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Which ones (if any) do this?
I've noticed about 90% of the games are PbP here. Is there a place for VTT games?
Big Harn fan and have been for decades, just couldn't get past the combat system. But sure I'm all over this.
I'd have to delve into things a bit to come up with a character concept.
What exactly do you classify as Arcane casters. For example are Alchemists in there? Are Summoners? Are Witches? Or are we talking only Wizards/Sorcerers. The reason I ask is that the latter two revolve around their spell lists for the most part but the first three have spells but also have other non-spell things they do as well.
I have a few in mind but knowing the answer to this would help me figure out what I wanted to do for certain.
Diego Rossi wrote: Alchemist isn't a Type, so the fused creature wouldn't use the "whichever is worse for the synthesist" part when taking the mutagen, but to me, it seems very clear that:
1) the mutagen affects the alchemist's original stats,
2) the ediolon replaces the alchemist physical stats.
When you replace something, you replace it.
Let's say you make a syntetist/dragon disciple. The increases in the stat of the syntetist when he increases his levels as a dragon disciple change the fused creature stats?
No.
What increase are the base stats of the character, not those of the fused creature.
As per your example of the Dragon Disciple/Synth combo, you are reaching.
The ability score bonuses you gain with a Dragon Disciple are level based and permanent. They are added once when you level (IE *before* the mutagen is drank) and never end.
The mutagen is more akin to a spell that you 'cast' on yourself as you can only do it once per day and it it has a limited duration.
Bottom line: I am not seeing anything anywhere that supports your argument that the mutagen automatically affects the alchemist's original stats *by default* as opposed to whatever stats they happen to have at the time they drink the mutagen. Nothing. Nada. Show me where it says this in the rules. Show me and I will believe.
Diego Rossi wrote: Or maybe he is reading the rules?
Mutagen wrote: Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. The mutagen changes the character stats.
Fused Eidolon wrote: While fused with his eidolon, the synthesist uses the eidolon’s Strength, Dexterity, and Constitution, but retains his own Intelligence, Wisdom, and Charisma. The synthesist gains the eidolon’s hit points as temporary hit points. The fused eidolon replaces the character's physical stats.
The Mutagen isn't an enhancement to the character stat, that would be ported over to the Fused eidolon stats, it is an increase of the character stats, that are replaced by the Eidolon stats.
Just as an added point, the Mutagen affects who drinks it. But the eidolon isn't an alchemist and doesn't get any benefit from drinking the mutagen. The one getting the benefits is the alchemist, but you don't use the physical stats of the alchemist when he is fused with the eidolon.
Ummm
"Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature."
So what is stopping me from drinking the mutagen *after* I summon the snyth? At that point we are 'fused into one creature'. What affects one affects both.
Melkiador wrote: The mutagen bonus to strength is an alchemical bonus, so it should stack with anything that the synthesist grants to strength. That's what I thought. This guy was telling me that the Alchemist was drinking the mutagen, not the Sythethist so the Mutagen STR bonus never made it onto the character in Sythethist mode. He also said that I couldn't have more than 2 arms in Synth mode even if I bought the evolution Extra Limbs.
I walked from that game an hour after being accepted. I really didn't want to argue the point.
I am talking about the Strength bonus from Mutagen and Synth
So, first off some relevant quotes from the rules:
"While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma)."
"While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor."
By my reading that indicates that the Synth ability and the Mutagen stack because the two entities are 'fused into one creature' that 'can use all of (the character's) abilities and gear save armour.
I just walked away from a game because another player insisted (and would have kept insisting) that was not the case.
Anyone?
Forest Ambush (Combat)
Source Heroes of the Wild pg. 22
Your deep knowledge of natural environments allows you to take your enemy by surprise, dealing a deadly blow.
Prerequisites: Stealth 1 rank, Survival 1 rank.
Benefit: In natural environments, you can spend 5 minutes to cover yourself in loose debris (such as branches, grass, or dirt) and take 20 on a Stealth check. You fall prone and are considered to have concealment for purposes of being allowed to attempt Stealth checks. As a full-round action that doesn’t provoke attacks of opportunity, you can burst from your hiding place, stand, and make a single melee attack or ranged attack against a target within 30 feet. If the target didn’t notice you before you jumped from hiding and your attack hits, that attack deals an additional 1d6 points of precision damage. Effects that negate sneak attack damage also negate this damage.
What is the Paizo definition of 'Natural Environment' here?
