These sturdy leather dwarven boots have soles made of thick gray marble. As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a + 4 bonus to CMD to resist bullrush, reposition, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.
Price 5,000 GP
Do these grant you Fast Healing 1, basically whenever you like, so long as you stand still? A ring of regeneration is 90,000 GP, these are only 5,000, that doesn't seem right, since these boots have other bonuses too...
Is there some sort of uses per day or something that I'm not seeing for this, or is this genuinely a way to get near infinite healing for even a low level character? (Or even a party, taking turns wearing the boots)
It seems entirely to good to be true, so... what am I missing?
Could a Magus use both spell combat and TWFing together at the same time? I believe the answer is 'yes' if he meets each requirement. But I could very well be missing some crucial bit of information, and was curious what other people thought.
For example, if the Magus was wielding a scimitar and was wearing a cestus. He is "Wielding a one handed weapon with a free hand" requirement for Spell Combat, but for two weapon fighting he has a melee one handed primary weapon, using iteratives, and an unarmed strike (offhand, light weapon) for the extra attack.
Assuming he had Two Weapon Fighting feat and CL 3+.
He could cast a spell, say, Chill Touch. And Spellstrike through his scimitar as a free action. Then make his regular iterative, and attack with the scimitar + chill touch again, then using twf make an armed unarmed attack with the cestus + chill touch. Each of these attacks would suffer a -4 to hit.
I know that casting a touch spell grants you the ability to make a free action touch attack during the same round you cast the spell. Where in the rules is this found?
More to the point, since this attack is a free action, can it be made mid-move action?
Can you cast a touch spell, move 15ft towards an enemy, make the touch attack, and then complete your move another 15ft away from the enemy? Of course this would provoke from the movement as normal, but... is it legit to use the free action touch mid-move, or does using the free action force an end to your move?
If you have natural reach, and attack a creature through a wall of fire, do you take the fire damage of the wall of fire?
Can a creature with reach attack into an Antilife Shell if they have sufficient reach to hit their target within?
Essentially, is a creature confined entirely to their space, and can only be affected by effects that affect their space, or are they susceptible to intervening effects between them and the target of their natural reach attacks?
I'm designing a custom pantheon for a homebrew campaign setting, and I've decided that the gods get their power from something. Some trigger, that when occurs, gives them a little bit of that good ol divine power.
Each of the gods has a different source, and the sources can be specific or vague. Or even a bit of both. This helps shape how their churches function, the edicts their followers adhere to, and even the personality of the gods themselves to some degree.
Ex.
Spoiler:
Nezra-gal (The reaper) LN god of natural death, venerability, lost lore. He derives his divine power from the natural death (ie old age)of mortal creatures, and he gains some passive strength from the existence of truly ancient beings.
Naturally, his followers act as wardens of the elderly, and are often associated with retirement communities, hospitals and clinics, and even funeral homes and cemeteries. The established church/religious hierarchy preaches nonviolence and support of the community, and in general tries to promote safe and healthy living, with a tendency for passivity.
Nezra-gal has a less known source of divine power, and there is a heretical sub-church that teaches alternate rituals and tenets of his faith to suit. He also gains divine power through a ceremonial sacrificing, draining the life energy of the victim, who is finally slain with a scythe. A harvesting of lost souls, so to speak. This sub-sect (ie cult) keeps a low profile, is small, and not very well known.
That is just one quick example… I’ve got others in the works as well, but a full pantheon from scratch is proving taxing on my limited imagination >.>
So, I’m looking for suggestions and ideas for other things that a god in this type of setting might gain his/her power from. Anything an everything could be the trigger… From killing foes in battle, to curing illness, to helping the poor, or capturing slaves, to mining precious metals… something the mortals of the world could do, that the god benefits from, and thus encourages his followers to do more of.
For easy reference, the darkness spell description;
Spoiler:
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.
This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.
