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Dark Archive

Hi guys...what happens in the following 3 situations?

1) One wizard in round 1 casts as a full round action "Summon monster I" which has a casting time of 1 round. When do the monsters appear (and act)? In round 2 (before the beginning of his next turn, so after all the allies and monsters after him have acted) or in the same round 1?
If in round 2, does he need to keep the concentration in case he gets damaged by an attack?

2) One wizards casts defensively a spell. He fails the concentraction check. What happens? Does he lose the spell? Does he get an attack of opportunity?

Thank you so much :)

Dark Archive

So it's like an "unbeatable invisibility", but since you're still there you can be detected by tremorsense, bloodsense, and things like that...

Right?

Dark Archive

1 person marked this as FAQ candidate.

So guys...the 20th level ninja's ability "Hidden Master"...how does it work?

Some people say that you can't be detected. Full stop. No matter what or how good your senses are.

Some people including me, think that since the text says "...as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her...", the ninja's ability is just a better version of Greater invisibility, which doesn't make you stop smelling, or doesn't makes you mass-less.

Who's right?

Dark Archive

I know that Paizo will probably never release deities stats because they want them to be extremely powerful. And I agree with them when they say "Gods can't be killed by mortals, because it's just concept and this isn't COD xD", but what i was looking for, is a sort of escape clause in case a player wants to attack...let's say...Cayden Cailean.

Probably LazarX is right...the best thing to do is to rule the "fight" as an event where the player will implode just after Cayden's free action xD.

Since I am a perfectionist, I would anyway love to have a stat block to do this, but probably this is just a waste of time involving 3.0 material. :D

Dark Archive

Hi guys, i am just curious to know how you would manage to create deities stats, without having to make big and tedious house-rulings.

I was thinking to just use regular class and racial hit dices, so i've deduced that it would be a good idea to divide deities in 4 main categories:

A)Nascent deities
B)Demigods
C)(Minor) Deities
D)Major deities

In order to make a comparison, i've looked in the tome of horrors: Lucifer has 51 HDs (39 class + 12 outsider HDs).
I think Lucifer could be considered somebody very borderline between being a Deity and a Major one.

So...depending on your experience and ideas, which kind of HDs range would you set for each of the categories above?

Dark Archive

Well, what can i say?
Thank you guys :)

Dark Archive

Let's say that i'm a 11th level wizard, and i cast Monstrous Physique I...

Do I keep my hit points?
OR
Do I get the final creature's hitpoints (corrected by eventually lowering the COS value reported in the Bestiary)?

Dark Archive

I think it's not allowed, since the requirement of the total spell level, must be met before applying any single feat.
You can't apply feats in a particular order...they're applied all at the same time, and so you have to meet the Spell Perfection's requirement.

Dark Archive

So guys, i've found 2 different interpretations to this feat:

Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.

I'm not using any trait like, Magical lineage

-> Some say that you must calculate the spell slot before using the feat.
Example: Heal spell (6th level) + Quicken spell (+4) = 10th level slot, so the feat cannot be used with this combination of spell and feat.

-> Some say that the previous example works because, the limit is set just to avoid too many metamagic feats and that the resulting spell slot would still of 6th level, and this would allow you to apply more metamagic feat, until you have enough slots.

Who's wrong?
Can you make an example about the correct use of this feat?

Dark Archive

This may looks stupid but it's a doubt which i need to fix.

Do monsters die at 0 hp, or at -COS?

Dark Archive

That's very interesting...here it is:

http://paizo.com/threads/rzs2mqdj?PFS301-The-Frostfur-Captives-Spoilers

Dark Archive

Well guys, what can I say?
Thank you so much! You've been all very comprehensive.
This helped a lot :)

Dark Archive

Hi guys, this week i'm gonna run as DM my first PFS scenario.
I'm very excited, but also very scared about making mistakes...
I'm not a novice...at all, but this is the first time for me in PFS as DM.

On the first pages of the scenario, i can find 3 paragraphs: a sort of introduction, a summary and Getting Started...all of them before Act One.

Getting started begins with a black text saying "Read the following to get the adventure underway", followed by a green text, describing Ambrus Valsin while speaking to the group of Pathfinders.

So, I'd say, i should never read the black lines to the players (unless they're making checks on "Knowledge something" [i.e.])...but apart from the summary which would be a colossal spoiler, the introduction written in black, looks very important and interesting, providing a lot of BG for the players.

The huge question is...what the hell do i have to read/tell to the players? :D

Full Name

Alezzandro Batros

Race

Human

Classes/Levels

Soundstriker Bard 2

Gender

M

Size

M

Age

25

Alignment

NG

Languages

Common, Sylvan, Giant

Occupation

Information Specialist

Strength 14
Dexterity 12
Constitution 13
Intelligence 14
Wisdom 10
Charisma 18

About Alezzandro Batros

Combat:

HP:14
BAB: +1
AC: 10+1(dex)
Move: 30
Init: +1
CMB:3 1+2
CMD:14 10+1+2+1

+4(sonic, Language dependant, Bardic performance)
Fort:1 0+1+1(trait)
Refl:5 3+2
Will:3 3+0

Skills:

9/level +1/level favored class
0Acrobatics:1
0Appraise:6----- 1+2+3
0Bluff:8----- 1+4+3
0Climb:2
0Craft:2
0Diplomacy:9---- Same as Oratory
Fly:1
0Intimidate:9---- 2+4+3
0Know(arc):7---- 1+2+3+1(bard)
0Know(dung):7---- 1+2+3+1(bard)
0Know(eng):3---- +1(bard)
0Know(geo):7---- 1+2+3+1(bard)
0Know(hist):7---- 1+2+3+1(bard)
0Know(loc):7---- 1+2+3+1(bard)
0Know(nat):7---- 1+2+3+1(bard)
0Know(nob):3---- +1(bard)
0Know(plane):7---- 1+2+3+1(bard)
0Know(rel):7---- 1+2+3+1(bard)
0Perception:5---- 2+0+3
0Perform(orate):9---- 2+4+3
0Sense Motive:9---- Same as Oratory
0Spellcraft:6---- 1+2+3
0Stealth:5------ 1+1+3
0UMD:9-------- 2+4+3

Feats/Traits:

Feats:
Human:Weapon Focus(net)
1:EWP:Net

Traits:Rostlander: +1 fort saves
Focused Mind: +2 concentration checks

Spellcasting:

Concentration: 2+4+2(trait)=+8
0th:Detect Magic, Prestidigitation, Mending, Ghost Sound, Daze

1st: 3/day
Charm Person
Sleep
Grease

Equipment:

Str:14 L:58 lbs. or less M:59–116 lbs. H:117–175 lbs.

Money:200g
Blanket Common 2s 1lb
Chalk 10 peice 1s
Crowbar 2g 5lb
Drill 5s 1lb
Eyeglasses 5g
Lamp oil 5 pints 5s 5lb
Swim Fins 1s 5lb
Whistle 8s
2x Wrist Sheath Spring Loaded 10g 2lb


Other Abilities:

Bardic Performance: 10 rounds/day standard to start.
Versitile Performance:Oratory(Diplomacy, Sense Motive) 6th lev:Dance(acro,fly)

Bardic Performance:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.


Backround: