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More 3.5 related, but if there are mechanics or rules in pathfinder to draw from then that will/can absolutely help.

So, I'm realizing that you can harvest poison and spider silk from spider form because it's a polymorph.

Poison is easy enough, a bites worth released per round into some harvest vassel.

How much spider web though? How much can they release per round?

Also, are there any mechanics for how to process spider web into spidersilk?

Also, taking this a little futher, how could I go about cutting off one or two of my legs in a single round (meat and chiting) and would doing so cause me to lose any of my normal limbs?


https://paizo.com/threads/rzs2u7zb?Lesser-Simulacrum-Duration

taking a vacation from haitus just to talk about this.

I've accidentally overlooked that duration for a very, very, very long time... most the GM's I play with have also overlooked it since no one, not even people who notice other problems on my sheets and audit them, not a single person has noticed this glaring problem as I went around using
http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo-al chemist-discoveries/alchemical-simulacrum-su/
for verious things.

today, dunno why, but I noticed it and now I cant look away. its just so glaringly, painfully, bad.

Has there been any errata's correcting it? anything clarifying its actually a permanent creation? anything at all?


A few of my players have started exploration.

I feel like spotting rivers and such is pretty simple and obvious, - level perception stuff.

Does kingdom builder or anything else have rules for finding rivers or other such features?


This is kind of a RAI question.

So, someone is trying to craft scrolls and alter them using on cast alterations.

Now, this doesnt seem like it should work but the more I think about it the more it makes sense.

You write a scroll based on your understanding of the spell.... theoretically. this is how you can add metamagics, right?

so if you have the ability to, say, extend a spell while in a specific terrain (sorcerer thing). then you have a specific understanding of a spell and how to make it work in a specific way in a specific terrain... no?

if yes, couldnt they write that into the spell when making a scroll?

Quote:
Elf (Horror Adventures pg. 39): Choose a terrain type from the ranger’s favored terrain list. When casting sorcerer spells in the chosen terrain, add 1/3 to the effective caster level of the spell, for the purpose of determining the spells’ duration.


How would you interpret:

Quote:
Efficient Creator (Su) You can spend this boon to use the magic item creation rules to create items with the Craft skill for one day. When doing this, your material costs are equal to half the final value of the item crafted (rather than the normal 1/3 of the cost for using the Craft skill). You can craft items with a cost greater than 1,000 gp by expending this boon over successive days, in the same way magic items with a cost over 1,000 gp can be crafted over multiple days. You otherwise follow all the rules and options for magic item creations.

Relevant previous conversation reference:

Quote:


https://paizo.com/threads/rzs2ub90?Efficient-Creator


I am looking at putting together a board, much like a silver surfer board, that will let a char sail through the air using something like the flying skiff but more kin to a board.

Alternatively, upgrading a sailing ship so it can do a flying skiff thing would be great too... because a flying sled cant really use heavy weapons and if I am going to use a big ship (flying skiff can use one but it's just not enough) then I'd rather use one with big weapons


So, one of my players is doing a sort of improvised professions (performance) downtime activity and they have been setting their dc after they rolled... basically giving themselves a dc based on the max they can achieve.

This seemed to be their understanding of how profession worked (it's downtime system, I get most people dont really use it in their games so its not unreasonable).

well, I told them that a DC, difficulty challenge, is determined before the roll.... always... this has been my understanding of DC.

am I right or am I wrong? is profession a situation in which the dc scales with your roll? or is there some other answer entirely?


So, this is less a question and more a guide of sorts. However, I am extending it to the question realm in that I expect I dont have the full answer.

Several times now I have searched up ways to gain feats from items, 3.5 comes up a lot but the best I've gotten for pathfinder is 'ioun stones and wayfinders'.

That's cool, but after years (on and off again) of searching I have finally started to really have a grasp of what all items give feats and so felt it was time to start putting them into a proper list.

Why this is in the rules question?
"Did I miss anything?" is a solid application here.

