Gaedren

Speaker for the Dead's page

Organized Play Member. 572 posts (4,238 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 21 aliases.


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Or for a non-magical option, how about a secret tunnel?


Beer


As long as the spell you’re casting takes a standard action then yes.


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Goth Guru wrote:
MrCharisma wrote:

121. Ducks.

Seriously they're not in Pathfinder

EDIT: Oh nevermind, I found them. They're in Equipment for some reason =P

DUCKS

122. Dire ducks, also called geese. Canadian geese are especially vicious.

Vicious but polite!


pad300 wrote:
Speaker for the Dead wrote:
Trebuchet.

You may actually be onto something here. A Heavy Trebuchet has a range of 400 ft, thus at max, it can shoot 4000 ft. The ammunition is normally 120 lbs of rocks - thus a 120lb or less character can be launched. The trebuchet can be enchanted, thus allowing the Distance property, which makes the max range 8000ft... All you have to do is survive the landing.

Assuming this is the GM's toy, a glide effect (many various ways ranging from racial to spell to a glide staff), might allow one to stick the landing as it were.

Trebuchet and a parachute;-)


Trebuchet.


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1. Congratulate your players on cleverly beating the challenge you’ve put before them. That is their job after all.
2. Learn from the encounter and avoid leaving the same loophole. It’s not fun for the players if they can just keep using the same tactics to overcome enemies over and over again. That’s your job!


Hey, if you can spare 50lb of encumbrance for spare daggers, have at it. I’d say it’s more of a fetish at this point than backup but you be you!


When designing an encounter, make sure to adjust the CR based on the ‘environment’ or the deadliness of the lair. The adjusted CR of the encounter then reflects both the difficulty of the encounter and experience rewards.


TxSam88 wrote:
Critical Assessment wrote:
Miss Chance can be rolled at any time but if they fail miss chance they auto miss. Also If you get hit by an arrow or bolt I assume due to the fact that your equipment goes invisible with you the arrow/ bolt would become invisible as well.

items an invisible character picks up are visible until he places then in an invisible container, or covers them with an invisible cloak etc.

So an arrow that hits someone is still visible. I assume you want to use this for location purposes, but there are no real rules for this.

Ammunition that hits a target is usually considered to be destroyed.


Or ghost touched fire


MrCharisma wrote:

Well Hardness would also reduce Force damage and whatever type of damage Disintegrate does.

Hmm... yeah I couldn't see anything either, which makes me think you're right. Just coz I couldn't see it doesn't mean it's not there though, so we'll give the people a day or so to find it.

This would of course mean that old Wiggin up top had the correct answer with the first reply.

Yep


A.


Spells with verbal components don’t specify what language to use. Can’t he say them in ‘fox’?


Too much cheese.


Yes, but they’re only imaginary.


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I give all the points of interest in an area DC’s based on how hard they are to notice. On a general perception roll I give them all the POI’s that they rolled over the DC. If they are checking something specific I lower the DC for that item.


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Make it interesting.


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Before the results of the roll are revealed by the gm. You know what you rolled and would use this if you guess you didn’t roll high enough.


Hide in plain sight allows you to enter stealth without breaking line of sight first. A huge advantage! As for entering stealth as a swift action that would allow you to move, attack then stealth. The enemy could attack your square but would have a 50/50 miss chance.


Tectorman wrote:
Ki, I think, should be pronounced as "key", rhyming with "tree". That said, my preference is that it be spelled "chi" and pronounced as the first part of the word "cheese", simply because I don't think a Monk's mystical energy should sound like the mundane thing you put in a door.

So you prefer it sound more mystical, like cheese? ;-)


Maybe he a brother... or sister.


If you’re trying to break (or reverse) a grapple, the dc is equal to your opponents CMD. If your opponent has the improved grapple feat then their CMD is increased by 2 for all grapple related activities.


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Improved grapple

It says in the feat that the +2 is added to your cmd as well as cmb


The classic question posed by bully’s everywhere, “Why are you hitting yourself?”


VoodistMonk wrote:
Speaker for the Dead wrote:

Quite the double edged sword...

pfsrd wrote:
”If two or more creatures vie for control of a sphere of annihilation, the rolls are opposed. If none are successful, the sphere slips toward the one who rolled lowest.”
Better hope your opponent doesn’t roll better than you!
His talisman doubles both his INT modifier and his level for the DC30 check... nobody without one of these talismans is going to be capable of besting his check...

My point is, if the gm gives him a sphere of annihilation there is going to be an enemy that can counter it. Pretty boring adventure otherwise. Horribly bad if an enemy gains control of it.

How do you walk around with it anyway? It’s not like you can pick it up and put it in your pocket.

It sound more like a curse than a boon.


Quite the double edged sword...

pfsrd wrote:
”If two or more creatures vie for control of a sphere of annihilation, the rolls are opposed. If none are successful, the sphere slips toward the one who rolled lowest.”

Better hope your opponent doesn’t roll better than you!


I wouldn’t think so. Neither the race or the class give you a caster level. I guess Hero Forge doesn’t check for that prerequisite?


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PFSRD (intelligence)

So with an int of 6 a creature is “Dull-witted or slow, often misuses and mispronounces words”. Seems fairly straightforward.


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Or you could have his shadow return and take revenge? After all, the character effectively abandoned it. The shadow might not want to seriously hurt the character, but punish them. Perhaps after a bit they could even reconcile :-)


Not hit points but hit dice. In your example you said the character had 5 hit dice so when they take 10 points of damage you heal for 10 points.


total


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Making it quite a useful spell if you have a lot of toast lying about :-)


A summoner can cast summon monster as a spell like ability that only takes a standard action to cast. So no extra feat required.


