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Looking at the Dwarven Thrower magic weapon, it is a Warhammer with the thrown trait; the base Warhammer listed in equipment does not have the thrown trait on it.

Is there a crafting check or rune that allows that to be added? I don't see one, maybe I am missing it in my research.

Thanks


Is it possible to have two or more weapon critical specialization effects on the same target?

Specifically, if a creature is hit by 2 or more arrows from a bow with a critical hit and the character has the critical specialization class feature active, does it have to remove both arrows to remove the immobilization effect from the pin?

In my head, this is a clash between multiple same effects on a target vs ..... reality (yeah I know it is a fantasy role-playing game). There are two arrows pinning him/her/it to the surface.

Thanks,


Can someone/something still Step away from a Barbarian that has the No Escape Feat?


When you choose Sorcerer Dedication you choose a bloodline. I want to choose Elemental.

Do I also choose the type of element? and are the spells transformed as described in the Sorcerer section?

For example, if I choose Air, for a normal sorcerer Produce Flames becomes Produce Air, and the damage type changes to bludgeoning. (Yes, I know the name of the spell doesn't change, just the way I think about it)

Does the same happen for Sorcerer Dedications when you choose Elemental as the bloodline?

THanks


Can an Elemental Heart Dwarven Wild Druid use his Energy Emanation in Wild Shape?

The traits on it don't seem to limit its use to being only usable in my natural shape. It has Evocation and Primal but not spell.

It seems like it could be, am I missing something?

Thanks,


Just as a general discussion question, DMs and players....

Would it break the game to change the energy type of a spell for roleplaying reasons for classes other than Sorcerer?

For example, I am playing a bard and for role-playing reasons, I don't like the negative energy of the Grim Tendrils. It just feels a little dark for the concept I created....blah blah blah...not the important part.

What if I made the spell work exactly the same but changed the negative energy to sound, call it Notes of Power (for argument's sake). Instead of a negative energy lightning bolt (essentially what it is), it would become a bolt of sound from the bard.

Do you all allow changes like that? if not, how come? Would it break the game?

Thanks for your time


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I have read the rules on Aid and they seem spartan. I saw a couple posts saying that was intentional on Paizo's part to leave it to the DM to decide. No worries, it is a role-playing game played by humans after all. There should be some flexibility. The below questions are specifically around aiding an attack.

Here is what I am asking the community for advice:
1) What modifiers are you placing on the role? If I aid an attack are you (the DMs) using a player's skill with a weapon? It can't be a flat 20 check.

2) Are you setting the DC based on a calculation of the monsters AC? (meaning monsters AC-10)? Are you just leaving it as a 20 no matter the level?

3) How much description are you enforcing at the table? Some players are great at constructing scenarios/being creative on how to help and others are not. What do you do for the players that aren't? "I hit the monster in the ankle to make him scream", "I punch the monster in that special place (if it has one)"

4) Are limiting the use of Aid for an attack at all?

The bonus seems pretty powerful. +1-+4 depending on the check and DC. Yes it costs an action and a reaction so it should be pretty powerful but it also shouldn't be too easy (or should it?)

Thanks,


The wording of the First World Adept "You gain Faerie Fire and Invisibility as 2nd-level primal innate spells."

Innate spells automatically heighten as I understand the rules. Do these spells as well? Both spells are 2nd level, is that why it is worded that way?

I am confused by the "2nd-level" are they trying to say the spells are locked at that level?

Thanks,


I read through some posts here about the elemental sorcerers and the (*) spells and how they are changed.

I want to be sure I am reading the rules and the general consensus correctly. The changes the elemental sorcerers make to Burning Hands and Fireball does NOT remove the fire trait from the spells, they are essentially "fire" spells that deal bludgeoning damage, correct?

So a creature immune to fire would still be immune to the effects of an "Airball"/"Waterball"/"Earthball", correct?

Thanks for your time and any clarity you can bring here for me.


Scenario: A cleric (Nethys) with a wizard dedication, 5th level, has Basic Spellcasting Feat

Can the above character use the Learn a Spell skill ability to add 2nd level spells from scrolls to his spell book, even though he can't prepare them yet through Basic Spellcasting Feat?

He would not be able to prepare them or cast them until level 6 (as I understand it).

I don't see anything in the skill saying can't do the Learn a Spell skill on spells you can't cast, they just have to be in your tradition.

Thanks,