Starting off with the best option of all: Training
- Training weapon ability
grants one combat feat to the wielder as long as the weapon is drawn and in hand.
The feat is chosen when this special ability is placed on the weapon. That feat cannot be used as a prerequisite for any other feats and functions for the wielder only if she meets its prerequisites.

- Gloves of Unexpected Violence

normal - Catch off guard feat

Greater - improved improvised weapon feat

- Shieldmarshal's Pistol
grit deed feat, pick one:
Deft Shootist DeedUC, Fabulist (Pathfinder Player Companion: Champions of Balance 19), Gun Twirling (Champions of Balance 19), Leaping Shot DeedUC, No NameUC, and Ricochet Shot DeedUC

-Helmet of the Golden General
grants its wielder three performance or teamwork feats.

- Ring of Tactical Precision
By wearing the ring for 1 hour, a creature may imbue it with a teamwork feat he knows for 24 hours. During this time, any creature wearing the ring may use that feat when cooperating with the creature that imbued it, but not with other creatures even if they possess the same teamwork feat.

- Perfectionist Shavtoosh
If wrapped around at least one limb, it grants the wearer the Improved Unarmed Strike feat.

More coming soon, I'm lazy so I will be editing them in. Feel free to post whatever is not on the list already though, maybe I havent actually found that item yet.


I'm surprised no ones asked this before.
there's probably something obvious that I am missing.

Can gloves of improvised might make weapons enhanced to level 14?

a weapon normally can be made to up to 10 (+5 and +5 enhancement worth abilities). you can normally enhance the + number part using things like magus arcane pool and such. I'm not sure if you can stack magus arcane pool enhancement abilities on a + 5 and +5 abilities weapon though.

Or if you can use Gloves of improvised might to get a magic weapon to +5 and +9 abilities (it requires a +1, would that +1 add to the +5?)


Is there any way to count as a higher level alchemist for whatever reason?

Mainly, I want to get to level 10 discoveries as fast as possible.

This way I can do a dip or three in some other classes.

I know there's a monk item that helps you count as a monk 4 levels higher.

If there isnt any official or published items, could that monk item be translated to an alchemist item? how?


is this an allowed thing?


So, I just saw commanders tent and happen to know there are lots of enchanted banners out there.

what would happen if one decided to swap the commanders tent flag with one of these enchanted banners?

would you then be adding the commanders tent functions to one of the enchanted flags?

as a stated example, say I put a commanders banner on to a commanders tent. would this then allow the banner to act as a banner and then later be planted to act as a commanders tent?

Normally, combining magic items has a 50 more expense clause, would this be a specific case that circumvents that?


is spheres of power a third party thing? or is it official paizo?


I ran into some interesting mechanics about pledging to some order or another. it gave benefits and sometimes feats, but had requirements. kind of like monk vows but it wasnt monk vows.

Anyone know what it is?


As a player, as one of your characters... whatever.

In all cases, assume they are clean, clearly maintained, but otherwise no ones home.

What would you do... if you stumbled across a wizards clone hold.

What would you do... if you stumbled across an alchemists lab.


can one use spacial material for constructs?

like living steel, mith, ada, etc


Is there any precedence or rules for a magical item, or a custom magical item, that has the ability to allow its owner to make doppelganger simulacrums?


I want to give experience in a game using kingmaker rules (using, not centric of) and downtime rules.

I had a reasonable plotted algorithm for this some years ago but that is long lost to me, ive tried and tried.

So now I must make a new algorithm.

Please help me, what do you all think would be a reasonable DC to experience ratio for players to craft or otherwise do things other than CR encounters to gain experience?


I've started a multi tier game that includes some kingmaker AP rules. A player wants to transport some of there starting bp to a different location via ship and are asking for a rate to do this.

I've spent the last couple hours digging around looking for any references or any starting point to math out what the appropriate capacity would be for a ship for bp. Naturally, the main issue here isn't just doing a gold to bp equivalent because theyd need to transport people and building material. I use to have a determined algorithm for what I said was the ratio of people to material for bp, but that is long since lost.

Is there any rules anywhere that I'm not finding in which says how much bp a ship can carry?

