Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
Got a full day of work ahead of me and then my DC trip. Posting will slow even more now, but I will still try to check it once/day. :)
Botting:
Ralph usually casts Prayer at the beginning of battle (if he doesn't have level 3 spells, he will use level 4 spells if it is allowed). Otherwise, he provides healing support if really needed and shoots his gun, using a swift and a grit to add charisma to damage when full attacking. His various different ways to attack are in his character sheet.
He will direct Angel to attack things on the ground, and her stats are in her character sheet too (with power attack included).
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
Swift Action
Ralph spends a Grit point to add Charisma to Damage this round.
Full Attack
He begins attacking the foe! (Ranged penalty taken into account, and these are all against Normal AC... not gonna rapid shot as the attack bonuses are low enough already)
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
A little confused... I made my save before and took my turn but got re-highlighted. Although it looks like I need to make the save again from the other one.
Will Save (Prayer, Enchantment):1d20 + 9 + 1 + 2 ⇒ (6) + 9 + 1 + 2 = 18
Ralph stops in his tracks.
Full Round Action Will Save (Prayer, Enchantment):1d20 + 9 + 1 + 2 ⇒ (17) + 9 + 1 + 2 = 29
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
FYI, I will be traveling to the state of Virginia for 2 weeks for work. I am traveling very soon and probably won't be able to post for 24 hours from the time of this post. Will definitely still be able to post but my availability will be less so feel free to bot if needed.
(I will be visiting Washington DC on the weekend inbetween btw)
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
(I'm not so worried about it for this (especially since I don't want to re-bookkeep... actually that mostly my motivation)... will keep it in mind for future healing)
(Plus Ralph hardly uses his level 1 spells anyway)
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
"Rogar, lookin' a little beat-up there. I got ya, my man!"
(Taking +2 AC/Reflex)
Standard Action
Ralph casts Cure Critical Wounds.
Move Action
He moves over to Rogar and touches him. (Not sure if provokes, but Ralph is staying behind cover for this as much as possible... if it provokes, still doing it)
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
BTW, posting will slow for me. Have a career advancement test tomorrow (in about 19 hours). About to head out to the city I need to go to take it, and will be studying, and will be taking the test all day tomorrow. Feel free to bot me if needed.
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
Probably what will happen is Ralph would use a Scroll of Air Walk and I would like Angel to take a potion of Touch of the Sea. I don't want Ralph to get wet!
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
(Gonna use a potion of reduce animal (Ralph has 3) on Angel. Should last 3 hours anyway, and probably should have done it earlier... Will affect her stats later but incorporating Stealth for now)
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
Going to refresh Mage Armor on Angel and Ant Haul on Ralph if needed.
I'm good with either option. Not the best at stealthing but if it works like a lot of recent skill checks, only some of the party has to do it successfully. (Too much GMing on my part XD)
(Also, Ralph gets his grit point back from downing an enemy!)
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
(Taking the extra attack from Fervor)
Swift Action
Ralph steadies his gun this turn. Using a point of grit to get Charisma to Damage this turn.
Full Attack
He starts shooting. "Waaaahoooo!"(Targeting Yellow first, then Blue if it goes down. They are touch attacks against Yellow, and it would be regular AC against blue with a -2 penalty due to range... misfires only on a 1 when using an alchemical cartridge)
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
"What did you say these were? That's gross!"
Standard Action
Ralphs casts Prayer boosting the party.
So, with the Inspire Courage and Flagbearer from Hassam, and Prayer from Ralph, party should be at +6 attack, +6 damage. Also, +1 on all skill checks, ability checks, and saving throws (total +4 vs. fear).
Ralph heads back a little, making sure not to make himself the first target.
(Would love someone to use a charge of my Mage Armor wand for Angel before we are at our next place... going to go ahead and mark it down for now on my list of stuff used)
I vote for demon army. Gunslingers and water don't mix very well XD
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
Ralphs responds to her in a much more rushed and bouncy tone before leaving. "See? I knew you'd do the right thing! I just knew it!"
