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I have a cleric who will take the Pathfinder (or Arcane) Savant PRC for 3 levels. His chief goal is the Scroll Master ability. What 2 spells should he add to his casting list? I'm thinking Permenancy and Greater Teleport. The other choice is to pick two 8th level spells. Any other advice? Its a cleric of Pharasma.
My understanding is that sneak attack from a spell affects the target as a number of extra damage dice of the same type as the spell. Sneak Attack with acid splash and you do extra acid damage.
I'm making a sorcerer Rogue and I'm trying to pick spells known. Any suggestions?
Question: Does it say clearly anywhere that a double weapon doesn't get a _damage_ bonus for using 2 hands? I'm hoping there's something very clear so I can see if this is cheese or detail. The description accompanying a double weapon says (PSRD*):
PSRD wrote: Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon. Two-weapon combat says (PSRD): PSRD wrote: Double Weapons: You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon was a light weapon. Damage from Strength bonus reads (PSRD): PSRD wrote: Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus (Strength penalties are not multiplied). You don't get this higher Strength bonus, however, when using a light weapon with two hands. Question In the case of a double weapon (for the sake of this example) you are wielding it with two hands. I'm not trying to tie this into the one handed double weapon argument. Damage is not an Attack Penalty If the second attack is a two handed light weapon attack you don't get the strength damage bonus but do you suffer the off hand damage reduction? It makes a certain amount of sense that you get more leverage\power with both arms (and it happens to bolster a less popular weapon style). ie Two handed fighting with a Gnome Hammer: Attack penalties - as Two weapon fighting. Damage Penalties as a two handed medium and two handed light weapon: 1 1/2 x damage and 1 x damage. Do you improve upon each attack by half damage?
I'm a little bemused by those people posting changes, disappointments, and attempting to write books that haven't been published yet. This is a simple note to say that I'm happy enough, thanks. There are things I would do differently and I do so at my table. I really enjoy the books, as they've been published, and look forward to seeing what you guys do with future books. I'm content to let you guys write them and I'll read them. Nice simple situation.
A Typical Situation There is a tight community of humans with 3% non-humans ie. in the town there is one family of dwarves, and close to the solstice the arrival of an elf or two raises some interest. People are not sure but the rumor is that the local wood once held a strange thing. Then the party arrives.... It has one Half Ogre Barbarian, a Grey Elf Wizard, a half rat thief, and a trio of half orcs... (or some such) Inevitably the party expects to interact with the town as if they were either heroes or citizens - even looking for bargains because they are so well connected. The Party wants to be stealthy as they go building to building asking questions. They would like to stay somewhere secure, with people they can trust.... The necromancer wants directions to the cemetery and he wants to tell you why he will fit in.... Nobody expects to use illusions, after all they are only 'in town'. What do you do in your game?
I'm wondering what people think are the best two weapon combinations for rogues. I'm probably thinking of Weapon Finesse. My current choices are really: 1. Sabre
Sabre 12 gp 1d4 1d6 18-20/x2 —- 4 lbs. Slashing 2. Rapier
Rapier 20 gp 1d4 1d6 18–20/×2 — 2 lbs. P Both of these can be used with weapon finesse. The Sabre is functionally a heavier Rapier that does slashing damage. I like to think that the heavier blade is more robust (just fluff I know). *I know there is also the Aldore Dueling Sword that does more damage and is slashing too. This guy is just starting out and I think he'd be using more common weaponry, and not burning the feat. Does anyone know options for turning a piercing or slashing weapon into other damage types? Sigurd
At level one the Cavalier has an ability to share out a teamwork feat to everyone within 30'. If the Cavalier is standing amongst a group of wizards\sorcerers and he shared out the "Allied Spellcaster Feat" do the benefits stack? They all now have the feat and they are all standing close to each other. So Joe is a wizard6\cavalier1 surrounded by a crowd of 15. The Tactician ability says says: Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. Joe uses this ability in turn 1. In turn 2 can he benefit from the feat as if he were surrounded by 15 Allied Spellcasters? (or at least 8 if they are taking up 5' squares). That would be a +16 vs spell resistance if you read it very generously. Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. I have to assume the feat doesn't stack.
