So I'm GM'ing and one of my players is looking at Archon Style. However, we're not sure how the actions around Archon Style work.
Style feats require a swift action to enter that style. So it takes a swift action to enter Archon Style.
Archon Style (Feat) then takes a move action to designate an opponent, and granting AC to allies against that opponent.
Archon Diversion (Feat): Allows you to redirect an attack to you, while using Archon Style, for no action. Then that enemy provokes an AOO.
So is Archon Diversion referring to be Archon Style, the style chain that you need to use a swift to enter, or Archon Style the Feat (meaning you need to use a swift, then a move, with very specific conditions)?
My understanding and my ruling is leaning towards the first option (otherwise, Archon Diversion becomes nigh unusable to me). Thoughts?
So I'm helping someone build a character and they are sold on the fetchling's ability to gain 50% miss chance in dimlight. However, I'm finding it difficult to get a reliable source of dim-light as opposed to straight up darkness.
All the topics I see on this are from nearly 6 years ago. With all the new books and sources out there, surely there is something besides Motes of Dusk and Dawn.
About to start a Reign of Winter campaign (please no spoilers) which I assume has... Winter. The GM has already asked that we not do any kind of endure element consumable or cold weather gear because the cold weather is going to be a surprise for most of us.
However, we're a little confused on how cold weather works and I haven't been able to find any clarification. Under cold weather it has this little gem:
"Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again."
I can't seem to find out what this applies to. Does this mean natural rest, or prevents the "a character heals 1 non-lethal" per hour? Does it stop magical healing (So cleric dropping a Heal for 150 hp can't heal you if you're a little cold?)
I know everyone has their opinion, but does anyone have an errata, FAQ, dev post, etc that I couldn't find that clarifies?
About to start a new campaign and I find I may be suffering from fatigue a lot (Flumfire Rage on sorceress/wizard)!
I can't really do much to bump up the chances I won't fail the fort save, so I was looking at less expensive ways to remove fatigue. Sadly, everything I could find with my google-powers and forum searching is all 5+ years old. Surely somewhere there is a spell, or alchemical item, or cheap magic item, that just removes fatigue a couple of times a day rather than forking over 300 gp for a lessor restoration potion every time.
Please note, I can't become immune or I lose the benefit of the feat. I'm fairly certain my GM will also rule anything that avoids fatigue (like the Cords of Stubborn Resolve) is effectively immunity to it.
My group ran into a Llorona in an adventure path while on a boat. It's first action it used it's wail ability:
As a standard action, a llorona can unleash a somber wail. Any creature within 120 feet that can hear this wail must succeed at a DC 23 Will save or be compelled to enter the nearest body of water and attempt to drown itself. This effect automatically fails if there isn’t a body of water large enough to drown in within 120 feet. At the end of any round an affected creature is completely submerged in water, it can attempt a new DC 23 Will save to end the effect and cease its attempt to drown itself. This is a sonic mind-affecting compulsion effect. The save DC is Charisma-based.
Three of our party easily failed the DC 23 save and jumped off the boat. Our GM then ruled that, as they were attempting to drown themselves they wouldn't hold their breath, forgo any saves, and immediately start drowning, as per the drowning rules: In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.
The problem came with that since the character only got a save after being submerged a round, anyone who went in the water immediately started drowning, fell unconscious, then made their save to resist the effect. At which point even if they succeeded, they are unconscious under water and still drowning.
Does this ruling seem correct? A CR 11 monster can take a standard action to make a boat full of people jump in the water, go unconscious, and die unless someone else pulls them out in less than 3 rounds?
(For the record we killed it and likely would've saved our party members, but this thing managed to hit every sailor and named npc on our boat and we were likely to lose most of them while saving our party members)
So this conversation has gotten purely academic [And so is not a matter of balance but of RAW].
If your campaign allows off-slot crafting, can you wear two robes of arcane heritage [one in an off slot] and do their effects stack? Ie. Your sorcerer level is counted as 8 higher for the purpose of determining bloodline abilities.
Is there anything as RAW that says these don't stack?
I'm about to start a campaign in a very dark suns-esque setting. The campaign is low magic, with an emphasis on survival and crafting over the traditional murder-monsters dungeons. I have changed the crafting process/time to make it more viable as a player option and plan on giving out crafting materials as part of monster kills, like skinning a dragon [only in this case they would probably be skinning wolves]. Some monsters might have things useful for making weapons like sturdy bones, or chemical things like pheromone glands for alchemy.
Which brings me to a small problem.
One of the things I want to do as a really good reward is give them metal [rare in this world] but I'm having trouble placing a Gold cost per pound of metal that is consistent with crafting costs of items. The weight per gold value is important because they will need to haul the resources from where they found it to where it is usable.
An example of the problem;
The crafting cost of full plate armor is 500 gp and weighs 50 pounds while the crafting cost of half-plate is 200 gp and weighs 50 pounds.
The gp per pounds of full plate is then 10, while the gp per pound of half plate is 4. This is a very large difference and I have a few ideas but would like some input before proposing them to the group/
1. Decide on some price per pound for the carry weight but then not care about it during crafting. They can spend 50 pounds worth of metal to make a 25 pound item or they could spend 25 pounds of metal making a 50 pound item, as long as the gold value works out.
This makes for less complexity at the cost of realism, especially if players start wondering where the extra pounds are coming from/going.
2. Set a very low cost per pound based on the crafting cost of a dagger. This puts the price per pound at about .60 gp per pound. Then when crafting require them to spend the minimum pounds of the metal for the item and then allow them to use ''universal'' crafting materials [ie fuel cost, sanding, chemical finish, etc...] that I don't track as strictly to pay for the remaining crafting cost.
This option seems to be more realistic and avoids the losing/gaining pounds issue, but does end up making them track more materials.
So just curious, both how these interact RAW and how might you suggest [if at all] house ruling it if terms are unclear.
Agathion Eidolons receive Lay on Hands as a Paladin of their HD. Sadly this doesn't grant them the Mercies, so they don't qualify for greater mercy or ultimate mercy.
Then comes this item;
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/brace let-of-mercy
The item states the wearer is considered to have the disease mercy. So my question is; Does the Eidolon now have a mercy, thus qualifying for feats like greater or ultimate mercy?
So in a new game I'm about to play in I volunteered to take the healer role. However, I love to make odd ball builds with strange concepts.
I'm thinking of playing an Unchained Summoner with the Spirit Summoner Archetype, taking the Life spirit from the shaman list. I'll also be selecting an Agathion eidolon.
I've cleared with the GM any issues that might not let me play unchained with the archetype, and she's also let me take cure light wounds rather than detect undead as my first bonus spell.
Highlights;
1. Channel Energy equal to a cleric of the same level [but 2 less per day.]
2. Life link Hex at level 6, like a life oracle.
3. Lay on Hands [slightly slower than a paladin's progression]
4. Shared hit point pool via class ability and spells.
5. Eidolon Skilled Evolution for High UMD.
6. Access to Lesser Restoration, Restoration, and Heal via the Life spirit bonus spell list.
7. Double the actions.
And oh yes I have fey fondling on both the summoner and eidolon, and am considering Reward of Life and Fast Healer.
So the advice part is do you think this is going to be sufficient for healing the party? What are some feats/equipment you might advice. Comments or Concerns?
=P if the GM let's me fudge the Bracers of the Mericiful Knight I'll be so happy.
So my party managed to talk its way out of trouble and everyone had a blast. Now they're planning on assaulting a BBEG's lair and killing him to escape Hell. In an effort to keep things interesting I'm plotting combats, tactical choices for their allies, puzzles, and hopefully some talking encounters.
One of my players had the idea to use Vision, Augury, Commune, Contact other plane, etc... to scope out the BBEG and I loved it. I decided to play to that and give them the instructions/clues to an upcoming puzzle in the jumble of cryptic information divination gives. They're warned of the enemy likely completing a ritual to summon a fiendish behemoth, yet if they can undo the ritual before it shows up it will get sent away.
So my question/advice seeking is can anyone solve this puzzle or are my players gonna end up frustrated? I will post my answer/process in a spoiler tag in the next post. Keep in mind its a hard puzzle as it essentially negates a really hard fight if they manage it.
The ritual takes the form of a pentagram. At the top of the star and continuing clockwise at each point are the numbers 53, 101, 223, 271, and 317. They may change numbers simply by erasing them and writing new ones, but only one combination will counteract the ritual.
Their cryptic clues are;
''26, 52, 78, 104, 130, 156, 182 ''
''B, C, E, G, K, M, Q, S, W, and more symbols in an chaotic loop...''
''These warriors of zenith stand unbreakable save for themselves and a single foe, ever on marching they will go.''
''By ritual of the characters the beast Awoke, yet the ritual again Cages him.''
The first of Asmodeus is always on high, yet none that follow may be lower than he.
Let me know what you all think, thank you so much!
So I am running a Mythic campaign for a party of evil characters. Awhile ago they pissed off their quest-giver the Queen, and she trapped them in Hell. She is seeking to create powerful warriors to fight a greater evil then herself that is prophesied to come, so her object is either to have the party escape Hell stronger, or have her devil minions trap them and strip away their mythic power for her to use herself in the battle to come. While she dislikes some of the party members and would prefer to live, she will allow them to eventually kill her if that is their wish and they are capable of stopping the greater evil.
Recently they attacked a soul forge in order to make an item to help them break the magic stopping them from plane shifting out of Hell. An encounter with a Mythic Pit Fiend [and some bad rolls for them and some good rolls for me turned] turned into their npc healer dead, 2 party members unconscious, 2 party member's surrendered, and 2 stealthy cohorts sneaking away.
Party list is as follows;
Warmonger [Brawler 14/Guardian 7]. He's a CE Orc bent on freeing himself from the Queen's rule and killing her for binding him to servitude in the first place.
Viis [Wizard 14/Archmage 7]. He's a Neutral Damphyr who recently found out he was a reincarnation of an ancient wizard of great power. This discovery led him to re-evaluate his plan to dispose of the Queen and instead to swear loyalty to her. This change in attitude is something she's aware of.
Denat [Gunslinger 13/Champion 7]. He's a alignment less Pale Stranger thanks to the Beyond Morality mythic path. Denat is a strange creature who seems only to live for the taste of battle. As such his loyalties are constantly in question and he's too much of a wild card.
Wilder [Druid 14/Heirophant]. She is a NE Half-orc [reincarnation druid] and the only party member who has never planned some sort of sedition towards the Queen. In truth she was only sent to Hell by the Queen as to keep her loyalty a secret.
So here's what I'm polling the internets for... What should I do with them? Their capture was unexpected [a player not listed didn't show for game and so they were 1 member down]. Idea's are welcome. Some of what I considered is;
Their captors are rivals with the Queen's minions, so may not turn them over right away.
Enslave them, then let them break out.
Take them to have their power stripped, give them chances to escape.
Have allies from their past arrive to rescue them.
I'm running a mythic game for some friends and have gotten a little confused on how the Hierophant's Beast's Fury ability is suppose to function (whether by RAW or by Intention).
Beast's Fury:
As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any other actions it takes during its turn.
The most specific questions that have come from my summoner/eidolon player has been something like this:
When does the eidolon take the immediate action? At the beginning of the day can the summoner expended one use of mythic power and then the Eidolon can take the immediate action any time during the day?
I thought it sounded like it worked similar to the Marshal's Decisive Strike ability, but the Marshal's ability says nothing about immediate actions. If it does work like that then is it just a worse form of that ability since it cost both the summoner and the eidolon their swift/immediate action? Or is it a crazy good anti-spell caster as the eidolon just jumps on anything attempting to cast by using its immediate action?
