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I don't know if this question has been addressed before, but I couldn't find anything on it. The Infiltrator archetype replaces Favored Terrain for a different ability; however, it never says anything about Camouflage or Hide in Plain sight being changed. Both of these abilities only function within the Ranger's Favored Terrain so what happens to them? Does the Ranger just receive these now useless abilities? Another question: if the Ranger gained a favored terrain from a different source (such as the Horizon Walker, or the Rogue Talent) would these useless abilities then begin functioning or is it just assumed that since they serve no purpose to an infiltrator they are never gained?
I'm not really sure if I can word all of this without the subject matter getting too confusing but I will try. I'm planning on making a Ranger (Guide)/Rogue/Horizon Walker for my next character and I'm wondering, if I take the Rogue Talent: Favored Terrain, will it count as a favored terrain for my Guide's Terrain Bond ability? Another question, if I gain a new favored terrain from Horizon Walker, could I increase one of my Favored Terrains gained through the rogue talent? One last thing. The Horizon Walker counts his Favored Terrain bonus as a Favored Enemy bonus against creatures native to his Favored Terrain. Would I gain this bonus on Favored Terrains gained through Rogue Talents? Thanks guys!
I took a look at the Alchemist's Kit and it says that the kit costs 40gp and that it weighs about 24lbs. However, when I took and itemized list of the component pieces of the Alchemist's Kit they altogether ended up costing 41.8gp and the kit weighed a startling 82lbs. Now the cost is fine, you're purchasing a "bundle package" so you get a discount or whatever, but the difference in weight, 24 to 82 seems like there must be some kind of a typo or something there. Thoughts? Is there something I'm missing here?
I'm running a game, and I very recently just granted everyone their first tier in the Mythic system; however, something that I hadn't planned for came up pretty soon. Mythic characters, by their nature, can take and deal out way more punishment than your standard character, but for someone like the group's Cavalier, who has a mount that doesn't progress at nearly the same scale, this can pose a problem. How can I ensure that the player's mount will be able to survive those epic battles, and keep it at the same level of usefulness to the party, without making my Cavalier's character over powered?
I've got a question on how the Weird Words ability functions. It states that... At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard's Charisma bonus (Fortitude half), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word. This performance replaces suggestion. I take this to mean that each Weird Word has to be directed at a separate target from the others. My friend however believes that each word can target the same person, meaning that the bard could do 10d8+chax10 by 10th level. I would like some help figuring this out... thanks...
Death from Above
My question, is since you get the bonus to attack for being on higher ground while mounted, could you use this feat while on a horse to get a higher bonus to your charge attack? If so, would it stack with the additional bonus to charge attacks granted to a Cavalier?
Very soon I am going to start DM'ing for my group and one of my players is wanting to do something with his character that is a bit out of the ordinary.
So I was looking through Wizard spells when I came across the spell Cold Ice Strike. It allows you to do 1d6/level (max 15d6) in a 60ft cone. The casing time for the spell is a swift action. So in other words you can cast a quickened Cone of Cold as a 6th level spell instead of a 9th... I'm confused and hoping that I'm missing something, otherwise this is a pretty bad oversight...
Hey all, i recently made a sorc that took battlemind link and im a little confused on how it works. the description reads: You fuse your thoughts with an ally's, allowing the two of you to fight in tandem, perfectly coordinated. You and the ally each roll initiative in combat and use the higher die result before adding modifiers. This has three effects. Melee: If you both make melee attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack rolls (plus bonuses). Ranged: If you both make ranged attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack roll (plus bonuses). Spell: If you both cast spells and target the same area or same creature, affected creatures take a –2 penalty on their saving throw against the spells. You and the target lose these benefits if you cannot see each other or if you or the target is unconscious or helpless. Now does only the second person get the bonus rolls? as how does the game know if we are hitting the same guy? what if he dies? do we go at the same time? pretty much my ranger friend would have it and shoot with a bow, and id shoot scorching ray at the same time? or wait til my turn and then he and i would BOTH roll for my attacks and take the higher mod? im guessing if he rolls a crit i get that too? Sorry if this is confusing, im abit confused myself.
