Owyn Firebeard's page

No posts. Organized Play character for Robert Matthews 166.




My dwarf barbarian is going to be taking dented helm as soon as he can. How much HP does a dwarven boulder helmet have? It is a light weapon but there is nowhere that says how much HP a helmet has. The closest things that I could see a dwarven boulder helmet resembling would have to be:

Light Blade - 10 Hardness 2 HP
Light Metal Hafted Weapon - 10 Hardness 10 HP
Buckler - 10 Hardness 5 HP

Which would you use for your game? This character is for PFS so I'm hoping to get something that will be pretty consistent with multiple GMs.

1/5

Capn' Daryl Stonybones (1 level of gunslinger rest in fighter) is looking to buy a pepperbox pistol in the near future. I was curious if I could pay for spellcasting services to apply Stabilize Powder to it to reduce the misfire chance and have it persist between scenarios. Its duration is instantaneous so that leads me to believe it can persist between scenarios. If its duration was permanent I would think it would wear off per the rules for spells ending at the end of a scenario. Other instantaneous spells don't wear off at the end of a scenario (you don't lose the hit points you healed with cure light wounds and you don't regain diseases that were cured with remove disease). I'm curious to know other people's thoughts on this before I go ahead and do it. I'm still buying the pepperbox and if this seems like it would work I'll track which barrels have the higher misfire chance.


Chill Touch:
Chill Touch
School necromancy; Level magus 1, sorcerer/wizard 1, witch 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Targets creature or creatures touched (up to one/level)
Duration instantaneous
Saving Throw Fortitude partial or Will negates; see text; Spell Resistance yes

DESCRIPTION
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.


This has been brought up before, but this FAQ has me wondering.
FAQ wrote:

If a spell allows multiple touches, are you considered to be holding the charge until all charges are expended?

Yes.

If you are considered to be holding the charge when casting a spell such as Chill Touch or Frostbite, then you are effectively using a spell that allows you to touch targets over multiple rounds. The rules for touch spells state that if the spell allows you to touch targets over multiple rounds, you can touch 6 creatures as a full-round action.

Does this mean a level 6 Wizard can touch 6 goblins as a full-round action the round after he casts Chill Touch?
Touch wrote:

Touch

You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

Some people would say that this only applies if you are touching 6 willing creatures. I am having trouble finding any nonharmful spells that allow you to touch targets over multiple rounds. Do any spells such as this exist? Preferably spells that exist in the CRB since these spells are what the rules were based off of. If there aren't any then what could this rule about touch spells possibly be referring to?

To summarize this entire post, can you touch 6 hostile targets as a full-round action with spells such as Chill Touch and Frostbite?


Skull and Shackles is going to be sanctioned for PFS play soon so it will likely see a lot more play. I have already run 2 parts of this AP and it is incredibly fun (as long as you don't have a paladin). This never came up in my group, but it's likely that it could come up, especially depending on the tactics employed by the PCs. The sinking condition states that a ship sinks completely in 10 rounds once it is reduced to 0 or fewer hit points. It also says that magic such as Make Whole can save a sinking ship. The thing is, Make Whole has a 10 minute cast time, so it is impossible to save a ship even with that. Is there anything that you can do to save a sinking ship at all since Make Whole doesn't actually work?

Sinking Condition wrote:


A ship that is reduced to 0 or fewer hit points gains the sinking condition. A sinking ship cannot move or attack, and it sinks completely 10 rounds after it gains the sinking condition. Each additional hit on a sinking ship that deals more than 25 points of damage reduces the remaining time for it to sink by 1 round. A ship that sinks completely drops to the bottom of the body of water and is considered destroyed. A destroyed ship cannot be repaired—it is so significantly damaged it cannot even be used for scrap material. Magic (such as make whole) can repair a sinking ship if the ship's hit points are raised above 0, at which point the ship loses the sinking condition. Generally, non-magical repairs take too long to save a ship from sinking once it begins to go down.


