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Im confused by how these work. An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. So, questions : A biped form has 2 claws AND limbs (arms). Would you be able to take this evolution twice (once to replace claws, once to replace arms)? Also what is the point of replacing the 2d4 damage claws with a 1d8 slam, given that the claws still attack at full BAB with full str bonus? The slam damage also scales weird, normally 2d6 scales to 3d6, not 2d8. Lets say you take the "improved natural attack feat" : http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack AND the improved damage evolution. The evolution increases the damage from 1d8 to 2d6, then the feat increases it to 3d6 (rather than 2d8). What happens when the eidolon becomes large or huge then? ![]()
A dc 20 check determines the value of a common item. Ok. What about non-common items (especially magic items)? And how is a common item determined anyway? A valuable gem, is that common or not? A potion of cure light wounds, a masterwork sword? Has anyone actually used the appraise skill in their games? Seems like one easily skipped over bit. ![]()
Well basically the DM wanted a low magic campaign, so we are not using the WBL table. Thats worked out OK so far because most of our enemies were humanoids with mundane gear (or generic undead) and we face very few spellcasters (and the ones we have faced haven't done much really, a 9th level caster we fought recently hit us with like two lightning bolts, a fireball and an acid arrow before almost dying and running away). Also most of the characters are heavily optimized. So a while back my character took craft wondrous item so the party could get some more magic items out of their limited funds. DM decided i couldnt craft while travelling, so we only stopped to craft once for a few days and that was with rushing everything at double speed. We finally got some downtime again and I was going to craft some more stuff for the party, but that's going to take more than a week with rushing, and the DM has decided we cant take 10 anymore while crafting. That means we can't rush a lot of items anymore, which means more time where the party is just sitting around in town, and we just got word that we have to rush somewhere to potentially save the world. One of the party wanted to take a cohort to craft magic weapons/armor, but i don't know how that's going to work now because the cohort is unlikely to have a very high skill modifier, and without being able to take 10, that involves a lot of risk. And i dont know how much a low wealth value is going to cause problems later on in the campaign. We are at the level where we can start running into demons/stronger undead and a lot of those have somme kind of DR, and i think our fighter still only has a +1 bow... So essentially : -Cant take 10 while crafting, potentially a lot of wasted money when failing items (even with a high skill mod) -Cant rush items due to the above, more time spent crafting, potential time limited scenario (save the world, etc), can't craft on the move to save time either Any advice on this? ![]()
For example, half the party decides to run off to fight off a monster that is totally out of league and that their characters should know is totally out of their league. The other half decides, nope, they are not going to commit suicide. Aside from the "half the party dies and re-rolls" ending, this seems to create a situation where the DM has to do two seperate adventures, one where half the party is running around looking for and fighting this monster and the other half is trying to continue on with the plot. ![]()
A friend took leadership and is going to introduce a 6th level Dwarven Forgemaster cohort (http://www.d20pfsrd.com/races/core-races/dwarf/forgemaster-cleric-dwarf) to the party. Mainly for crafting and buffing. Hes planning to take improved initiative and extend spell, but he would still need another feat at 5th level. Party already has someone with craft wondrous item, but he cant take forge ring till he hits level 7. Any ideas on what feat he could take at 5th level for his cohort? ![]()
Party bumps into sealed demon with macguffin. They have two choices : Kill it and take it, or let it go whereupon the demon will give them the macguffin and leave without a fight. Party chooses B, demon leaves and wrecks a good part of the city on its way out. Party has the choice to chase after it and stop it, but chooses not to because the demon owes them a favor which they plan to collect at some point. Also what if the decision wasnt unanimious and some members of the party wanted to stop the demon but couldnt do it on their own, so had to go with the majority? ![]()
It is obvious that outside of special events like playtests, paizo staff barring mods do not actually read or respond to threads on the forums. How exactly are people supposed to get stuff clarified by Paizo then, ask them questions, bring issues to their attention, etc? Yes i know there is a customer service email but im fairly sure thats for order related questions... ![]()
