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Lemartes wrote:
You have to take dodge. The bonus to AC does stack though. :)

I kind of figured, but just wanted some confirmation one way or the other. Thank you!


Hey All,
Does anyone know if the Gunslinger ability Nimble counts as the Dodge feat requirement for Mobility, since Nimble & Dodge are essentially the same (though Nimble scales)? Or do you still have to take Dodge to get Mobility? Thanks all.


As a group, we figured that finding the gem would be no problem, IF we had seen the gem (which we had not). In the GM made the call that we could find the NPC's soul with the spell. I totally forgot to ask what made him make that call, though. Anyway, thanks all for your input!


Hello All,
Hoping someone can help me with this: If someone is hit with a Soul Bind spell (or other effect that removes and traps their soul in an object), can you use Discern Location to find the soul that is separated from its body? I assume that if the players saw the event happen, they would have seen the gem used and could try Discern Location on it, but in this scenario, it happened "off screen," so the PCs cannot search for it, so are trying to locate the soul itself. If Discern Location wouldn't do the trick, what might? Thanks for any guidance you may have.


Okay, thanks for the clarification. It's odd that Paizo felt the need to specify with Glove of Storing that you could only wear one, but not with any other single object magic item (like Guantlet of Rust). Thanks to you both.


Question:

In most cases, your hands or wrists magic item slot are taken up by a matched pair of objects, i.e. Gloves of Arrow Snaring or Bracers of Armor.

But in a few cases, the magic item in those slots consists of only a single item. In just one case, the Glove of Storing, it says specifically that it takes up both hand slots, but in all the other hand slot items and all wrist slot items where this is just one object (i.e. Gauntlet of Rust or Bracelet of Friends) it does not say anything.

It seems to me that it means that you could wear two different single object hand or wrist items (except the Glove of Storing), i.e. you could wear a Gauntlet of Rust and an Iron Cobra Gauntlet for you hands slot, or a Bracelet of Friends and a Bracelet of Mercy for you wrist slot, since all of these items consists of a single object taking only one hand or wrist, and nothing is said that any of them takes up both hands or both wrists.

What do you all think?


I had never seen that one (never got the supplement it is in) and it is perfect! Thank you very much.


Does anyone know if there's a way to cast spells that are themselves silent. I don't mean the Silent spell metamagic where you don't need the verbal component of a spell, but rather some way to cast a spell so that its effect makes no sound. For example, a lightning bolt with no 'crack' or fireball with no 'boom.' The game really doesn't talk about how loud spells are, but I assume that you can't cast meteor swarm without the spell itself making some noise. Anyone know of a metamagic or whatever that allows you to do this? Thank you.


Cool, good responses, thank you all. It fits with what I kind of figured Longevity would work out to be, but I wanted to know if I was missing something official somewhere. Thanks.


Hey all, did some searching but couldn't find anything that answered my specific question, which is, how does Mythic Longevity effect a character's physical appearance, if at all? Does a character stop aging the instant they gain the mythic ability? If young, do they age to adulthood, or if old, do they regress to adulthood (or one of the other age groups)? Or do they continue to physically age, eventually looking like the Crypt Keeper, or at least just into the venerable age group? Anything official out there on this question?

I include the text on Longevity, just in case: Longevity (Su): Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores.


I would suggest one of two options. First would be to have an entire series of Orbs of Humanoids, one for each of the many kinds of Humanoids, made by dragons and just as powerful as the Orbs of Dragonkind, and make them artifacts the same way.

But, if all you want it to do is the Dominate Person on humans with none of the other abilities, then I recommend you build it as you like using the rules, then, with the powers vested in you as the GM, give it a reasonable discount for the limitation of only affecting humans. Keeping in mind that there are a BOATLOAD of humans in Golarion (or, probably, any other world you may be using), a reasonable discount to me would probably be 30%. I would say that only allowing Dragons to use this Orb would qualify for a similar price reduction as well. Add in a minimum Intimidate or Diplomacy skill requirement and you can drop the price further.

If you did those three limitations (and if your 81,000 is correct, I didn't know all the details so couldn't check your math), then you can get the price to just below 30,000.

Of course, assuming you are the GM, may I ask what motivates the worry for the item's cost? If you are worried about the PCs getting ahold of it and selling it for too much $, then having all those limitations to use it should kill its value in most markets. Anyway, hope this helped.


