paizo.com Recent Posts by Outlaw Corwin
paizo.com Recent Posts by Outlaw Corwin
2022-02-28T06:05:22Z
2022-02-28T06:05:22Z
Re: Forums: Advice: Good AP to Start at Chapter 2?
Outlaw Corwin
https://paizo.com/threads/rzs2ueaa?Good-AP-to-Start-at-Chapter-2#33
2017-06-10T13:43:38Z
2017-06-10T13:43:38Z
<p>Wow again! Them's a lotta suggestions! A lot of variety though. Err, counting up the suggestions so far as I can tell!</p>
<p>Legendary Planet got 2, Jade Regent 3, Serpent's Skull 3, Carrion Crown 2, Way of the Wicked 1, Second Darkness 3, Skull & Shackles 3, Kingmaker 2, Giantslayer 1, Legacy of Fire 1, Shattered Star 1, Rise of the Rune Lords 2, Edge of Anarchy 1, Burnt Offerings 1, Council of Thieves 1.</p>
<p>At the pretty much guaranteed risk of cutting out amazing options, think I'll knock off single recommendations for consideration. As well as Kingmaker since I've played it much as well. Leaves Legendary Planet with 2, Jade Regent 3, Serpent's Skull 3, Carrion Crown 2, Second Darkness 3, Skull & Shackles 3, Rise of the Rune Lords 2.</p>
<p>Thank ye all! Lookin' at then offering these what's left for my future game then. Unless an unexpected landslide pops up or something.</p>
Wow again! Them's a lotta suggestions! A lot of variety though. Err, counting up the suggestions so far as I can tell!
Legendary Planet got 2, Jade Regent 3, Serpent's Skull 3, Carrion Crown 2, Way of the Wicked 1, Second Darkness 3, Skull & Shackles 3, Kingmaker 2, Giantslayer 1, Legacy of Fire 1, Shattered Star 1, Rise of the Rune Lords 2, Edge of Anarchy 1, Burnt Offerings 1, Council of Thieves 1.
At the pretty much guaranteed risk of cutting out amazing options, think I'll knock off...
Outlaw Corwin
2017-06-10T13:43:38Z
Re: Forums: Advice: Good AP to Start at Chapter 2?
Outlaw Corwin
https://paizo.com/threads/rzs2ueaa?Good-AP-to-Start-at-Chapter-2#8
2017-06-09T02:56:32Z
2017-06-09T02:56:32Z
<p>Wow, nice! Some quick responses & thoughts tossed out, tis much appreciated. The group I'm playing with has recently played some Mummy's Mask, so I think that'd be out. I probably should've mentioned that in the initial post, my bad. Shame too, with two recommendations. </p>
<p>Legendary Planet, Jade Regent, & Serpent's Skull huh? I'll be looking deep into those tonight! Thanks for helping narrow down options, and still open to suggestions!</p>
Wow, nice! Some quick responses & thoughts tossed out, tis much appreciated. The group I'm playing with has recently played some Mummy's Mask, so I think that'd be out. I probably should've mentioned that in the initial post, my bad. Shame too, with two recommendations.
Legendary Planet, Jade Regent, & Serpent's Skull huh? I'll be looking deep into those tonight! Thanks for helping narrow down options, and still open to suggestions!
Outlaw Corwin
2017-06-09T02:56:32Z
Forums: Advice: Good AP to Start at Chapter 2?
Outlaw Corwin
https://paizo.com/threads/rzs2ueaa?Good-AP-to-Start-at-Chapter-2#1
2017-06-09T01:26:13Z
2017-06-09T01:26:13Z
<p>I've run several homebrew PF games, and never started at level 1 for several reasons. But I'm about to run an AP, so!</p>
<p>Since I'd like to start DMing with level three to five characters & know that's where chapter two typically begins, I'd like to know which APs, if any, might be more favorable for that. As in, are there APs where the story at the beginning isn't too important? If chapter one is all about setting up for the rest of the campaign I think it's fair to say I'd avoid running those games. But if chapter one of a few APs are more or less just ramping the party up? I'd love to know. Any thoughts welcome! </p>
<p>And if advice reveals pretty much every AP has important information in chapter 1 & level 1? Might just start from there too, much as I dislike those lowest levels.</p>
I've run several homebrew PF games, and never started at level 1 for several reasons. But I'm about to run an AP, so!
Since I'd like to start DMing with level three to five characters & know that's where chapter two typically begins, I'd like to know which APs, if any, might be more favorable for that. As in, are there APs where the story at the beginning isn't too important? If chapter one is all about setting up for the rest of the campaign I think it's fair to say I'd avoid running those...
Outlaw Corwin
2017-06-09T01:26:13Z
Re: Forums: Rules Questions: Ectoplasm Master Alchemist and Infusions
Outlaw Corwin
https://paizo.com/threads/rzs2uc81?Ectoplasm-Master-Alchemist-and-Infusions#6
2017-05-11T03:53:56Z
2017-05-11T03:53:56Z
<p>Syringe spear works with infusion discovery, yes. Good thought there, might be great for a half elf or human that can get proficiency with ease.</p>
<p>Poisoner's Gloves works for sure, and outright states with infusions. Shame about the 2/day use. The cost of making them touch attacks.</p>
Syringe spear works with infusion discovery, yes. Good thought there, might be great for a half elf or human that can get proficiency with ease.
Poisoner's Gloves works for sure, and outright states with infusions. Shame about the 2/day use. The cost of making them touch attacks.
Outlaw Corwin
2017-05-11T03:53:56Z
Re: Forums: Rules Questions: Ectoplasm Master Alchemist and Infusions
Outlaw Corwin
https://paizo.com/threads/rzs2uc81?Ectoplasm-Master-Alchemist-and-Infusions#4
2017-05-10T22:48:32Z
2017-05-10T22:48:32Z
<p>- Touch Injection + Animate Dead should work on a single corpse.</p>
<p>- Making them infusions won't help much, simply due to the lack of spell options. Most the spells gained have detrimental effects, and enemies aren't likely to drink extracts of Bestow Curse & the like.</p>
<p>- No, you can't throw them. You can't target anything. They're basically potions & gotta be consumed.</p>
<p>- You'd have to deal with spell resistance IF delivering via Touch Injection, assuming the spell delivered allows it.</p>
<p>From what I've researched the archetype is borderline useless except when combined with Touch Injection. So I don't think highly of the archetype, since every extract level is more precious than the last & get used up fast. The most useful necromancy spells you might deliver with Touch Injection will take up those precious high level slots.</p>
<p>It's like, levels 1-3? Useless. Level 4? Sure I can blow both my second level slots on Touch Injection & Stricken Heart. Great. I'd much rather nab Defending Bone & Barkskin. Maybe if you bought a wand of TI somehow. The 1st level spells gained... Chill Touch, Ray of Enfeeblement, Cause Fear, etc - everything would just affect your character. Making them extracts treats would make whoever drinks it the target. </p>
<p>As you imply with the spells in your last post, at mid or high levels the archetype may pay off. Combine Blood Money with Stoneskin... wait, no. Still a St Act to drink the BM extract. Not possible. Things like Touch Injection + Enervation I guess. But hey, since all the archetype loses is Brew Potion, we can't expect any huge benefits.</p>
- Touch Injection + Animate Dead should work on a single corpse.
- Making them infusions won't help much, simply due to the lack of spell options. Most the spells gained have detrimental effects, and enemies aren't likely to drink extracts of Bestow Curse & the like.
- No, you can't throw them. You can't target anything. They're basically potions & gotta be consumed.
- You'd have to deal with spell resistance IF delivering via Touch Injection, assuming the spell delivered allows it.
From...
Outlaw Corwin
2017-05-10T22:48:32Z
Re: Forums: Advice: Looking for some input
Outlaw Corwin
https://paizo.com/threads/rzs2u9df?Looking-for-some-input#9
2017-03-28T20:55:29Z
2017-03-28T20:55:29Z
<p>Ah man, you're killin' me! Irony. Err, Climbing Beanstalk is an instantaneous duration spell that creates a plant that can be used with Transport Via Plants (My bad calling it Transport Via Trees). Since any plant can be used. I chose this spell b/c things like Wall of Thorns have a duration and thus might not be considered normal, for the purposes of using Transport VP. And any plant will do. Even if underground ye could earth elemental shape and glide straight up. Make a landmark on the spot then look for a plant to cast from.</p>
<p>If the GM doesn't think large beanstalks are normal enough either, small ugh. But as a druid I think it's perfectly natural to think you have some fruit or seeds on you, which could have Harvest Season cast on it to create a plant large enough to bear edibles. Maybe add on a Plant Growth. Then Wild Shape into something tiny and teleport.</p>
<p>If the GM's still doubtful then frankly I kinda assume he wants the party to die. Could just be a hardcore believer in certain rule interpretations too I suppose. Maybe everyone's cool with new characters too, so there's no need to try weird stuff like those. Luck!</p>
Ah man, you're killin' me! Irony. Err, Climbing Beanstalk is an instantaneous duration spell that creates a plant that can be used with Transport Via Plants (My bad calling it Transport Via Trees). Since any plant can be used. I chose this spell b/c things like Wall of Thorns have a duration and thus might not be considered normal, for the purposes of using Transport VP. And any plant will do. Even if underground ye could earth elemental shape and glide straight up. Make a landmark on the...
