Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
◆ Stride
NOTE: Not sure if the column has been destroyed or not. If not Doxie will move to catch #3 and the column. If it is destroyed, he will move like on the map and catch #3 and the larger Protean. 4d12 ⇒ (4, 2, 3, 7) = 16 Electric Damage Crap Damage
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
◆ Get on Doxies' back.
"Meet you at the bottom"! I believe Doxie gets one action which she will use to climb down 35' I don't believe there is a "controlled Fall"... i.e. jumping down in PF2e.If there was a way to reduce the damage then Doxie would jump down the final 15'
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
Level 7 Oppa and Doxie: Oppa:
Doxie:
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
"I'd like the other Dragon Breath potion so I can be like Doxie, one of the Elixirs, and one of the antidotes as well". He then moves over to Doxie and scratches her in her favorite spot. "I'm about spent on spells, so a rest would be advisable before we go on". How would Oppa go about purifying the gold. Crafting? RK Crafting (for how to purify the gold). 1d20 + 13 ⇒ (3) + 13 = 16
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
Oppa walks around with Lyra assisting with the healing (+11... but you don't need it :-) Doxie lays in the shade licking her wounds and trying to get the spider taste out of her mouth. "Maybe we should look around and see what is left behind... then figure out what we should do now".
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
I believe since Oppa and Doxie share a pool of HP they're both down 32 thanks to the critical. Fast healing (6) should bring some back at the end of our turn for another (2) Rounds. ◆ Command Doxie
1d20 + 12 ⇒ (19) + 12 = 31 Ball o'mud
"Come on girl! We got this".
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
Oppa is out of 3rd level slots for now, but to clarify for the future If Doxie is attacked does the "Wooden Double" reaction spell apply to her as well or only to Doxie. Some of the eidolon abilities are a bit confusing.
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
LOL! Not sure what I'm attacking. For a color blind person this is very confusing... so if I mistakenly attack the wrong thing... sorry in advance. :-) ◆ STRIDE
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
"Please be calm and speak quietly. We are here to gather information only... and have no ill intentions towards you". Oppa casts "Remove Fear" on Hezle. Not sure if there is a bonus for having Doxie with me. He places his hand on Hezle's shoulder. "The fact that we haven't attacked... though we have a fierce dragon with us is all you need to know. As Lyra asked what the goal of this place is, who is behind it, and what part do you play in this unfolding situation"? 1d20 + 12 ⇒ (6) + 12 = 18 Diplomacy This seems like an important moment so I'll spend my Hero Point here. 1d20 + 12 ⇒ (17) + 12 = 29 Diplomacy re-try.
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
1d20 + 13 ⇒ (9) + 13 = 22 Nature
Oppa notices the creature as she walks by but is distracted with keeping Doxie under control and really doesn't pay much attention to his surroundings. Doxie lunges at the creature sniffing heavily and trying to make friends. Oppa has to shush her several times and tries to coax her onwards. "Come on girl. Look they're eyes there in that pile of mud. Better stay sharp".
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
◆ CAST: (Lifelink Surge) Doxie gains Fast Healing 6 for (4) Rounds
"Come on girl. Quit playing with your food".
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
Stom Flintheart wrote:
Agreed. Uou're gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. And AC is a DC. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
◆◆ CAST: Forbidding Ward on Samael
Spoiler:
for one minute you ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects ◆ Command Doxie "I know you don't like the taste of brimstone girl, but we'll have a delicious snack later".
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
Once Doxie gets over the disappointment that "Frog-legs" weren't on the dinner menu for the evening she takes out her frustration by helpin Stom push the pillar over. Oppa sits in the shadiest spot he can find and relaxes after the scare of the encounter a bit distraught that he had damaged these friendly grippli so.
Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
◆◆ CAST: Exploding Earth @ #1
"Friendly aren't they girl! I know you love Frog Legs... Get ready".
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The chart on d20pfsrd.com (which I assume is from the recent Animal Archive) lists magic item slots for most traditional Animal Companions and Familiars (and some untraditional -- Who on earth takes a DODO as a familiar?). It is, however, lacking for most of the unusually shaped improved familiars. Arbiter's have hands and an eye, so a monocle, one or two rings (can its knife be dropped, or is it locked in place?), and maybe a gloves. Probably wrists, possibly a weapon or shield. Can it wear a single lens from a paired set without dizziness? Can you drape a cloak over it effectively? Augurs MIGHT be able to wear a monocle. Seems like it, though. Doru's and Severed heads get head, headband, and eye slots. Can you use shoulder slots as well? How about necklaces? Elementals? No idea. Nosoi wear a mask; does that mean the headband or eyes slot is taken or not? Nuglub have 3 eyes. How does that impact lens pairs? Paracletus are a constellation of lights and crystals. So, uh, rings on long crystals? throw a cloak on top? Spirit Oni? Uh, I've no idea, either attached or not. Dragons? I'd probably mix the Quadrupeds (claws) and bipeds, maybe limiting belts to saddles. Although having a headband slot and not a head slot seems weird. Zoog? It is an amalgam of parts. For all I know, it can wear a ring on each tendril, but no belt/body/neck/head slot. Harbinger? Got me.
A Familiar from Improved Familiar gets the same powers same as normal familiar (modulo giving the spell caster a skill/save/hit point bonus) except they never get the 'ability to speak to animals of its own kind.' Each of the Familiar Archetypes (Valet, Pilferer, Infiltrater) all replace that ability. Does this mean you cannot use an Archetype with an Improved Familiar? If so, that makes the archetypes significantly less useful. Once you have a familiar that could survive on its own, the archetypes that take advantage of that are out of reach.