Paladin's Sacrifice is a new spell in the APG on p 234. It lets a paladin suck up the suffering from another character. I'm confused by the text of this spell. APG p 234 wrote: When a creature in range is hit by an attack or fails a saving throw, you can cast this spell and the wounds and/or effects are magically transmitted to you instead of the target. You are affected as if you were hit by the attack or failed the saving throw, taking all the damage and suffering all of the adverse effects. Any resistances or immunities you have are applied normally, but you cannot otherwise reduce or negate the damage or effects in any way. 1. Does the Paladin cast the spell on his turn, after the damage has been counted? What if the original damage killed the first character? 2. It says that the paladin suffers saved fails from the first character and then it says 'any resistances or immunities you have are applied normally'.
So the first character gets hit by a fear affect and a bunch of damage. They roll 5 on all their saving throw rolls. (For the sake of argument) The Paladin casts this spell before his turn and removes the damage? or The first character suffers the fear affect and runs out of the room and then the Paladin casts the spell on his initiative?
The Paladin is immune to the fear affect the first character suffered. Does he disregard that part of the damage? Does he suffer the affect because the original target did? Presumably its as if he failed his saves or does he recalculate rolls Based on the 5 rolled by the first character? Any clear guidance?
After killing 2 green dragons my adventuring party is looking for things to do with their remains. What do people think of the idea of making wand blanks from the bones that have some sort of bonus. Is something like the weapon masterwork quality +1 to hit appropriate? I don't want to make it too powerful (20 tons of Dragon provides a fair number of bones) but I like the idea of dragon handled arcane six shooters. Wands of Acid Fang come to mind. S
What do people think? This was http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/advice/mountForWasteRemoval Juno's Day Tipper - Sorc/Wiz 1, Cleric 1 "It was a day tipper, one way ticket yeah!"
This spell summons a large beast and cart suitable to haul away garbage. If the spell finishes without incident (see Rejection below) the beast, cart and all the garbage disappear at the end of the spell. A day tipper is a ponderous slimy quadruped similar to a small hippo or scum covered Ox. It has a movement speed of 20ft and will make no aggressive action (see Rejection below). These beasts are summoned, or perhaps, created from the stuff of shadow and earth. Tippers appear attached to a ponderous large empty cart requiring an open space 20'wide to pass. They obey simple hand signs from the caster or a trained handler. Their cart may be filled with up to 1000lbs of trash. At the end of the spells duration or when dismissed the day tipper will wander in a safe direction for the remainder of the spell and then vanish with all its garbage. Material in a tippers cart is deposited on an adjacent plane or cast randomly into the countryside, at the casters discretion. Rejection: Such is the nature of their summoning, that if the tipper is rejected or threatened by any sentient creature the summoning ends and they vanish leaving their cart contents behind. Tippers will vanish if any living sentient creature is loaded into their cart even if the creature is bound and unconscious. Passive Summoning (daylight): Day tippers cannot be summoned at night. This spell ends or automatically fails in the presence of night or magical darkness or any threat to the day tipper. Day tippers will not enter a warded area without protection\suppression of the wards. Tipped Off: A loaded tipper may be lead to a location and rejected, dropping its load before vanishing. The delivery of 1000lbs of waste to another wizards doorstep is a serious insult and challenge for it implies that you have neutralized all defenses and obscured all local auras and sources of threat for the timid Day Tipper in broad daylight. In some circles Day Tippers are called POwner Beasts.
Whats a wizard to do about his waste. He wants his privacy but he wants a clean abode as well. If you don't have a portable hole, and you reasonably have to cast no higher than a 2nd level spell to handle the problem, what would you do? I wonder if you could have a variant of mount that came with some sort of garbage cart. Summon the mount. Fill the Cart. Dismiss the mount and the crap disappears. The problem is that this seems prone to abuse. What do people think? Any other spell that might work more elegantly? A low level spell would be the most elegant. Sigurd
Because the game needs another elf race.... Anyway I threw this together in response to another thread. What do people think? Mystic Elves +2 Wis -2 Str.
