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Hello everyone.

To keep it short, I am expecting someone to get tied up, but that someone is likely to have a blade hidden on them, and I cant seem to find any rules-related stuff pertaining to drawing a hidden weapon while bound and/or cutting your own bindings. Anyone got anything? (Please cite your sources if you can, thank you.)


An interesting question came up during character creation, and I couldn't find an answer, so I figured I'd ask:

Can a wand (or other item that similarly produces spell effects) be imbued with a class-ability altered version of a spell?

Example: An elemental bloodline(water) sorcerer makes a wand of fireball for his non-caster buddy to use. Could he use his bloodline arcana during wand creation so that the wand's fireballs do cold damage instead of fire?

Please cite any sources you may have.

Thank you.


Thanks everyone.


Hey folks, here's an odd one:

Can you target an object/structure/barrier that blocks line of sight with chain-lightning, and then arc it off that object to try and blindly hit a target you cant see?

This came up as the result of a 2 vs 1 fight: a good sorc vs an evil sorc and an anti-pali. Goodie was charged by the AP, who nat-1'd his attack roll. Goodie realized she was most certainly doomed if either opponent got off a single good shot, so she took a 5-ft step back and threw up a wall of stone around herself.

At this point, I remembered that Baddie had chain-lightning, but ruled that he couldn't fire through walls (because no other damaging spell I can think of works that way with total obstruction). Still, it left me wondering.

So what do you all think, could baddie have blindly arced a chain-lighting through a solid barrier?


1 person marked this as FAQ candidate.

Hey folks, I was wondering:

Is a Mooncursed Barbarian's shifting rage still a morale effect?

The reason:

I was looking at playing an android (a race that doesn't gain morale bonuses) in a future game, and the idea of going from Rei Ayanami to Hulk and back again "as logic dictates" amuses me to no end.


1 person marked this as FAQ candidate.

Hey folks. I was pondering the uses of the variant-multiclassing system, like getting eldritch knight without dipping a non-casting class, but then found myself wondering:

If a use Variant-Multiclassing to grab Oracle of Battle: Skill at Arms

Quote:
Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

Do I get medium armor and simple armor/weapon proficiency?

If you have sources to back up your point, please cite them, thank you.


Hey folks. If you'd rather just have the short version, skip to the last two paragraphs.

Just started the kingmaker campaign with my pf group, and we seem to be doing something wrong because our party keeps wandering in to things way above the abilities of a first/second level party (four trolls, a dire-bear, something that requires an eleventh level character to cast dispel, ect...). The DM has fiddled with things each time so as to save the party. As I am not the DM, I am hesitant to go peeking in to everything to see what might be wrong. Our party is subsequently considering re-rolling our characters in to a bunch of min-maxed murder-hobos...

While pondering ways to break the game, I stumbled on to a guide that was suggesting using a monkey familiar with poisoner's gloves and infused alchemist extracts to give you the equivalent of a few free rounds of buffing. At this point I went and looked through all the rules for familiars and found myself wondering:

Can you use the re-training rules to swap a monkey familiar's weapon finesse with simple weapon proficiency light crossbow?

Sadly my search-fu is not strong, and all I seem to find are arguments that seem to fail to come to a hard answer. We are currently using the kingmaker pdf(s), and the paizo site's prd. Thanks for any help you can offer.


Thank you all for your input and fact-finding skills.


1 person marked this as FAQ candidate.

Hey folks, sorry to bother everyone with this question, but it seems my search-fu is not strong tonight...

Can my alchemist using his feral mutagen make a single claw attack and a single bite attack in a round and then make his AoO in that same round with his longspear?

Please cite your sources, and thank you for your time.


bitter lily wrote:
Just to make things more complex, a certain level of enchantment beats DR. The table in the Core Glossary indicates that a +4 Light Mace (bludgeoning) would get all of its 1d6+4 Bludg through any DR except one with an alignment (or of course one indicated as DR/--).

But wouldn't that make things less complex by virtue of the fact that physical-type characters wouldn't need a type 4 bag of holding just for the armory full of weapons they'd need to beat the different kinds of DR?


I see, thank you both.


I was reading over the stuff on exactly how sneak attack works and a question came to mind. I couldn't find an answer (perhapse my search-fu is not strong), so I figured I'd just ask:

-I sneak attack a target and hit for 1d6 (bludgeoning),
-My weapon is shocking and adds 1d6 electrical damage,
-My target has DR10/adamantine

My physical attack has little chance of beating the target's DR, but DR does not stop electrical damage.

A) Would my sneak attack count as electrical damage or bludgeoning damage?

B) Does this change if instead of a monk unarmed strike + AoMF, I use a +1 shocking weapon? Or just a regular unarmed strike and an AoMF?

C) If I crit and roll 11 bludgeoning damage, what type of damage is it? (for effects that trigger and scale off of certain types of damage)


Skip to the last two lines for the short version.

