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![]() So I just finished on Roll20 filling up my Evil Druids Spellbook from lvl 0-9 (Took me a little over a month to finish) Now Ive copied the character sheet and have made a Default template Druid spellbook for all Future Druids and find myself trying to find all the [Good] Descriptor spells in the whole of non 3rd party content. Just to verify these are all of the spells that a Druid can use that are [Good] Correct? Accept Affliction Druid 3
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![]() So how many tentacle attacks does the Evolution Tentacle mass grant for the Unchained Eidolon? Like Normally for Scorpions its 2 claws same with tigers and whatnot but is it just 1 tentacle or 2 tentacles? Tentacle Mass (Ex): The eidolon grows a thick mass of tentacles that can be used as a primary natural weapon. The tentacles deal 1d8 points of damage if the eidolon is Medium. Eidolons with the grab evolution that is linked to a tentacle mass can use that ability to grapple foes of up to the eidolon’s size, and they can also use this evolution in place of the serpentine base form to qualify for the constrict evolution. Requirements: Aberrant subtype. Source PCS:HR Found here: http://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained/eidolo ns-unchained/ Thanks for your time in answering! ![]()
![]() @Wraithstrike on your scorpion math are you using average or like minimum to show your math? I ask cause my math on it using average and max was so Max 1 round without crits. Claw 1 hit 10 damage + grab and constrict 9 damage.
Total damage 48 damage + 12 points of strength damage. Average 1 round without crits. Claw 1. 7.5 Damage + grab and constrict 6.5 damage.
Total damage 35.5 + 9 strength damage. So are you using minimums? cause if so then wouldnt the damage be so. Minimum 1 round damage without crits. Claw 1. 5 Damage + grab and constrict 4 damage.
Total minimum damage 23 damage + 6 Points of strength over 6 rounds. With crits the total damage would be: 78 damage max
So all of that being said I agree with you using that ruling on a scorpion to hit is much too high for a 3rd level party. My party consists of a Anti-Paladin lvl 3 Ac 20 Hp 26 Con score 15.
With +6 to hit the scorpion has 50% chance to hit bard 55% chance to hit rogue 45% chance to hit barbarian and 30% chance to hit paladin any given round. So of my group Max damage would drop and kill all of them.
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![]() Well if you want to go into detail you could give it some unchained stuff too. Like so. 5 ranks: You have an intimate knowledge of natural spices and flavours and have learned to make adequite fare on the fly. Double the silver earned for a cooking check. 10 ranks: Your expertise with the laddle and skillet have grown to where you never make a paltry fare any longer. +1 morale bonus to a single skill check, save, attack roll, ability check today. 15 ranks: Your expertise is famous and you have been called to more than a few large feasts. Treat any checks as double the time spent and silver earned. Stacks with 5 ranks. Can now add morale bonus to 2 checks in a day. 20 ranks: Your skill is legendary. You have cooked for kings and divine beings alike. You know how to turn a few ingrediants into a feast fit for Royalty. Gain the ability to treat your meals made as a hero's feast as the spell for the day. ![]()
![]() Mysterious Stranger wrote:
I think its a bit less that they are complaining about a lack of rules as it is they haven't really met a Gm/Dm that is on the fly enough to actually use some of the rules in the game. Cooking has rules in the same sense as Artist has rules its just in the general rules and not the actual set in stone "yeah this is cooking rules". looking at climb for example DC Example Surface or Activity
So if we turn that to cooking its now DC Example fare or technique
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![]() Cooking has a use in pathfinder I allow cooking as both a craft and a profession in my game. Why? Because when you are in a dungeon for 2 weeks, have no more Trail rations, 200 miles from the nearest civilization them dire rats you just killed look awfully appetizing. It adds a nice little bit of fluff to the characters. Survival to harvest usable parts and meat from that dead mantis Profession/Craft Cooking to cook it up if you roll low its a poor fare if you roll high its an exquisite feast. ![]()
![]() Pizza Lord wrote: [snip] So by your logic and the logic of the game persay then this means that theoretically a Belt of giants strength or Boots of elvenkind should not last more than a dungeon or two? I mean you're doing some pretty strenuous stuff and you're fighting Dragons and scorpions the size of horses ogres and undead as a norm. So with all these items being just as strong as normal items Artifacts shouldn't really be a thing because stuff like the Apparatus of Kwalish should be heavily rusted and immobile after 50 years of unuse and no upkeep being done. Boots of elvenkind left on a rotting corpse should be themselves rotting and unusable. a robe of useful items should be found in a dungeon littered with holes and tears and otherwise looking ratty as the 100+ year old grand wizard corpse died in it. I mean this doesn't seem at all whats referenced in the game itself even if the rules don't state it these items seem hardier than you are making them out to be. ![]()