20 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

After a recent thread on Heighten Spell, and a quick search of this site, as well as Wizards.com, it has become apparent that this is a Frequently Asked Question. In light of this, I pose this question to the Design Team:

Does Heighten Spell further increase the level of a spell that is modified by another Metamagic Feat? (i.e. applying Heighten Spell to an empowered Burning Hands)

So let's say I have prepared an empowered Burning Hands. I apply Heighten Spell to that same Burning Hands to raise it to a level 3 spell. Does that spell take up a level 3 spell slot or a level 5 spell slot?

1/5

Due to me accidentally derailing the additional resources thread, I decided to make a new thread about Ultimate Campaign.

Incoming gush:

Love the character backgrounds. I'm thinking of using it to help create my next character(minus the mechanics that aren't approved yet). Also using Inner sea world guide of course. The downtime rules are incredible! Build all the shops! Or build a kingdom, or an army, or all of the above. Retraining, now we finally have a way to undo bad choices made while leveling up.

So what does everyone think will be allowed/disallowed?

1/5

I am planning on making an Arcane Duelist eventually. The archetype really intrigues me. This lead me to wonder the following question:

Can the Arcane Bond ability be used to bond with a spiked shield?

You can only bond with a weapon, amulet, ring, wand, or staff. A spiked shield is listed as a weapon on the weapons table and has a description in the weapons section (though the description refers you to the shield bash entry in the armor section). It says that a shield can be made into a magic weapon (though it doesn't add its enhancement bonus on attacks with it). The intent of a spiked shield is to be used as a weapon, so would that classify it as a weapon for the purpose of arcane bond? Would you be able to upgrade it with shield abilities as well as weapon abilities? What does everyone think?

1/5

It has been alluded to that the Skull and Shackles Adventure path will be sanctioned for PFS play after Gen Con. The next line of minis seems to outright confirm this. If it does become sanctioned, does that mean feats such as siege engineer or siege gunner will become available? Additional resources already mentions that siege weapons aren't used unless prompted in a scenario or chronicle sheet. I suppose you could take exotic weapon proficiency in whatever siege weapon you want to use and just not be able to purchase them. In addition, I suppose gunslingers would be proficient with cannons since it might be considered a siege firearm in that it has a misfire value. But every indirect fire siege weapon has a misfire chance too so I don't know. That's another issue I noticed, there appears to be no definitive label naming any siege engine as a siege firearm although siege firearms are referenced countless times in the APG.

Hopefully if siege weapons do come into the picture (even in a minor role) the updated guide will provide guidance, or the additional resources page will reflect the changes.


I am currently working on a set of houserules for uses of hero points in addition to those found in the Advanced Players Guide. My goal is to make sure that my players feel heroic, like they are quite a bit more powerful than the average person. Just using a higher point value doesn't seem to accomplish this. I am hoping to hear what houserules regarding hero points other people have used in their games. Here are some ideas I have had so far:

Hit Point Re-roll: You may spend a hero point to re-roll your hit die upon leveling up if you do not like the die roll. Roll your hit die again and take the better of the two results. You may spend the hero point gained from your new level to do this.

Feat Qualification: You may spend a hero point upon leveling up to change the ability score prerequisites of a feat to your current score in that ability if you gain a feat that level. This use of a hero point does not ignore any prerequisite for any feat, it merely allows you to choose a feat as if the ability score prerequisite was equal to your ability score. You can still be denied the use of this feat through ability damage, ability drain, poison, etc if the effect brings your ability score below the modified required score. You must have a hero point when increasing your level to spend it in this way and cannot use the hero point you gain at your new level. As such, a 1st level character cannot spend their hero point to qualify for a feat for which they do not meet the prerequisite ability score.

Apply Metamagic: You may spend a hero point to apply a metamagic feat you know to a spell you are about to cast as a free action without using a higher level spell slot. You cannot use this ability to cast a spell whose modified spell level is above your highest spell level you are able to cast. If you are a spontaneously casting this spell, you do not have to spend additional time casting this spell. If you prepared this spell, you may cast a spell whose modified level is no greater than one level higher than your highest level of spells your are able to cast.

Examples:
A 6th level sorceror can cast empowered magic missile without increasing the casting time or using a higher level spell slot.

A 5th level Wizard can cast maximized magic missile without increasing the casting time or using a higher level spell slot