Ryan Freire wrote: Ornery Hobbit wrote: When you are dosed with the same poison multiple times do you suffer the effects of the poison multiple times (IE the damage)? No, you only take the damage once, when you save on your turn.
Example: A fighter is facing three Medium spiders (which inject Medium spider venom on a successful bite). Medium spider venom normally has a frequency of 4 rounds and a DC of 14. On the first round, all three spiders bite him and he fails all three saves. The second and third doses each increase the total duration by 2 rounds (half of the 4 round frequency) and the save DC by +2, for a total duration of 8 rounds (4 + 2 + 2) and DC 18 (14 + 2 + 2). Fortunately, Medium spider venom is cured after just one successful save, even though the fighter is battling three doses at once.
Example: This time, the fighter makes two of his initial saves against the spider venom, so he only has one dose active in his body. He fails his save on his turn. On the spiders’s turn, two of them bite him, and he fails both saves, which increases the duration to 8 rounds and the DC to 18, just as if he had failed all three saves in the same round. Ok, but what if he is bitten by one of those three spiders next turn. Does he take the damage again?
When you are dosed with the same poison multiple times do you suffer the effects of the poison multiple times (IE the damage)?
Just what it says,
Thanks in advance :)
avr wrote: 4 pearls of power (3rd level) will set you back 36 000 gp. Preferred spell (which I think is what CZ meant) costs that feat plus heightened spell. At most levels the 2 feats is a cheaper cost. not sure how to price a feat tbh. How do you do that?
Also I have Craft Wonderous Item.
Captain Zoom wrote: If you plan to spam a specific spell alot, the Spell Specialization chain can be useful. By specializing in that one spell, which you can then cast spontaneously without preparing, that increases flexibility by freeing up slots to memorize other spells for variety.
So, rather than memorize 4 fireballs, you can use those 4 slots to memorize other spells and cast fireball as needed.
That's what the Pearls of Power are for
Trying a Mystic Theurge build that specializes in Debuffs.
Using Wizard/Cleric combo with muliple PoPs fror this one.
Next time I'll try Sorcerer(or Bard)/Oracle.
Want to see which is better.
What about Divine Spellcasters that have to prepare spells? Is there an item or feat for them?
Lelomenia wrote: School, high int, and ring of wizardry are the more normal answers. Most wizards have ~6 or so spells prepared at lower levels, 1 bonus at each level from their school and 1-2 extra from int at each level. Ring of wizardry isn’t worth it. If you want to be a bit more exotic, SiN specialists get 2 slots from school, and a staff or wand of mnemonic enhancer would give you as many low level slots as you want. thanks :)
The Wizard Level Chart maxes out on a Wizard preparing 4 spells per level per day. Is there any way to increase the number of *different* spells a wizard can prepare beyond 4 per level?
Thanks in advance
But the word 'ray' must be in the acvtual description of the ability correct?
Hey folks,
Can an Arcanist use the Ray Combat Feats on their Exploits as a Mage would on a Ray Spell (IE Weapon Focus: Rays, Point Blank Shot etc)?
Thanks in Advance
OH
Greets folks,
Do the benefits of the Hunter Packmaster (or other similar) also apply to Animal Companions gained via another source (for example the Animal Domain)?
Thanks in Advance,
Stephen
SlimGauge wrote: Use the search feature within the rules forum with the search parameters "witch prehensile hair touch" to find threads like
This one. or
This one
Thanks man :) Obviously I'm not the first to come up with this.
(Apologies for posting this in the wrong place previously)
Can a Witch deliver touch spells with her prehensile hair?
Thanks in advance,
OH
Can a witch use her prehensile hair to deliver touch spells?
Thanks in advance,
OH
if they are hit with it:
A bag of flour
Alchemist's Fire
Alchemist's Bomb
Glitterdust
Thanks in advance
OH
but all of those also require some sort of installation (or port muckery in the case of maptools) correct? And D20 as well as FG has a cost involved as well right?
So at this time, the only free and browser based VTT out there with any kind of mass appeal is Roll20? Or am I missing someone
unlimited desktop, will that make it browser based?
BigDTBone wrote: Ornery Hobbit wrote: Has subcontracting (aka Goblinworks for the MMO) ever been considered? It beats your too much staff problem, brings in an entity with the right amount of people for the job with the right expertise to do it and they would all be in their own shop (IE under proper supervision)
I would really suggest you go take a look at d20pro and roll20 and just let gamespace fall into the back your memory. That way, someday when (if) it becomes a real thing you can be happily surprised. I've not used d20Pro before, is it also free and browser based like Roll20?