After Leaving
Ralphs amuses himself to no one in particular. "See, a little fear of the gods is good for these noble house leaders e'ery once in a little while. Puts 'em in their place. Not used to it when they're at the top, yeah?"
"Let's go to the Tullians, yeah? I'm a lil' curious about their mysteries ways, I am!"
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
Ralph's country accent breaks out, stating very calmly and evenly so he's clear to be understood. "Ma'am. Gonna be downright honest with you. We're in the middle of a siege. We need your help, and I don't intent to sit here n' chit chat all day. We already told you our good intentions. We already showed you we playin' nice. We ain't got time for this political crap when we got a city to save! Now, I don't wanna have to stoop to this level, but I'd be real appreciative if you could just send those orders real nice-like," with that, Ralph plays at the gun by his side, but does not draw it, merely just insinuating trouble. "Or you'll regret that you ever saw us today, understand? We Pathfinders don't mean to cause trouble, but it often follows us. Besides, search your heart. You know it's the right thing to do." He takes out a piece of straw from his sack and starts chewing on it.
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
(Random Musing) Also, don't know who here has read any of the Mistborn novels, but I just finished book 1 of Wax & Wayne not too long ago and I am totally taking inspiration from Wayne to roleplay Ralph. He's not built like Wayne (I'd need WAY more diplomacy, bluff, and disguise), but he is one of my favorite characters in any book series.
"Oi, mate! I 'eard about the Caperinas at least. Chelaxians they be. Big sticklers to the law. If you good with language(Linguistics) or laws(Profession (Barrister)), unlike me, you may be able to talk them into 'elping!"
"If the 'ouses need some... stiff convincing... I'm your man. This ugly mug tends to scare most people!"
It looks like Diplomacy, Bluff, and Intimidate can be used on any of them, right?
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
Wait a minute, who exactly is silent? Going to assume it's not near me for the moment.
"You hurt my baby! Not my baby! Get em Angel!"
Five Foot Step
Ralph steps to the side, making sure all his allies are within range of his next spell.
Standard Action
He casts Prayer. (Should get Rogar too as he is exactly 40 ft away) +1 luck bonus to attack rolls, weapon damage rolls, skill checks, and saves. (-1 to the enemies, although the spell is mind-affecting so they are probably immune...)
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
Ralph starts yelling out for everyone to hear. "Ye gits! I don't wanna have to tell ya twice! We all are gonna get outta this. Now come on and get moving or I'll take care of ye' myself!"
Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells:Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)
"Look out! What in tarnation?"
Reflex:1d20 + 9 ⇒ (10) + 9 = 19
GM:
How would you like to handle animal companions in this encounter? I am fine with just ignoring her for ease's sake, or whatever you want to do (like I can roll whoever has the higher check, or whatever)
Anybody else seen an uptick in disruptive play from players who are playing goblin characters? Maybe it's just that my play style differs greatly from the style in my new location, but I don't find it particularly enjoyable to spend my time cleaning up after a character that, in pf1, would've been arrested in the first act.
I wondered if folks might give me some feedback on a custom creature. Any idea the level such a creature should be? I don't know exactly what the stat modifiers are just yet:
---------
Clockwork Golem
Slam +15
Athletics +13
Reaction: When an attack misses the clockwork Golem by <5, the Golem may use its reaction to attempt to disarm the attacker. If it does so, it may hold (but not wield) the weapon
1 action: if the Clockwork Golem begins its turn holding a disarmed weapon, it may apply its slam damage to the weapon as an action (no attack trait)
AC 22
TAC 20
HP 115
Resistance: physical 5 except adamantine
Immune: mind affecting and Critical Hit damage (special)
Vulnerable: on a critical, instead of applying extra damage to the golem, apply it as you would an object with hardness 5 (apply non-crit damage normally). The Clockwork Golem can take two dents without becoming broken, but each dent applies a -2 penalty to all dice rolls (including damage) and -2 to AC. A broken Clockwork Golem does not function, but it may be repaired by an expert craftsman. A destroyed Cloclwork Golem cannot be repaired and is a total loss.
