![]()
Search Posts
![]()
![]() Hi all, I'm currently playing a lizardman saurian druid in a Serpent's Skull game (great fun so far, just starting book 2). I'm on the cusp of gaining wildshape next level, and I'm trying to imagine ways that my character would go about practicing how to change forms before fully learning how. Unfortunately, I've hit a bit of a mental block. Any suggestions that might help fuel my creativity? Thanks in advance! ![]()
![]() Howdy, A friend of mine came up with an interesting idea during a discussion we were having. To be clear, we haven't seen this come up during play. Would Life Bubble provide immunity to Suffocation? The main suggestion is that Life Bubble allows the subject to "breathe freely." Would it work? Is it intended? For consideration, I also brought up the effects of Chokehold and a called shot to the neck in relation to Life Bubble and whether one so afflicted would still be able to breathe. Additionally, I just thought of a cave in as another example to consider where breathing might be difficult. What are your thoughts, rules forum? ![]()
![]() Hi all, I have this weird character idea going through my head involving a monk/cleric entry into Red Mantis PrC with Crusader's Flurry. I was thinking of ways to make use of 1st-level channels and I swear there was an item somewhere that helped convert channels into ki points or something. I remember reading a thread about some ridiculous idea to use it with something else to make "infinite" ki. I just want to know what is was, but I can't remember it, and my efforts at google yield nothing. Anyone know the item I'm thinking of? ![]()
![]() Hi all, This seems like the right forum. I have an archaeologist whip master bard that has been angling to get a ghost touch net/whip for some nifty ghost-fighting tricks. Something that occurred to me, though, was the potential of using weapon blanches on said weapons (or any weapon that isn't metal/dense enough to not burn). The rules don't seem to bar it, and thematically it's not hard to imagine passing an item over flame enough to coat it without harming the whip/net. Leather and Hemp aren't easily flammable. Seems like a much cheaper method than enchanting. Still, I can't help but feel I might get a few looks at a PFS table. Thoughts? edit- linky link ![]()
![]() Hi all! With the recent change to allow rogue to grab master ninja tricks (one of the recent errata), I've been able to resurrect a halfling sniper concept I once had -- but now it can come online before level 10. Here are the gear/abilities I'm aware of that can help make this useful, I'm wondering if there are any that I'm missing. Gear:
Feats:
Other Abilities:
Anything else that would help a sniping-focused character? The plan is to go all in on Unchained Rogue, cherry-picking some ninja abilities like ki pool, vanishing trick, and assassinate. I'll probably spend a few feats on the classic archery feats so I can go to town when needed, though thematically I'd stick with sniping and the ninja assassinate ability. Hellcat stealth would help keep that consistent. Bane Baldric might be a good idea for filling precision-immune creatures with arrows. ![]()
![]() Hi all, I'm considering a Oracle character in PFS with the haunted curse. I've had fun tinkering with ways to mitigate the standard-action retrieval time drawback (mnemonic vestments, gloves of storing, wrist sheaths, etc.) which has been a fun exercise of deciding which few items were worth having on-hand when needed. Then, I had an idea: eldritch heritage to get a familiar. If a little companion could hand me stuff, seems like that would help. Even if the familiar was taking a standard action to retrieve my things, I imagine it wouldn't be more than a move action to take it from an offering "hand" (or paw/mouth/whathaveyou). I couldn't find any other thread dealing with this combo though, so I'm posting here. Opinions? ![]()
![]() Hi all, I'm looking at this Brawler archetype from Advanced Class Origins. As far as I can tell it is legal for PFS, but I'm unsure what would happen when choosing the Mystery of Untwisting Iron school: Mystery of Untwisting Iron:
Mystery of Untwisting Iron (Su): At 2nd level, metal weapons and armor in the winding path renegade's possession are treated as masterwork unless they have the broken condition. At 8th level, the winding path renegade gains a bonus equal to 1/2 her level on Craft checks involving metal, and she gains the benefits of the Master Craftsman and Craft Magic Arms and Armor feats when crafting items made of metal. At 14th level, any weapon the winding path renegade wields is treated as adamantine. Crafting not being allowed in PFS, are there any guidelines on what might replace that ability or how it would work in PFS? ![]()