Has subcontracting (aka Goblinworks for the MMO) ever been considered? It beats your too much staff problem, brings in an entity with the right amount of people for the job with the right expertise to do it and they would all be in their own shop (IE under proper supervision)
How large is the working group, does anyone know?
Franz Lunzer wrote: Also, from what I heard and remember after the Pathfinder Online Kickstarters, Lisa Stevens doesn't want to do any more Kickstarter-projects.
Found it:
Lisa Stevens wrote: Trinite wrote: Now that the Goblin Works Kickstarter has succeeded, could we plan another Kickstarter to add a Roguelike Mode to the Paizo VTT? No more Kickstarters! Gack!
Lisa
How old is that post? Is there any chance of a reconsideration of that policy?
Also, while I can understand the community atmosphere one might want to promote within, is it really necessary to have a re-location to Seattle as a 'prime requisite' if you will of working on Gamespace? There are many endeavours out there (including my own) in which the staff are spread out all over the place in North America and even into the U.K.
Gamespace is, after all, a project that is aimed more or less at the world community (IE allowing for players in different locales to sit and play at the same table).
Any kind of any date for anything?
What is the latest on Gamespace at this point? Would really like to see what this thing can do. :)
Thanks in advance :)
OH
He is using a revolver. Does that help?
I can't find anything that allows this in Firearm Rules. Is there another place I should be looking?
Can a Gunslinger or a class archetype featuring pistols 'fan the hammer' IE empty his revolver in one round like in the old west movies?
If so, where is this in the rules?
Thanks folks,
OH
Zwordsman wrote: Ornery Hobbit wrote: Zwordsman wrote: nope. It's still one item at a time with a move action. Since that retrieval action specifies pulling an item out and not items.
It even takes a move action to open your HH to pull out chalk.
you could ask your gm to allow it though.
OK, but normally the HH is on a persons back and unopened. Hence my question. Basic comparable would be grabbing two items out of an open box in front of you.
but understood :) The issue with that is pathfinder tends to accept standards, such as on the back and closed as per the item description. So any alterations and such are gm territory. Similar to an enchanted weapon . you'd think the whole thing is enchanted but (generally accepted by most) if you smack with the hilt then usually you'll have to roll improvised weapon and lose the magic enhancments. Which is weird considering the weapon as a whole is enchanted. but it's just the way pathfinder is written up. It' accepts generalized ideas and then allow GM's to alter as they wish. As such I've had GM's allow me to apply all enchantments just penalty (as i attack via improvised weapon) and i've had some who didn't allow any benefits
Also considering the sizes of the bags I think it would get in the way of throwing a lot. HH aren't very small and all Think Master Blaster only back to back :)
Nefreet wrote: There are no rules saying to treat them as light, and there are no rules saying you need two hands free, so I'd say that makes splash weapons fit solidly in the "one-handed weapon" category.
Which means, assuming you started the round with one in each hand, you'd be at -4/-4 to-hit if you threw both as a full attack.
Not worried too much about the -4/-4 tbh, more worried about being able to consistently throw two items a round (it's all about Goblin battlefield control) :)
Zwordsman wrote: nope. It's still one item at a time with a move action. Since that retrieval action specifies pulling an item out and not items.
It even takes a move action to open your HH to pull out chalk.
you could ask your gm to allow it though.
OK, but normally the HH is on a persons back and unopened. Hence my question. Basic comparable would be grabbing two items out of an open box in front of you.
but understood :)
but a move action should allow me to draw two alch weapons from say a Handy Haversack put on backwards (IE on my chest), one with either hand assuming TWF?
Are Splash weapons and the like (IE Tanglefoot Bags) weapons or ammunition?
Fighter, Cleric, Rogue, Wizard, Sorcerer, Warpriest, Hunter, Brawler.
Trying to cover as many bases as possible hence the combo classes. Wish I could include one more for Invesigator.
Just to be sure, can you throw multiple splash weapons if you have Two Weapon Fighting. Is the penalty -2/-2 on the ATT rolls?
TiA :)
OH
Greets,
The Cutthroat needs to burn his 2nd level Slayer talent for Opportune Target. Does this then mean that he cannot opt for a Ranger combat Style down the line, say at 4th level?
Thanks in Advance,
OH
Making a Magus Card Caster/Rogue Sniper. Would like to know if there is any way to 'fan the hammer' IE fire multiple cards with ever increasing penalties on the attack rolls for each in one round aka Bullseye.
Thoughts?
Thanks in advance
OH
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