I’ve seen most people interpret this as an orb of inky blackness. But, nowhere in the description does it say anything like that.
What it does say is that illumination in the area drops. But it doesn’t say light passing through the area drops…
It simply gets darker, while inside.
I think it is easier to picture, perhaps, with an example. Say it a dim starlit night, and you cast darkness, dropping the light level in a 20ft radius to dark. Now, you cannot see anything within the area, but, couldn’t you still see the stars?
Similar example, using the reverse example, to demonstrate further;
Say you are looking down into a incredibly deep pit, looking down you see only blackness. Standing on the edge, you cast Daylight. Now you are surrounded by a 60ft radius of bright light. Within this radius everything is absolutely perfectly clear, but looking down… you would still see blackness.
So, with the way light and darkness spells actually say they work… why do people treat darkness spells more like mist/fog spell than actually like a change in illumination?
Teleport trap wards an area, redirecting all teleportation into or out of the area to a specific point within the area determined by you at the time of casting. The destination must be an open space on a solid surface. The spell’s area overlaps walls and other solid and liquid objects (preventing intruders from bypassing the ward by teleporting into a wall or through similar means). A teleporting creature that is affected by a teleport trap can resist the effect with a Will save—if the save is successful, the creature simply doesn’t teleport at all (but the use of the teleport effect is still consumed)—either to the intended location or the teleport trap’s actual destination. A DC 27 Knowledge (arcana) allows such a creature to recognize the teleport trap’s presence, but does not reveal the trap’s linked destination.
At your discretion, the teleport trap can exclude a category of creatures, such as an alignment, a type of creature, or creatures that carry a specific item or know a password (though this only works if the creature is teleporting out of the area, not into it). You select this option and the conditions at the time you cast the spell. Overly complicated conditions may cause the spell to fail entirely. Multiple castings of teleport trap can be linked to cover a larger area, allowing teleported creatures to be directed to a single point within the combined area of the spells.
Teleport trap can be made permanent at the cost of 7,000 gp. A single permanency spell can be used on all teleport traps that share a linked destination, but the gold piece cost must be paid for each individual spell.
The Pathfinders of the Grand Lodge make use of permanent teleport traps in several key locations, trapping would-be intruders in a small wing of jail cells. At least one crypt of the Whispering Tyrant makes use of the spell as well, trapping grave robbers in coffin-sized stone cysts, there to die a slow and agonizing death from thirst and starvation.
The first question, I think I know the answer to… but does this apply to all Conjuration (Teleportation) spells? Or, is it only Teleport/Greater Teleport? I figure it works with anything that remotely feels like teleportation, whether it is Teleport, Plane Shift, Dimension Door, Jester’s Jaunt, etc etc.
Second question, it says that it redirects the teleportation. But what happens if the range of the teleportation effect isn’t powerful enough to travel the full distance? Say, you try to teleport someone with Jester’s Jaunt, it has a max range of 30ft… do they go 30ft towards the trap's designated location… or does it both redirect and enhance the teleportation effect to make them go the full distance well past the normal 30ft range to the designated location?
Last question, it says it redirects teleportation ‘into and out of’, but does it redirect teleportation ‘within’? If someone dimension doors from point A inside the trap, to point B also inside the trap, does it get redirected? It isn’t teleporting ‘into or out of’ but ‘within’ the area, so I’m unsure.
Hello! Thanks for taking a moment to read, and hopefully lend a hand! ^.^
Preface:
So, I'm making a level 7 human wizard for a pathfinder home game. 20 point buy, and Core and APG only material. And I could really use some advice, because the restrictions we are under will make surviving a true challenge I believe.
It is a moderately low magic campaign, and WBL is reduced. Additionally, magic item creation is right out. And... no wands. >.< And everything but minor items are unavailable for purchase.