How about a bluff check?


Pummeling Charge allows you to make a full attack at the end of a charge.


I’d say arcane since it also alters the ranger spellcasting stat to charisma.


4d6 ⇒ (1, 6, 5, 1) = 13
4d6 ⇒ (4, 2, 3, 4) = 13
4d6 ⇒ (5, 5, 4, 4) = 18
4d6 ⇒ (1, 5, 2, 5) = 13
4d6 ⇒ (3, 1, 3, 4) = 11
4d6 ⇒ (5, 6, 5, 3) = 19

Hmmm...


The Piazo site is acting weird right now. I'll make an alias once it starts cooperating!

Thomus is part of the Izzet League. He believes that was created by a high ranking member of the League named Parmon List. Parmon told Thomus that he was created as a guard against the people out to get Parmon. (In truth Parmon is suffering from early stage dementia and has created Thomas from his old lab assistant.)

I'll flesh out the background a bit more in the next few days. Let me know if there are any problems!


I'd be interested in playing this.

Thomus Dhampir magus (bladebound):

Thomus
Dhampir magus (bladebound) 5 (Pathfinder RPG Bestiary 2 89, Pathfinder RPG Ultimate Magic 9, 47)
N Medium humanoid (dhampir)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +4 Dex)
hp 47 (5d8+15)
Fort +6, Ref +6, Will +5; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +9 (1d6+6/18-20)
Ranged longbow +7 (1d8/×3)
Special Attacks arcane pool (+2, 4 points), spell combat, spell recall, spellstrike
Magus (Bladebound) Spells Prepared (CL 5th; concentration +8)
2nd—darkness, frigid touch[UM], glitterdust (DC 15)
1st—ray of enfeeblement (DC 14), shield, shocking grasp (3)
0 (at will)—detect magic, mage hand, open/close (DC 13), prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 16, Wis 11, Cha 12
Base Atk +3; CMB +4; CMD 19
Feats Dervish Dance[ISWG], Intensified Spell[APG], Toughness, Weapon Finesse
Traits magical lineage, reactionary
Skills Bluff +4, Climb +4, Diplomacy +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Perception +9, Perform (dance) +3, Sense Motive +4, Spellcraft +10, Stealth +4, Swim +4, Use Magic Device +5; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, resist level drain
Other Gear +1 chain shirt, arrows (20), longbow, belt of incredible dexterity +2, cloak of resistance +1, handy haversack, ring of protection +1, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, silk rope (50 ft.), soap, spell component pouch, trail rations (5), waterskin, 1,721 gp, 2 sp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.


So she’s a chicken that can change shape. That has all sorts of possibilities! She failed her save to keep her mental stats so she has the mentality of a chicken. However she possibly can change shape instinctively based on circumstance? Throw her in the water and she becomes a fish. Threaten her, she’s a wolf. Toss her off a cliff, she’s an eagle. Pull her out of a hat, she’s a rabbit (bonus points if she becomes the demonic rabbit from the Twilight episode). Once the threat has passed, she’s a chicken again. Let the roleplay commence...


I like point buy but I’ll wait for group concessions :-)


Sure. Other than core, what are the character creation guidelines?


pfsrd wrote:
Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

Generally, unless the items description says otherwise, activating any item is a standard action. Here’s the link


Sure. What are the guidlines? Level, point buy etc.


Whirlwind attack?
Whirlwind attack with lunge?


4d6 ⇒ (6, 5, 3, 5) = 19 = 16
4d6 ⇒ (4, 2, 6, 2) = 14 = 12
4d6 ⇒ (6, 4, 4, 5) = 19 = 15
4d6 ⇒ (4, 3, 5, 1) = 13 = 12
4d6 ⇒ (1, 4, 2, 2) = 9 = 8
4d6 ⇒ (6, 5, 2, 5) = 18 = 16

4d6 ⇒ (5, 3, 2, 4) = 14 = 12
4d6 ⇒ (4, 6, 2, 3) = 15 = 13
4d6 ⇒ (4, 5, 3, 5) = 17 = 14
4d6 ⇒ (3, 1, 3, 1) = 8 = 7
4d6 ⇒ (3, 3, 4, 1) = 11 = 10
4d6 ⇒ (3, 6, 2, 1) = 12 = 11

First set looks good...


pfsrd wrote:
A driving weapon can be used to perform bull rush and trip combat maneuvers in its first range increment.

In my opinion, it can only used to perform the manoeuvre in it’s first range increment So it’s invalid for melee. Pretty sure that wasn’t the intent in any case.


So here's Kevin again. This time with gear and as a NPC class. Summoner will be the direction he'll be going in.

Statblock:

Kevin
Male young human (Varisian) expert 1 (Pathfinder RPG Bestiary 295)
NG Small humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 8 (1d8)
Fort +0, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bayonet -1 (1d4-2) or
dagger -1 (1d3-2/19-20)
Ranged light crossbow +3 (1d6/19-20)
--------------------
Statistics
--------------------
Str 6, Dex 15, Con 10, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -3; CMD 9
Feats Augment Summoning, Spell Focus (conjuration)
Traits ambassador, focused mind
Skills Acrobatics -1 (-5 to jump), Diplomacy +10, Perception +5, Ride +3, Sense Motive +5, Spellcraft +2, Stealth +7, Swim -4, Use Magic Device +8
Languages Common, Sylvan, Varisian
Other Gear hide shirt, bayonet[APG], dagger, light crossbow, backpack, basic maps (major landmarks only), bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], sack, torch (3), twine (50')[APG], waffle iron[UE], waterskin (2), 28 gp, 7 sp, 6 cp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.


Just kidding. I’ll try and keep my anti-tiger prejudice to myself ;-)