As per the Blood Focus, I can spend one point to gain use of a bloodline power. Arcane's first power is:
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
So for one point of blood focus, an arcane bond or familiar poofs into existence for rounds = Arcanist level? For those rounds can she cast one of her spells known (for bonded object), or gain the benefit of a familiar?
Can the familiar change each time used, or change daily? Can it be used to deliver touch spells? etc...
=P also, I assume the eldritch heritage feat (provided you don't take arcane bloodline as your original bloodline) gains the Arcanist the permanent arcane bond.
So a good friend and I ran into a situation in Temple of Empyreal Enlightenment (#3-21) that, though not major at the time, has turned into quite a lengthy and fun debate over it. So... I'm curious as to what others have to say! Spoiler tags inbound! If you do not want spoilers, do -not- click.
Spoiler:
I'm playing a Neutral, Female Aasimar Magus, worshipper of the Empyreal Lord Arshea (NG, Lord of Freedom, Physical Beauty, and Sexuality) while my friend is GM'ing. The scenario leads to discovery/exploration of a Temple of Korada (NG, Lord of Foresight, Forgiveness, and Peace) which has some shady things happening. During the course of the game, Ren (my character) is generally friendly, accepting, and earnest, participating in several of the temple's observances. (She receives 1 heresy point from the mantra, but avoids all others, including refusing to deal lethal damage to the Aasimar honor guard.
During the BBEG fight, she defends one of the unconscious honor guard, even picking her up (I made a joke about Ren say "I'm saving you... valiantly!) and moving her to safety. Ren stayed with the Aasimar until (and even after) someone comes to revive/heal her after the fight.
It is at this point, I inform my friend that Ren would attempt (for lack of a better word) a seduction attempt on the guard she rescued. Ren had made earlier suggestions/hints about showing them (the followers of Korada) her own Lord's observances.
My friend denied me the roll flat out :-(
Now this isn't a "OMG BAD CALL YOU SUCK Q.Q!!!" thread, just curious what others would have to say. From my perspective:
Ren has been earnest and willing to observe their rituals. She had been honest throughout the adventure. During the battle she selflessly protected the Aasimar. She is offering earnest companionship/comfort in these dark times... and she's doing so in accordance with her god and values.
My friends perspective/arguments are:
1. She's an Aasimar, I am below her. (I reminded him I'm an Aasimar too!
2. She's probably has a vow of celibacy.
3. Korada would probably warn (or frown upon) sex.
4. Most "Lawful Good" real religions view sex/sexuality in a negative connotation. (I am to remind him that Korada is NG), because it can produce negative emotions.
5. I didn't have ranks in Profession Prostitute or Seducer.
6. One of the other Aasimar died, thus she's in mourning.
7. Cheesy sticks.
Real 7: My god would frown upon "random sex"?
He had a couple more (our conversation has weaved in and out, so please consider that he has a few more reasons and those above are not as complete as he would describe.
Any way... what you all think? Should I have at least gotten a roll? A fair DC? Would a NG God prevent his followers from such?
(For the record, I rolled any way, and received a 17 (+ which ever skill applies.)
I've been looking into random, interesting builds/rules and came across Equipment tricks: http://www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat
The open is slightly confusing, as it sounds like you could focus on any piece of equipment and get a trick with it. Seeing a lot of the Sunrod tricks, I got my hopes up for my poisoner build I keep tossing around.
The trick I want is like this but for Liquid Blade:
"Fast Sunrod (Quick Draw): You can draw and light an easily accessible sunrod from a pack as a swift action"
Is there any Society legal way of doing this? The hope is to prepare poisoned liquid blades (via a poison use class feature, Craft: Alchemy, and I think the Master Alchemist feat).
Combat wise I'd want to be able to either draw the inactive blade like a weapon during a move action (can't find a ruling on if Alchemical weapons are included in this action), draw it as a swift action (equipment trick?), or does it qualify for spring loaded wrist sheaths?
If there's a trick like the sunrod one that let's me draw and activate it, so much the better.