--------
Thoughts?
Foe Throw begins with the text "Your telekinetic blast..." then modifies what Telekinetic Blast does. It is also an infusion, and the conceit of infusions is they they modify your base blast ability. At no point does it state that it changes the weight limit.
Telekinetic Haul increases your weight limit sufficiently that at level 6 (the earliest one could take Foe Throw) you should be able to throw most medium-sized creatures.
(Circumstantial at best) Without a weight limit, a kineticist may throw a huge or larger creature (on a failed save, which is unlikely for most huge+ creatures) by accepting a single extra point of burn. This burn can be decreased with infusion specialization as any other infusion.
Arguments against:
Foe Throw does not list a weight limit, and telekinetic blast is not capitalized, indicating flavor text rather than rules text.
Most stat blocks do not list a creature's weight. This leaves it entirely in the hands of the GM.
The Foe Throw ability does not list Telekinetic Haul as a prerequisite, but without it, if the weight limit applies, FT is basically useless.
The verbiage describing a weight limit directly modifies "object", so when Foe Throw replaces "object" it takes the adjective clause with it.
After a Facebook discussion on the subject devolved into "you're wrong and a dumb#@& because your disagree with me" I thought I'd bring it here (where we have such a reputation for cool heads? Lol.) No, where maybe we can get a devs attention or a FAQ ruling if it feels enough people disagree.
Please discuss! Also, if no clear rules answer from the text or a developer becomes evident, please FAQ. Thanks!
My question: Does a +1 Arrow fired from a +1 Evil-Outsider-Bane Bow at an evil outsider bypass DR/Silver or Cold Iron?
Some relevant sources:
FAQ wrote:
Magic Ranged Weapons and Ammunition: When a ranged weapon shares its enhancement bonus with its ammunition, does this count as “true” enhancement bonus or more like a temporary bonus like greater magic weapon? In other words, does the shared enhancement bonus allow the arrow to bypass damage reduction as if it was cold iron, silver, adamantine, and aligned?
No, other than the ways indicated in the Core Rulebook (if the ranged weapon is at least +1, they count as magic, and if the ranged weapon is aligned they count as that alignment as well) the enhancement bonus granted to ammunition from the ranged weapon doesn’t help them overcome the other types of damage reduction. Archers and other such characters can buy various sorts of ammunition or ammunition with a high enhancement bonus to overcome the various types of damage reduction.
So my question, I suppose, depends on the answer to this question:
When a Bane bow is fired, is the BOW getting the benefit of Bane, or is the ARROW getting the benefit of Bane?
Because if the BOW gets it, it then passes on its hit/damage, but the ammunition does not count as +3 for DR purposes. If the ARROW gets it, then the +1 the arrow has and the +2 from Bane make the ARROW a +3 arrow for all purposes, including DR.
Oracles who cast modern spells get cure or inflict spells in addition to their spells known.
That language is conspicuously absent from the description of wordcasting oracles
Ultimate Magic wrote:
Oracles and Sorcerers
Oracle and sorcerer wordcasters gain bonus spells from their mysteries or bloodlines respectively, just like their spellcasting counterparts, and can cast these spells in addition to their wordspells by using up the appropriate spell slots. They can exchange effect words for new effect words according to their normal progression, but may not exchange their mystery or bloodline bonus spells
I know pretty well that in the rules forum, I'll get a RAW answer. I guess my question is whether people think it's also RAI that oracles have one fewer known spell per level if they are wordcasters?
Is there a price in the book for purchasing a diminutive bird? I was thinking of buying a thrush and keeping him in a cage for my next PFS character - an Archaeologist bard.
If the bird dies, time to cast Air Bubble and get out!
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.
CRB - Magic - Special Abilities wrote:
Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.
A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.
Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is granted.