Outlaw Corwin
2017-03-28T20:55:29Z
Re: Forums: Advice: Looking for some input
Outlaw Corwin
https://paizo.com/threads/rzs2u9df?Looking-for-some-input#6
2017-03-28T08:15:10Z
2017-03-28T08:15:10Z
<p>Busy session there, shame it got so many with the same trick. As a druid ye could prep Transport Via Trees and buy a coupla 4K Stone Salves from a city. Requires a DC 15 fort save to live through, but petrification has so few solutions. If wildshaped into something large you might even be able to carry the statues with you.</p>
<p>Wizard is always good. At level 11 it's standing well above most other classes. With a different focus than the other arcane I doubt anyone'd mind.</p>
<p>Now I'm not so sure on a bard though, as it'd only really buff the two dps characters. By round 3 you'd be able to join in I guess, after Haste Good Hope BP etc. Just half the team doesn't really care about those. </p>
<p>As for hunter! Meh knowledges, but it's just so versatile, like druids & wizards, with a fun spell list. Wall? Stone or Wood Shape. Enemy cluster? Exlosion of Rot. Plain tough enemies? Animal Growth on Companion. High AC? A coupla free TW feats can give +3 attack. Displaced enemy? Faerie Fire scroll. yadda yadda</p>
Busy session there, shame it got so many with the same trick. As a druid ye could prep Transport Via Trees and buy a coupla 4K Stone Salves from a city. Requires a DC 15 fort save to live through, but petrification has so few solutions. If wildshaped into something large you might even be able to carry the statues with you.
Wizard is always good. At level 11 it's standing well above most other classes. With a different focus than the other arcane I doubt anyone'd mind.
Now I'm not so sure...
Outlaw Corwin
2017-03-28T08:15:10Z
Re: Forums: Advice: Looking for some input
Outlaw Corwin
https://paizo.com/threads/rzs2u9df?Looking-for-some-input#4
2017-03-28T04:32:04Z
2017-03-28T04:30:24Z
<p>Party seems to be short on skills & ranks including knowledge, a partial caster, ranged, and kinda on armor class.</p>
<p>Not likely to be a class that can fill in everything, but it gives a good guideline. A ranged option does seem like it'd have the least overlap with the others. If not feeling that, a reach weapon with the Phalanx Formation feat.</p>
<p>A ranged Bard seems the most helpful option, if you don't mind being a hardcore support. Eldritch Archer Magus or a warpriest perhaps. The Inquisitor and Hunter Dwarftr mentions look appealing as well, the latter especially if an extra body is needed in front. I'd recommend the Bard, Inquisitor, or Hunter most, for the very different spell list than the other characters plus skills for days.</p>
Party seems to be short on skills & ranks including knowledge, a partial caster, ranged, and kinda on armor class.
Not likely to be a class that can fill in everything, but it gives a good guideline. A ranged option does seem like it'd have the least overlap with the others. If not feeling that, a reach weapon with the Phalanx Formation feat.
A ranged Bard seems the most helpful option, if you don't mind being a hardcore support. Eldritch Archer Magus or a warpriest perhaps. The Inquisitor...
Outlaw Corwin
2017-03-28T04:30:24Z
Re: Forums: Rules Questions: How do you stop an enchantment spell once in effect?
Outlaw Corwin
https://paizo.com/threads/rzs2u9ay?How-do-you-stop-an-enchantment-spell-once-in#3
2017-03-27T09:37:55Z
2017-03-27T09:37:55Z
<p>Assuming the creature that cast the enchantment on the NPC was evil, spamming Protection From Evil will eventually do the trick, for a short time.</p>
<p>If not evil, another short duration possibility is the Suppress Charms & Compulsions spell. Any time it's plausible I love picking up a CL 4 scroll of it, typically for countering Confusion or other random effects. Second level means you can prep it early in any game, or buy a CL 3 scroll if still too low of level. Anyway, even 10 minutes of non-compulsion could cast enough doubt on the implanted idea to negate it.</p>
<p>Then if any clerics in the area have the Chaos: Azata subdomain, that gives rerolls vs enchants from level 1. Same thing for the Glory: Honor subdomain.</p>
<p>A more elaborate setup might be to have a spellcasting local the NPC would trust, like a priest, cast the level 1 spell Detect Charm. He could even add a Zone of Truth spell to give evidence he isn't lying.</p>
Assuming the creature that cast the enchantment on the NPC was evil, spamming Protection From Evil will eventually do the trick, for a short time.
If not evil, another short duration possibility is the Suppress Charms & Compulsions spell. Any time it's plausible I love picking up a CL 4 scroll of it, typically for countering Confusion or other random effects. Second level means you can prep it early in any game, or buy a CL 3 scroll if still too low of level. Anyway, even 10 minutes of...
Outlaw Corwin
2017-03-27T09:37:55Z
Re: Forums: Rules Questions: Grit Goggles Trait Vs Magical Environment
Outlaw Corwin
https://paizo.com/threads/rzs2u78c?Grit-Goggles-Trait-Vs-Magical-Environment#3
2017-02-25T02:37:31Z
2017-02-25T02:37:31Z
<p>Agreed about it working for weather-like effects. Just doing the usual checking if there is a rules somewhere that I missed, but seems very likely it's just GM discretion.</p>
<p>Good catches on the concealment, lack of blindness, & lack of invisibility! By RAW none of those would be affected. Though again I imagine many if not most GMs would give something. As the attacker would be effectively invisible.</p>
<p>Unsure how I'd rule myself on darkness, spells like Cloudkill, or the supernatural smoke ability. Probably a no on darkness, since it'd halve weird things like the dex penalty and that's just a pain. Yes on the Cloudkill just cause it's so similar to fog. Yes on the supernatural smoke. But curious about other thoughts, course! It could make a couple of random spell concealment builds much more plausible.</p>
Agreed about it working for weather-like effects. Just doing the usual checking if there is a rules somewhere that I missed, but seems very likely it's just GM discretion.
Good catches on the concealment, lack of blindness, & lack of invisibility! By RAW none of those would be affected. Though again I imagine many if not most GMs would give something. As the attacker would be effectively invisible.
Unsure how I'd rule myself on darkness, spells like Cloudkill, or the supernatural smoke...
Outlaw Corwin
2017-02-25T02:37:31Z
Forums: Rules Questions: Grit Goggles Trait Vs Magical Environment
Outlaw Corwin
https://paizo.com/threads/rzs2u78c?Grit-Goggles-Trait-Vs-Magical-Environment#1
2017-02-24T08:08:14Z
2017-02-24T08:08:14Z
<p>The trait states, in part, "you halve any reductions in visibility from the environment (such as from certain storms) and their corresponding penalties. For example, if you were in a sandstorm that normally reduces visibility to 25 feet and imparts a –4 penalty on Perception checks, you reduce visibility to 50 feet and take only a –2 penalty on Perception checks."</p>
<p>The key word seems to be environment. Is a magic spell such as Fog Cloud considered the environment? It definitely makes an environmental effect, but by RAW I don't know for sure. One could easily say the environment is a clear plain, and tossing a temporary magical mist in doesn't count.</p>
<p>Assuming the trait does work in a Fog Cloud, it would then allow a medium creature wielding a reach weapon to see and attack a creature 10 feet away, with a 10% miss chance from a halved concealment? Related to that, would it deny the attacked creature it's dexterity bonus since it can't see the attacker? Would it deny the attacked creature's dex even if the attacker couldn't see either?</p>
<p>If the answer is no, that it wouldn't affect Fog Cloud, does that extend to all magical environment effects? Cloudkill? Control Weather? How about a Cauchemar Nightmare's smoke ability, a supernatural effect?</p>
<p>For a bonus! Darkness is an environmental effect, and makes many creatures blind as a result. Would those be halved? Penalties for blindness include... "A blinded creature loses its Dexterity modifier to AC (if positive) and takes a –2 penalty to AC.</p>
<p>A blinded creature takes a –4 penalty on Perception checks and most Strength– and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision."</p>
The trait states, in part, "you halve any reductions in visibility from the environment (such as from certain storms) and their corresponding penalties. For example, if you were in a sandstorm that normally reduces visibility to 25 feet and imparts a –4 penalty on Perception checks, you reduce visibility to 50 feet and take only a –2 penalty on Perception checks."
The key word seems to be environment. Is a magic spell such as Fog Cloud considered the environment? It definitely makes an...
Outlaw Corwin
2017-02-24T08:08:14Z
Re: Forums: Rules Questions: Knowledge (Arcana)
Outlaw Corwin
https://paizo.com/threads/rzs2u6ig?Knowledge#5
2017-02-13T23:25:19Z
2017-02-13T23:25:19Z
<p>RAW it isn't totally clear on the action it'd take, but a DM could certainly rule it's a free action.</p>
<p>But I'd probably rule that Detect Magic or some such has to be up, similar to using spellcraft to ID an item. I mean that takes 3 rounds and thorough examination. Seems bizarre that any layman with an arcana rank has at least a 10% chance of recognizing magical effects. And in that case it makes me think the wizard would be better at spotting magical traps than a rogue. Besides, the situation of being in the middle of a fight isn't conducive to decoding an active spell. Best option may be a house rule for something like IDing as a standard action if you're decently close? Though maybe that's too generous, if there's a Dispel Magic spammer PC. Makes that DC tons easier to hit.</p>
RAW it isn't totally clear on the action it'd take, but a DM could certainly rule it's a free action.