Common sense would say to me that you need to add in the component costs to ensure that the spells are "all inclusive," able to handle any situation, or else specifically note that the limitations of the spells (that the Restoration could NOT restore a negative level, for example).

With that assumption in place, I tried to do the math for making the Mitre, and my best guess is that it looks like they included the extra GP costs in it already. Hard to tell since the Commune spell only gets 1 question, but, I'm only an unpaid intern in this thread, so...

Best guess, what I would do, would be to include the extra costs in the items or specify the limitations of the spells in them.


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Are you the the GM for the game, or just one of the players. At this point, it appears to me that this player will be a negative influence on the game. He has all the hallmarks of a player that enjoys messing with the other players and doing his own thing rather than enjoying the campaign itself. If you are the GM, I would frankly inform him that his character concept will be far too disruptive to the campaign, and he needs to modify it. Specifically, the two real dealbreakers in question to me can be fixed if the character learns Common and the player just accepts that his character will not feed others human meat; any attempt to do so will simply be ignored by GM fiat. Also warn him that putting the other PCs to sleep may earn his character's rear a beat-down once they wake up, and if he kills them, then by GM fiat it will not have happened and he is out of the group.

If you are not the GM, but most or all of the other players are in agreement with you, then it's time for you all to bring your concerns to the GM. After the game starts will be too late, and will just cause more problems. It's best to deal with it now and get the drama over with before it messes up the campaign once you're into it.

Sadly, not every player wants to have fun as part of a group; some just want to do their own thing, regardless of how many other players they ruin it for. Maybe him getting called out will make him rethink his choices, maybe not, but better to know now than later.

Good luck.


Okay, cool. I'm pretty much tracking with everything here. Thanks all for your responses. I just wanted to make sure if I maintained these limits I wouldn't be hosing the players, while also ensure they wouldn't start breaking the system. Thanks again.


I suspect that this was answered years ago, but I only started using this forum a week ago, so forgive me.

Slotless items. My call as DM for crafting a slotless item has been that the item must not be able to reasonably fill an actual body slot. For example, I don't allow rings to be crafted as "slotless," or boots, cloaks, etc.

Am I wrong in this, right in this, or does it come under "DM decides/House rules"?


Just looking for confirmation of something, and if I'm wrong, please correct me. If an item is created that has spells, such as a ring made to cast fireball 3 times a day, something like that, but that spell is Quickened, I'm a little unclear on how that would work.

My guess is that since the ring would, in this case, be word or use activated, that it's a standard action to use it, so the fact that the Fireball is Quickened is completely irrelevant, as a standard action gets used anyway. Am I correct?


Thanks Zarius! That makes sense.


Hello all,
Working with a kobold sorcerer who wants to take the draconic aspect and dragon breath feats, and is also a draconic bloodline sorcerer.
Question: What do I do about the two different types of breath weapons? You get a breath weapon at 9th level sorcerer, but also one with the dragon breath feat. The PC is a white kobold following along the path of a white dragon, so the energy type will be cold in either case, but when he hits 9th level sorcerer, what do I do?
Does he just use each breath weapon separately, or do the effects (damage, etc.) stack together?

Thanks for any input.


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My call would be that it can be made and it would be the same as AOMF, except that the cost would be doubled because Ioun Stones are slotless magic items, so it would be 200,000 to buy, 100,000 to make.


Boots of the Winterlands provides Endure Elements, which says: "A creature protected by endure elements suffers no harm from being in a hot or cold environment" and "Endure elements doesn't provide any protection from fire or cold damage," which I always interpreted that a PC was protected from non-lethal cold/fire damage from the weather, but was still fully susceptible to damage from cold/fire from spells, breath weapons, etc. I could be wrong on that, but if not, the boots would be a decent selection at only 2,500gp.


Interesting, thank you. I'll look through that.


Hi! I've been trying to find some guidelines on how to create new spells that combine some or all of the effects of two existing spells. The spell research rules that Paizo provides are, honestly, a bit vague, but that's understandable, considering how limitless a subject like spell research is.

What brings me here is a player that wants to combine Awaken (Druid 5) and Anthropomorphic Animal (Druid 3) into one spell, basically taking Awaken as it is, but adding the upright walking & hands of Anthro-Animal (but not the other mods it gives).

When looking at combining two spells like this, is there any general rule of thumb any of you all can advise or that Paizo has put out that I missed? Add the two spell levels together? Add them but with some consideration for not taking all the effects of both?

My gut says to make it 7th level (since it doesn't take all the effects of both), with the material components of both. Advice?