So, I was working on designing a campaign for a group of friends that tend to de-rail plans and stories rather often. Seeing as I hate to hard-mount stories to rails, this necessitates creating several possible story paths based on whatever absurd shenanigans they are likely to get up to (or not get up to when you were expecting them to).

Over the course of plotting out all of these paths, I came upon the possibility of them getting in to a dramatic (if short) fight while clinging to the top and sides of an ancient wizard's flying construct.

The pilot isn't likely to be trying to shake them off (although I'm probably going to end up going through my old d20 Modern books to look up rules for that just in case), but given the construct's speed, wind would be a significant factor.

So, seeing as I couldn't find rules for it, anyone have any ideas as to how best to figure severe/windstorm speed winds in to climb checks?

Also, ideas about small characters laying prone and using climb to resist the wind instead of just trying to stand and out-muscle it? (I strongly suspect the numbers given for STR checks in the environment table are for people standing up doing the dramatic X3-Wolverine style walking forward against the force/wind, as opposed to the dramatic crawl to safety you might see in a space-show when something pokes a hole in the side of the ship)


You all have a point, thank you for your help and time.


Gisher wrote:

You can't use Light that way. The target of the Light spell must be a touched object, and creatures are not objects. Also, you can only have one Light spell active at any one time, so even if you targeted an object worn by an Orc, you couldn't do that to multiple Orcs.

As to the more general question, Sanctuary says that "[t]he subject cannot attack without breaking the spell but may use nonattack spells or otherwise act." The CRB defines attacking spells fairly broadly.

CRB wrote:
Attacks: Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone.
So there are a lot of spells that qualify as attack spells, and would violate the conditions of Sanctuary even though they don't deal damage.

Thank you for reminding me about the limit on light.

Are you arguing for it breaking sanctuary? or against it?

Anyways, light has no save, isn't affected by SR, and doesn't exactly harm/hamper a foe. That said, I dont usually see it used on a hostile guy's gear as a "death is busy right now but will be with you in a moment" spell either.


Skip to the last line if you want the fast version.

So, playing a game and our mighty party is composed of:
A level three Human Brawler,
A level three Half-Elf Rogue,
A level three Human Wizard,
A level three Human Fighter,
And a level three Half-Orc Oracle.

Jumping to the middle of the story: Party baits a murderous band of orcs that had been harassing travelers in to fighting. After a preemptive bless, and then opening with bane, the oracle uses sanctuary on himself, intending to heal the party with channel energy on the next round. But the orcs had been suffering from a case of lousy rolls for the entire fight, and it didn't end before they did.

So on the third round, with the entire party still at full health, he starts casting light on the orcs with the reasoning that "its dark out, if the orcs run it will be hard for the rest of the party to finish curb-stomping them." In the end, nobody ever actually bothered swinging at the oracle, they were too busy worrying about the cleaving, power attacking, nodachi fighter that was criting like it was his b-day.

That got me wondering though, does making your enemies glow in the dark with a cantrip end sanctuary?


1 person marked this as FAQ candidate.

TL:DR-- Does a weapon(bow) with both the merciful and conductive enchantments apply the merciful effect to the SLA carried by the conductive enchantment?

So, a +1 Merciful Conductive Longbow came up in a game (lvl 10), it was discussed for all of about 15 seconds, and was house-ruled as "Merciful applies to the conducted ability, pending further research." It is a bit of a running joke at the moment, as it sparks RP'd arguments between our goblin alchemist and oread pyro-kineticist as to who it belongs to and why, despite the fact that nobody has actually used it yet. Still, sooner or later I am expecting someone to start trying to throw "merciful AOEs" with the bow as a solution to a bad-guy using human-shields (we rotate who is gm, it keeps things interesting, but it has also resulted in a player blowing a hole in the final boss fight more than once because the GM forgot about something simple). While absurd solutions and odd shenanigans are a third of the fun at this particular table, it has left me curious as to how viable this would be at other tables.

Any thoughts? (links to info backing up arguments would be appreciated)


Thank you Protoman, that makes it very clear.

Cevah, are you sure Restful Sleep would work on something that doesn't heal naturally (with rest)?


Dr Styx:
1) Doesn't that require the craft construct feat per the rules here?

2) Are you referring to some mage ability that I missed allowing them to make their own spells? Or are you referring to the general idea that a DM can (perhaps with player input) try and carefully create a new spell for this purpose?

3) The wording that also happens to be here suggests that craft-construct feat is not a way for a level 5 character to to cast True Resurrection on all his construct buddies, and attempting to fiddle with the rules based on the failings of the english language in our games tends to result in the near-immediate visitation of angry things significantly above our party's ability to handle :)

Saethori:
Thank you for the reminder on fast healing, however looking at the lay-on-hands question again with less sleep-deprived eyes has led me to the conclusion that without either the input of someone able to write official pathfinder errata, or someone providing a piece of information more specific than (please forgive me if it seems like I'm over-simplifying your response) "the rules don't say you can", rule zero seems to be the best option: It works the way the DM says it works.