Can a kineticist choose to use a kinetic blast as though they were of a lower level? That is, could a level 10 kineticist choose to fire a 1d6 + half con simple energy blast as though they were a level 1 kineticist?
I've posted on product discussion, too, but I wasn't sure which location was appropriate, so I cross-posted. Hope you don't mind!
The Glyph of the Open Road (Pathfinder Society Logo, Logos package, Community Use Packages) is monochromatic, black-on-transparent.
I'd like to personally embroider the glyph onto a custom dice bag, and I was going to use gold. Would that be an acceptable use? The policy says not to change the color, but since it's monochromatic, I thought maybe.
Second, with a product like a dice bag, it's hard to incorporate the CUP statement into the item itself. Would a printed copy included with the dice bag (which I'm giving as a gift) be sufficient, or would I need to put it on a tag?
I'm running this tonight. I've been doing a bit of research, and I can't come up with a solid answer.
The Haunt on p14 doesn't offer a save. It does, however, mimic a spell that DOES offer a save. d6+str is not likely to kill anyone. But it seems unusual to ask a PC to harm themselves with no save.
I now what the rules say, under the brew potion feat, concerning making choices at the time of brewing. Potions of Lesser Restoration should be tagged with an ability score. (Potion of lesser restoration (constitution) )But they're often not. In the wild and on chronicle sheets, you'll find plenty of examples of untagged potions.
Has there been a campaign clarification about hand waving that requirement? I'll be honest, I didn't know it existed until earlier this week, and I'm going to have to go back now and change my characters' inventory to include tags.
I've also never seen it enforced. So I'm curious. Is this a requirement i should be using?
I'm planning a long battle. Like, a solid four-hour dungeon crawl. Our heroes have a way to track down the baddie who's been plaguing the town, but she's got time to prepare.
I don't imagine they'll have much time between battles to rest. If they do, they'll probably have a fight during one of the watches. How do I rate the CR of the fights at the end of the battle to represent their depleted resources?
I am constructing a witch to be the "Big Bad" for the sleepy little town my PCs started in. I'm pairing her with some undead of my own creation that function in almost every way like burning skeletons, except they deal negative energy damage instead of fire, and their aura empowers negative energy effects within 5 ft. (CR1)
My party is well-built, balanced, and tactically intelligent. They handled a CR6 encounter at level 2. I'm trying to decide at what level to bring in the witch.
I can't wait too long, as the build loses effectiveness pretty quickly.
She can control (L) HD of undead, so if I brought her in at 6th level, she'd have 2 channel dice, 6 minions, and level 3 spells. She'd be CR5, and each of the skeletons would be CR1, resulting in a CR7 encounter. But most of the power is centered in one creature.
Mm, she also has animate dead as a patron spell, and could conceivably raise 12HD of undead in one go (twice caster level, right?). I'm also unsure of how that interacts with bone thrall, though it would appear she has both pools of undead to pull from. Maybe she'll raise a skeletal T-Rex if she gets in trouble. We're in the mwangi expanse, after all.
Is this challenging or a TPK in the making? What kinds of tactical advantages should I give the PCs to make this fight a fight worth remembering?
Euphorica is a fairly interesting drug. But RAW it doesn't effect potions - only spells cast.
If I were to have it affect cure potions in a home campaign, how do you suppose I would let people detect it? Spellcraft 16 is just going to get them the Cure Light Wounds spell. How do I get them the rest of the way? Treat it like a cursed item?
Since the bonus is a force effect, it works vs. Incorporeal creatures. Would that mean the spell stored would be cast on an incorporeal creature?
If the same character is wearing +3 full plate, do the bracers still work vs. the incorporeal? It says they shut down in the presence of more powerful armor, including their enhancements.
Might be fun to run around with a cure critical stored in your bracers. Never ever goes off until the shadow tries to steal your soul...then smack!
But it's a significant waste of money if you aren't regularly encountering incorporeal undead. So it's mostly a curiosity.