Alternatively, are there any rules in jade regent that can provide a conversation reference point to determine to transport bp capacity per such and such? I know jade regent uses Cargo Units, I was thinking maybe 25 bp per wagon? since kingmaker ap has a caravan arrived with like 2 wagons for 50 bp? However, I dont feel like getting the jade regent pdf to see how many cargo units each wagon can carry and I dont see cargo units listed on paizo's site.


could one use an enchanted pariapt on an enchanted neck slot item??


So, there was a game I played a long time ago (not homebrew) that had divinity in bloodlines.

I tried googling it but keep getting sorcerer stuffs, im not looking for the sorcerer stuffs.

it MAY be 3.5, but im pretty sure its pathfinder.

the thing I remember the best is that the story for it is there's a great battle of man vs god and man wins, when the god(s) are struck down their divine energy pulses out and infuses with the people that killed the god... this passes through their bloodlines and can be stolen from each other as well.

Anyone know what im talking about? please point me in the right direction


I didnt actually google this one yet, sorry...

So a thought occured to me. If I want to purchase +1 to enchant armor and then want to add clangorous and burdenless.

would I have to pay for +3 enchantments? or would it be +2 + cost of burdenless?
the idea is +1 is pretty cut and dry. it has to happen first.

then do I get to determine which special goes first? does it matter?
if I pay for burdenless and then clangorous, would clang cost as if it was the third level of enchantment bonus?

or, does it not matter and the cost of burdenless is outside the enchantment costs? that is to say, would any order always be +2 and then +burdenless regardless of order of adding?


I just got into an interesting game thats removed vencian casting (this is basic wizard casting... spell points... etc etc etc. no typical vencian).

their core casting is spheres, but im looking for options. theres a thread on this but that thread basically just suggested alternative vencian to replace vencian because screw vencian and thats pretty vencian to me.

Symbal magic could be good, word spells, I recall a thing where you combine varying words to cast? but i think thats 3.5, not sure.

as a note, some 3.5 is ok, gm said mininal so case by case is probably what they meant.

id rather avoid homebrew, 3rd party probably isnt off the table but also probably should be avoided.


so, I see making a magic item with a curse makes it -90% cost (or only cost 10 percent the normal ammount).

could I do that with selecting starting magic items?


Im trying to find out the hp and hardness of a mithral buckler, I plan to add a shield boss to it.

Mithral has 30 hit points per inch of thickness and hardness 15.
but how thick is a buckler?


so, Pikemen training lets you use a shield and a spear (using the spear or pole arm one handed).

Now, I know its a mute point when looking at bucklers because you can already use a buckler.

however, for the sake of easing concerns, this would let you use a spear/pole one handed and benefit from a buckler in the other hand normally... yes? this feat, per raw, isnt just limited to working with light or heavy shields... right?


So, my chars researching something and found there are pages torn from a book.
important pages, of course.

the book was written a generation ago, 40-100 years ago.

My thoughts go to akashic record, or page bound epiphany, spell. I have wizard and druid spells, I dont think I can do speak with dead on the writer (both as a principle for those who manage the body and because its not on either of my spell lists).

I mean, this is even assuming gm has anything for that info (by why give a player the mystery of torn pages if you dont expect them to try looking for that missing info?).

What do you guys think?


So, we all know the age old argument over how Fortuitous works.

Now let's shake it up a bit.

How does any form of interpretation of Fortuitous work in cooperation with Seize the Opportunity?

I imagine at the very least the first attack of opportunity on one target must be an actual attack of opportunity in order for Fortuitous to give the second.

If seize the Opportunity is used to replace the second AoO, would it remove the -5 since that -5 is part of the attack roll for the second AoO? The idea being Seize is changing the action from an AoO into a normal attack action?


So, I am looking at using cloak fighting for some early hide in plain sight (instead of hellcat or the level 15 actual hide in plain sight options).

any better options for a discount hide in plain sight?

what are some easy and cheap ways to get a decent performance dance skill level?

my char is level 10. I have 12k to play with right now, wizard spells up to level 4 and druid spells up to level 3.

