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OK, let's say I use the Heal skill to Treat Poison:

Treat Poison
To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.

Action/Time: 1 standard action.

Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.

It takes a standard action to perform, so I assume this must happen on my turn. My question is, does this single standard action provide benefit for the duration of the poison? Or do I have to keep using standard actions every round until the poison is clear? How many Heal checks are performed, and when?

As an example, consider three characters: Spider, Victim, and Doctor. For simplicity, the Spider has a poison with no onset and requires two consecutive saves to cure.

Round 1:
- Spider poisons Victim, and Victim fails the save. Victim is now poisoned.
- Doctor uses Treat Poison (Heal check #1?) and hits the DC,so now the Victim's poison has been treated.
- Victim is up, the (Doctor makes ANOTHER heal check#2? and if it passes the save DC Victim gets +4)

Round 2:
- Spider misses
- Doctor ??? (Does the doctor need to Treat Poison again for Heal check #3 if they want Victim to receive a second +4? Or did the first successful Treat Poison cover the entire duration of the poison?)
- Victim is up, the Doctor performs another Heal check #4 to see if the Victim gets +4 on this save.

In the above example, I'm not sure if Heal check #1 needs to be done, or do you wait until the Victim's turn. I'm not sure if Heal check #3 needs to be done, assuming #1 was necessary and was passed.

I think it's clear that #2 and #4 need to be done, but I could be wrong.

Thanks for all your help.

Joe


OK, looking at the text of the mutagen class ability, it sounds to me like alchemist A can brew a mutagen, and give it to alchemist B, who can drink it and use it.

https://www.d20pfsrd.com/classes/Base-classes/Alchemist/#Mutagen_Su

Is this intended? Am I reading it wrong?

Just as an example, here's a snippet:

"a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again"

Emphasis mine. It does NOT say:

"a mutagen that is not in the alchemist’s possession becomes inert until an alchemist picks it up again"

It seems intended to suggest any alchemist can use it. I could be wrong...


Just a quick check in. As far as I can tell, Lycanthropy is a curse, so someone with "Acupuncture Specialist" can either delay it, or cure it?

https://www.d20pfsrd.com/feats/general-feats/acupuncture-specialist/

https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/lycanthrope/

And just for reference, here's an example bestiary entry:

https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/lycanthrope/we rewolf/

https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rule s#TOC-Curse-of-Lycanthropy-Su-

That labels it as a curse. Just seems too easy.


OK, I think the answer to this, as to many others, is "ask your GM", but I'm curious.

Let's say you are a multi classed Alchemist 1 / Rouge(Underground Chemist) 2 / Fighter(Opportunist Fighter) 5

You throw and hit with a splash weapon. Do you add 1*INT or 3*INT to the damage?

Bonus points if you can somehow argue that it should be 2*INT!

As always, thanks a ton for your help and time,

Joe


Hey All,

I'm building an Alchemist who can do some control/healing. Maybe some summoning.

I'm not trying to min/max my character, but I don't want him to be terrible either. I love the idea of Healing Bomb, so I'm looking for ways to maximize it's utility. And I stumbled on this:

Improvisational Healer

Up for debate is how liberally we can interpret "administer".

If I have 5 or more ranks in Heal, and I bomb a friend using a CLW +1 potion, does it act as a CLW +5 instead with Improvisational Healer?

As always, thanks a ton for your help and time,

Joe


Hello everyone,

OK, let's say our hero is a monk 1/cleric 1, fighting an incorporeal critter. One of their cleric domain powers is Gentle Rest (Repose Domain):

http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/r epose-domain/

This is a spell-like ability.

Three facts, then a question:

(1) We know that the hero can't hit the critter with a regular unarmed strike.

(2) We also know that our pious monk can use Gentle Rest (or any melee spell-like ability) against an incorporeal enemy:

http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Incorporeal-Ex-

(3) Lastly, we know that if we try to gently rest a critter, and miss, we can "hold the charge" and hit the critter in a later round with a regular old unarmed strike, and if it hits, it deals "normal damage" for the unarmed attack, and discharges the spell:

http://www.d20pfsrd.com/gamemastering/combat/#TOC-Touch-Spells-in-Combat

Now, the question: Would delivering an unarmed strike, when a charge is held, against an incorporeal being:

(a) Deal full unarmed strike damage, and discharge the spell-like ability?

(b) Deal half the unarmed strike damage (as if it were a magic attack), and discharge the spell-like ability?

(c) Only discharge the spell-like ability?

As always, thanks a ton for your help and time.

Joe


Hello All,

I know using a allying cestus is not a new idea... But let's ignore the legality of that for a second. I can't seem to find specific answers for the following questions.

1) Can a character wear a cestus and wield a sword in the same hand, and attack with the sword without penalty (Y/N/GM fiat)?

2) Can a character throw shuriken from the same hand/arm that has a cestus on it, without penalty (Y/N/GM fiat)?

3) Can a character wear a cestus and grapple without penalty (Y/N/GM fiat)?

Thanks for your help and time.

Joe