Crow

Senji975310's page

20 posts. No reviews. No lists. No wishlists.




Delayed Consumption At any point during the duration of this extract, you can cause the companion extract to take effect as an immediate action.

I wanted to use this extract of Freedom of Movement as immediate action when a character got paralized, but our GM dasagreed. The point is "can cause the companion extract to take effect as an immediate action" is not defined wheather or not it takes any movement, hense it's up to gm to decide.

Is there any rule that says if immediate action or Delayed Comsumption can be used while paralized?


1 person marked this as a favorite.

"Sticky bomb: The effects of the alchemist's bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later. An alchemist must be at least 10th level before selecting this discovery."

Having looked thoroughly at forums, i still can't find a definite answer if the first sentence is a rule or a general description.
If the designers wanted for it to be a rule, simple "However" or "But" at the beginning of the second sentence would remove confusion.

Also, if the alchemist damages target with 3 bombs in one round with Fast Bombs discovery, does the target suffer triple splash damage in the next round, or does it suffer one splash damage each round for 3 rounds. "Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later."


Hello. Last game, we have been given quite a thrashing from phoenix. Despite our Communal Resist Energy, it burned through it, and depleted it really fast.

I suspect one of the big problems can be that apparently it can cast Wall of Fire into mid-air as quick action at will, it blocks line of sight.

Also, because we use large size mounts, a wall does 2d4 damage because it "sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet."
"In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it."
"If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall."
Can it do 2d4 + 2d6+1/level damage at the same time because creature is large, even though fireball cannot?


The description of the spell says "you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end.".
If one can't see the terrain or areas, what is there left to see?

But as if that was not enough, the spell states that "It's impossible to judge distances accurately". Whut?
So, even if the caster somehow manages to walk blindly in a straight line (which is impossible), even then he can wind up in the opposite direction, 2 or 3 times further from desired destination.

Then description says that "when the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal direction from your desired endpoint". So, basically, the user appears where he wanted. Well, that's confusing... If at the end of the spell, the user appears at where he wanted, is there any point walking to desired destination? Can he just cast the spell and then end it on the very next round, appearing at the desired destination?

It seems like my alchemist just wasted money on that Elixir of Shadow Walk when i desided to exploit the trick with Alchemical Allocation.


Hey! So, we are using wild magic optional rules, but rolling the d100 dice and looking up the roll in wild magic chart takes a bit long time.

Plus, some of the effects in that chart are just lame, like summoning a musical instrument, so i wanted to replace some effects with my own and present it to gm for approval.

May be some experienced players know of something like this?


I can't seem to find this question on any of the threads here, and i don't see rules answer that question either. I'm saddened by the loss of my beloved roc companion, but that does bring a question.
When i replace my companion, would a new small cat companion will have the same feats from my previous companion, like Hover feat..., or can i pick completely new feats and skills when i replace a companion.
If i could choose new feats, then it would give lots of versatility, practically allowing to change feats and skills every 24 hours. I could choose weapon finesse for a small cat, and then replace this feat when i would take big cat at 7th level.
But than again, what about Hover feat?


I'm looking for ways to optimize my sorcerer, and i see that in guides to sorcerers and wizards that people write, they rate Enervation (4th circle) as a very effective single target debuff/blast spell.
Why? It has no save, but requires a touch attack which has pretty much the same chances to affect the target. The average 2.5 negative levels that spell bestows, only give 2,5 points penalty to attack, 2,5 points penalty to worst saves, and 12,5 hp damage.
This spell stacks with itself, but so does hit point damage. Save or lose spell like Stinking Cloud, or Blindness/Deafness, or even Ear-Piercing Scream seem more effective to me.


Someone said wrote:
When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment.

The text seems pretty clear to me. Yet, there is no mention of what happens afrer your turn when monster walks around the cover.

Goblin rogue in my campaign have +24 stealth on check, and its kind of annoing that even if he is surrounded by monsters, if he stands next to a street pole, he can just make 5-foot step to hide. Even at -10 penalty for doing it in combat, he is pretty good at it.
Still, it looks kinda cheesy, even if he is surrounded, or monster walk around the cover, rogue remains invisible. Am i missing some rule?


Hi. I'm playing an archer, and recently i found Efficient Quiver. Problem is i never needed it before since i carried 4 quivers for different arrows (2 on the hips, 2 on my back). When i found it, i looked at the rules, but could not find any mention that a
1) plyer can't have more then one quiver at the same time,
2) or that he can't keep different arrows in one quiver (on a hip for example), look at the desired arrow, and draw it as a free action.
3) In fact, even efficient quiver description says that it does not take a body slot.

I know that a character can stash wands and rods in there, but i don't have any of that, what i want to know is what use it is for an archer?