I have a familiar, improved familiar.

currently using dancer scarve (the one that gives a defense bonus) and armored kilt so I can't use any kind of kilts or scarves. I have light armor, a buckler, firearms (that black power firearms performance thing isn't worth the feat)

I have a level of monk (silver fist) and 9 levels of rogue (archetypes, of course).

looking at the eternal rose boots, but may not. I also want to use stabbing shot and hurricane punch for that amazing location and battle control.

(needless to say, I only have bab to 7 XD)

I plan to be a switch hitter.


Anyone else notice how paizo and pathfinder says 'she' a lot?


ive seen feats and class features that give fake skill ranks. I cant remember most of them (its been a while). Someone mind helping me out?

my character has improved improvisation so he can make any check with like +6 or so. that doesnt carry over to the familiar because they arent 'ranks'. Meaning my familiar is damn near as super-specialized in skills as me (cool s+*~, but I wanna see if I can get that extra extra).

3.5 has jack of all trades, but that says 'as if you had' meaning you dont even get a quasi half skill rank. Its basically 3.5 version of improved improvisation.

Spiritualist gets a phantom skill rank, if I recall, but im not level dipping.

spells, one or two feats, and items only please.


So, I know theres a spell to store a spell book and a spell to store a familiar.

Im using stuff that lets me jump from one body to another and move around, jump back to my own body, and then back to another body.

so, in all this movement and body hopping I am left with the issue of having gear inconveniently far.

I looked at a demi plane, tried researching for some kind of ritual door where I could go to a door frame and do a thing and itd open to an extra dimensional space or to a physical place (like a store house, kind of like a discount teleportation).

Teleport itself isnt allowed, the gm house ruled actual teleportation requires extensive rituals. one thing I thought about was having my real body in a workshop and just downtime there and periodically send myself deliveries?

but, options are always preferred. Anyone know of any options?


So, per RAW it probably doesnt but hoping im reading it wrong.

Does changeling familiar feat allow a familiar to shift freely between its normal form and its new alter form?

https://aonprd.com/FeatDisplay.aspx?ItemName=Changeling%20Familiar

"Your familiar’s change shape universal monster ability can function as alter self, and it gains a single alternate form of either Small or Medium size. This form is of a child or teenager of its master’s species, and once chosen cannot be changed. Such changeling familiars always bear some kind of visible mark of their original nature, such as a cat’s eyes, a serpent’s tongue, or small demonic horns. The changeling familiar does not gain any new languages with this transformation, so changeling familiars are often mute."

Stuff like 'can function like alter self' and 'it gains a single alternate form' is where im hoping it allows what im thinking.


ok, ill admit right now i am trying some jank and know it.

I want to have an improved familiar and I cant do that with protector archetype (cause you need speak with animal to get that... if I recall correctly)

I really want the level 5 effect, its why people get protector. So i am trying to find work around jank. theres the obvious magical rings, but 50k is a heavy price id rather not pay.

Is there a cheaper way do this?

as I write this, I realize imbue spell like ability or any of those options that lets you give your spell slot to someone, giving my familiar the spell, could work and I may do that but anything else?


So, Shadow enchantment says you can use any psychic, sorcerer, or wizard enchantment spell up to level 2.

A) is there any way to raise that level cap?

B) Say I want to use https://dndtools.net/spells/dragon-magic--62/adoration-of-the-frightful--10 62/

"Enchantment (Charm) [Mind-Affecting]
Level: Hexblade 2, Bard 3, Cleric 3, Sorcerer 3, Wizard 3, "

So, thats an enchantment spell... and a wiz/sor spell... and one class has it at level 2. I recall there been a rule somewhere that a spell counts at the lowest level of the class' it is available on.

Would that mean lowest level among psychic, wiz, or sor spell lists? or of all spell lists since shadow enchantis the source? or...

Probably reaching here, but I dont want to dig through rules since I am asking for the sake of a 3.5 game (oh, if thats relevant its a 3.5 game that allows pathfinder spells).

Please answer the question from the perspective of both rules (3.5 and pathfinder)


Ok, so a little friendly-not-so-friendly pvp happened and someone used Prohibition on me. https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/ law-domain/legislation-subdomain/

As a standard action, you can command a creature within 30 feet to refrain from committing a particular action (including any referenced in the spell forbid action). If the creature performs the named action before the beginning of your next turn, it takes 1d6 points of damage + 1 point for every 2 cleric levels you possess and the effect ends. This is a language-dependent effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

I feel this is either somehow op or written wrong.

So, they can put a restriction on me that, say I say I will attack, gives me absolutely no save and if I do it I auto take dice damage?

Just, it happens? no questions asked? No will save? No spell resist... just boom it happens.

Am I missing something?


OK, so there are many source and items that allow arrow deflection...

the magic shield property Arrow Deflection

gloves of Arrow snaring

Deflect Arrow feat

that shield feat that lets you deflect ranged attacks

Do they all stack? like, if I had all of these at once, could I deflect 4 ranged attacks a round?


If I scry on someone, or somewhere, can I use the sensory organ as a point of origin for spells?

Whether yes or no, what CAN I do?


So, first off, the necromancers channel... can I use smite channel, or conductive, or consecrated weapon, with it? what about that mask you channel into that heals you for half the channel if you are hit?

Also, If I get Adept Channel and then go into a class that says it stacks with cleric levels would that give me the new classes number of channels per day or would it be forced to stay as adept channel... or would I get a combined pool of both numbers?... or would I get two seperate pools with one been 2 channels a day at char level - 2 and the other been the classes channel pool at class level + char level -2 (adept channeler cleric level stackin)?


are there any classes, none psionic, that can do the same thing, or similar, as the archer mind blade archetype? (I dont recall the archetypes name).


Who knows about Animus?

for those who know, what can animus be used for?

i see the feat 'Tap Animus' and there is a feat that gives you a one time heal with animus but what else can animus be used for?


Can Nomad boots (grants nomad step) meet the alternative pre requisite for Elocator in place of spring attack?

alternatively, can the Ki power 'Spring attack' satisfy the pre requisites for Elocator?

How would the Ki power work, if at all, with the Elocator prestige class?


can shadow step be used in combo with shadow veil?


anyone know of a way to gain more powerful bombs, once one gains the bomb feature... naturally, outside of more levels in the Alchemist classes.

I am looking at the bomb missile discovery and adding int to splash weapons (this would also add int to a few of the alchemical arrows so more win) but if I get the bomb feature then I am going to look at ways to get better bombs without dedicating my class to alchemist.


so, I have been contemplating a race design for a long time now, the idea came to me when I was making a witch doctor necromancer that wasnt evil. the concept would lead the character to explore none evil ways to make undead, and eventually this would lead to the character generating a new race of creatures.

my thinking was initially based on that the only way to make undead into any sort of living creatures was using plants, because the plants would grow and fuse with the dead body they were a part of.

the char has spirit vassal, so the creatures are considered to have a spirit(some form of soul alternative, thats what my thinking was anyways). I dont care that the errata makes it evil again, it doesnt have to be and thats how I am looking at it.

So, leading from this I did some research and found that imbue plant was a template, 3rd party but its a template, that can make undead animals into plant creatures. I was also hoping to make them positive energy based, rather then negative energy, but it seems that positive energy infused just puts the creature into a state of agony and I cant see a none evil character been ok with putting something into a torturous, constant, state of agony.

what do you guys think? is there another way to do this? how would the templates alter the creature? how would you do this? what am I doing wrong? etc etc etc... lets discuss.


this made me laugh

Gift of Sight/Monster/Troll/Learn to read the future in your own entrails.


does the fey magic racial trait's favored terrain scale with levels like a rangers does, I am pretty sure I know the answer but I felt it was worth asking.


why do so many people suggest evolved familiar to gain pounce, yet evolved familiar specifically says you cant select pounce or reach.... ????