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![]() 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? ![]()
![]() 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 ![]()
![]() 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
In order to make a comparison, i've looked in the tome of horrors: Lucifer has 51 HDs (39 class + 12 outsider HDs).
So...depending on your experience and ideas, which kind of HDs range would you set for each of the categories above? ![]()
![]() 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.
-> 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?
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![]() Hi guys, this week i'm gonna run as DM my first PFS scenario.
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
About Alezzandro BatrosCombat:
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)
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
Spellcasting:
Concentration: 2+4+2(trait)=+8 0th:Detect Magic, Prestidigitation, Mending, Ghost Sound, Daze 1st: 3/day
Equipment:
Str:14 L:58 lbs. or less M:59–116 lbs. H:117–175 lbs. Money:200g
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:
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