![]() Pizza Lord wrote: Even the part you quote is specifically about armor, shields, and weapons. I am not certain even an amulet of mighty fists or bracers of armor would get the benefits despite their similarities (but that's a GM's call for their game). I already referenced this part with my last post saying this. Even though this states specifically for armor shields and weapons I don't see why any other dutifully magic item (Robe of useful items for example.) Wouldn't also get these pluses since they are magical and thus more hardy than normal items. As for the whole its just as easy to destroy as a normal burlap sack i dont see why that would be as its a magically enhanced burlap sack that was made to house an Extra-dimensional space even if you kept each sack as a +3 enhancement since you can craft any of the 4 once you get Secret chest to me that seems more plausible for a magic item. These aren't mundane items after all these are things with sometimes quite powerful enchantments I doubt anyone is going to enchant something without first making sure that its not going to get caught on a door and rip apart. ![]()
![]() I guess I have just been grossly underestimating my group then maybe... then again RNGeezus hates them so scorpions and ogres and other creatures like that with a Rogue a bard a antipaladin and a barbarian lasts anywhere from 3 to 5 rounds cause they just cant hit the darn thing lol The barbarian in particular is especially unlucky as he has had a Dc 13 filth fever on him for 6 in game days now and has not had 2 consecutive Fort saves on it. ![]()
![]() Evilserran wrote:
I'm kinda looking at it as average damage too. Like okay lets say the Orc greataxe fighter. he gets attacked and lets assume with +6 to hit all 3 attacks hit and he fails his fort save for poison. Average damage 22.5 Rounded down to 22 damage. Massive hit + now hes got two chances to be grappled which removes him from being able to attack that turn so now the party is down to 26 damage that turn. Then if you average out its poison that orc fighter in 6 rounds just took 9 points of Strength damage. now you have two options. rest for two complete days for the fighter with long term care being done on him to get back 8 points of Strength damage and heal up from possibly being downed in 1 hit. Or continue on and now the Orc fighter (whom I'm going to assume is not minmaxed)is now in single digits for its strength score probably grossly over encumbered and now vastly unable to join in on any fights. If they get a random encounter over those 2 days woe betide the party without their meat shield/melee damage. Max damage and Crits would guaranteed bring down a minmaxed lvl 3 barbarian with 20 constitution score as he would take 60 damage round 1 be poisoned and grappled + next round he would take another 9 points of damage bringing him down to -17 hp. it seems overly nasty for a CR 3 fight is all. ![]()
![]() Another thing to remember is that Animal companions unlike Wizard familiars do not gain Intelligence. So a Druid/ranger still needs to use the Handle animal rules for commanding them. (they gain more tricks than a normal creature which is 3xint score but reguardless during a fight you cant command your bear or raptor to attack a particular creature unless they know the attack trick) So remember to treat them as if they were a normal animal with specific perks (this of course can be circumvented if you become a Raptor and directly speak to your animal companion). ![]()
![]() I guess I have been running my scorpions exceedingly weak then XD. the idea of 1 round doing up to 30 hp of damage + poison + grapple vs a group of lvl 3 people where my Barbarian only has 35 hp seems terribly terribly strong and since the scorpion doesn't have multiattack or actually any feats for that matter I read it as a Has to choose mkay this round I'm grabbing or this round I'm stabbing my stinger in. ![]()
![]() Evilserran wrote: Take giant scorpions for example. The go to way i have seen most people attack with them is tail, claw grab release claw grab. Turn two same order except with a drop first. This allows you to put in all your attacks, and hopefully keep your opponent grabbed at the end. In case of verminous hunter, each grab ca also let you do some bleed damage, so theres that added benefit. Most people seem to be grossly overestimating just how many attacks per turn a Giant Scorpion gets for you then. The way I run it is its got 2 claws or 1 tail with poison. I can either See it attack with its 1 tail to deal a good deal of damage and poison you. Or I can see it attacking with two claws wherein if both hit then it has a chance to grab you which would then give it a better tail attack each turn. anytime i see something akin to 2 Claws + grab that to me states (and I think it is referenced somewhere) that if both attacks hit then there is a chance that it will grapple freely. ![]()