But I'd probably rule that Detect Magic or some such has to be up, similar to using spellcraft to ID an item. I mean that takes 3 rounds and thorough examination. Seems bizarre that any layman with an arcana rank has at least a 10% chance of recognizing magical effects. And in that case it makes me think the wizard would be better at spotting magical traps than a rogue. Besides, the...
Outlaw Corwin
2017-02-13T23:25:19Z
Re: Forums: Rules Questions: Can shadows turn off their strength damage?
Outlaw Corwin
https://paizo.com/threads/rzs2u695?Can-shadows-turn-off-their-strength-damage#6
2017-02-13T07:30:28Z
2017-02-13T07:30:28Z
<p>For what you asked: No it can't be turned off. But as a ranged touch it wouldn't deal the strength damage anyway. Just normal melee touches.</p>
<p>For what you didn't ask: There aren't many ways to become incorporeal. Shadow Body is a 7th level spell that grants it with a few limits, and specifically states it allows spellcasting. It lasts minutes. Undead Anatomy IV is an 8th level that can grant the ability. For rounds. Sonic Form is a 6th level that has a coupla restrictions on the incorporealness. Minutes. Point is, having that aspect alone is incredibly useful. It seems tough to believe that a 4th level spell lasting hours is meant to be that powerful.</p>
<p>If you don't mind the power level, or think it's roughly even with the party, or whatever, tis cool. But offhand he'll be halving damage from most attacks (including magical) for the rest of the game, and outright being immune to plenty. Non damage spells won't affect him half the time either. Not to mention immunity to countless conditions, including some CMB effects. It's an awful lot.</p>
For what you asked: No it can't be turned off. But as a ranged touch it wouldn't deal the strength damage anyway. Just normal melee touches.
For what you didn't ask: There aren't many ways to become incorporeal. Shadow Body is a 7th level spell that grants it with a few limits, and specifically states it allows spellcasting. It lasts minutes. Undead Anatomy IV is an 8th level that can grant the ability. For rounds. Sonic Form is a 6th level that has a coupla restrictions on the...
Outlaw Corwin
2017-02-13T07:30:28Z
Re: Forums: Rules Questions: Thrown ally rules implementation
Outlaw Corwin
https://paizo.com/threads/rzs2u64t?Thrown-ally-rules-implementation#3
2017-02-08T23:56:32Z
2017-02-08T23:56:32Z
<p>For the first bullet point, I'd say if you're trying to damage the enemy then it's against normal AC. But then it'd hurt the halfling as well. Presumably for like 1D4 +Str damage since small hard falling objects deal 2D6. If you're just getting the tiny halfling in the same space touch AC seems fine. Though why not go for the touch AC of the ground if that's the case?</p>
<p>Second point, to use an acro check to not fall prone. Yeah, total house rule. Throwing a creature instead of an object is a house rule mechanic in the first place, even if you can reasonably apply existing rules. But to add on a skill check to give the halfling no penalties for free movement is even more so. I suggest avoiding all of that by rolling a bull rush against the halfling's helpless CMD. Among other things, this way it'll scale distance in time, rather than have a 50 foot range from the start. At level 5 any full BAB PC can have a +10 CMB, against a presumable DC 11 or so. Not amazing, admittedly. But it uses existing CMB rules to justify free movement that doesn't provoke. You can always flavor it as being thrown instead of bull rushed too.</p>
<p>Third point. If you use that mechanic to throw the halfling, then gotta say no to the attack added on the throw. It'd be giving the character a free extra hit. What the thrower is doing is essentially repositioning, and that doesn't garner an extra attack. The point of the throw is to move the halfling. Seems greedy to want to do both that as well as get it an extra attack.</p>
<p>Last point. Oh yeah, it'd provoke. Creature moving into it's square. Acrobatics to avoid? I mean maybe, but the tiny halfling is midair. If you have a sword and a foot tall creature flying at you, it's hard to think the halfling can flip in midair to avoid being hit. Maybe at a huge penalty? But eh overall. I'm more a mechanics guy than not. Can't blame anyone for applying different rules for fun. Luck!</p>
For the first bullet point, I'd say if you're trying to damage the enemy then it's against normal AC. But then it'd hurt the halfling as well. Presumably for like 1D4 +Str damage since small hard falling objects deal 2D6. If you're just getting the tiny halfling in the same space touch AC seems fine. Though why not go for the touch AC of the ground if that's the case?
Second point, to use an acro check to not fall prone. Yeah, total house rule. Throwing a creature instead of an object is a...
Outlaw Corwin
2017-02-08T23:56:32Z
Re: Forums: Advice: Teach me to Pathfinder
Outlaw Corwin
https://paizo.com/threads/rzs2u4v6?Teach-me-to-Pathfinder#3
2017-01-22T10:03:51Z
2017-01-22T10:03:51Z
<p>As one of many players who knows the rules far too well, I'd suggest not worrying about them past the basics. Someone will always be around to tell you if something's possible or not. You'll absorb details in time.</p>
<p>Past that! When starting a character, figure out plausible options. For an unchained monk typically 80% of the time it's more or less expected that the character runs in and crushes enemies into shapeless mounds. Typically this means maxing out Flurry of Blows opportunities. But using acrobatics, or switching to ranged light crossbow, or using combat maneuvers like tripping (if you have the feats for it), or when to use Stunning Fist, etc, are extremely useful to know. Versatility is nice, and you'll feel more useful if you know beforehand that you can flip past an ogre to grapple a mage behind it. Though in that scenario be ready to receive major focus from enemies. Anyway! So long as you've a go-to strategy that works, you'll be okay most the time.</p>
<p>Low levels are best for now, yeah. Every level brings more options, and it can be a lot to remember and keep track of. Though as a full martial class it typically won't add up more than ye can handle.</p>
<p>And as Andy says, yeah. Play how ye want. I get the feeling you just want to be more mechanically competent and it's not so much an issue of, "You're RPing the character wrong!" But I could be wrong.</p>
As one of many players who knows the rules far too well, I'd suggest not worrying about them past the basics. Someone will always be around to tell you if something's possible or not. You'll absorb details in time.
Past that! When starting a character, figure out plausible options. For an unchained monk typically 80% of the time it's more or less expected that the character runs in and crushes enemies into shapeless mounds. Typically this means maxing out Flurry of Blows opportunities. But...
Outlaw Corwin
2017-01-22T10:03:51Z
Re: Forums: Rules Questions: Red Mantis Assassin Prayer Attack
Outlaw Corwin
https://paizo.com/threads/rzs2u3ld?Red-Mantis-Assassin-Prayer-Attack#2
2017-01-02T07:46:12Z
2017-01-02T07:46:12Z
<p>Prayer Attack is not a death effect. Nowhere in the ability does it state it is. Spells like Power Word Kill or Finger of Death specifically have Death as part of the spell descriptor. A Banshee's Wail is specifically stated to be a death effect. Coup de gracing a guy with a blade doesn't have any special effect past what coup de grace states. Else immunity to death effects would make a creature immune to every weapon & spell in the game.</p>
<p>Massive damage is separate from a coup de grace. Each has their own rules.</p>
<p>So you're good. Unless the enemy is immune to fascinate, critical hits, or has a buddy to standard action shake the fascinate effect off.</p>
<p>On a related note, the fascinated condition doesn't state it's mind-affecting, but the bard version does. So it seems by RAW being immune to mind-affecting effects wouldn't save the creature either.</p>
Prayer Attack is not a death effect. Nowhere in the ability does it state it is. Spells like Power Word Kill or Finger of Death specifically have Death as part of the spell descriptor. A Banshee's Wail is specifically stated to be a death effect. Coup de gracing a guy with a blade doesn't have any special effect past what coup de grace states. Else immunity to death effects would make a creature immune to every weapon & spell in the game.
Massive damage is separate from a coup de grace. Each...
Outlaw Corwin
2017-01-02T07:46:12Z
Forums: Rules Questions: Template Effects On Former Creature Type Immunities
Outlaw Corwin
https://paizo.com/threads/rzs2u3b9?Template-Effects-On-Former-Creature-Type#1
2016-12-27T22:35:02Z
2016-12-27T22:35:02Z
<p>I can't find if there is an official ruling on, what happens to a creature types immunities if a creature gains a template?</p>
<p>For example, if a Giant Black Widow Spider gains the Boreal template, then it's creature type changes from Vermin to Magical Beast. The template states, "do not recalculate its Hit Dice, base attack bonus, saves, or skill points."</p>
<p>When it was the vermin type, the spider had the Mindless trait. Which gave it no intelligence score and immunity to mind-affecting effects. Does that mean the spider loses this trait, suddenly gains 10 intelligence, three feats since it has five Hit Dice, etc?</p>
<p>Similarly, if an undead gained say, the Half-Fiend template, it would become a native outsider instead of an undead. Would it lose it's immunities, gain a constitution score (presumably a 10), base it's hit points off that new constitution score, be healed by positive energy, etc?</p>
I can't find if there is an official ruling on, what happens to a creature types immunities if a creature gains a template?
For example, if a Giant Black Widow Spider gains the Boreal template, then it's creature type changes from Vermin to Magical Beast. The template states, "do not recalculate its Hit Dice, base attack bonus, saves, or skill points."
When it was the vermin type, the spider had the Mindless trait. Which gave it no intelligence score and immunity to mind-affecting effects....