Its missing something for pathfinder. Some say Mystic Elves are not really elves. They are creatures of the forest who have been made to look like elves. Elven communities are accepting of them but mystic elves keep many of their own traditions and are accorded a degree of separation from the rest of eleven society.
I've always been a little bothered by exotic proficiencies. Compared to the ease characters pick up weapon proficiencies in class they seem very slow to acquire. What do people think of making them traits and either offering a story based trait with them (2 traits = 1 feat) or even allowing them to be learned in pairs? Sigurd Just thinking out loud?
I like my little familiar and I don't want him to be a big(ger) liability. I am also planning to take some weirder wizard classes. Pathfinder Savant for example. They only advance the wizard's caster level but not his other abilities. What would people think is fair to keep my familiar development level equal to my caster level? What would you do as DM? Sigurd
This is really a strategy question. There is an armor design style called 'Champion Armor' in Mongoose Paladin 2. This is not an enchantment but a design that favours defense against larger foes. The armor is +2 vs creatures bigger than you but -2 vs the same size and smaller. Based on your game table would you take this design? A lot of your opponents, likely the majority, will be medium creatures but the bigger creatures will likely hit for more damage. What do people think? I have a paladin with a 12 dex. He needs his armor. Sigurd
A spell trigger item requires that you be have the base spell on your spell list to use. A substantial restriction. All these prices are [Level]*[Spell Level] * Price The rules offer a price for 50 charge spell completion items as 750gp
Question: If I wanted to make an unlimited spell completion item (not a weapon - say a bobble that cast 'secure shelter') would it be fair to average the two prices? So an unlimited spell completion item - you'd need to know of the spell but not prepare it - 1375gp? In the case of a Wizard Token of Secure Shelter 3850gp not 5600gp. If you don't have the spell on your spell list you're out of luck. Sigurd
The Pathfinder savant has an interesting ability to add spells to his spell list. At levels 2 through 7 he\she may choose a spell from any other list and cast it at one higher level. My first choices: Reincarnate - Druid 4
What are your choices? What would you add? Of course this is adding to the Wizard list. The class can be taken by divine casters and then they add to the divine list. Sigurd
I am making an urn for a temple that is the vessel for the spirit of a holy man. The idea is that the holy man can be found near the alter by children, leaders etc..... and can still teach old lessons etc although he is now a shade. Beyond simply being manifest as a spirit, the urn has a permanent flaming sphere within it that can be used as the spell and can cast stabilize at will within the confines of the temple. The game import is that this is a high level holy adviser. I imagine that this is where the soul wants to be at least until it's deity calls it 'home'. It has lost any other spellcasting powers and is limited to the temple around the alter. What sort of mechanical process would you think could create the item? Given an appropriate masterwork urn, too big to carry on adventures, what game mechanics would you use to 'bind' the spirit? Sigurd.
Locate Your Stuff: You may cast Locate Object as a 1st level spell to find objects you have made or magically marked. This spell becomes a Domain Spell you may cast in place of another prepared spell.
All other details are as the spell. What do people think?
A character that is killed and reincarnated returns with class and abilities, alignment, and outlook but not necessarily race. Do they develop from the remaining body part in the presence of the reincarnation caster? Do they wake up in the shade of a nearby tree as a confused bugbear or kobold or whatever????? I'm curious if a careful reincarnation might include a chance to take advantage of this chaos to work some lasting change. What do people think? Kill evil overlord and reincarnate him. Is there a chance you could reform him in the confusion following the spell? What about the hero? Reincarnate and orchestrate a particular world view to change the characters alignment? What do people think?
I'd appreciate if people checked this and helped me pathfinderize it. My idea is to create a standard bearer that is immune to fear and mind control. They'd be pretty wimpy and sort of protocol droid ish. Magic Standard Upon command this staff creates the illusion of a battle standard 20 to 50' long 20 to 200' in the air. The staff maintains this standard so long as it is carried upright. If it is dropped or its bearer falls to the ground it ceases.
Standard Bearer CR1 Medium Construct
Standard bearers are glorified servants intended to wait on a noble and carry regalia into battle. They are usually made to be lithe and fast but typically, avoid combat. They are able to use any simple weapon and one handed martial melee weapons as well as shields. They have an intelligence of 10.
