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Is there any rule to support a monster using a poison associated with its natural attacks (for example, an ettercap has a poisonous bite) and applying it to a weapon or trap?

If there is no general rule, are there any feats or specific options to support this?


I'm looking at the sorcerer bloodlines and it got me wondering if there are any archetypes that grant a non-sorcerer a bloodline. I'm aware there is an arcanist archetype. I also know that any class can pick up some bloodline abilities with the Eldritch Heritage line of feats. Are there any other notable archetypes that get bloodline abilities?


I found the Altar Wondrous Items from Inner Sea Gods and thought they were cool and thought I would try to make one for the minor diety Hanspur.

I was hoping I could get some feedback on the below magic item, if its abilities were appropriate, and if it seemed balanced with the other magic items its comparable to.

Altar of Hanspur
Aura moderate abjuration and transmutation CL 10th
Slot none; Price 10000 gp; Weight 250 lbs
Description
This altar is crafted out of smooth stones and driftwood with carvings of river animals and rats. Praying at the altar grants a +2 circumstance bonus on Profession (sailor) and Swim checks, as well as allowing a creature to hold their breath for a number of rounds equal to three times their Constitution score.
Construction
Craft Wondrous Item, magic circle against law, water breathing, creator must worship Hanspur; Cost 5000 gp


This topic didn't seem to take under Rules Questions, so I thought I would try it under Advice.

I have an idea for a trap and I'm trying to get an idea of what the CR might be. I'm thinking at this point its actually two traps that are dependent on each other.

You have a 30x30 room with a door to the north and a small 20 foot hallway to the south. You travel down that hallway and you trigger the trap. The door shuts and locks. The room heats up to extreme temperature (1d6 fire damage per minute). A small fire elemental is summoned into the room every round for 10 rounds. This encounter/trap is dealt with when you either escape through the door somehow or disarm the trap (either option stops the heat and fire elementals and unsummons any already summoned elementals). If you wait it out, the trap deactivates after 10 minutes.

It seems like this trap is two pieces, the "elemental summoning" and the "heated room" piece. What is the CR for each piece? Or is there another way to build this trap mechanically?


I have an idea for a trap and I'm trying to get an idea of what the CR might be. I'm thinking at this point its actually two traps that are dependent on each other.

You have a 30x30 room with a door to the north and a small 20 foot hallway to the south. You travel down that hallway and you trigger the trap. The door shuts and locks. The room heats up to extreme temperature (1d6 fire damage per minute). A small fire elemental is summoned into the room every round for 10 rounds. This encounter/trap is dealt with when you either escape through the door somehow or disarm the trap (either option stops the heat and fire elementals and unsummons any already summoned elementals). If you wait it out, the trap deactivates after 10 minutes.

It seems like this trap is two pieces, the "elemental summoning" and the "heated room" piece. What is the CR for each piece? Or is there another way to build this trap mechanically?


Learning from a Scroll:
Learn from a Scroll: A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.

Can a witch take 10 when adding new spells to their familiar? Does anyone have a rules reference or failing that, have any opinion either way? I am the GM in this situation.


I'm experimenting with Spheres of Power and wanted to build a Spirit Wielder, which is a fighter archetype that replaces every fighter class feature except for bonus feats in exchange for an intelligent item that can eventually cast as a half caster.

The archetype can be found here:
Spirit Wielder

So for this discussion, I'm the GM, so I'm trying to solicit other opinions about how to run with the archetype. As written, you get an intelligent item and it shares your Alignment. The item can cast spells with a limited selection. It gets increased hardness.

There is no mention about if the item should get any special item powers or a special purpose. It says you can select a casting tradition, which leads me to believe you can select Sphere-specific drawbacks. Since the weapon doesn't have HD, it can't gain Feats... but can the fighter gain Feats to modify it's casting? It would be nice to be able to take Extra Magical Talent or other Feats that require you're a caster, but the fighter technically isn't a caster.

So, is there anyone who has been able to play in a game with this archetype? Are there any GMs who have thoughts on this archetype?


A ranger can take Shatter Defenses as a feat at level 6 from the Menacing Combat Style. He can select the feat without taking the prerequisite of Weapon Focus.

Shatter Defenses wrote:


Shatter Defenses (Combat)

Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.

Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.

Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

Ranger Combat Style wrote:


He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

So, my big question here is, the flavor text of the feat makes it sound like it is only applicable to attacks that use the weapon that you have Weapon Focus in. Does only the benefit line apply? Can a ranger (or a slayer using the Ranger Combat Style talent) grab the feat and use it with any weapon?


So, I'm not entirely sure how cool this will be for other people, but I wanted to share a great encounter with Nualia (and the custom stats I used for her). There are of course spoilers for Thistletop below.