Unfortunately, this includes access to spells. Copying spells from other wizards isn't an available option, because there aren't generally any wizards... in the same vein, I've been given a restriction on only being able to copy scrolls to add to my book, 1st and 2nd can be anything from CRB and APG, 3rd level came from a small list he selected. Fly, Fireball, Slow, and Dispel Magic. And no scrolls of any kind from 4th up... I have my 3 spells known per level from advancement, that I can pick freely with. (Human FCB gives that extra... the first time I've ever liked it)
To make matters worse... we will not have a cleric or oracle, no dedicated healery type to speak of. A paladin, and a druid, and a fighter/rogue are the others.
Plea:
So... given that as the situation, any strategies anyone can offer? I'm looking for suggestions on either controlling fights so well that no one gets injured or developing strategies for ending fights fast.
So far, I 'think' I'd like to go with a teleportation specialist conjurer. Being able to teleport as a swift action, even just a few feet, might keep my guy a little harder to pin down. And having temporary minions to soak up hits may keep my guy and his allies a bit safer.
That's about as far as I got...
What spells, combinations, and strategies does anyone have that they'd be willing to share? I'm going to need to be on my A-Game with this character, or it'll get fatal fast I'd imagine.
I threw this build concept together after a recent message board topic on a couple tripping feats... anyway, since I was doing lots of looking up all things tripping, I noticed you could do something kind of cool if you pulled a bunch together in a single character.
So, how's it look?
Spoiler:
Erastil’s Fallen
This build is an area lockdown build. Designed to control a large swath of the battlefield. At lower levels it is primarily just ranged attacker. But this builds up into unparalleled area dominance by max level.
A list of (optimal) stats for this build at lvl 1 with 20 point buy, all advancement goes to dex. Much can be changed to taste. Primary stat is Dex. Lots of it.
Str 14
Dex 19 (17+2)
Con 14
Int 13
Wis 8
Cha 7
Be a Human. Humans are awesome. They start with two feats. You need lots of those.
Level 1 Divine Hunter Paladin (of Erastil). (Be a good guy for a little while, then fall from grace… but hey, you get to keep the feat at least)
Level 2-4 Zen Archer Monk (Still dedicated to the way of the bow with religious fervor)
Level 5+ Archer Fighter (Screw it, papa needs a paycheck, be whatever alignment you wanna be… congratulations, you are now Erastil’s Fallen)
(A truly optimized version has 2 levels of ZA followed by all Archer… but this version is cooler, imo, thematically)
Feats:
1) Divine Hunter will give you Precise Shot
2) Zen Archer gives you Improved Unarmed Strike, A bonus feat (point blank shot), and perfect strike
3) Zen Archer gives ya Weapon Focus, A bonus feat (rapid shot)
4) Zen Archer gives ya Point Blank Master
5) Archer gives a ton of bonus feats (9 total by lvl 20)
Between those feats, an extra for human, the bonus feats from archer, and your normal feats for advancement… we get 19 to choose. It is a good thing we have a lot to pick up… or we might get lost with all the options!
Mandatory for build (in no particular order):
1) Dodge
2) Mobility
3) Combat Patrol
4) Combat Reflexes
5) Combat Expertise
6) Improved Trip
7) Greater Trip
8) Ki Throw
9) Vicious Stomp
10) Snap Shot
11) Improved Snap Shot
12) Pin Down
13) Fury's Fall
Extra that help (in no particular order):
1) Clustered Shots
2) Deadly Aim
3) Weapon Specialization
4) Greater Snap Shot
5) Greater Weapon Focus
6) Disruptive
7) Spellbreaker
8) Teleport Tactician
9) Disruptive Shot
10) Improved Disarm
11) Greater Disarm
12) Improved Precise Shot
13) Other Archery Stuff etc.
How does this all play out? Well, my friend… Whatcha do is you run out into the battlefield and find yourself a nice spot. By the time ya get Imp Snapshot you’ll have 15’ threatened area, and can already lay the smack down. After you get it, as a full round action you declare yourself one of them there Combat Patrols. So, now you threaten 25 or 30’. Yeah that’s right. That is how far out you ‘threaten’ with your bow.
