Search Posts
The players in my campaign have traveled to the elemental plane of air, and should be there for a bit. In the past, one of them has often used summon monster to conjure an air elemental. The players have given the elemental a voice and personality. Whether this is possible in the rules or not, I totally allow it because it is fun and hilarious. Now that we're actually on the creature's native plane, what would happen if they try to summon it? Would the spell fail? Would the creature actually be teleported from it's current location? Or would it work as normal, and only a manifestation of the creature would appear, not the real thing? From the CRB:
...bring manifestations of objects, creatures, or forms of energy to you (summoning);...
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again. When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have. I'm thinking a good adventure hook might be conjured if I rule that the spell actually teleports the creature to their current location. The elemental, who has a life of it's own, becomes frantic when it learns that the spell doesn't actually send him back when it expires. The players then need to get the elemental back to it's home. The only negative to this I can imagine is that they might decide to summon more and more elementals to create an army. To combat that I might say that the other way the spell doesn't work is that the creatures summoned on their own plane aren't tied to the summoner, and don't automatically "attacks your opponents to the best of its ability."
I've built a warpriest of Desna that throws starknives as her specialty, using the Starry Grace feat from Ultimate Intrigue and the Startoss Style feats as she levels up. The GM in our weekly home game agrees that she should be able to add dex to damage when she throws her starknife, and I would allow it in my games. However, I was considering bringing a 1st level version of her with me as my character in my 1st Pathfinder Society game this weekend. I am not sure whether the Society GM would allow this or not due to the wording, "when wielding a starknife..." Here's the rule text: Starry Grace: Your quick and free starknife motions allow you to make deadly dexterous attacks.
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus (starknife). Benefit(s): When wielding a starknife, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The starknife must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied. In addition, if you have the panache class feature, as long as you have at least 1 panache point, you gain a +5 bonus to your movement speed on your move action after taking an attack action with a starknife or on your Spring Attack or charge with a starknife.
I have an adult white dragon lairing in an abandoned ancient temple inside a mountain top. What kind of creatures might he have as his underlings, if any? Perhaps some kobolds revere him and willingly do his bidding. But I prefer the idea that he has some more feral beasts trained to guard his home. Any ideas?
I'm placing an Oil of Align Weapon in my campaign for the PCs to find, but I'm a bit unsure of whether I need to designate the alignment of the oil myself before I give it to the players, or if the character who applies the oil chooses when they use it. The reason I ask is that in the Potions section of the CRB it states "The person applying an oil is the effective caster, but the object is the target." This would actually be good for me if the character chooses. The oil is intended to help the PCs with a tough boss fight. They would find it in an evil temple, and it would be strange for the evil clerics to have an Oil of Align Weapon (Good) lying around.
So, you have a wizard with the Versatile Summon Monster feat from the Pathfinder Player Companion: Monster Summoner’s Handbook, and you chose aerial as one of the simple creature templates you can apply to a summoned monster. The Aerial Template states you can't apply it to an outsider or any creature with one of the following subtypes: air, cold, earth, fire, or water. Notice that aquatic is not on that list. A creature with this template applied to it "gains the air subtype" So, you could apply the Aerial Creature Template to say, a giant octopus, yes? I think so, but I'm not sure the creature would be able to breathe air, by RAW anyway. Aquatic states creatures can't breathe air without the amphibious quaility, and air doesn't specifically state that the creature gains the ability to breathe air. Would you allow it in your game? In my game, I probably would. Will my GM allow it? We shall see tonight. Here are the rules: Versatile Summon Monster:
You've learned to summon a more diverse array of monsters.
Prerequisite(s): Knowledge (arcana) 1 rank, Knowledge (planes) 1 rank. Benefit(s): Pick any two simple monster templates from the following list: aerial, aqueous, chthonic, dark, fiery, or primordial. When you summon one or more creatures that would normally be available with the celestial, entropic, fiendish, or resolute template using a summon monster spell (or an effect that mimics such a spell), you can instead apply one of the chosen templates to each creature. You can apply a different template to each creature you summon. Special: You can select this feat more than once. Each time you do, you can choose an additional two templates. Simple Template: Aerial Creature (CR +0 or +1):
Aerial creatures are native denizens of the Elemental Planes of Air, and they possess unique adaptations to help them survive there.
