![]()
Search Posts
![]()
Hi there, me and my fellow adventurers are midway through the Kingmaker campaign and have defeated one of the baddies. This brought us quite a large amount of gold that we are now able to spend, around 20K for each charakter. I play a neutral priest of Abadar and wondered how to spend the loot. I looked up the wondrous items in came aross the Candle of Invocation. Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame. A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn't interfere with its magical properties. In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process. I do not care much for the first ability and would not use the third one. I am pretty sure my DM would disallow it anyway and I consider it to be too much of a game-breaker (or a quick suicide). But I have a question about the second ability. As I read the ability a)the candle can be used more than once b) the candle only needs to burn while preparing and casting the spells. The spell effects still remain, even after the candle has been extinguished/snuffed out. Do you agree with this? Preparing divine spells takes one hour or less. The mininum is 15 minutes. Does this mean that my character would be able to spend 15 minutes preparing the spells from the new spell level(say Wind Walk and Find the Path for a normally 10 level Cleric) cast the spell in a few rounds round and then frolic around in the air for a few hours? And essentially do this on about 15 days using the candle in 15-minute-segments? Thanks ![]()
The title says it all. In the longer threads about the Heirloom Wepaon trait from the Adventurer's Armory being too powerful (or not), the designers said that there would be a revision for that trait coming up soon. These threads being a few months old I started looking for any revision but could not find anything. Has there been a ruling? We will start a Kingmaker campaign soon and my cleric could use a fancy weapon. ![]()
Dearest Masters of Lore, I have a few questions regarding incorporeal creatures and interactiong with them. I had a quick look at the archives but could not find a thread that was dealing with my questions. If these questions have already been asked I apologize. My group is at the moment a round or two away from a TPK. The only way to escape for some of us would be to somehow make it through a crowd of incorporeal undead and evil outsiders to rally around the character which can teleport away. My questions: 1. Are there any special rules for moving through incorporeal creatures? 2. Are there any special rules if incorporeal creatures grant cover differently from corporeal creatures. I know that there is nothing in the incorporeal description and that I am grasping at straws but hey, any port in a storm. :-) Thanks in advance
![]()
Hi, mmh had to edit my post, sorry. Sorry to come up with this old topic. I looked around on the message boards and came up with a few posts about the topic "AoO yes or no".
p.186 Some spells allow
I can understand reading the rules in that way and of course the DM is always right. :-) I just do not understand WHY there should be an AoO. All the other actions like standing up or firing a bow in melee put you in a positon where you are (more or less) hard put to defend yourself. I found no indication of how you must behave to "shoot" a ranged touch attack. As with every ranged attack it depends on DEX, so in same way it is a physical act but I can find no reference that it involves an act that leaves you open to attack. I can't even find a passage that firing a ranged touch attack such as a ray involves your hands, tentacles, whatever. It seems to be possible to shoot them from your eyeas, knees, elbows,... The only passage I found is rather short. p. 214 Ray: Some effects are rays. You aim a ray as if using a
Thanks
![]()
Hi there, tomorrow I will leave my home country Germany on a holiday trip to Canada and the US. Starting in Vancouver my friends and we will travel to Seattle and drive down to San Francisco. All in all our trip will take three weeks and I think that is plenty of time to sightsee some "special interest" sites. My friends are not into gaming/SF/F at all but I would love to hear some suggestions for shops, museums, historical sights, etc. So were should I go to? Is the Science Fiction Museum in Seattle any good? ![]()
Hi there, and here is another question for those of you wise in the rulings of the game. The last two gaming sessions our group fought a quite powerful demon that was not only hard to hit but had also Damage Reduction 15/good and cold iron (at least this is what the GM said after the fight). One of our characters was a ranger with a +2 evil outsider bane longbow. The DM ruled that this weapon did not overcome the demon's damage reduction. I was of a slightly different opinion thinking that the increased enhancement bonus of +4 would take care of the cold iron and good prerequisites. We won in the end, but I think this was not the last demon we are going to face and I hope that you can clear this up before our next fight. Would do you think? On a similiar note: Would a +4 evil outsider bow also overcome epic damage resistance? I found nothing in the rules that stated that the enhancement bonus of a bane weapon would stop at +5 (which would make +4 and +5 bane weapons slightly less useful). Thanks
![]()
Hi there, last gaming session, somewhere deep in the Savage Tide AP, our group found some treasure including a Celestial Armor. Celestial Armor
I would like my character (Wizard/Rogue/Unseen Seer/Abjurant Champion) to wear this armor. There ist still a 15% spell failure, but I clould live with that. But there is this small niggling piece of rules that makes me uneasy. :-)(PFRG 154/155): Mithral: Mithral is a very rare silvery, glistening metal
Yeah, I know the Celestial Armor is not made out of mithral, but still it seems very close. If this passage applies I can't really use the armor, my character does not have medium armor proficiency and a -2 to attacks is not really helpful. Looking at the specific magic armors on page 465 I I found: Elven Chain
And in contrast another mithral armor that directly refers to the mithral rules: Mithral Full Plate of Speed
So thats clear. I have no problem with specific rules overruling the more general rules, so that certain specific sets of armor have slightly different rules. But the wording in the Celetial Armor passage is ambigious: It is considered light armor and allows the wearer to use fly on
It could be read both ways. My interpretation, perhaps a bit subjective, goes like this: Comparing Elven Chain and Celestial Armor (both being chainmails) ine can see that they both weigh the same (20 pounds), but the Celestial Armor has a lower spell failure chance (15% vs. 20%) and a higher max. Dexterity Bonus (+8 vs. +4). It seems to be even more "comfortable" than the Mithral Armor. So I hope that the armor proficiency ruling of the Elven Chain (light proficiency being enough) also applies to Celestial Armor. But as I said, I am not really impartial here. I would really like to read your comments. Thanks a lot
|