For the longest time the casters in my group (myself included) have taken for granted the fact that when the Wizard wants to cast the 60ft diameter Fireball but doesn't want to hit our Fighter he just centers the spell exactly 35ft from him. Up until recently that was never an issue in my mind but I started thinking about it and how does someone, in the heat of combat mind you, know what is exactly 35ft? Are all adventurers born-to-be contractors and construction workers? My question is that is there some rule we have overlooked that addresses this and if not does anyone have suggestions for a house-rule that could make this less ridiculous.
So, I'm not one to usually rant; however I have recently started playing a Divinationist Wizard. I usually like to look ahead and plan out my character and as I was I came across the 9th level Divination spell Foresight. Can someone explain to me why this spell should even be considered on the 8th level spell list let alone the 9th? It gives you the ability to always act in a surprise round (if you're ambushed within the 2 1/2 hrs you would have, also this is already an ability that I have for being a Divination specialist) as well as giving you a +2 to your AC and Ref save. Really? That's a 9th level spell. So, disappointed in that spell I decided to try and find some other 9th level Divination spells and throughout the CB, APG, UM, and UC, Foresight is the ONLY 9th level Divination spell... this seems like a rather large slight against Divinationists... can someone tell me if I am being unreasonable and why?
So I was wondering what type of action I have to take during combat to use a knowledge check to discover if something is one of my favored enemies. I'm playing a ranger with outsider (evil) as my primary favored enemy. In my GM's game we have been fighting quite a few of these but he usually makes me take a standard action to roll a knowledge planes to figure out if it is an evil outsider. I was wondering if a check like this really is a standard action or if it is something like a free or a swift action to do instead. If it is a free action is there a limit to the amount of checks I can make in one round?
So my GM and I got into a little bit of a dispute about this and I figured I would pick yall's brains. When using detect magic or arcane sight and focusing on an illusion such as major image do you get the fact that it is illusion magic or does the magic hide that aura? Also if you do get illusion magic from the illusion do you also sense illusion magic when focusing on something invisible? Just kinda curious about that, if I need to be more specific just let me know... thanks!
So, this is gonna kinda be a long question with a couple different parts to it.
2) If the above is true how do you determine the (+)value of certain special effects. For example Fortification, light specifically says that it is a +1 bonus; however Slick just says it costs 3,750gp to add. How do I figure out the (+)value of Slick. 3)When adding a spell effect to armor, like how Celestial Armor has the fly spell effect on it, does that raise the armor's (+)value at all? If so, how do I determine how much? If not, is there a limit to the amount of spell effect that can be added to one single item?
So I'm currently playing an Arcane Archer in a campaign. My main thing is that I hunt demons; however there are a few odd things about how my GM's world functions. The first is that there are no alignments and so all alignment based things have been removed from the game (yes I know this leaves a gap in quite a few things, but he's adamant about keeping the change). Second the magical effect Bane has basically been removed as well; however my GM is open to "out of the box" magical qualities for items. So my question comes down to this, "What are some good ideas for a bow that would be highly effective at slaying demons?"
So my friend and I were sitting down discussing the Rogue class and a couple questions came up. 1) Can you sneak attack with a 2-handed weapon (such as a greatsword). I didn't see anything in the book against it; however this just seems kind of odd to me. 2) Is it possible to sneak attack with the Flame Blade? I don't know because it's a weapon totally created from magic. Answers would be helpful, thanks!
Alright, so I've been playing in a campaign for some time now where one of the members of my party is a druid. Recently our DM has been rather aggressive with limiting the spells my friend is casting, but he's trying to justify it through Pathfinder RPG rules. So far, the biggest disagrement has been over the fact that he's saying my friend cannot summon anything with SNA unless he's personaly seen the creature up close. Studying the creature or things of the like won't work, my friend has to get right up clos and personal to ever be able to summon it, the same also goes for his wild shape. I'm wanting to know if there's actualy anything in the book that either supports of opposes his viewpoint. |