From Archer Archetype, you’ve been picking up these handy Ranged Tricks, they let you perform certain combat maneuvers from 30’ and with your bow. Good thing too, because now you threaten that far out with your bow. Coincidences are fun. As soon as possible, pick up that Ranged Trip Trick.
And then… you guessed it, OWN the map. If someone within 30’ of you moves, trip em. And fire off a followup free shot. And now here comes the ‘real’ fun part.
If you want to, you can instead move up to the enemy, combat patrol allows you to move up to your speed while making your AoOs as part of your AoOs. Then make an unarmed strike trip attempt, and if successful, you get to place the hapless fool into ‘any other square you threaten’. YUP. Launch him across the map to the opposite side of your threatened are, put him off a cliff, toss him in between a pair of waiting allies, you name it. Plus, with Greater Trip and Vicious Stomp, you get to shoot him and kick im when he’s on the ground. Yep, 1 trip = two AoOs for you.
Oh, but they can make 5’ steps or withdrawal without triggering an AoO you say? Not since you took that handy Pin Down feat… they do, and you can keep them from going, well, anywhere.
Spellcasters causing you issues? Pick up those Disruptive, Spellbreaker, Teleport Tactician, and Disruptive shot feats to totally wreak havoc on enemy caster’s game. Disruptive makes it harder for them to cast defensively, which they'll be trying to do since you threaten from such a distance... and with Spellbreaker, if/when they fail, you get another free shot on em.
Feel your damage isn’t up to speed? Pick up the standard archery feats instead. Like to trip ‘and’ disarm? Go with those feats too. You got a couple (7) to spare for that extras list.
The Lore Mystery and Nature Mystery revelations are similar. But they have interesting differences.
Sidestep Secret:
Spoiler:
*Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity(see FAQ.)
Nature's Whispers:
Spoiler:
Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
I bolded the benefit, and italicized the restriction. Notice that Sidestep Secret has a FAQ.
Here it is:
Spoiler:
Oracle: Does an oracle of lore with the sidestep secret (page 50) revelation use her Charisma to calculate her CMD instead of her Dexterity? If she is flat-footed, does she lose her Charisma bonus to AC?
An oracle of lore with the sidestep secret revelation uses her Dexterity to calculate her CMD since no provision is made in the text to use her Charisma for that statistic. She does, however, lose her Charisma bonus to AC whenever she is flat-footed, since her Charisma modifier is being used in place of her Dexterity modifier.
—Jason Bulmahn, 07/08/11
I bolded the weird parts.
This is weird because that is true of Nature's Whispers, as described in Nature's Whispers. "Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class." But it is not described as such in Sidestep Secret. Instead, Sidestep explicitly calls out Max Dex. If it is true that they both lose their charisma modifier without having to write it into the ability... why is it written into Nature's Whispers in the first place? And how can this be true that they lose their Cha bonus with Sidestep Secret, since no provision is made in the text for this to occur.
My original reading of these two abilities was that they offer slightly different benefits, with different restrictions. But this FAQ response seems to indicate that Nature's Whispers simply has less restriction. Or does it have the same restriction as Sidestep Secret of Max Dex applying as well??
And if they BOTH have the same exact restrictions, why do they have different restrictions in their descriptions??
The "Flying creatures cannot be tripped" rule is pretty clear cut, unless you ask yourself whether that means "A creature that is capable of flying cannot be tripped" or if it means "A creature that is currently flying cannot be tripped".
So, is the word "flying" in this case a verb or an adjective?
My reading, and general understanding, would be that this means "a creature in the act of flying: Cannot be tripped" But is this correct?
/////
The follow up question. If in fact a creature that can fly can be tripped if it not currently flying...
Can a prone creature fly from the prone position? Or does it need to stand before it can resume flight?