For example the witch hex ice tomb has no range, no duration and no target limitation, among many other problems. Someone in a PFS game wants to use this hex. How does the GM decide what to do? Make house rules on the spot, which may or may not be applied if another GM takes over? Or do you just follow it by RAW so it has infinite range, duration and can be used on everything? ![]()
Original thread got locked because it got derailed with weapon cord discussion. Please keep the new thread restricted to ice tomb and errata for it. Still waiting for an official paizo response as to why they wont issue an errata with range, duration, etc...considering it takes 5 minutes or less to do. Initial post : Really confused by this, there have been countless threads on this topic for months. http://www.d20pfsrd.com/classes/base-classes/witch/hexes/major-hexes/hex-ma jor-ice-tomb-su Problems that i see : -No clear indication of which targets can be affected by this hex. Can you use it on a sword to prevent someone from picking it up for example? -As above, since undead are immune to effects that require a fortitude save, can ice tomb affect undead, since the description says the hex envelopes the target in ice? If yes, is it still concious in the ice but unable to move? -What happens if a target cannot be knocked unconcious/paralyzed but is otherwise NOT immune to fort save effects in general? Is it covered in ice but concious? -Unlike most other hexes, this has no listed duration, does the ice last forever or what? -Does being immune or resistance to ice damage help prevent the effects in any way (other than taking damage obviously). Can a ice immune creature still be paralyzed/knocked unconcious by it? -What happens if you attack the ice and do "overkill" damage, does any of it transfer to the creature trapped in the ice? E.G. Doing 40 damage to the 20 hp ice, does the creature trapped take the remaining 20 damage? -What happens if you were to use it on a target that is magically flying/levitating/etc? Does the creature crash to the ground, overriding the fly/levitate/whatever spells, or does the ice covered creature float in mid air? -Would a fire elemental or other flame covered creature still be covered by ice and entombed, or would they just melt the ice? I really dont get why a major class ability has no errata when nobody knows how it should work. At the moment everyone is just making guesses and house rules. Edit : There is also no range listed for this hex. ![]()
Really confused by this, there have been countless threads on this topic for months. http://www.d20pfsrd.com/classes/base-classes/witch/hexes/major-hexes/hex-ma jor-ice-tomb-su Problems that i see : -No clear indication of which targets can be affected by this hex. Can you use it on a sword to prevent someone from picking it up for example? -As above, since undead are immune to effects that require a fortitude save, can ice tomb affect undead, since the description says the hex envelopes the target in ice? If yes, is it still concious in the ice but unable to move? -What happens if a target cannot be knocked unconcious/paralyzed but is otherwise NOT immune to fort save effects in general? Is it covered in ice but concious? -Unlike most other hexes, this has no listed duration, does the ice last forever or what? -Does being immune or resistance to ice damage help prevent the effects in any way (other than taking damage obviously). Can a ice immune creature still be paralyzed/knocked unconcious by it? -What happens if you attack the ice and do "overkill" damage, does any of it transfer to the creature trapped in the ice? E.G. Doing 40 damage to the 20 hp ice, does the creature trapped take the remaining 20 damage? -What happens if you were to use it on a target that is magically flying/levitating/etc? Does the creature crash to the ground, overriding the fly/levitate/whatever spells, or does the ice covered creature float in mid air? -Would a fire elemental or other flame covered creature still be covered by ice and entombed, or would they just melt the ice? I really dont get why a major class ability has no errata when nobody knows how it should work. At the moment everyone is just making guesses and house rules. Edit : There is also no range listed for this hex. ![]()
So at level 8 i finally have about 15k gold to spend. Currently have a fortunate charm (re-roll skill/concentration check once per day), +1 cloak of resistance and +2 headband of int, a level 1 pearl of power and a ring of spell storing (5 levels). I have craft wondrous item so that stretches my budget quite a bit if i can find the time to craft stuff (DM has a house rule, you cant craft if you are travelling, even if you are on a boat). So i was thinking of getting : +2 cloak of resistance - 1.5k +4 headband of int - 6k Gloves of healing (+5 to heal skill) - 1,250 That leaves me with about 6k gold left. Any suggestions? I was thinking a item that increased spellcraft alone would be good (and cheap) but i dont think theres one... For the headband, what skill should i put in it, since i already have fly and most of my class skills maxed? I was thinking appraise would come in useful for selling loot and we dont have anyone who can do it. ![]()
Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest. I dont get it, you need at least a day to treat a wounded person, which i assume to mean a full day of resting. But at the same time the patient gets 2 hp per level for a full 8 hours of rest. Doesnt this mean that you can treat the patient for 8 hours only to get 2 hp per level? ![]()
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/hexin g-runes Its a neck slot item, what happens if you use it to enhance your hex when you are preparing spells, then take it off for the rest of the day? Do you still get the +1 DC to the hex? And can you craft it if you do not have the ward hex (with the +5 to crafting DC for missing a pre-req?) ![]()
Current hexes : Slumber
What hex should i take at level 8? I think most people would say scar, but i dont want to play loophole games with it or use it just to heal the party at long range. I was thinking charm would be nice in social situations, epecially since there are no vocal/somantic components? For level 4 spells i have black tentacles and dimension door. I have two more new spells at this level, any recommendations for level 4 spells? I was thinking confusion and something else... While we are at it, any advice for level 9+ (feats/hexes/spells/etc)? ![]()
Is there one? Unfortunately d20pfsrd.com doesnt have this function. Im trying to look through wondrous items to see if there are any useful ones below 5k gp that my character could access, but im not going ot open 100+ pages to read through the descriptions...is there an easy to sort magic item listing where you can read the description (or at leat an abbreviated version of it) of each item, sorted by pirce? ![]()
Usually the party can do it well enough but in a recent fight, my level 7 witch was seperated from the rest of the party for a while and targetted by archers and hidden enemies. The archers were neutralized by obscuring mist, but that also meant i couldnt see any enemies on the field to do something about. Then a guy with a sword ran into the mist and started hacking away at me. It was just a low level mook, so slumber was effective, but i would have been in trouble if it had been something actually dangerous. Then i was forced to leave the safety of obscuring mist because i couldnt see anything to use my hexes/spells on. That left me vulnerable again, so i was forced to cast miserable pity, which reduced my offensive options to "zero or sanctuary breaks". And i would have been screwed if someone had made their will save. Any ideas? ![]()
At first i thought it was 5 + CL of the item. However : http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/pearl -of-power seems to imply otherwise, since you can make a level 1 pearl with a CL of 1 (contary to the stated CL of 17 for pearls of power). So if im understanding this correctly, a level 1 pearl of power would have a spellcraft check of 5 + 1 to make? Does this only apply to pearls of power or every item? For example a headband of intelligence has a CL of 8, but the spell fox's cunning is a level 2 spell. Is the spellcraft DC 5 + 8 or 5 + 3 (since a 3rd level caster can cast the level 2 spells necessary to make it)? ![]()
Obscuring mist : The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). http://imgur.com/3Vncyhz Black box is the AOE of a obscuring mist spell, and the PC is at the edge. Im assuming that he has concealment from enemy A, and total concealment against enemies B and C. Is this correct? Also, im guessing he can see enemy A, but not see enemies B and C as well? For sanctuary/miserable pity, what counts as attacking for the purpose of breaking the spell? Does the misfortune hex or any other debuff count as attacking? What about casting a AOE spell on an empty space with no targets inside (e.g. web)? What happens if you use, say, misfortune or a hostile hex, then cast miserable pity/sanctuary on yourself and use cackle to extend the hex? Does cackling count as attacking to break the spell? If you attempt to attack a creature under the effect of sanctuary and fail the save, can you choose to attack someone else? ![]()
Basically i feel that theres very little i can do out of combat. Most of the time we just go from point A to B and end up fighting some bad guys. I'm not sure if this is a typical experience... Some background : In our campaign, we are chasing after a lich who just came back and started messing around in the River Kingdoms along with an evil outsider entity which may or may not be some kind of god. For the early part of the campaign, we mostly explored ruins and ran into undead or bad guys hired to go after the same stuff we were looking for. When the BBEGs made their appearance, we were then hired by one of the kingdoms to do something about them. So a very large part of it has been "find X ruins, go there, fight some people, retrieve some plot items and bring them back to a NPC" followed by interactions with people who wanted the same plot items. Kind of indiana jones stuff i guess. We are now trying to track down the Lich's phylactery which may have been mistakenly delivered to the unsuspecting family of a deceased Pathfinder society member as part of his belongings. Some NPCs are also working on finding a cure for some kind of mind control effect the Lich is using