Outlaw Corwin
2016-12-27T22:35:02Z
Re: Forums: Advice: Overpowered Enemy Races
Outlaw Corwin
https://paizo.com/threads/rzs2u1hu?Overpowered-Enemy-Races#15
2016-11-28T07:31:50Z
2016-11-28T07:31:50Z
<p>Offhand I think there are too many variables to the question. Is there a CR guesstimation that you'd prefer? Size, alignment, deities, creature type? Type as in humanoid or fey or undead, etc. And as importantly, do you prefer a race with little or no racial hit dice?</p>
<p>Then there's your own DMing style. If you love or allow the usual preferred min-maxing, having creatures with good reflexes that resist mind-affecting and the like would make them much tougher. Suddenly the go to save or suck spells aren't nearly as useful. But if you ban psionics & prefer players to keep it cool with the summoning dire tigers & creating pits every round, then no special consideration is really needed.</p>
Offhand I think there are too many variables to the question. Is there a CR guesstimation that you'd prefer? Size, alignment, deities, creature type? Type as in humanoid or fey or undead, etc. And as importantly, do you prefer a race with little or no racial hit dice?
Then there's your own DMing style. If you love or allow the usual preferred min-maxing, having creatures with good reflexes that resist mind-affecting and the like would make them much tougher. Suddenly the go to save or suck...
Outlaw Corwin
2016-11-28T07:31:50Z
Re: Forums/Pathfinder First Edition: General Discussion: Why is INK so bloody expensive?
Outlaw Corwin
https://paizo.com/threads/rzs2u042?Why-is-INK-so-bloody-expensive#10
2016-11-10T20:53:08Z
2016-11-07T10:31:10Z
<p>No doubt been pointed out before, but as an interesting note a Scrivener's Kit costs 2 gold & says</p>
<div class="messageboard-quotee">SRD said wrote:</div><blockquote>This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.</blockquote><p>Flood the market with jet black ink!
No doubt been pointed out before, but as an interesting note a Scrivener's Kit costs 2 gold & says
SRD said wrote:This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.
Flood the market with jet black ink!
Outlaw Corwin
2016-11-07T10:31:10Z
Re: Forums: Rules Questions: Smite Impudence
Outlaw Corwin
https://paizo.com/threads/rzs2twc9?Smite-Impudence#5
2016-09-12T09:42:19Z
2016-09-12T09:42:19Z
<p>Well, a level five LE Insinuator has no natural Outsider Servant options at all... Summon Monster naturally has no LN, LE, or NE outsider options for a fifth level Insinuator. It doesn't matter what alignment he invokes.</p>
<p>But as for Smite Impudence! Let's say that the Insinuator invokes a LE outsider. He can't smite a creature that, "shares an alignment," with that outsider. Does that really mean no smiting LG LN LE NE CE? Or as I opined earlier, is sharing an alignment a colloquialism (In that no CG character asked if he shares an alignment with Rovagug would say yes)? So that it means the Insinuator wouldn't be able to smite LE creatures only, and can smite anything else?</p>
Well, a level five LE Insinuator has no natural Outsider Servant options at all... Summon Monster naturally has no LN, LE, or NE outsider options for a fifth level Insinuator. It doesn't matter what alignment he invokes.
But as for Smite Impudence! Let's say that the Insinuator invokes a LE outsider. He can't smite a creature that, "shares an alignment," with that outsider. Does that really mean no smiting LG LN LE NE CE? Or as I opined earlier, is sharing an alignment a colloquialism (In...
Outlaw Corwin
2016-09-12T09:42:19Z
Re: Forums: Rules Questions: Smite Impudence
Outlaw Corwin
https://paizo.com/threads/rzs2twc9?Smite-Impudence#3
2016-09-12T08:36:48Z
2016-09-12T08:36:48Z
<p>I like the thought that despite sharing the same name, that NG N & NE wouldn't be the same kind of neutral as LN N CN. Probably even correct. Wish it'd say somethin' like horizontal or vertical neutral, heh.</p>
<p>I know the insinuator only has to pray to the patron, not actually meet, no worries there. I might not've explained myself too well. I mentioned summon monster not for the Invocation class feature, just the Outsider Servant class feature. Since it says it works like the regular antipaladin bond, which works like Summon Monster.</p>
<p>B/c of the wording the Ambitious Bond: Outsider Servant has to be an outsider. Fiendish or celestial animal summons not an option. Nor are resolute and the others since none change the creature type to outsider. Thus at level five a LE Insinuator has no summon options at all, save for taking a feat like Summon Evil Monster. Which seems ridiculous, to need a feat just to get a class ability to work.</p>
I like the thought that despite sharing the same name, that NG N & NE wouldn't be the same kind of neutral as LN N CN. Probably even correct. Wish it'd say somethin' like horizontal or vertical neutral, heh.
I know the insinuator only has to pray to the patron, not actually meet, no worries there. I might not've explained myself too well. I mentioned summon monster not for the Invocation class feature, just the Outsider Servant class feature. Since it says it works like the regular...
Outlaw Corwin
2016-09-12T08:36:48Z
Forums: Rules Questions: Smite Impudence
Outlaw Corwin
https://paizo.com/threads/rzs2twc9?Smite-Impudence#1
2016-09-12T05:14:46Z
2016-09-12T05:14:46Z
<p>The antipaladin archetype Insinuator gets this particular form of Smite. Each day he can invoke an outsider, which must be one step away from his own alignment. His alignment must be any evil. That explained! Smite impudence, among other details, states:
<br />
<div class="messageboard-quotee">Quote:</div><blockquote>"An insinuator cannot use smite against a target that shares an alignment with the outsider he has invoked for the day."</blockquote><p>If an insinuator has a LN invocation for the day, can she not smite LG NG LN N CN LE? Since those all have either lawful or neutral within them? Or can she not smite LG LN N CN LE since those are alignments on the same axis? Or does the phrase "shares an alignment" mean that single alignment, so she can't smite LN creatures?
<p>In defense of the last line, if I was told my NG character shares an alignment with a NE enemy I'd heartily disagree. It may or may not be a turn of phrase, sharing an alignment. If asked if my NG cleric of Iomedae shares an alignment with the deity I'd say no, that it's one step away. But by RAW I would share the good alignment.</p>
<p>On a different but related note, the class can form a bond much like a regular antipaladin, but with an outsider of the invoked alignment. Summon Monster has no lawful neutral outsiders at all. As well as a single chaotic neutral outsider. Then a handful of NG or NE outsiders. What's my point? Well, since the smite & summon class features depend on the invoked alignment, then that would mean a LE insinuator could never smite a CE creature due to having to summon LE outsiders. But a NE insinuator could invoke one of a plethora of neutral outsiders and smite the CE creature. And hey, I can admit that such a thing just feels wrong.</p>
<p>Any thoughts on if a LE invocation can smite a CE creature? Does the smite just ban smiting of the same alignment? Or does RAW rule this one?</p>
The antipaladin archetype Insinuator gets this particular form of Smite. Each day he can invoke an outsider, which must be one step away from his own alignment. His alignment must be any evil. That explained! Smite impudence, among other details, states:
Quote:"An insinuator cannot use smite against a target that shares an alignment with the outsider he has invoked for the day."
If an insinuator has a LN invocation for the day, can she not smite LG NG LN N CN LE? Since those all have either...
Outlaw Corwin
2016-09-12T05:14:46Z
Re: Forums: Rules Questions: Rules for a Young Fire Giant
Outlaw Corwin
https://paizo.com/threads/rzs2tvw4?Rules-for-a-Young-Fire-Giant#9
2016-09-06T01:45:01Z
2016-09-06T01:45:01Z
<p>It may be best to guesstimate the CR that you want the creature to have and work from there. This is almost guaranteed to not have a simple Young Template slapped on. More likely it will require a complete rebuild. But rather than either, perhaps find a giant subtype creature that does have the CR you would want the young fire giant to have, and simply use those stats. Switch out any important abilities.</p>
<p>If a CR 6 creature seems like a reasonable addition to the party, maybe something like a Cave Giant's stats would do. Add on fire immunity, cold vulnerability, heated rocks, etc. It wouldn't be a perfect translation, but it'd be close.</p>
It may be best to guesstimate the CR that you want the creature to have and work from there. This is almost guaranteed to not have a simple Young Template slapped on. More likely it will require a complete rebuild. But rather than either, perhaps find a giant subtype creature that does have the CR you would want the young fire giant to have, and simply use those stats. Switch out any important abilities.
If a CR 6 creature seems like a reasonable addition to the party, maybe something like a...
Outlaw Corwin
2016-09-06T01:45:01Z
Re: Forums: Rules Questions: Sin Magic Benefits?
Outlaw Corwin
https://paizo.com/threads/rzs2tv03?Sin-Magic-Benefits#14
2016-08-23T04:07:20Z
2016-08-23T04:07:20Z
<p>Sorry to say that subschools are not an option for sin mages.</p>
<p>http://paizo.com/paizo/blog/v5748dyo5ldw0&page=2?The-FAQ-That-Time-Forg %20ot#57</p>
<p>I'm sure many GMs wouldn't mind allowing it anyway. Though personally I think Admixture is powerful enough as is, but I also think sin mages are also usually powerful enough too. But if you're extremely fond of Fireball (for good reason if so), Admixture without sin mage may be the better option since fire is the most common resistance/immunity.</p>
<p>Ah, ninja'd a bit while previewing!</p>
Sorry to say that subschools are not an option for sin mages.
http://paizo.com/paizo/blog/v5748dyo5ldw0&page=2?The-FAQ-That-Time-Forg %20ot#57
I'm sure many GMs wouldn't mind allowing it anyway. Though personally I think Admixture is powerful enough as is, but I also think sin mages are also usually powerful enough too. But if you're extremely fond of Fireball (for good reason if so), Admixture without sin mage may be the better option since fire is the most common resistance/immunity.