Any ideas how to estimate the cost and caster level to create this item?
I'm trying to figure it out for balance purposes, mostly. All of the players in this game get a custom item, and I'm trying to be sure they balance.
Item: Evoker's Wand of Spontaneity
Ability: Provides Spontaneous Evocation spell slots to casters
This item allows the spontaneous casting of any evocation spell that the user knows or has prepared that day. The user is granted a number of charges equal to the highest level of spell he or she can cast. These charges correspond to spell levels. A level one spell may be cast using one charge, a level four spell using four charges, etc.. This wand can be used to cast level 0 evocation spells and their racial spell-like counterparts as cantrips, regardless of whether the user is able to cast level 0 spells as cantrips.
When this wand serves as an arcane focus, it may be used to cast a single spell from either spellbook or spells known once per day as normal. However, if the spell cast is from the Evocation school, and if the wand has sufficient charges remaining, those charges can be used to apply any single metamagic feat the user knows. The user must be able to cast a spell at the resulting spell level, and using the wand in this manner is a full-round action.
When one casts a touch spell, one receives a free touch attempt in that round. That's undisputed.
But could you use that free attempt to feint? What about to aid another's attack?
I'm playing a buff/heal oracle, and I don't have that many offensive options. The party fighter has picked up an intelligent sword that has a habit of teleporting him to the other side of the battlefield, and that leaves the rogue without a flank buddy.
I'm considering picking up a wand of inflict light and the Feint Partner feat so that I can double up on that role. Being able to cast AND feint in the same round would be very useful. My GM did let me cast a light spell and, with a bluff check, aid an attack once. (That was amusing.)
I've played at some really amazing tables. I've also played at some really terrible ones. To wit, I've been pondering of late what makes the difference, and I've come to believe (at least, for the moment,) that the difference is immersive game state.
As a GM, at my tables recently, I've been trying to really up my storytelling game. I try to describe the feel of the air on your skin, the shadows playing around the edges of light sources, and the ambient sounds around you. When spellcasters cast spells, I make certain I know what material components the spell uses and describe exactly how the spell comes together. I do this as a player now, too. Example from today, as a player.
"I spit in my palm. Then I reach into my spell component pouch and withdraw a pinch of soot and salt, which I mix with my saliva while canting over it, and it begins to glow with a soft red light. In a swift gesture, I wipe the glowing slurry from ear to ear like this [demonstrate from ear to ear by way of the eyes]. When I open my eyes, I begin to read aloud the following:" [the GM takes over]
Another example - Enlarge Person:
"You see the wizard withdraw something from his pouch and begin to cant. As he does a ball of glowing, golden dust seems to rise from his hands and swirl in ever-widening paths. Spellcraft?" [Dice roll] "You'd guess that's probably iron filings, and the spell is Enlarge Person."
[later]
"As M'natas's arrow shatters against the wall, you look over, and the swirl of golden dust seems to erupt across the room and envelop the barbarian, who almost instantly doubles in size."
As a GM, I find this seems to really engage my players. I also find that if I'm not careful, it turns a 4 hour adventure into a six-hour one. Or, to be more honest, I find I give up after I realize I'm behind and start running the game in speed mode. Thus, the beginning of the game seems very immersive, and the end (to me) seems very grind-it-out.
GMs: How do you balance creating a player's experience with respecting their time? How do you create an immersive environment that everyone's going to love and enjoy without running over your scheduled timeframe. With PFS, this is especially important.
Players: How much do you put into your storytelling? Do you follow the GM's lead, or do you try to lead by example? I look forward to reading your responses!
character 1 requires an action to throw a thunderstone if character 2 starts casting.
Character 2 casts a spell, so character 21throws the stone.
Character 2 must make a fortitude save vs deafness (dc15).
Is character 2 subject to a dc [thunderstone]15 + spell level concentration check to keep from losing the spell on account of the really loud bang that just happened?
It would seem like it should to me, but I'm not sure by RAW.