Construction: A standard bearer’s body must be assembled from 200 pounds of clockwork materials (gears, screws, etc.). The materials cost 3,000-5000 gp. Assembling the body requires a DC 13 Craft (clockwork) check.
Improved Critical doubles your crit range but says it doesn't stack with anything that modifies your range. Critical Focus adds to your die roll to confirm a critical. It effectively modifies your range but seems to be written to function otherwise. Strictly speaking IC lowers the threshold and CF gives you a boost. Do these feats stack? I'm leaning towards they do. Sigurd
Over in this thread: http://www.giantitp.com/forums/showthread.php?p=7913055&posted=1#post79 13055 They're building a table for the affects upon those brought back from the dead. These are my first thoughts. I wonder if anyone wants to add to the list. We can number them when we've seen them all. Any help Welcome. Whispers in the Dark In the weeks following your revival your hair and body become colourless, (Albino). If you speak more than 3 languages you must replace any language beyond your favourite 3 with dead languages.
Weakness of the Thread You have returned to life but your hold on life is tenuous. You will die again if brought to -5 hit points (or the old value -5). Your natural healing is very slow and all your cure rolls are -1 (minimum 1). Preparation is Obvious.
It is all lies and vanity.
Message from beyond.
One with Death:
Unnatural Fear
A place at Odin's Table
The Creek of Old Bones
I shall not look on life.
My Fathers Marble Halls
I am but a memory here.
Sigurd
I know that its not a combat item but I like the ring of sustenance. I'd like a version that would be your best friend if you were lost in the underdark. Here's my thoughts. Each of these are toned down to be barely enough for survival not power. 1. 10' Dark vision - Doesn't add to existing darkvision. If you already have Dark vision no affect otherwise you can see 10' ahead.
I'd like to add 'Message' but I think that would be too much. The ring of Sustenance is 2.5K so I'm imagining this is 3 to 5k. Does that sound reasonable? Sigurd
Lore Keeper has unique wording but the temptation is to treat it as the other domain powers. The Knowledge Domain wrote:
Can the 'successful touch attack' be any touch attack? Does ability piggy back as a free action on top of something like 'Gentle Touch' from the repose domain? The temptation is to have it take a standard action, like most of the other powers, which limits the usefulness of the domain power. Since a standard knowledge check can be made as a free action, is it not reasonable for the knowledge power to be a free action as well? I would appreciate a clarification because it has been a point of confusion for a number of people on the boards.
Repose Domain wrote:
Knowledge Domain wrote:
Is this a possible double whammy? One ability _is_ a melee touch attack and the second happens _with_ a touch attack. Or is that just plain cheeze? Sigurd
If anyone wants a project.... Looking through the bestiary (Which absolutely rocks!) I came across something that doesn't fit with my myth view. The Genie, Djinn is CR5!. I know it gives a little blurb for noble Djinn but I don't think it is expansive enough. I can accept the CR5 for the lowest Djinn. I'd love to see stats and improvements on 2 or more Djinn. sort of: CR5 - Djinn in Service
It's not earth shaking, but it would be appreciated. Sigurd
I'm posting this here because the character is using Society Rules. Bardic Performance: This appears to have 9 distinct forms: Act, Comedy, Dance, Keyboard, Oratory, Percussion, Sing, String Instrument, Wind Instrument. They all must be developed separately?
For Game purposes a} Are they equally loud? How loud? Do half orcs sing louder than gnomes? Are there guidelines for instruments, background noise, wind etc.... or do we ignore this?
g} Versatile Performance lets the bard use his performance skill in place of various other abilities. Is this just a game balance thing? Are we expected to role play Keyboard Performance in place of intimidate? Can NPCs get suspicious if every time I want to Bluff or Sense Motive I start to Sing? h} Performance Artist(Taldor Faction) gives you a +1 on a type of performance and a +5 on the performance to make money. I assume that using Sing (in place of Bluff) to make money only gives me a +1 bonus. Thanks Anyone with more Bard questions? |