damage from your painful stare, Demoralizing Stare wrote: When you trigger your painful stare,
James Risner wrote:
Technically, you don't lose saves, HP, BAB or skills because they are not class features (i.e. they do not appear after the line "the following are class features of the _____"). This is why, should a paladin fall, "loses all paladin spells and class features" has a clause about armour/weapon proficiency, but not HP, BAB, base saves, or skill points.
Deadmanwalking wrote: A forcecage is, in fact, stopped (or more accurately temporarily suppressed) by antimagic field. All spells are. And her whole (pretty valid) strategy is not getting full attacked. If she's, say, 60 feet in the air with antimagic field...how's the Barbarian getting to her to attack her? Ranged full attacks are definitely an issue...but that's why she vanishes immediately after making one of her own. Actually, this is a possible point of contention that depends on references. AMF wrote: Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Forcecage has the same wording as to it's sturdiness as Wall of force, and thus it can be a reasonable assumption that it is also immune to the AMF spell.
Cevah wrote:
It's a pretty short archetype, only changing level 1 hex and patron.
SRD, starship combat wrote:
In other words, you can do this if you don't have a gunner or if the gunner is asleep on the job. In the latter case, have your captain wake up the gunner instead.
Mr. Bonkers wrote:
statblock for reference: A specialist in fear effects. darkness SLA, no darkvision. Bogeyman CR 10
Source Bestiary 3 pg. 1 (Amazon)
XP 9,600 NE Medium fey Init +9; Senses low-light vision; Perception +23 Aura deepest fear (30 ft., DC 25) Defense AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge) hp 93 (17d6+34); terrible rejuvenation 5 Fort +9, Ref +15, Will +13 DR 15/cold iron; SR 21 Offense Speed 30 ft. Melee 2 claws +13 (1d8+1/19–20) Special Attacks sneak attack +6d6, striking fear Spell-Like Abilities (CL 16th; concentration +17) Constant—detect thoughts, tongues At will—darkness, gaseous form, ghost sound (DC 17), invisibility, suggestion (DC 20) 3/day—crushing despair (DC 21), hold person (DC 20), quickened phantasmal killer (DC 21) 1/day—nightmare (DC 22) Statistics Str 12, Dex 21, Con 14, Int 15, Wis 16, Cha 25 Base Atk +8; CMB +9; CMD 32 Feats Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Mobility, Quicken Spell-Like Ability (phantasmal killer), Skill Focus (Stealth), Spring Attack, Weapon Finesse Skills Bluff +27, Diplomacy +20, Disable Device +15, Escape Artist +18, Intimidate +28, Knowledge (local) +16, Perception +23, Sense Motive +23, Spellcraft +12, Stealth +35; Racial Modifiers +4 Intimidate, +4 Stealth Languages Aklo, Common; tongues Ecology Environment any Organization solitary Treasure double Special Abilities Deepest Fear (Su) A bogeyman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer’s deepest fears. The first time it ends its turn within the aura, a creature must make a DC 25 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based. Striking Fear (Su) If a bogeyman confirms a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A DC 25 Will save negates this increase. In addition, a critical hit from the bogeyman’s claw forces any target that has successfully saved against the creature’s fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based. Terrible Rejuvenation (Su) A bogeyman gains fast healing 5 while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself. Many believe that the most cruel and mischievous fey become bogeymen as a punishment or a reward for their actions. Others see bogeymen as supernatural manifestations of society’s willingness to do itself harm. Bogeymen use their powers to haunt houses or secluded natural places where they can hunt prey unobserved. They relish using their ghost sound ability to hint at their presence long before they fully reveal themselves. It is not uncommon for a bogeyman to hide under a bed, or in a closet left slightly ajar, for days or even weeks, all the while feeding on its victims’ growing realization that they are not alone. The most evil bogeymen are those who abandon the tactic of feeding on one person’s fears at a time and take up roles of mass murderers or serial killers, or other pursuits designed to drive fear into the hearts of an entire city of victims. True to their name, all bogeymen are male. Sometimes, children whom they steal away to secret lairs emerge years later, transformed into new bogeymen, and return home to continue their supernatural father’s work.
Umbral Reaver wrote: I'm pretty sure we can have multiple deities of the same thing. lunar deific entities: I'm pretty sure you're right. thoth portfolio wrote: magic, the moon, wisdom, writing Tsukiyo portfolio wrote: Jade, the moon, spirits Jezelda portfolio wrote: desolation, the moon, werewolves ketephys portfolio wrote: the moon, forestry, hunting thoth portfolio wrote: magic, the moon, wisdom, writing Ashava portfolio wrote: moonlight, dancers, lonely spirits
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