The Horned Hunter

Primagen's page

51 posts (52 including aliases). No reviews. No lists. No wishlists. 1 alias.




I noticed the description says the rod "cannot be recharged"...

Does this mean the rod can only absorb and then expend a total of 50 spell levels in it's lifetime?

Does expending spell levels not make room for new spell levels to be absorbed?


Hello everyone. One of the players in my campaign plays a 3rd level rogue, soon to be a rogue 3/wizard(transmuter)1 and plans on taking wizard levels the rest of the campaign.

His plan is to add sneak attack to gravity bow, flaming arrows, rapid shot, many shot, etc.

However he only realized today that you can't flank with a ranged weapon... are there any feats to get around this? What strategies do you use to get sneak attack as often as possible, with a ranged weapon?

Thanks everyone.


Hey everyone, trying to host a session soon and I'm kind of limited on prep time so I came here for some advice!

The players plan on trying to rescue a local NPC from wrongful imprisonment and I want the local guard to give them some trouble, but I don't want them to outright kill the players. Most of the guard actually believe the NPC is guilty after all and aren't evil murderous jerks.

The players are 3rd level and if it matters the party composition is human ranger 2/barbarian 1 (two weapon fighting), half elf paladin 3 (sword and board), Human rogue 3 (emphasis on ranged combat), and human fighter 3 (generic two handed build)

I want to keep the CR of the guards low so I can throw more at the players, the reason for this being I have a bad habit of running very few encounters with tough enemies, and I want more combat that isn't too challenging.

It seems like a lot of my sessions are "talktalktalk big fight talktalk" so I want to throw in some "talktalktalk little fight little fight little fight big fight talktalktalk" if you know what I mean.

Thanks for any advice ahead of time and thanks for putting up with the slight silliness of this post.


He is a short fat middle-aged man who is the corrupt leader of an impoverished shanty style merchant town which sits in a swamp. I'm terrible with names.


D20pfsrd wrote:
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.

So which is it? Can a disable device check get past an Arcane Lock? Or do you have to smash the door/object to get in?


Prepare multiple lower level spells in the slot of a higher level spell. For instance, preparing two second level spells in a first level spell slot.

I read something about doing this as a way for a spell caster to progress beyond 20th level but I don't recall anything about being able, or unable, to do this before 20th level.


In my campaign a player is becoming the apprentice of a wizard soon, because neither of us thought it made sense for him to go from rogue to wizard by killing enough bad guys to level up.

How would you have the wizard explain magic? So far I have some notes about spell casters wielding "the primal energies of the universe", and that the energy in question is present in all beings.

However, I am interested in how magic is explained in golarion (and other settings) because honestly I've gotta have this ready to go by monday and I'd rather spend my time thinking about other details.

Any input will be greatly appreciated :)


Lets say the campaign you're playing in is drawing to a close, and for the sake of this question your characters must venture through a portal and destroy a magic item that is holding the portal open and allowing an army of demons to stampede into the material plane. This act would save the world from certain destruction. The catch is once you destroy the artifact you won't have a way out, and you will have an epic last stand against hordes of demons who want to rip you to pieces.

This is just an idea I have for my campaign, but not necessarily something I plan on using, it popped into my head just last night and I'm still thinking about how my players would feel.

The whole "no way out" thing is an uncertainty of course because I don't know what kind of items/powers the players may accumulate along the course of the campaign, but as of now the party consists of a fighter, a rogue, a paladin, and a ranger. If they did in fact acquire something that would let them escape, that's awesome I wouldn't mind that at all, but I don't plan on giving them any hints about this final act of bravery until the time is near, so that it is a dramatic decision for them. Perhaps one person could destroy the item while the others escape, or the portal would start to shrink when it's destroyed rather than just wink out all at once and the players would have to race back to it so that they could escape in time?

Would you do it? Would this be a satisfying end to a campaign? Or is character death (yet victory) as an ending not a good idea? Personally I'd do it. I think it's a pretty bad ass way to go out and it's not like I'd use that character again after the campaign was finished. He'd go down in the history of that world and in our memories as a hero, and that's what all gamers want their characters to be, right?