Ah,...
Outlaw Corwin
2016-08-23T04:07:20Z
Re: Forums: Rules Questions: Is there a check noticing someone is conscious?
Outlaw Corwin
https://paizo.com/threads/rzs2tuvx?Is-there-a-check-noticing-someone-is-conscious#8
2016-08-21T05:22:14Z
2016-08-21T05:22:14Z
<p>Yet another GM discretion thing. I like Bill Dunn's suggestion, but I'd extend it to say the attacker could choose between a buffed Heal or Sense Motive check, against the newly conscious creature's Bluff. Distance mods that Blindmage mentioned would be applied as penalties.</p>
<p>Circumstances might be relevant too. If the killed creature is one among a half dozen other creatures and those other five are still around attacking, maybe there would be no increase to the Heal/Sense Motive. Kinda got more important things to worry about than a KOed body. But if it's the only enemy in sight coming back to life, the +5 is perfectly justified.</p>
Yet another GM discretion thing. I like Bill Dunn's suggestion, but I'd extend it to say the attacker could choose between a buffed Heal or Sense Motive check, against the newly conscious creature's Bluff. Distance mods that Blindmage mentioned would be applied as penalties.
Circumstances might be relevant too. If the killed creature is one among a half dozen other creatures and those other five are still around attacking, maybe there would be no increase to the Heal/Sense Motive. Kinda got...
Outlaw Corwin
2016-08-21T05:22:14Z
Re: Forums: Advice: What stat best represents Determination and fighting spirit
Outlaw Corwin
https://paizo.com/threads/rzs2tud4?What-stat-best-represents-Determination-and#21
2016-08-13T20:44:02Z
2016-08-13T20:44:02Z
<p>Determination, confidence, & fighting spirit. I'd say wisdom for determination, constitution for confidence, and charisma for fighting spirit. If someone is testing your determination I'd think a willpower save would be in order. If you've HP to spare you have no problem being front and center, confident to take on challenges. If you were to display your fighting spirit I guess something like giving an inspiring diplomacy speech would perhaps be a use, which is based on charisma. Besides that, most bards inspire offensive tactics (plus bonuses vs fear) and are charisma based.</p>
<p>Although you asked for ability scores, since you're making features for a race, perhaps giving it monster traits would be more important than specific stats. Though you could do both. Abilities like ferocity, or a +2 vs mind-affecting effects. Heck, if it has the hit dice maybe the feat equivalents Diehard & Iron Will.</p>
Determination, confidence, & fighting spirit. I'd say wisdom for determination, constitution for confidence, and charisma for fighting spirit. If someone is testing your determination I'd think a willpower save would be in order. If you've HP to spare you have no problem being front and center, confident to take on challenges. If you were to display your fighting spirit I guess something like giving an inspiring diplomacy speech would perhaps be a use, which is based on charisma. Besides...
Outlaw Corwin
2016-08-13T20:44:02Z
Re: Forums: Rules Questions: Flat Wall Templates
Outlaw Corwin
https://paizo.com/threads/rzs2tqhu?Flat-Wall-Templates#5
2016-06-20T10:14:17Z
2016-06-20T10:14:17Z
<p>Thank you for the perspectives so far.</p>
<p>Wall of Fire (and Force) are indeed not shapeable. But that means they can't be made into the letter S, or curved, or bent, or whatever. They can still be straight lines, yes? Directed to go in that specific direction to make a diagonal across squares. Since the idea that it could only be created in the four cardinal directions is bizarre.</p>
<p>Which still leaves the query, can a Wall of Fire be created in a straight but slanted line across an entire long thin hallway, fully affecting every square within? I was not suggesting to use the spell in the middle of the five foot square on one side of the hall and ending in the middle of the five foot square on the other side. Though that also might be possible, and now I'm curious there too. </p>
<p>As for the spell specifically stating it does full damage when summoned on a creature? If the spell does only work on intersections (I hope not, but it's up for debate it seems), then that text would apply to large and bigger creatures. For medium and smaller, that line would not apply.</p>
Thank you for the perspectives so far.
Wall of Fire (and Force) are indeed not shapeable. But that means they can't be made into the letter S, or curved, or bent, or whatever. They can still be straight lines, yes? Directed to go in that specific direction to make a diagonal across squares. Since the idea that it could only be created in the four cardinal directions is bizarre.
Which still leaves the query, can a Wall of Fire be created in a straight but slanted line across an entire long...
Outlaw Corwin
2016-06-20T10:14:17Z
Re: Forums: Rules Questions: Flat Wall Templates
Outlaw Corwin
https://paizo.com/threads/rzs2tqhu?Flat-Wall-Templates#2
2016-06-20T05:44:28Z
2016-06-20T05:44:28Z
<p>Bump from yesterday. Still curious if flat wall spells can be placed diagonally to affect every (medium or smaller) creature in between.</p>
<p>It seems like it should be possible, though maybe only in 45 degree increments? There's no ruling for the degrees, of course. Just thinking that in cases like the 50 foot long hall that a Wall of Force would block half it's length before creatures could squeeze past. Forcing them to destroy five separate squares of Wall of Force first. So it makes sense to me that 45 degree angles might be the most to expect. Though it's perfectly possible that slanted walls aren't allowed at all.</p>
<p>Any thoughts appreciated!</p>
Bump from yesterday. Still curious if flat wall spells can be placed diagonally to affect every (medium or smaller) creature in between.
It seems like it should be possible, though maybe only in 45 degree increments? There's no ruling for the degrees, of course. Just thinking that in cases like the 50 foot long hall that a Wall of Force would block half it's length before creatures could squeeze past. Forcing them to destroy five separate squares of Wall of Force first. So it makes sense to...
Outlaw Corwin
2016-06-20T05:44:28Z
Forums: Rules Questions: Flat Wall Templates
Outlaw Corwin
https://paizo.com/threads/rzs2tqhu?Flat-Wall-Templates#1
2016-06-19T07:46:54Z
2016-06-19T07:46:54Z
<p>Hello all. I wish enlightenment on which squares a Wall of Fire (or Wall of Force & similar wall spells) affects. First off, under the Area section of the magic rules, there is the statement</p>
<div class="messageboard-quotee">Quote:</div><blockquote><p>The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.</p>
<p>You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance...
<br />
</blockquote><p>So a Wall of Fire can be conjured up from one intersection to another, straight as well as diagonal, yes? If so, then in a 5 foot wide hall 50 feet long, the Wall could be summoned from the top left of one side to the bottom right of the other? Which would make every square within the hall take the full effect of 2D6 plus caster level fire damage? Or is the wall somehow obligated to be placed only on intersections and thus only affect half the hallway? If that makes sense.
<p>To be more specific (though I hope the above helps others as well), what I really wish to ask is if there's a medium or smaller creature in a square, can a Wall of Fire be placed upon it by creating a diagonal Wall of Fire with intersections to the top left/right to the bottom left/right.</p>
Hello all. I wish enlightenment on which squares a Wall of Fire (or Wall of Force & similar wall spells) affects. First off, under the Area section of the magic rules, there is the statement
Quote:The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only...
Outlaw Corwin
2016-06-19T07:46:54Z
Re: Forums: Rules Questions: Light Blindness
Outlaw Corwin
https://paizo.com/threads/rzs2tnyw?Light-Blindness#2
2016-05-31T23:14:39Z
2016-05-31T23:14:39Z
<p>Bump! In a second and perhaps final effort for clarification.</p>
<p>As a minor observation that may help, the spells I listed as having bright light up there have non-instantaneous durations. Perhaps that implies only those qualify? Although I don't have the time atm to check every light spell's description/duration.</p>
<p>Any thoughts would be sweet.</p>
Bump! In a second and perhaps final effort for clarification.
As a minor observation that may help, the spells I listed as having bright light up there have non-instantaneous durations. Perhaps that implies only those qualify? Although I don't have the time atm to check every light spell's description/duration.
Any thoughts would be sweet.
Outlaw Corwin
2016-05-31T23:14:39Z
Forums: Rules Questions: Light Blindness
Outlaw Corwin
https://paizo.com/threads/rzs2tnyw?Light-Blindness#1
2016-05-16T08:40:59Z
2016-05-16T08:40:59Z
<p>Is there a list of spells that take advantage of Light Blindness & it's little sister Light Sensitivity? Plenty of spells specifically state that bright light is created, such as with Daylight, Light Lance, or Wall of Light. Then there are a multitude of light descriptor spells which lack the specific terminology but have blatant descriptions that heavily imply Bright Light is created. </p>
<p>- Burst of Radiance states it has a, "brilliant flash of shimmering light," and further blinds creatures with the light level.
<br />
- Flare has a, "burst of light," which similarly specifically targets vision with light.