These items may be intended to show that there are several ways of doing the same thing, but I find them kind of odd. tl;dr: Is the Heavyload Belt overpriced (2kgp), the Muleback Chords underpriced (1kgp), or is this just a quirk of the system? (I guess their effects might stack; neither is a named bonus. OTOH, I can't imagine most DMs would allow it.) - - - Muleback Chords allows someone to consider their carrying capacity as if their strength were +8. Heavyload Belt has a permanent Ant Haul effect; which allows someone to triple their carrying capacity. The difference between these are insignificant at strength 4 or higher.
The thing is, these items have vastly different costs (1kgp for the Chords, v 2kgp for the Belt). Sorcerers and Oracles who don't know Bull's Strength (the requirement for the Chords) and your Wondrous Item crafting Rangers (?!?!?) are the only ones who might ever make the belt; For everyone else, the chords are cheaper.
What is the current official text for Negative Energy Affinity? The PRD has it in at least 2 distinct forms, and there is a FAQ response from Sean K Reynolds that is distinct from both of those. From Universal Monster Rules:
Quote: Negative Energy Affinity (Ex): The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature. From the Dhampir description (ARG) Quote: Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. From SKR's FAQ response: ( http://paizo.com/paizo/faq/v5748nruor1fo#v5748eaic9oyk ) Quote: Negative Energy Affinity (Ex): The creature is alive, but is treated as undead for all effects that affect undead differently than living creatures, such as cure spells and channeled energy. Unfortunately, none of these are particularly unambiguous. 1) Which of these is the 'current' definition? I'm assuming either the first or last one, but I'm not sure which supersedes the other.
Something like this would be less ambiguous (but really long):
Spell by spell examples and guesses at answers:
Using a Dhampir as the example - Cure Foo Wounds Spells & Heal: Harms a Dhampir (obvious from intent) Inflict Foo Wounds Spells & Harm: Heals a Dhampir (obvious from intent) Restoration Family: My instinct is that it removes temporary negative levels from the Dhampir (and permanent, if it could get permanent negative levels) and eliminates states (insanity, exhaustion, etc.) as appropriate. As for Ability Drain or Damage? I'm not sure. I have to assume it heals them, as there is no obvious negative-energy equivalent. Regeneration: My instinct is that it regenerates the physical body, it might remove exhaustion and fatigue, and it does not heal any damage. Not sure, though. Goodberry: The filling meal affect should effect the Dhampir, but as for the healing? No idea. It might even do 1 point of damage. Restfull sleep: I assume it would work, as it is a considered natural healing (and a Necro spell), but I'm not certain. Blessing of Courage and Life: My instinct is that the Dhampir would get the +2 morale bonus, but the healing effect would harm them. Cleanse: Given it is personal, it should work fine when cast by a Dhampir. On the other hand, It may be either cure damage or cure other states. I'm not sure. And if it is found on a magic item? No idea. Slay Living: I think Dhampirs as subject to this, but I'm not entirely certain. Veil of Positive Energy: I think the burst effect would harm Dhampirs, but again, not sure.
Life-Dominant Soul makes this even more confusing. (From Pathfinder Player Companion: Blood of the Night) Quote: Benefit: You are healed by channeled positive energy used to heal living creatures and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands. (this is on d20pfsrd.com, so I'm assuming it is OGL. If it isn't I'll edit to paraphrase rather than quote.) If a Cleric channels positive energy to heal living, or a Cleric channels negative energy to heal undead, the Dhampir is effected. If a Cleric channels positive energy to harm undead, the Dhampir is harmed, and if the Cleric channels negative energy to harm the living, the Dhampir is unaffected. If subject to an Inflict Wounds spell, the Dhampir is healed. Essentially, it is easy to understand what happens with Negative Energy (at least, the same powers would effect the Dhampir as without the feat). Positive Energy Effects that heal the living without harming the undead and vice versa are also clear. The problem is Positive Energy powers that can do both at the same time -- Lay on Hands and Cure Wounds spells are now entirely ambiguous. The same ability/spell is used to both harm undead and heal living, without any change. The Mass variants of Cure spells can do both at once. So is this now up to the intent of the caster/user? Lay on Hands heals or harms based on what the Paladin wants at the time? What if the caster is unaware of how positive energy affects a Dhampir? Roll a die and take a 50/50 shot? Something else?
The Valet Archetype's "Teamwork" Ability (Ex) is: A valet is considered to have all the teamwork feats its master has. I have a few questions about this one: How do Teamwork feats work when sharing a square. If a character with a Rat Familiar has the Rat riding in a pouch, is the Familiar adjacent? Does the Familiar have to be an obvious target for Teamwork feats to fire? The 2 most obvious teamwork feats for a spell caster with a familiar are "Allied Spellcaster" and "Shielded Caster". With Allied Spellcaster, the Master will get a +2 competence bonus on level checks to overcome spell resistance, which increased to +4 and a +1 bonus to caster level if the other spellcaster has the same spell prepared (memorizing) or knows the spell and has a slot to cast it with (spontaneous). How does this work with a Witch's Familiar? Does a witch always get the +4/+1? If not, how about if the witch has the spell memorized twice? Or if the witch is using Familiar Melding? (Are you considered adjacent when sharing a single body?) Am I missing something or is Shielded Caster a no-brainer? (Although I'd probably not allow Anthropomorphic Animal and giving the familiar an appropriately sized shield unless it was no smaller than one size category smaller than the caster.) |