2 people marked this as FAQ candidate.

Hey folks. To keep it short:

If memory serves constructs, like wyrwood, can't be healed by spells on the "cure list", making it considerably more difficult at early levels to survive. While attempting to stretch your subsequently finite capacity to take a hit over what could easily be dozens of encounters can make for an interesting challenge, it is not always fun to play in such a manner.

Subsequently in my search for lower level construct heals (I only have the books posted on the PaizoPRD), I encountered two things (emphasis mine in both):

Quote:


Alchemist's Discovery in UM(available at level 2):

Spontaneous Healing (Ex): The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.

Quote:


Paladin's Lay on Hands in CRB(available at level 2):

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

(emphasis mine in both)

So, are either (or preferably both) of these ways valid sources of healing for my little wyrwood? Or am I stuck waiting until a wizard hits level 3 to cast Make Whole before my little Wyr can stop worrying about every little source of scratch damage?


Thank you for your help.

I'm afraid I don't have the book with that particular monster in it, and the D20pfsrd site's info on it didn't match up well enough with my concept, so it'll definitely have to be an OS.


Hey folks. Long story short, I am working on a challenging opponent (final-ish boss) to throw in to an up-coming game and thought that a villain that hops about via possession in to various bystanders and/or the heroes and then throws magic unpleasantness at them would do the job nicely.

Recognizing that I'm the DM and can do more or less what I want, I still like to make things work within the written rules, so my questions are:

1- Could a ghost kineticist possessing someone with its magic jar-like ability still use its SLAs?

2- Could a ghost kineticist possess an elemental summoned with Spark of Life?

3- Could a ghost kineticist, being undead, use a possessed person's body to accept burn?

Any thoughts folks?


1 person marked this as FAQ candidate.

Hey folks, I was looking through my various books for an interesting beastie to lead an undead army when I came across the Ravener.

I got to it's soul magic ability and found myself wondering:
How does the ravener's soul magic ability work if the dragon has levels as a non-spontaneous caster?

I realize the absurdity involved in giving class levels to something that is already that powerful, but the question still stands:
Does a ravener wizard/witch/cleric/whatever become a spontaneous caster? Or does it have to fly off after it fires off a few big crowd-kills to spend an hour preparing it's next few crowd-kills?

Soul Magic (Sp):
A ravener retains the base creature's spellcasting capability, adding three levels to the base creature's caster level. This increases the number of spells known by the ravener, but the ravener loses all spell slots. Instead, whenever the ravener wishes to cast any one of its spells known, it consumes a number of hit points from its soul ward equal to the spell slot level necessary to cast the spell (including increased levels for metamagic feats and so on). If the soul ward has insufficient hit points, the ravener cannot cast that spell. Casting a spell that reduces its soul ward to exactly 0 hit points does not harm the ravener (though most are not comfortable without this buffer of soul-energy and try to replenish it quickly).


Thank you.


Hey folks. I realize that the Synth is its own barrel of rules problems, but I figured I'd toss my question in to see if I'm just missing something obvious...

My apologies for the disorganization and occasional squirrel moments, tis how I think.
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The short version(s), for those that don't care why:

-Could a Qinggong/Synthesist use a non-eidolon SLA while wearing his eidolon suit?

-Aside from Hungry Ghost/Qinggong combo, is their any other practical way to get infinite mook-mashing AOEs (and some kind of infinite healing) per day? (Using just the books in the Paizo site's PRD, preferably w/o the Npc Codex or Technology Guide since that more or less describes what I have hard-copies of)
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The longer version, for if ya do care why:
So I'm building a whole crazy story to use for my next game, and I needed a high-level not quite end-boss kinda guy that would single-handedly make for a realistic threat to the United but Sadly Low Magic Forces of Good... USLMFG... ok so I suck with acronyms... Anyways, the idea is that he zips around using a few levels of Synth for flight to move faster than a Monk of an equal level practically could, and abuses the combo of a Hungry Ghost Monk's ki recovery and Qinggong's dragon's breath to spam relatively powerful aoe attacks on the good mooks until he eventually decides to stop for whatever reason (perhaps he decides to take a sandwich break or something).

I realize that being the GM, I could just decide it works that way "because I said so", but I try to avoid making such rulings when possible because I find that they tend to slowly build up until they take the fun out everything if I'm running things.

I also realize that I could just solve the problem by using normal Summoner levels instead of Synth levels, but having him riding a turbo-mount around doesn't fit his theme quite as well as having him zip around like a Dragonball-Z character.
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So, if reading the long post has fried your brain for whatever reason, here are the questions again:

-Could a Qinggong/Synthesist use a non-ediolon SLA while wearing his eidolon suit?

-Aside from Hungry Ghost/Qinggong combo, is their any other practical way to get infinite mook-mashing AOEs (and some kind of infinite healing) per day? (Using just the books in the Paizo site's PRD, preferably w/o the Npc Codex or Technology Guide since that more or less describes what I have hard-copies of)