<br />
- Sunburst, an 8th level spell, does not specifically call out it's light powers as Bright Light. It does state creatures sensitive to bright light take double damage, and undead sensitive to bright light can be instantly destroyed.
<br />
- Wandering Star Motes states, "sparkling motes of bright light" - though I personally don't think many would rule in favor of this effect blinding. But for fans of RAW I guess it's crystal clear.</p>
<p>I imagine house ruling will be a popular suggestion. And perhaps several, "If the spell doesn't say it's bright light then don't try and make it so," claims. The former no one can much argue and will likely be what I'll walk away with. Doesn't hurt to ask though. The latter however, is why I included Sunburst's description above. To have so many incredibly close details but not specifically state Bright Light seems a poor reason to deny it the ability to take advantage of Light Blindness.</p>
<p>On a similar note, does anyone know what happens if a creature with Light Blindness is already in bright light and gets exposed to a new source of bright light? For example, if a creature with Light Blindness is in a fight under the sun, and a few rounds in an enemy casts Daylight, or Flare.</p>
Is there a list of spells that take advantage of Light Blindness & it's little sister Light Sensitivity? Plenty of spells specifically state that bright light is created, such as with Daylight, Light Lance, or Wall of Light. Then there are a multitude of light descriptor spells which lack the specific terminology but have blatant descriptions that heavily imply Bright Light is created.
- Burst of Radiance states it has a, "brilliant flash of shimmering light," and further blinds creatures...
Outlaw Corwin
2016-05-16T08:40:59Z
Re: Forums: Rules Questions: Fish out of water and the prone condition
Outlaw Corwin
https://paizo.com/threads/rzs2r0xg?Fish-out-of-water-and-the-prone-condition#2
2014-05-12T07:54:51Z
2014-05-12T07:54:51Z
<p>Does seem like one of those house rules topics. Doubt there are any explicitly stated rules on these. And even with my opinions here I'm sure I'd change my mind on a case by case basis.</p>
<p>1. Short answer: Yes. If a creature has a land speed, I'd expect it to move on land with no penalties. This may be unrealistic for real life, but I assume it's for the sake of balancing that some creatures would work like this. Besides, prone land speed is evil stuff. There is no mention of special land movement for aquatic creatures, and I doubt the developers would force you to figure out an annoying land speed recalculation that isn't included with the creature.</p>
<p>2. No. I'd have to be on the side that says trip immune isn't prone immune. I'd imagine the creature would then be on it's side, or otherwise unbalanced. The latter being how you might trip a creature underwater. But that's a different & only somewhat related debate, sorry.</p>
<p>3. Nope.</p>
<p>I don't think much on these implications mentioned. I rather like to think that a listed land speed works for any creature, aquatic or not, as it would for a land creature. No need to complicate things.</p>
Does seem like one of those house rules topics. Doubt there are any explicitly stated rules on these. And even with my opinions here I'm sure I'd change my mind on a case by case basis.
1. Short answer: Yes. If a creature has a land speed, I'd expect it to move on land with no penalties. This may be unrealistic for real life, but I assume it's for the sake of balancing that some creatures would work like this. Besides, prone land speed is evil stuff. There is no mention of special land...
Outlaw Corwin
2014-05-12T07:54:51Z
Re: Forums: Rules Questions: Ki Throw, Greater Trip and Improved Whip Mastery
Outlaw Corwin
https://paizo.com/threads/rzs2r0xq?Ki-Throw-Greater-Trip-and-Improved-Whip-Mastery#2
2014-05-12T07:27:30Z
2014-05-12T07:27:30Z
<p>RAW you actually can't. Ki throw specifies, "On a successful unarmed trip attack." So no using a whip to get that 15 foot range. Which kinda ruins the premise of most of the rest.</p>
<p>If you trip with Greater Trip & an ally is adjacent to the enemy, then of course the ally gets the AoO.</p>
<p>Wherever the guy lands he does not provoke, since forced movement doesn't provoke. The victim was thrown there after being tripped. EDIT: On a quick reread the victim gets thrown then knocked prone. Only at the end destination would it provoke from Greater Trip.</p>
<p>If you had a whip & tripped a guy 15 feet away you could not get an AoO against him since Improved Whip Mastery only lets you threaten at 10 feet, as you stated. If you were 10 feet away yes your AoO could try disarming in the manner described.</p>
RAW you actually can't. Ki throw specifies, "On a successful unarmed trip attack." So no using a whip to get that 15 foot range. Which kinda ruins the premise of most of the rest.
If you trip with Greater Trip & an ally is adjacent to the enemy, then of course the ally gets the AoO.
Wherever the guy lands he does not provoke, since forced movement doesn't provoke. The victim was thrown there after being tripped. EDIT: On a quick reread the victim gets thrown then knocked prone. Only at the...
Outlaw Corwin
2014-05-12T07:27:30Z
Re: Forums: Advice: List of spells that cause the caster to lose/sacrifice hit points?
Outlaw Corwin
https://paizo.com/threads/rzs2qyty?List-of-spells-that-cause-the-caster-to#4
2014-05-02T23:11:34Z
2014-05-02T23:11:34Z
<p>Bloodsworn Retribution, to add another single spell to the list.</p>
Bloodsworn Retribution, to add another single spell to the list.
Outlaw Corwin
2014-05-02T23:11:34Z
Re: Forums: Advice: When the players break the module
Outlaw Corwin
https://paizo.com/threads/rzs2qx9o?When-the-players-break-the-module#5
2014-04-23T10:24:24Z
2014-04-23T10:24:24Z
<p>How it worked out is acceptable, but I think I would have been more... cruel, but realistic. Ghost Sound would get tons of will saves. Perhaps have volleys of arrows or a magic missile shot at the group, and hit nothing. Suspicious.</p>
<p>Crafting drow poison would take a DC 13 craft alchemy check & costs 750 silver. It would take... a craft: alchemy check of 58 to complete a single dose with a week of time. Assuming he can find raw material for it. I don't think poisons can be combined either, though there's probably an alchemist discovery or something for that. And last, most filthy rich people can afford several castings of neutralize poison. No way would his people just watch him die for days.</p>
<p>Again, it worked out & sounds really fun too. And that's just fine for a lotta people, the ease is justified b/c it's getting way too fun. Besides, even without those issues the plan had a decent chance of working anyway with just the infiltration & a coup de grace.</p>
How it worked out is acceptable, but I think I would have been more... cruel, but realistic. Ghost Sound would get tons of will saves. Perhaps have volleys of arrows or a magic missile shot at the group, and hit nothing. Suspicious.
Crafting drow poison would take a DC 13 craft alchemy check & costs 750 silver. It would take... a craft: alchemy check of 58 to complete a single dose with a week of time. Assuming he can find raw material for it. I don't think poisons can be combined either,...
Outlaw Corwin
2014-04-23T10:24:24Z
Re: Forums: Rules Questions: The grappling rat
Outlaw Corwin
https://paizo.com/threads/rzs2qx63?The-grappling-rat#4
2014-04-22T09:51:21Z
2014-04-22T09:51:21Z
<p>One square or five feet does seem right. Over encumbered & squeezing as said, but also under Lifting/Dragging, "A character can generally push or drag along the ground as much as five times his maximum load. Favorable conditions can double these numbers, and bad circumstances can reduce them by half or more."</p>
<p>That's if it's ruled to be possible in the first place. I'm trying to imagine attempting to drag a horse into a 5 foot tunnel. Not the exact same I know, but it makes me wonder.</p>
<p>Seems a bit too unfair to the victim as well. At -4 AC for squeezing he's even less likely to resist. Then even if he does, he'll be moving slowly trying to escape. Then the penalty to attack makes any option for the victim just terrible. All b/c a rat moved him five feet.</p>
One square or five feet does seem right. Over encumbered & squeezing as said, but also under Lifting/Dragging, "A character can generally push or drag along the ground as much as five times his maximum load. Favorable conditions can double these numbers, and bad circumstances can reduce them by half or more."
That's if it's ruled to be possible in the first place. I'm trying to imagine attempting to drag a horse into a 5 foot tunnel. Not the exact same I know, but it makes me wonder.
Seems...
Outlaw Corwin
2014-04-22T09:51:21Z
Re: Forums: Advice: Help! Best way to handle 30-50 LVL 3 orcs vs the party as the GM
Outlaw Corwin
https://paizo.com/threads/rzs2qw7j?Help-Best-way-to-handle-3050-LVL-3-orcs-vs#4
2014-04-15T02:31:08Z
2014-04-15T02:31:08Z
<p>Guessing you have to do this rather large battle. Time management can indeed be a pain in that situation.</p>
<p>Five groups of ten orcs each might be good for initiative order. Have each group have the same weapons & statblock. Group 1 has ten orcs with heavy steel shields & longswords, Group 2 two-hand greataxes, Group 3 are archers, etc. Depending on how challenging or mean you want to be, add in a reach weapon group. May even be preferable to have those Aid Another rather than go for a -4 attack. I'd avoid anything CMB-wise however. With the sheer amount of rolls, it'd make at least half the party disarmed tripped grappled or something, at all times.</p>
<p>Color code or number the groups if possible. Since it'll likely become a horrible mix awful fast. Roll 10D20 for the archers when plausible. If you're very concerned for time, you could create lists of rolled numbers beforehand, but that does seem a bit much.</p>
<p>Good luck, hope the players play smart!</p>
Guessing you have to do this rather large battle. Time management can indeed be a pain in that situation.