![]() I was surprised to find a lack of any threads on this. My question: if you leave an area of invisibility purge, do you become invisible again, or is the invisibility effect removed entirely? Invisibility Purge uses the word "negate," which I could see being interpreted as either dispel or suppress, though I suppose the last line suggests it only suppresses invisibility. Invisibility purge wrote:
![]()
![]() Hi all, I'm playing in a Way of the Wicked game, and I've been tasked with keeping track of our organization. The GM provided a printout of the relevant rules from the AP (spoilers removed). We're in a bit of a limbo stage at the moment, but I still need to track most of the stats. So here's my question: Are there any handy tracking sheets or tools for managing a WotW player-run organization? Something like a character sheet for PCs. I haven't been able to find any on my own so far. Thanks! ![]()
![]() Hi all, I'm in an occasional home group where we play modules (started with Dragon's Demand and we've continued through some others on occasion). It's a very lighthearted and kind of silly group. I play a gnome spellslinger wizard who's half-mad. Last adventure, he took a trap that caught him in a dungeon and turned it into an animated construct that grabs, burns, and 'hugs' its victims with blades. Needless to say, Juci Greaves is quite excited about it. I have a few other ideas that seem appropriate to the character, one of which is a folding suit of fullplate that I could throw at a caster and forcefully put on them to inhibit their spellcasting. I'm looking for advice on how you'd price something like that, and how you'd run it mechanically. I'd prefer to avoid making a magical construct (though an armored 'bodyguard' that forces himself on to a caster sounds amusing), favoring a purely mechanical creation that latches onto the caster and just stays there. Mechanically, perhaps a touch attack followed by a reflex save or a grapple check might work. Cost-wise, making a construct would be easier to price (he has a few craft feats/wizard discoveries). Pricing the mechanical item is a little trickier though. Thanks in advance! ![]()
![]() Hi all, I have an inquisitor with the preacher archetype in PFS. They gain the following ability: Determination:
Determination (Ex) At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use. Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll. Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses. Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect. (emphasis mine)
I've found a few threads that deal with this tangentially, but not specifically. My question is whether the "Defense" ability uses your swift action for your next turn, and if it can be used multiple times per round. The wording at the top ("Each is a free action") confuses me since they then go on to call out the Defense ability as an immediate action. I've been going with the more conservative interpretation (counting it as an immediate action with all the limitations therein), but I'm wondering if the writer meant it to be a 'free immediate action,' if that makes any sense. It's still been a very useful ability, so it would make some sense if they wanted to specifically limit the Defense ability to once/round. To confound the issue, they don't label the "Warning" ability as an immediate action, but it has to be taken outside the inquisitor's turn. What do you make of this ability, rules folk? ![]()
![]() Hi all, I had a situation come up in a PFS game this week about the divination/foresight wizard school power prescience. quick link here. A player and I had different interpretations, and I'm wondering which is correct: A) You can choose to use your prescience roll in place of any d20 roll you can make instead of rolling for a save/attack/skill check/etc. B) You are able to choose your prescience roll anytime during your turn, meaning that you can roll for an attack (for example) but decide to use your prescience roll afterwards if it's better. Which do you think is correct? ![]()
![]() Hi all, I often see the Chaotic Evil alignment stereotyped as rampaging demons, frenzied orcs, or ravenous undead. Personally, I've always been interested in characters that evoke a different kind of CE. The kind that can plan, scheme, interact in public, and manipulate people. Behavior that you might more readily associate with a more lawful organization, but carried out with chaotic twists and spontaneity. Can you think of some examples of this controlled CE in popular fiction? Here's my attempt. The Joker (The Dark Knight movie) - His short-term interactions often fit into the crazy-CE stereotype, but his schemes are detailed and cunning. He must spend a lot of time planning and preparing, not to mention avoiding capture. Petyr Baelish/Littlefinger (Game of Thrones) - I first thought he was an excellent example. He did an excellent monologue on chaos and opportunity. Though I'm starting to think he may be more similar to NE. Can you think of any others? ![]()