to turn ordinary people into trained soldiers. Along the way we have run into some pirate ships who want one of the party members dead or alive because he pissed them off. Some other minor issues...like there being a warband of orcs running around causing trouble and the river being poisoned by some kind of substance that makes things in it grow large. The problem is that it feels like most of the party has very little to do out of combat. While the party face is negotiating or questioning NPCs, we are kind of left on the sidelines. And thats a very large part of the out of combat stuff. To give an example of our last couple of sessions : We tracked down a pathfinder lodge that might know where the lich's phylactery was. We travelled there, negotiated with some elves we had been working with to get help, hired a guide and found said lodge in a forest (after fighting some animals off). We got the info from the pathfinder lodge, started sailing back home to do something about it and got attacked by some pirates who were looking for one of our party members. We were trying to bluff our way past the pirates, but failed and had to fight our way past them. So while one or two of the party members are handling negotiations and getting plot info, the rest are kind of left standing around...is this typical? I'm not sure what exactly i should be doing. ![]()
Similar to charm person, but you can actually cast it infront of someone and not have them go "hey look, that guy is casting a spell on me! Guards!" (still have not managed to find a use for charm person without taking multiple feats and jumping through hoops...). Ive had this spell for a while but never found a real good opportunity to use it...any ideas? We have never had to go around bribing guards or anything like that. ![]()
I hear they do nothing except try and full attack all day in combat and out of combat they dont really have the skills for anything useful (combined with the fact that almost all of their skills use dump stats for modifiers...). None of the combat maneveurs seem useful unless you are fighting predominantly humanoid enemies. Trying to disarm a dragon or trip a hydra generally does not work well. ![]()
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round. By standard action, does it mean the attack action? In other words can this stack with vital strike? ![]()
A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment. But the stealth skill doesnt require you to have cover/concealment to hide? It just requires you to be unobserved. What does this ability do exactly? ![]()
Lets say you cast a spell (or use a SLA/Supernatural ability) on someone. He doesnt spot or hear you casting it (distance too far away, silent/still spell, etc). He succeeds at the spell save and there is no effect. 1.Does he know someone used a spell on him? 2.Is he able to identify the person who did it? ![]()
The witch needs to cackle to debuff (other than slumber), but moving out of the 30 ft hex range is extremly easy. How can you deal with that? Our party recently had a BBEG type encounter, which was a high CR assassin. He had extremly good saves. I was able to drop misfortune on him, but he simply ran out of range so i couldnt cackle next turn. I then tried to web him, which worked (he rolled a 1 on his +11 ref save). But he managed to use escape artist to get out of the web next turn. For the rest of the encounter, he was constantly out of range of my hexes and all my close range spells. We are at level 5 by the way. I also couldnt keep fortune up on my party because they were running too far away to catch him. ![]()
How does this look? Human witch : level 1 : feats : extra hex (cackle, fortune), healing hex
Just hit level 5, not sure what to feat to take... Edit : Is it worth taking mage armor? Ive only been in a dangerous situation once when the party was surrounded by warg/worg riders. Usually staying behind the meatshields works fine. My level one slots are 3x infernal healing, unseen servant and obscuring mist currently. ![]()
I tried to ask this in the rules forum but nobody seems to have any idea over there... http://www.d20pfsrd.com/magic/all-spells/l/limp-lash The spell description is very vauge and seems poorly written. Looking at it, i see the following problems : 1. You strike the target with the whip, he start taking ability penalties, is he paralyzed or hindered in any other way? 2. The whip has a maximum range of 20 ft. If the target is not paralyzed or otherwise prevented from moving, what happens when he moves out of the 20 ft range? The spell dissipates or ? 3. Can you take any actions while holding the whip? 4. What happens if some effect attempts to displace the whip (e.g. wall of stone between you and the target), or some effect moves the target away (e.g. bull rush)? Looking at the SRD it seems that official updates have been made to clarify some vauge rules before. How does that work? ![]()
Im kind of confused how this works Lets say the initiative order looks like this : witch - 15
The witch goes first and uses misfortune on the bad guy. Bad guy fails save. The hex lasts 1 round. At what point does it end? Does it end at the start of the witch's second round or on the bad guy's second round? ![]()