Five groups of ten orcs each might be good for initiative order. Have each group have the same weapons & statblock. Group 1 has ten orcs with heavy steel shields & longswords, Group 2 two-hand greataxes, Group 3 are archers, etc. Depending on how challenging or mean you want to be, add in a reach weapon group. May even be preferable to have those Aid Another rather than go for a -4...
Outlaw Corwin
2014-04-15T02:31:08Z
Re: Forums: Rules Questions: Mounted combat clarifications
Outlaw Corwin
https://paizo.com/threads/rzs2qviu?Mounted-combat-clarifications#2
2014-04-09T08:46:20Z
2014-04-09T08:46:20Z
<p>A - You can use any combat maneuver while mounted. Although if you did something like a grapple you wouldn't be able to use the mount to move both of you. Trip, as you want, is perfectly legal. You should even get a +1 bonus from having high ground versus most creatures. Funny enough, you could even trip with brass knuckles. Guess it would be like pushing the guy over. Anyway! You can trip with any weapon or no weapon. The weapon feature called trip allows you to drop the weapon if you fail the crap out of a trip attempt, rather than provoke a trip yourself.</p>
<p>B - Not 100% sure actually! But I think it's fair to guess the mount wouldn't provoke with it's own attack, but yes, you would. Moving out of the threatened zone & all. Guess that means a mount using the withdraw action would provoke for the rider too. Hn.</p>
<p>C - Hah. That's an interesting workaround. Mounted combat states you can make a single attack if the mount moves more than 5 feet. Vital Strike is a standard action, not an attack action. But a readied action like you want can be a standard action. I think you can Vital Strike with that strategy, yes.</p>
<p>D - Probably a safe bet that your mount is intended to stop before you make a full round action attacking. Mainly because different creatures cannot act at once. If you FRA attack, the mount can't move during it.</p>
<p>Would definitely like second opinions on a coupla these.</p>
A - You can use any combat maneuver while mounted. Although if you did something like a grapple you wouldn't be able to use the mount to move both of you. Trip, as you want, is perfectly legal. You should even get a +1 bonus from having high ground versus most creatures. Funny enough, you could even trip with brass knuckles. Guess it would be like pushing the guy over. Anyway! You can trip with any weapon or no weapon. The weapon feature called trip allows you to drop the weapon if you fail...
Outlaw Corwin
2014-04-09T08:46:20Z
Re: Forums: Advice: Considering an Anti-Magician BBEG
Outlaw Corwin
https://paizo.com/threads/rzs2qvcx?Considering-an-AntiMagician-BBEG#17
2014-04-09T01:13:44Z
2014-04-09T01:13:44Z
<div class="messageboard-quotee">andreww wrote:</div><blockquote> <div class="messageboard-quotee">CWheezy wrote:</div><blockquote><p> The best counter to a wizard is more wizard, unfortunately.</p>
<p>Also Corwin remember that the armor rules change when you are tiny, ie you only get half benefit from armor's AC bonus </blockquote>I am wondering how a stirge wears hellknight plate. </blockquote><p>A stirge would be treated roughly as an avian companion, which can wear armor. Most companions can wear armor, except piscines (dolphins & the like), serpents, & vermin like crabs & spiders. A stirge isn't anything like those exceptions. It'd just take the nonproficiency penalty of -2.
<p>True about the armor only giving a +4 AC though... I hadn't seen that fine print. Ah well, still 26 AC at owner's level 11 then. Judging by a few level 11 full BAB NPCs, PC primary attacks are probably around +15 to +20. Likely less considering magic increases to strength & weapon enhancements are nullified in the field the stirge would have. What an annoying little critter. Hope so anyway!</p>
andreww wrote:CWheezy wrote:The best counter to a wizard is more wizard, unfortunately.
Also Corwin remember that the armor rules change when you are tiny, ie you only get half benefit from armor's AC bonus
I am wondering how a stirge wears hellknight plate. A stirge would be treated roughly as an avian companion, which can wear armor. Most companions can wear armor, except piscines (dolphins & the like), serpents, & vermin like crabs & spiders. A stirge isn't anything like those...
Outlaw Corwin
2014-04-09T01:13:44Z
Re: Forums: Advice: Wild Empathy without Druid or Ranger
Outlaw Corwin
https://paizo.com/threads/rzs2qvep?Wild-Empathy-without-Druid-or-Ranger#2
2014-04-08T09:26:37Z
2014-04-08T09:26:37Z
<p>A bard with the Animal Speaker archetype sounds like what you're looking for. At level three they can perform to wild empathy. The archetype doesn't lose anything amazing either.</p>
<p>A few prestige classes offer it as well. Mammoth Rider, Field Agent, Green Faith Acolyte. Not ideal in the least however. There's always the spells Charm Animal & Dominate Animal. These need wands b/c of the spell lists they're on, but they're options. Oh, witches have a hex that does something similar as well: Charm. Rather weak however. . . certain domains & the like can grant Charm Animal as well.</p>
A bard with the Animal Speaker archetype sounds like what you're looking for. At level three they can perform to wild empathy. The archetype doesn't lose anything amazing either.
A few prestige classes offer it as well. Mammoth Rider, Field Agent, Green Faith Acolyte. Not ideal in the least however. There's always the spells Charm Animal & Dominate Animal. These need wands b/c of the spell lists they're on, but they're options. Oh, witches have a hex that does something similar as well:...
Outlaw Corwin
2014-04-08T09:26:37Z
Re: Forums: Rules Questions: Disarming alchemist bombs
Outlaw Corwin
https://paizo.com/threads/rzs2qveg?Disarming-alchemist-bombs#3
2014-04-08T09:10:08Z
2014-04-08T09:10:08Z
<p>Bombs & other alchemical are thrown weapons that basically explode when they hit a hard surface. So yes, I think you handled it correctly. Ground takes bomb damage (o noes!) & splash damage all around.</p>
Bombs & other alchemical are thrown weapons that basically explode when they hit a hard surface. So yes, I think you handled it correctly. Ground takes bomb damage (o noes!) & splash damage all around.
Outlaw Corwin
2014-04-08T09:10:08Z
Re: Forums: Rules Questions: Strong jaws on a monk item
Outlaw Corwin
https://paizo.com/threads/rzs2qvef?Strong-jaws-on-a-monk-item#2
2014-04-08T09:01:31Z
2014-04-08T09:01:31Z
<p>Strong Jaw can be used by a monk to benefit his unarmed strikes. At level ten a monk should be doing 1D10 damage. Turns to 3D6 I believe. Following the chart on the monk page that states a level twelve small monk that does 1D10 would do 3D6 if large. This will of course get larger & larger due to simple levels & a Monk's Robe.</p>
<p>The cost for a continuous spell effect is... spell level 4 x caster level 7 x 2,000 = 56,000 gold total. I'm not sure what your numbers are based on but it does look excessively cheap. 80 rounds is plausibly the next fifteen or so fights. After which another 10K is even more a pittance.</p>
<p>For the advice, don't allow it, even when it's affordable at full cost. I agree that it is that unbalanced. Custom magic item allowance can quickly get out of hand. People naturally get a bit jealous. They'll want the same. Someone will want a Shirt of Deadly Juggernaut & spend the game with a +5 luck bonus on attack & damage, & DR 10/-. 30,000 for that btw. While his request may not be so broken, it's still up there imo. And every other character will expect something similar. Best of luck.</p>
Strong Jaw can be used by a monk to benefit his unarmed strikes. At level ten a monk should be doing 1D10 damage. Turns to 3D6 I believe. Following the chart on the monk page that states a level twelve small monk that does 1D10 would do 3D6 if large. This will of course get larger & larger due to simple levels & a Monk's Robe.
The cost for a continuous spell effect is... spell level 4 x caster level 7 x 2,000 = 56,000 gold total. I'm not sure what your numbers are based on but it does look...
Outlaw Corwin
2014-04-08T09:01:31Z
Re: Forums: Rules Questions: Multiattack and two weapon fighting feats....help..
Outlaw Corwin
https://paizo.com/threads/rzs2qvdf?Multiattack-and-two-weapon-fighting-featshelp#2
2014-04-08T02:47:24Z
2014-04-08T02:47:24Z
<p>Judging by the description you gave, it has a BAB of 6-10. In which case, yes, two-weapon fighting would have 3 attacks with two weapons. Add on the tail & bite makes that 5 attacks, though of course the natural attacks are all secondary due to natural weapon rules, so they take a -2 due to the Multiattack feat, rather than the normal -5. Taking Improved Two-Weapon Fighting would give six attacks. You are correct in everything so far as I can tell.</p>
Judging by the description you gave, it has a BAB of 6-10. In which case, yes, two-weapon fighting would have 3 attacks with two weapons. Add on the tail & bite makes that 5 attacks, though of course the natural attacks are all secondary due to natural weapon rules, so they take a -2 due to the Multiattack feat, rather than the normal -5. Taking Improved Two-Weapon Fighting would give six attacks. You are correct in everything so far as I can tell.