![]() Hi all, I have a tiefling oracle of metal made before the races changed, mostly because I've always wanted to take advantage of their Fiend Sight feat. Oracle seemed like a good choice, given access to Deeper Darkness. What I'm interested in is making the best use I can of supernatural darkness, and my ability to see through it. Preferably while not driving everyone else in my party insane (this is for PFS). So far, I've come up with a few ideas. The first was to save up while leveling for a lesser Quicken rod ASAP so I can cast it on an arrow and shoot it the same round or something. I could also go with the two metamagic-reducing traits to make Quickened DD a 5th level spell, but I thought using those to quicken some Level 1 buffs would be more useful. More immediately, I thought of using a hooded lantern, casting the spell on the wick inside and making myself a cone of supernatural darkness. I think with Prehensile Tail I could point it while fighting, and possibly get myself (at least partially) in darkness as well, which would be a nice defensive boost. I suppose it could also be used similar to a fog cloud, or to cover a retreat/set up a trap. Any other ideas on how to take advantage of Fiend Sight? ![]()
![]() Hi all, I've had a player in PFS bring this up a few times, though it's never been a significant factor, but I've never seen a rule on it. Here's the question: Can a divine caster still cast spells while in possession of another deity's holy symbol? Example: a cleric of Abadar has in his possession (not necessarily held) a holy symbol of Groetus. It could've been recovered from a cultist, found in a chest/box, or worn as part of an undercover mission. Regardless of the specific deity's, I've heard more than once that a cleric/inquisitor/other divine caster (that needs a holy symbol, at least) can't cast spells if they have a symbol of a different god in their possession. My challenge to the rule forums: find where this rule exists, or where the misconception may have come from. You have 24 hours. Good luck. ![]()
![]() I was having a discussion with a friend about how stealth works with cover/concealment. One of us thought that getting concealment or cover was sufficient to make stealth checks. The argument against was that you would still be observed unless you found total concealment or cover. Essentially, we disagreed on which sentence took priority in the stealth rules (bolded below) Stealth:
Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging. Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16. If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast. Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below). Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location. Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you. Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action. Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving. If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats). ![]()
![]() Hi all, I've GMed for our local PFS for a while, but never at a con like this. In addition, I'm running a table for the special event. Is there any place GMs are supposed to report before running a scenario, or do we just find our table and take a seat? What about the special? I played in the special last year, and with all the coordination going on I image there must be something we need to know to keep it running smoothly. Or will it all be covered in the PDF? Thanks! ![]()
![]() After accidentally necro'ing last year's Throne of Azlant thread, I thought I'd start a new one for this year's group to do a little coordination. After all, if we don't defeat the ancient Azlanti Lich, who will? I have a samsaran diviner wizard that would be pretty interesting to play. Some brewing ideas for an oracle or two, depending on the party makeup. ![]()
![]() Hi all, I looked around the net, but couldn't find any thread like this. So here's the question: what are some solid questions to ask for Commune and similar divination spells? You can get very basic, such as "Will we encounter traps in ____?" Or ask about creature types or resistances you might find, if certain supplies/spells/etc would prove useful on your current mission, if you'll find your goal in a given city/building/area/etc. Of course, there are many questions that are specific to the situation, and with anything this open-ended there are countless possibilities. However, I believe some general ideas might help players come up with those questions. ![]()