![]() Also to compound on this even though Mithril makes a item one category lighter (Heavy to medium medium to light) doesn't change what the item is. A Mithril full plate would be just as difficult to put on single handedly as a regular full plate trying to reach every little leather strap along the back of your legs sides of your body and back of your neck. Once on though because its lighter it makes it easier to run in jump in. ![]()
![]() blahpers wrote: Also, wow, going by the guidelines a bag of holding would have 0 hardness and, what, 1 hit point? Eep. Might want to build it out of tougher stuff, if you can. I believe you missed one key part about magic items though you would need to talk with your Dm to specifically figure it out. Magic Armor, Shields, and Weapons Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item’s hit points. Even though this states specifically for armor shields and weapons I don't see why any other dutifully magic item (Robe of useful items for example.) Wouldn't also get these pluses since they are magical and thus more hardy than normal items. ![]()
![]() So from the PFSRD I get this Caster Level for Weapons: The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. So from that effectively it looks like the item is a +1 item with a +2 enhancement. The higher of the two is +2. Since a weapon can only max be +5 enhancement with +5 in other enhancements like vorpal and whatnot (making it effectively +10) I think its the higher of the two only. I dont remember there being any rules for a lvl 30 class so Im assuming (big assumption here) that minimum you need to be level 6 and then to make it a +3 or add another misc enhancement to it to make its like a Flaming Disruption spell you'll need to be level 9+ ![]()
![]() How I am running a plague bringer antipaladin in my group is like so. He currently has two charges of filth fever on his person. Both of which through a Touch of corruption could be used to grant Dc 13 filth fever (instead of dc 11). If he swings his sword then he doesn't use up the diseases he holds onto it, if he consumes diseased flesh (ie if something was infected with mummy rot or some other disease) he doesn't have the option to just willingly fail the disease check to gain it if he fails then he gains the disease and I keep a list of this is what hes got this is how many times hes got it. basically his plague bringer doesn't directly expend uses of his diseases outside of him doing a touch of corruption. Doesn't matter the disease could be Hiv mummy rot filth fever leprosy whatever the disease is he specifically has to use the touch of corruption to pass it on. ![]()
![]() most fey are immortal they will not die from old age or after a set time. This is seen because most fey are Nature spirits like Nymphs or pixie whom are known for being immortal. so more times than not yes if you are fey you are immortal. If you are half fey you have an exceedingly long life rivaling Elves. If though your GM has issue with you playing an immortal being I would say a good safe bet is to just use the elven tables for age oldness and death as most campaigns will not outlive an elf's lifespan. ![]()
![]() @Claxon Well the reason I was asking for a protection against like effect or asking if there was one was because something about 6 hours of having a damaging light shoot out of a Lanturn just sounds off to me @Pax Miles Looked at the celestial lamp and I think ill just go with that thanks for the link. Just the idea popped in my head helping a player with an antipaladin and was like hmmm I wonder. @all Thanks for the replies :D ![]()
![]() yes that is much more clear. I can see why that little caviet of the author handing it over basically makes sense too. if someone makes a Sword of Tarrasque slaying that has all these wonderful amazing perks but unbalances the game as a whole it makes more sense to think of the game before that particular authors desires. Thank you Mark for taking the time to explain it out. ![]()
![]() Isabelle Lee wrote:
Interesting. So even though you contributed the spider-silk body suit. Its your baby your creation. Your say on its hardness or lack there-of isnt official? Learning new things every day :D ![]()
![]() Mark Seifter wrote:
Yes the Silkweave is the same that's on Pfsrd. First off thanks for taking the time to respond to my post and give your insight. I just found out yesterday while asking some friends about it and didn't even realize both were Third party additions. I will try to get in touch with the Author of them so I can see about it for sure :D. Isabelle Lee wrote: As the author of the spidersilk bodysuit, I'm still working on an (entirely unofficial) decision regarding the appropriate hardness and hp. ^_^ Oh I do feel embarrassed now. I didn't even realize you were the author on it :D. Are you also the Author of the silkweave item because if so then awesome two birds one tarrasque. The hp portion of armor if it helps any is easy enough as its AC * 5 with magic items and whatnot adding 10 hp per +1 so regardless of the material as far as I can tell the suit hp will always be 15/15 with an ac of 3. As to the hardness I guess I shall await the Author verified Errata with bated breath and follow the current Unofficial recommendation from my friend and the others in the forum thread. It really is a Awesome and inventive armor though. ![]()
![]() AlaskaRPGer wrote:
Ahs see more things ive stumbled around on. As for the holy water theoretically you dont need to "carry holy water" on you all you should need is an area outside the AMF and then use create water and bless water. Im like 50% sure that the therein blessed weapon would at least hold its blessed holy status for at least 1 round to deal damage. Might be wrong tho. ![]()
![]() James Jacobs wrote:
My apologies i was linked to here by my thread in the rules forum. Sorry for bothering. ![]()
![]() Well the fight wouldnt be unbeatable unless it has heavy damage reduction. Iirc the rules for incorperal creatures is that all damage done that isnt magical or because of the undead part positive energy still deals 50% damage. So while a 2d6+4 weapon maxes at 8 damage before criticals that doesnt mean its immune. Edit: just read up. I would talk to your dm about possibly getting some holy silver in the future. Otherwise douse your weapons in holy water and have a cleric in the back blessing some more. Theres always the option to run away and you could also dispell the antimagic field as a option. ![]()
![]() Hey ya Mark I have a question for ya well more of a clarification needed as I have a couple possible answers. Previous thread: Hardness of Silkweave? So I am currently making a character in Pathfinder that wears a Spider-silk Bodysuit Looking in The special materials section the closest thing I can find that matches the description of Spider-silk is Silkweave Unfortunately in both there and Damaging and breaking objects there is nothing stating a Hardness of Silkweave armors or things made of Alchemically treated spider silk. Answer 1: Zarius Stated: I'd fall back to the hardness/HP of leather or cloth. There's a 3pp (Silk, Aranea) that has stats, though... 5 HP per inch, 0 hardness. Which is fair, since it's 2.5x the HP of cloth, but easier to damage than leather. Answer 2: Dark Midian Stated: The trouble though is that it specifically says that silkweave is super durable. I would also recommend going with the rules for leather for the hardness and HP. With a further Reply from Graystone: I'd go a bit further than that once you take into account the price of the armor [850gp]: for me that puts it up there with Darkleaf Cloth [750gp + armor cost] and that's 20 hit points per inch of thickness and hardness 10. Note that the description of darkleaf says it's "tough as cured hide", and hide has 5hp/inch and 2 hardness so the number are greatly skewed towards the special materials. So my question I guess is Which of these if Either are correct for the hardness of Silkweave and or Spider-Silk Bodysuit? Thanks for your time! ![]()
![]() Hey ya James I have a question for ya well more of a clarification needed as I have a couple possible answers. Previous thread: Hardness of Silkweave? So I am currently making a character in Pathfinder that wears a Spider-silk Bodysuit Looking in The special materials section the closest thing I can find that matches the description of Spider-silk is Silkweave Unfortunately in both there and Damaging and breaking objects there is nothing stating a Hardness of Silkweave armors or things made of Alchemically treated spider silk. Answer 1: Zarius Stated: I'd fall back to the hardness/HP of leather or cloth. There's a 3pp (Silk, Aranea) that has stats, though... 5 HP per inch, 0 hardness. Which is fair, since it's 2.5x the HP of cloth, but easier to damage than leather. Answer 2: Dark Midian Stated: The trouble though is that it specifically says that silkweave is super durable. I would also recommend going with the rules for leather for the hardness and HP. With a further Reply from Graystone: I'd go a bit further than that once you take into account the price of the armor [850gp]: for me that puts it up there with Darkleaf Cloth [750gp + armor cost] and that's 20 hit points per inch of thickness and hardness 10. Note that the description of darkleaf says it's "tough as cured hide", and hide has 5hp/inch and 2 hardness so the number are greatly skewed towards the special materials. So my question I guess is Which of these if Either are correct for the hardness of Silkweave and or Spider-Silk Bodysuit? Thanks for your time! ![]()
![]() So question. I was reading up on this trait. Two-World Magic Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known. and got confused. Say the person chooses Bloodrager since they are cleric since bloodrager has no 0 level spells does that mean they could choose a Spell like Magic Missile and cast it as a 0 level spell? ![]()
![]() I kinda am leaning towards the darkleaf cloth or leather for hardness a bit as well. The 850 Gp price and the fact that it is masterwork makes me think that Chemically treated Giant spider silk would be a bit more durable than 0 15/15 I'm just unsure about it because there is also Spider silk rope in the adventuring gear that doesn't say a hardness but does say its 6 hp which is 1.5X what normal silk ropes are for 10X the gp cost ![]()
![]() So I am currently making a character in Pathfinder that wears a Spider-silk Bodysuit Looking in The special materials section the closest thing I can find that matches the description of Spider-silk is Silkweave Unfortunately in both there and Damaging and breaking objects there is nothing stating a Hardness of Silkweave armors or things made of Alchemically treated spider silk. Can someone help please and thank you. |