Outlaw Corwin
2014-04-08T02:47:24Z
Re: Forums: Advice: Considering an Anti-Magician BBEG
Outlaw Corwin
https://paizo.com/threads/rzs2qvcx?Considering-an-AntiMagician-BBEG#4
2014-04-08T22:14:24Z
2014-04-08T02:28:30Z
<p>I put a lot of thought into an anti-caster lately. A monk was the obvious initial thought, but issues kept popping up. You can't prep for everything, or expect to pass all saves. Good odds aren't good enough. So! Thus was developed the anti-mage cleric.</p>
<p>Take the Eagle & Magic domains. Eagle is an optional druid domain. It will grant you flight, evasion while flying, great ranged touch attacks, and perhaps best of all, a familiar. Get improved familiar to replace the eagle with a stirge. I'm assuming neutral evil alignment, yes.</p>
<p>Now you have a flying familiar, so what? Magic domain grants the Antimagic Field at level 11. Since it's a spell that has to be cast on yourself, you can cast it on your familiar instead. Now you have a familiar that can fly up the enemy mages & if it hits touch AC, it auto-grapples. Good luck casting anything in an antimagic field & grappled by the thing emanating it. The magic domain also eventually adds nice anti-magic arcane spells like Spell Turning, Protection From Spells & Mage's Disjunction.</p>
<p>Too high a level? Choose the Silence spell instead, with similar results. Good luck casting with no noise & grappled. Even in the worst case of Freedom of Movement, have the familiar ready actions to follow the mage with its silence sphere.</p>
<p>Not evil enough? Give that familiar mithral hellknight plate. At level five that's a 28 AC, with no magic enhancements. At level 11 in an antimagic field that's 31 AC. And attackers don't get any magic bonuses to hit it. And for a -2 to hit with touch attacks? Fine by me just having a +10. Oh, plus blood drain & disease for frosting.</p>
I put a lot of thought into an anti-caster lately. A monk was the obvious initial thought, but issues kept popping up. You can't prep for everything, or expect to pass all saves. Good odds aren't good enough. So! Thus was developed the anti-mage cleric.
Take the Eagle & Magic domains. Eagle is an optional druid domain. It will grant you flight, evasion while flying, great ranged touch attacks, and perhaps best of all, a familiar. Get improved familiar to replace the eagle with a stirge. I'm...
Outlaw Corwin
2014-04-08T02:28:30Z
Re: Forums: Advice: trap making trait?
Outlaw Corwin
https://paizo.com/threads/rzs2quz6?trap-making-trait#3
2014-04-04T07:05:07Z
2014-04-04T07:05:07Z
<p>If it's a PC, I'd actually recommend Dangerously Curious, that makes Use Magic Device a class skill, along with a +1.</p>
<p>A wand of mage hand could set off an area trap the baddies coincidentally missed, or saw. A wand of invisibility would make the perception check DC impossible for a few minutes. A wand of grease could make baddies on a slope slide down into your pit trap (tho that'd be a dm call for the slide, course).</p>
<p>A few traps do require scrolls as well.</p>
If it's a PC, I'd actually recommend Dangerously Curious, that makes Use Magic Device a class skill, along with a +1.
A wand of mage hand could set off an area trap the baddies coincidentally missed, or saw. A wand of invisibility would make the perception check DC impossible for a few minutes. A wand of grease could make baddies on a slope slide down into your pit trap (tho that'd be a dm call for the slide, course).
A few traps do require scrolls as well.
Outlaw Corwin
2014-04-04T07:05:07Z
Re: Forums: Advice: Ng the Hooded - Confused!!
Outlaw Corwin
https://paizo.com/threads/rzs2quz2?Ng-the-Hooded-Confused#2
2014-04-04T06:29:07Z
2014-04-04T06:29:07Z
<p>To help clarify for others, since it took me a minute to figure out what you were asking - Ng is a deity, one of the Eldest. Ng the Hooded is a title. Anyway! The resource I use doesn't show him as having any particular holy symbol or favored animal. I didn't even know a Pathfinder source listed favored animals of deities.</p>
<p>Seems the DM or DMs just made up a symbol & animal that seemed to make sense based on their universe or Ng's portfolio & domains. You'd likely be best off simply asking that person what the animal & symbol are from. Not really any help here sorry, but top of the list bump!</p>
To help clarify for others, since it took me a minute to figure out what you were asking - Ng is a deity, one of the Eldest. Ng the Hooded is a title. Anyway! The resource I use doesn't show him as having any particular holy symbol or favored animal. I didn't even know a Pathfinder source listed favored animals of deities.
Seems the DM or DMs just made up a symbol & animal that seemed to make sense based on their universe or Ng's portfolio & domains. You'd likely be best off simply asking...
Outlaw Corwin
2014-04-04T06:29:07Z
Re: Forums: Advice: Making the best sword-saint
Outlaw Corwin
https://paizo.com/threads/rzs2quye?Making-the-best-swordsaint#4
2014-04-04T01:54:23Z
2014-04-04T01:54:23Z
<p>At level one take Racial Heritage: Dwarf. Since a samurai is a complicated cavalier archetype, the favored class applies. +1/2 damage to challenge targets. A +1 damage every two levels is obscenely nice, as you should be using challenge in most enemies in most fights if possible.</p>
<p>I'd also say the trait Latent Psion is better than Irrepressible. Since I'm not optimistic about that Bestow Grace item being allowed.</p>
<p>I'd also have to say you're better off just being a dwarf period. Steel Soul & Glory of Old are a +5 vs spells & SLAs. You'll lose out on strength sure, but I don't consider the -2 all that big. Heck, if you think a DM would allow a Bestow Grace item, he'd just as likely grant some transmutation spell that would boost strength.</p>
At level one take Racial Heritage: Dwarf. Since a samurai is a complicated cavalier archetype, the favored class applies. +1/2 damage to challenge targets. A +1 damage every two levels is obscenely nice, as you should be using challenge in most enemies in most fights if possible.
I'd also say the trait Latent Psion is better than Irrepressible. Since I'm not optimistic about that Bestow Grace item being allowed.
I'd also have to say you're better off just being a dwarf period. Steel Soul &...
Outlaw Corwin
2014-04-04T01:54:23Z
Re: Forums: Rules Questions: Paralysed Swimmer - what happens
Outlaw Corwin
https://paizo.com/threads/rzs2quqp?Paralysed-Swimmer-what-happens#4
2014-04-02T07:06:34Z
2014-04-02T07:06:34Z
<p>I don't think there's a rule for sinking speed, but I imagine it'd be very much like feather fall. Since it typically has a speed decent for a safe landing. So I'd guesstimate 60 ft/round. I'd start the sinking on the creature's turn.</p>
<p>Lucky for it, holding breath isn't actually an action. So it'll be fine paralyzed down there for a few minutes I'd think.</p>
I don't think there's a rule for sinking speed, but I imagine it'd be very much like feather fall. Since it typically has a speed decent for a safe landing. So I'd guesstimate 60 ft/round. I'd start the sinking on the creature's turn.
Lucky for it, holding breath isn't actually an action. So it'll be fine paralyzed down there for a few minutes I'd think.
Outlaw Corwin
2014-04-02T07:06:34Z
Re: Forums: Rules Questions: shield spikes and bashing enchant
Outlaw Corwin
https://paizo.com/threads/rzs2quqh?shield-spikes-and-bashing-enchant#16
2014-04-02T06:56:08Z
2014-04-02T06:56:08Z
<p>I think the last time I looked up topics regarding the damage of a Bashing spiked heavy steel shield, it was mostly solved by looking at the bestiary. Doing so, I found Scarred Wanderer. It seems 2D6 is the right damage after looking at this level 20 dwarf barbarian with a +5 bashing spiked heavy steel shield.</p>
<p>The source is Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, btw. And while I'm here I gotta agree with BBT that it'd only be capable of doing piercing damage, barring improvised use.</p>
I think the last time I looked up topics regarding the damage of a Bashing spiked heavy steel shield, it was mostly solved by looking at the bestiary. Doing so, I found Scarred Wanderer. It seems 2D6 is the right damage after looking at this level 20 dwarf barbarian with a +5 bashing spiked heavy steel shield.
The source is Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, btw. And while I'm here I gotta agree with BBT that it'd only be capable of doing piercing damage, barring...
Outlaw Corwin
2014-04-02T06:56:08Z
Re: Forums: Rules Questions: Howto DIEHARD or similar
Outlaw Corwin
https://paizo.com/threads/rzs2quqv?Howto-DIEHARD-or-similar#3
2014-04-02T06:45:57Z
2014-04-02T06:45:57Z
<p>Should probably be under Advice not Rules, but eh.</p>
<p>Half-Orcs can get Endurance for free by trading out Intimidating. But perhaps better, depending on what exactly you want, is the feat Ferocious Resolve. It grants the Ferocity monster trait, which is Diehard by another name. It requires being an Orc or half breed as well.</p>
<p>Past that, I've had DMs allow feats that build off magic items. For example, a Scarlet and Green Cabochon ioun stone grants Endurance. Your DM may allow the same - to let you simply take Diehard if you have that stone. Drawback is if you ever don't have it, you lose both feats since you'll be missing a prereq.</p>
Should probably be under Advice not Rules, but eh.
Half-Orcs can get Endurance for free by trading out Intimidating. But perhaps better, depending on what exactly you want, is the feat Ferocious Resolve. It grants the Ferocity monster trait, which is Diehard by another name. It requires being an Orc or half breed as well.
Past that, I've had DMs allow feats that build off magic items. For example, a Scarlet and Green Cabochon ioun stone grants Endurance. Your DM may allow the same - to let...
Outlaw Corwin
2014-04-02T06:45:57Z