Gaedren

Speaker for the Dead's page

Organized Play Member. 540 posts (4,176 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 21 aliases.


RSS

1 to 50 of 540 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.

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 ;-)


No tigers!


My character is a human summoner with a wolf eidelon. I haven't written a background or added equipment yet but here is a Herolab statblock for both. Let me know if there are any problems.

Kevin:

Kevin
Male young human (Varisian) summoner 1 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 295)
NG Small humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 9 (1d8+1)
Fort +0, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Summoner Spell-Like Abilities (CL 1st; concentration +7)
7/day—summon monster I
Summoner Spells Known (CL 1st; concentration +7)
1st (2/day)—mage armor, lesser rejuvenate eidolon[APG]
0 (at will)—detect magic, message, open/close (DC 14), read magic
--------------------
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 Diplomacy +6, Ride +6, Spellcraft +5, Swim -1, Use Magic Device +8
Languages Common, Sylvan, Varisian
SQ eidolon (named White Wolf), life link
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Eidolon Can summon a powerful aspect of an outsider.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

White Wolf:

White Wolf CR –
Quadruped
NG Medium outsider
Init +6; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d8+3)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats Improved Initiative
Skills Acrobatics +3 (+7 to jump), Perception +4, Sense Motive +4, Stealth +6
Languages Common
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).


Sounds like fun.

You could allow the kids to use a point for a re-roll.


Give them enough bleed damage to counteract the fast healing


1) if you tell your friends that it's an illusion, they get a save at +4. If they trust you they can just walk through it even if they fail the save but the wall will appear solid to them.

2) If an enemy sees someone pass through a solid object that should make them suspicious enough to allow a save. A small projectile would be GM's call. In the middle of combat it would probably call for a perception roll.

3) If you create an illusion of a wall and stand behind it anyone looking at it would only see a wall unless they interact with it or otherwise make a save to disbelieve. Anyone who saves can see through your wall almost as if it weren't there. So one way viewing!

Were you actually asking about making an illusion of a mirror? I don't see why you couldn't make your illusion refelective.


I’m intrested. I’ll put together a character

4d6 ⇒ (3, 6, 4, 4) = 17 = 14
4d6 ⇒ (1, 6, 4, 3) = 14 = 13
4d6 ⇒ (1, 4, 4, 1) = 10 = 9
4d6 ⇒ (6, 6, 4, 4) = 20 = 16
4d6 ⇒ (4, 2, 1, 4) = 11 =10
4d6 ⇒ (4, 5, 2, 6) = 17 = 15

I can work with that...


They just did an episode on “Forged in Fire” where they forged steel bows. They worked surprisingly well!


I have to disagree. Feeblemind gives you an int of 1 which is equivalent to animal intelligence. An animal is proficient with its natural attack only.


keyton777 wrote:

OKAY here goes

I am making a character that has telekinesis as a form of at will ability, he gets it either from mythic rules or epic rules I forget where but that matters little.

Are there given rules for telekinetic combat?
If so, if I got the mechanics right tokair will have a telekinetic lift weight of just over 2000 pounds

Can I launch more than one item at leathal speeds
Can I use multiple wands, or similar items?

For throwing things I’d refer you to the telekinisis spell. link. You can’t activate wands being held telekeneticly since using telekinisis and activating a wand are both standard actions.

Quote:
Also to any DMs how would you translate this race into Pathfinder rules...

That is one powerful race! A Dragonkind character would overpower most scenarios and certainly overshadow any other character built from the standard race templates. You’re going to have to talk with your own GM to make sure that it works with their campaign.


1 person marked this as a favorite.

Only if you have a way to separate your friend from all the other poor saps the monster devoured.


Well, if you can’t talk them then you have a choice. You can start playing they way they’re playing or throw in your cards and find a new table.


Cure light wounds


pfsrd wrote:

resurrection 7

DESCRIPTION

This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.

The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be resurrected).

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.


A wall of force is a mathematical plane that has length and width but zero thickness. If anyone disagrees I chalange them to prove otherwise by submitining verified measurement.


1 person marked this as a favorite.

A bag of holding isn't usually destroyed by mages disjunction

pfsrd wrote:

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. If an item’s saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
You can also use this spell to target a single item. The item gets a Will save at a -5 penalty to avoid being permanently destroyed.

So, if the item wasn't specifically targeted, and didn't roll a 1 on its save, then it's just turned into an ordinary bag for the duration and it's contents are inaccessible. After the spell ends it's a bag of holding again and I've always played that it's contents are again accessible.


Pummeling style; pummeling charge.


All dogs go to heaven.


Penicillin?


You don’t need to charge to perform a bull rush

prsrd wrote:
”You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. ... A bull rush attempts to push an opponent straight back without doing any harm.”

There is a feat called ki throw that might do what you’re looking for.


I’d use the combat manoeuvre, Bull Rush rules. Just don’t tell the elf!

You could use Reposition but it limits how far you can throw them.


Is the composite longbow +3 magic or +3 strength?


The spell vampiric touch


As LordKalis quoted, “Swarms do not threaten creatures”. Therefore a swarm can’t provide flank.


Shield


Since it’s only a second level spell I’d think it was meant to work like invisibility, not greater invisibility.


Ultrace wrote:
Speaker for the Dead wrote:
I’m not sure where you were looking. It specifically says that it’s placed on a ranged weapon?
Yes, and a bow is classified as a ranged weapon while arrows are classified as ammunition. So, are you trying to say that, because this ability can. RAW, only be placed on a bow (and not the arrows it uses), it must definitely pass its ability to arrows fired by it?

Yes I am saying that. I don't have ultimate equipment but the core rules seems to say that you place the enhancement on the bow. In fact "this special ability can only be placed on ranged weapons."


I’m not sure where you were looking. It specifically says that it’s placed on a ranged weapon?

PFSRD wrote:

Price +1 bonus

Aura strong divination; CL 12th; Weight —

DESCRIPTION

This special ability can only be placed on ranged weapons. A seeking weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, true seeing; Cost +1 bonus


A summoner can cast summon monster as a standard action rather than the full round action the spell usually calls for.


As GM I’d have made it a solo fight. Two monsters in succession, the second a higher cr because of your increased level.


You drew twice, you should get the benefit or penalty from each card. If the second card you drew was a bad card you would have had to live with the result, right?


3 people marked this as a favorite.
pfsrd wrote:

Flat-Footed

At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues of high enough level have the uncanny dodge extraordinary ability, which means that they cannot be caught flat-footed. Characters with uncanny dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat. A flat-footed character can’t make attacks of opportunity, unless he has the Combat Reflexes feat.

That’s why rogues try to get high init modifiers, so they can get a free sneak attack on the lumbering fighters!


pfsrd wrote:
”A wand is 6 to 12 inches long, 1/4 inch thick, and weighs no more than 1 ounce. Most wands are wood, but some are bone, metal, or even crystal”

A pipe, or certainly the stem of a pipe, seems to me to fit within this description. I’d allow it in my game. That doesn’t mean that it won’t be apparent to everyone that your pipe is more than it seems once you activate it as a wand. Might get it past checkpoints though.

1 to 50 of 540 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>