Energy Drain lists the number of levels lost and the DC for resisting the attack, but not what type of save you make. It's fortitude, right?

Assuming fortitude because that's the type of save to resist the negative levels becoming permanent, but I can't find information on the initial attack's save.


Dervish Dance:

Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.

Weapon Finesse:

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

A scimitar is not a light weapon, elven curve blade, rapier, whip, or spiked chain.

Does this mean Dervish Dance requires weapon finesse with a weapon other than the scimitar before you can take Dervish Dance? That doesn't make sense to me.

What am I missing? Also, what book is this feat from?


Hello, I'm running a campaign right now in which one of the NPCs is a member of the town guard who is pretty shady and has motives the players don't know about yet. There are mysterious things happening that are putting the town in danger, and although she is totally innocent he plans on hanging a local spell caster for it, Salem Witch Trials style, and the PCs will have to try and save her.

I decided this character should be an Inquisitor and I was reading over the Brand spell and fell in love with it. I'd really like for him to mark one of the PCs with it in his dying moments. He's unable to defeat the PC, but he wants to make the player's life harder from here on out. I want the mark to be something that repels normal people. Something that makes him look dangerous, something that makes him look like a criminal, or look like he's done something horrible that society shuns.

I think the coolest option would be to have some sort of symbol, not a word, burnt into his forearm. I just can't seem to justify how this would be logical though. Why would there be a symbol for a wanted man? And if other characters see that he is wanted, they'd think "How did this man get this mark if he hasn't been caught yet?"

I could just come up with a symbol that the authorities brand released criminals with to warn other civilians that the person has committed crimes in the past, kind of like an instant background check, but that doesn't seem extreme enough (for the whole, makes people wanna stay away thing) and seems kind of evil and harsh for the authorities at large to do, as opposed to this one twisted inquisitor.

What are your ideas on this? Any real-life symbols that would do the trick? Or any words (with six characters or less) that will make people keep away from this person?


Question one:

Would you consider a Flesh Golem a construct AND undead? After all, one of the spells required to create a Flesh Golem is animate dead. The reason I'm wondering is I'm running a very undead-heavy campaign right now where one of my players is a ranger who specializes in the slaying of the undead and another is a paladin. Would you rule that their bonuses against undead count against this monster?

Question two:

I think I have a pretty good understanding of the limitations on the rogue's sneak attack, except for one thing... Let's say a rogue is fighting a creature, and the creature's attention is diverted elsewhere for some reason, and while it is distracted the rogue hides, in a bush for instance. The creature eventually returns to find the rogue and beat him to a pulp, but can't seem to locate him, but he's definitely on his toes, has acted, and is not flat-footed. Could a rogue still fire a crossbow bolt from the bush and sneak attack the monster, since it is not aware of his location? And although the monster is not flat-footed, would it be considered flat-footed to the rogue's attack since it doesn't see it coming and can't defend itself, somewhat like being flanked?

Thanks.


Shields take one hand. The spear takes two. Not the short spear, the spear.

AC 15, touch 10, flat-footed 15 (+2 armor, +1 natural, +2 shield)
Melee spear +3 (1d8+3/×3)

LUCY YOU'VE GOT SOME SPLAININ' TO DO!


A +1 flaming keen greataxe would cost 18000gp (plus the cost of a masterwork greataxe) to buy and 9000gp (plus the cost of a masterwork greataxe) to craft.

And no when using a +1 flaming keen greataxe you only get +1 to attack and damage rolls.

A +3 flaming keen greataxe (which gives you +3 to attack and damage rolls) would cost 50000gp (plus the cost of a masterwork greataxe) to buy and 25000gp (plus the cost of a masterwork greataxe) to craft.


I think I've been screwing one of my players out of his second attack but I'm not sure... When you are using two weapons do you get the attack with your second weapon one time a round regardless of what type of attack action you take, or only when you make a full attack? I've only been letting him do it as a full attack.