![]() So there are a set of items designed to aid specialist wizards of all schools. The problem is, these items are all different and scattered, not organized at all. Here are the two I'm currently aware of: Annihilation Spectacles (transmuter) I've had trouble finding the others of this set. If you know any, please link them here so we can have a useful reference for us wizards! Or, if there's already a list I've missed, please point me in the right direction and disregard :) ![]()
![]() Hi all, I was thinking over one of my characters, trying to make the feats I wanted fit in the levels I had. Personally, I've previously though feats should be stronger and I have a number of houserules I plan to implement if I ever run a home game. This thought just occurred to me, and I'm wondering what everyone thinks of the implications: give everyone bonus feats like the fighter. I'd probably not limit it to just combat feats. Would it be too much? Many feats already have BaB and level restrictions, but I think it might allow for more interesting character abilities, and maybe some of the less-optimal feats would see more use. Obviously I'd have to add feats to any monsters/NPCs if it were to happen. ![]()
![]() Has anyone used/seen this spell used in play? I passed it over for a long time until I noticed the swift action casting time. I'm considering it for a red mantis assassin character down the line. Swift+free action will save vs blindness could be a nice way to get a full-sneak-attack on someone if all else fails. The feint/disarm bonuses are situational though. The mass version could be a useful buff for melee heavy parties for a wizard too, with built in quicken. ![]()
![]() Hi all, pretty simple question here. I have a PFS illusionist/conjuration focused wizard hitting 11th level (mostly controller/buffing and some summmons) and I'm unsure what feat to take. Nothing has come to mind except maybe Quicken spell, which would allow for some fun antics with sirocco (been waiting for this spell!) and stone call/silent image. The only other idea I had was the "steward of the great beyond" arcane discovery to block teleporters 1/day, but it seems underwhelming. Current feats: Academae grad, SF: Illusion
Any other suggestions would also be welcome. Much thanks!! edit: I've avoided superior summons since I usually just grab a single creature from the highest-level list I can. The few times I dipped down I ended up with low rolls =/ and at this level summons don't always seem super useful, especially more numerous weaker ones. ![]()
![]() Hi all, I apologize if this is covered somewhere, but I haven't been able to turn up the answer. I read an old thread about applying a GM credit to a character that depends on the character's level. The example given was applying a GM'd 4-5 game, but applying it to a lvl 1 character, which would be applied to the characters as 1-2 (please correct me if this is wrong). What I couldn't answer was: is the opposite true? I just GM'd a 1-2 scenario. If I applied it to my lvl 5 wizard, would I use tier 1-2, or tier 4-5? (The cert is already applied, I'm asking for future reference.) Thanks! ![]()
![]() Hi all, I play PFS at my local hobby shop. I'm currently mulling over a character concept in my mind (it's a while off though, have other characters I want to try first). It's a Tien tengu ranger. I've been looking at the "Spirit Ranger" archetype, mostly because I love the flavor of consulting with nature spirits for advice, but I can't think of any realistic uses for the Augury spell. Can anyone suggest ideas, or should I just stick with straight ranger? LINKS! Augury:
Spirit Ranger
Thanks! :D ![]()
![]() Hi, I saw this happen a while ago at a game session, and I'm wondering about the legality. We were fighting a summoner in a bar. She summoned a large lion after the Eidelon was finished. The wizard cast create pit, and at one point the lion jumped over it to attack someone else. The wizard case feather fall as it was over the pit, and it stopped midair and floated down into the pit. I didn't notice anything at the time (but it turned out fun so I liked it), but I'm unsure how it would happen in "reality." It seems like it'd be more complicated to deal with gliding horizontally while falling. What do you think? ![]()
![]() Hello, I'm playing a wizard currently, and I'm trying find out if there are any feats/abilities than can boost the caster levels of scrolls or wands? I've tried looking but wasn't able to find anything. I'm trying to find ways of making some scrolls from my banned schools more useful (floating disc, for instance, can only lift 100lbs @ CL1 from a scroll). Also, I'm playing PFS so we're not allowed to buy higher-CL items, just minimum :[ Thanks! |