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. Penalties are not "damage" nor are they ability drain. For the purpose of limp lash : http://www.d20pfsrd.com/magic/all-spells/l/limp-lash Also im wondering if you can take any other actions while limp lash is in effect, since the spell just says that you have to keep holding the rope.... Edit : The spell description is kind of odd. It specifically says that the target does not get paralyzed until its ability score drops to 1, which takes several rounds usually. So what happens in the meantime? Can the target move around and attack? Or what? And if undead is immune to ability damage but not penalties, does that mean limp lash can reduce their physical stats but not keep them paralyzed...so they would be able to move around and attack? ![]()
My first session as a witch went like this : The game started off with us trying to stop a hill giant from making off with a piece of the town's fountain, who turned out to be made out of the ruins of an ancient tower we were searching for. The battle ended with us dealing minimal damage to the giant and the giant drowning in the harbour mostly by DM fiat. During this battle, the only thing i could do was fortune + cackle a crossbow fighter. The melee guys were, understandably, hesistant to get into melee with a hill giant at level 1 (and i didnt want to be within 30 ft of a hill giant anyway) After finding the remains of the tower, we entered it to discovered a dungeon crawling with undead. None of my spells were effective, and the group's melee combatants easily took them out without suffering a single wound. I didnt feel very effective unfortunately. The one time i did fortune a party member, he didnt even use the re-roll and the party just hid behind a corner and one shotted skeletons with readied attacks as they rounded the corner. So as it turned out that with my current hexes and spells, i cant do anything except fortune a party member...which isnt very useful against stuff that is easily killed in one round by the group's melee characters, or is immune to mind effects. And of course there were a lot of jokes about my witch cackling her head off like a crazy woman every round. I have to admit, from a roleplay perspective, it's really silly. Is there anything i can do against undead? Hexes that i have : Healing, fortune, cackle (i was going for a healing support vibe). Also, i really don't want to be trying to use the healing hex as a touch attack. ![]()
A player in my group (i'm not the DM) is making a synthesist summoner and wants it to have it's own feats. His reasoning is that : 1.A synthesist summoner loses out on action economy compared to a regular summoner 2.It doesn't make sense for his character to take improved natural attack and have it apply to the Eidolon's natural attacks Thoughts on this? Chat log if anyone is interested [7:04:29 PM] Me: a synthesist eidlon is essentially the summoner. you dont get additional skills or feats because you are for most intents and purposes, one being [7:05:42 PM] Synthesist Summoner player: Im building to a theme, not the poorly thought out summoner mechanics [7:06:17 PM] Synthesist Summoner player: Technically, the eidolon is supposed to be a transcent glob in some vague shape [7:07:44 PM] Me: a synthesist summoner is powerful enough already that it doesnt need two sets of feats. [7:08:04 PM] Me: how would it stop you from making a theme if you use your own feats for improved natural attack? [7:10:11 PM] Synthesist Summoner player: synthesist loosing out on action economy is part of my mechanical thought process. How does making my character's hands bigger (I guess?) translate to the eidolon, which my character is piloting [7:18:51 PM] Me: this is probably the first time ive heard the
[7:19:07 PM] Me: its got the same actions as anyone who doesnt have a animal companion, like the cleric or wizard [7:19:25 PM] Me: you wouldnt apply improved natural attack to your bare hands, but your eidolon's attack anyway [7:21:09 PM] Synthesist Summoner player: Im referring to the base summoner. Also, Improved natural attack feat applies to only one kind of natural attack. I could apply it to my bare fists, but bare fists don't translate into claw attacks. [7:21:44 PM] Me: you arent supposed to apply it to your bare fists, but your eidolon attack i mean [7:22:26 PM] Synthesist Summoner player: Again, a feat on my guy just doesn't make sence, thematicly, to apply it to my eidolon. I want it to make sence [7:22:57 PM] Synthesist Summoner player: To me, Theme=Win [7:23:23 PM] Me: i think this is just a difference of opinion. if you and your eidolon are the same fused being i dont see why your feat wouldnt apply to it [7:23:36 PM] Me: when you take improved initiative your eidolon also acts faster [7:23:42 PM] Me: even though you are the one with the feat [7:23:47 PM] Synthesist Summoner player: Hes not the same thing, hes "Not Iron Man" [7:24:09 PM] Synthesist Summoner player: Anway, pro scub, anti scub, we'll leave it up to the DM [7:24:15 PM] Synthesist Summoner player: Heh, Stark [7:24:57 PM] Me: but by the rules you are iron man
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