This template can be applied only to a non-outsider with none of the subtypes that follow: air, cold, earth, fire, or water. An aerial creature's CR increases by 1 only if the base creature has 5 or more HD. Rebuild Rules: Type gains the air subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to electricity as noted on the table below; Speed gains a fly speed equal to its highest speed with perfect maneuverability (maximum fly speed of 10 feet per HD); Attacks gains bonus electricity damage as noted on the table below on attacks with natural weapons and metal weapons. Hit Dice DR Resist Electricity Electricity Damage
Air Subtype:
This subtype is usually used for outsiders with a connection to the Elemental Planes of Air. Air creatures always have fly speeds and usually have perfect maneuverability. Air creatures treat Fly as a class skill. Aquatic Subtype: These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.
Just got my box of minis from the Reaper Bones II KS yesterday. Totally worth the wait. My order was in wave 1, if anyone is wondering. I am always impressed by how much nicer minis look in hand than in pics. Most of the minis look great. A few are not quite as nice as I wish they were, but I haven't found any that are really bad yet. Here's a rundown of what I picked up: 2013 Core Set x1
I have a player that likes to use this spell, and I am trying to find clarification on it's use. Magic Stone:
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead. So, my question: 1. Can you throw or sling all 3 pebbles at once? If so, 1 attack roll, or 3 separate? Up to now, I've allowed my player to throw 3 at once, since I can easily see holding 3 pebbles in one hand and throwing them. I said that using a sling, however, he could only fire 1 at a time, since the basket on the sling would be made for only 1 sling bullet. Thanks
Hello, everyone! Some friends and I have started an online Pathfinder campaign using Roll20. We are recording each session, editing it and then uploading it as a weekly podcast. I am sharing for those interested in such things, and also to invite feedback on how I do as a GM. Episode 1 is here or on iTunes. New episodes will drop on Sundays. Episode 1 is online now, and 2 and 3 are recorded. The language is full of f-bombs and other adult language, so be forewarned. The audio quality is mediocre for now, but not too bad. I will need to get a dedicated microphone as do a couple of the other guys. First and foremost we are doing the game to have fun, though, so hopefully that comes through and makes the podcast fun to listen to anyway. The campaign takes place in Magnimar. I'm using the Campaign Setting as a basis for the game, and building adventures off of the hooks that are in that book, as well as many from scratch. The idea is to keep it as open as possible, so the crew can decide what type of path they wish to follow. Ideally, my style as a GM is to let the players have fun. If they want to do something that sounds cool, I'll try to come up with a way to make it happen as long as it's reasonable. My knowledge of the rules improves each week that I play in my friend's Wednesday game at my local comic shop, and each time we record the podcast. When a rules question comes up in game and I don't know the answer, I'll try to look it up quickly. Sometimes, however, I'll come up with something on the spot in the interest of keeping the game moving. Re-listening to the 1st episode I've already noticed plenty of things I've gotten wrong, and I'll try to fix that in the future. The cast is made up a few people that I know exclusively through twitter. Doug, Sean, and Alan are all indie comic book creators. Jason has a podcast with his twin brother called The Wombmates, in which they cover indie comics. I am a professional 3D artist, but I do a lot of comic style art on the side. We are scattered through the US and Canada. These guys are pretty funny, and they've known each other for a while. Their chemistry is great. The whole idea to do this came about while Doug and I were discussing a recent episode of Nerd Poker. He said that the show made him want to play, even though he has never played D&D or Pathfinder before. The other guys jumped in immediately and said they would play with him, and I offered to DM. A few days later and we were already recording! They are playing as a human wizard, half-elf druid, human fighter, and a half-elf monk. I've encouraged them all to come up with background stories that I can craft elements of the plot around. I'm taking it easy on them at first, but things are going to get rough for them as time goes on. Hopefully they'll be able to play intelligently and get through the more difficult challenges that await them. Well, I hope some of you give us a chance and enjoy the show. I appreciate any feedback in regards to how I'm doing running the game, or the podcast in general. Happy rolling, everyone. Thanks, John Bunger |