Nualia, Warpriest of Lamashtu:

Nualia CR 5
XP 1600
Female Aasimar Warpriest 6
CE Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
Defense
AC 23, touch 16, flat-footed 20 (+7 armor, +3 Dex, +3 deflection)
hp 48 (6d8+18)
Fort +10, Ref +4, Will +9
Resist acid 5, cold 5, electricity 5
Offense
Speed 20 ft.
Melee +1 Falchion +9 (2d4+4/18-20/x2) or Claw +7 (1d6+1/x2)
Ranged Masterwork Composite longbow (Str +3) +6 (1d8+3/x3)
Special Attacks Strength blessing, Lamashtu’s Mark, G. Weapon of the Chosen
Spell-Like Abilities
1/day—daylight
Warpriest Spells Prepared (CL 6, concentration +9):
2 (4/day) Cure Moderate Wounds, Bull's Strength, Shatter (DC 15), Bear’s Endurance
1 (5/day) Shield of Faith, Divine Favor, Sanctuary (DC 14), Doom (DC 14), Obscuring Mist
0 (at will) Stabilize, Bleed (DC 13), Mending, Detect Magic, Resistance
Statistics
Str 16, Dex 12, Con 18, Int 10, Wis 16, Cha 17
Base Atk +4; CMB +7; CMD 18
Feats Greater Weapon of the Chosen, Improved Weapon of the Chosen, Lamashtu’s Mark, Power Attack, Weapon Focus, Weapon of the Chosen
Skills Intimidate +11, Knowledge (religion) +6, Perception +5
Racial Modifiers +2 Perception
Languages Celestial, Common, Goblin
SQ aura, channel energy (DC 16), fervor 2d6 (6/day), blessings (evil, strength), spontaneous casting
Other Gear +1 Breastplate, +1 Falchion, Arrows (20), Masterwork Composite longbow (Str +3), Sihedron medallion, Gold holy symbol, 100 GP of Valuables, potion of cat’s grace

So my party got to Thistletop, had one bad foray (bluffed past the goblins, went downstairs, fought the Yeth Hounds first, healer died, they retreated to town and got the healer a Raise Dead), and then went back to Thistletop and climbed onto the first basement floor at the Tentamort lair. Cleared that level alright and went to the next level.

They triggered the trap to see what it did, alerting Nualia so she could prebuff, but then explored the rest of the ruins (which allowed a few of her buffs to expire). The party (Controller Witch, Life Oracle Healer, Switch Hitter Ranger, Thunder and Fang Fighter) confronted Nualia, the fighter blew his save, dropped his hammer and ran. The ranger took on Nualia and her hound on her own and the Oracle actually took a swipe with the fighter's hammer. I ended up taking down both the Oracle and the Ranger (not dead, but bleeding out) before the fighter got back in the fight.

So the Witch has buffed her AC (Iron Skin and Mage Armor) and dashes past Nualia to put a potion of CLW down the Oracle's throat. The Oracle gets back to 0 and channels (rolls max, too) to get himself and the Ranger back in the fight. With the Oracle back in the fight and channeling and the fighter back with his earthbreaker, they force Nualia to flee with only a few HP.

Cut to a chase past the trap and up the stairs with the party shooting arrows. The witch is the only character fast enough to catch up and is UMD'ing a wand of Magic Missile. She finally catches Nualia at the top of the stairs that lead to the surface level, takes out Nualia's final hit point, and her last scream alerts all of the goblins the party bypassed before.

All in all, a great fight and I just had to tell someone who wasn't the group that just fought through it. I made a few small mistakes that might have altered the outcome slightly (I forgot to apply damage from the minor evil blessing), but in the end it was great stuff. I highly recommend customizing Nualia's stats if you run RotR.

Does anyone else have any great encounter stories with Nualia, either running her stats as written or with your own tweaks?


I just started a new RotR game and I'm curious if anyone else has any insight regarding the Kaijitsus, especially Ameiko since she's a major character in another adventure path, apparently.

Basically, I have a character playing a Kitsune character who spends their time in human form, but has the Umbral Unmasking drawback so that their shadow gives them away. While most townspeople who notice might find it weird, concerning, or what have you, they probably don't know about Kitsune, whereas the Tian Kaijitsus probably would.

So, how would the Kaijitsus respond to a kitsune who was new in town and trying to stay hidden?


Constructs have immunity to a lot of effects, in general. I was reviewing the construct subtype and noticed that they do not specifically have a listed immunity to negative levels, unless you count their immunity to energy drain.

Construct Subtype:

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.

Could a construct gain negative levels from a source that is not a necromancy effect or energy drain? Am I missing something that says "Constructs are immune to negative levels, period"?


So I found this great picture and I'm absolutely stumped as to how to make it work.
Link

If you can't see the picture, it's a rogue looking individual who is wielding a double-bladed sword in one hand with another sword in their offhand.

Is their anything that would let you dual wield a sword and double sword and be able to attack with all three blades? Besides GM fiat, of course.