Chain Mauler

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The Technomancer's Fabricate Arms Magic Hack can be used to temporarily make a set of armor out of magic energy. Whatever item you create with it usually comes into being already equipped. But what happens if the Technomancer tries to create armor while still wearing another set?

Does the Magic Hack simply fail? Would that still consume the spell slot?
Does one of the sets fall into a nearby space instead?
Does the normal set get magically sent into a temporary storage space until the Magic Hack ends?
Do both sets "overlap" and the character applies some statistics from one and some from the other (like wearing light armor while in a powered armor)? If that's the case, can one create a set of heavy armor while wearing powered armor and get benefits from both?
Or would it be some other option?


1 person marked this as FAQ candidate.

Maybe there's just some rules implication I'm forgetting, but I'm not seeing any indication of what range limitations the Feign Curse feat is supposed to have.

My initial assumption was that it could target foes within 30ft, as the Misfortune hex, but after reading it again there's no mention of that being the case. There's also nothing saying that it's dependent on either language or sound, so one could theoretically just wave hands menacingly and make an enemy thousands of feet away believe to be cursed. Actually, I'm not even sure if LoS/LoE is a limitation either, which would allow some pretty funny shenanigans.

So, is this in need of a FAQ, or am I missing something obvious?

Feign Curse:
http://www.d20pfsrd.com/feats/general-feats/feign-curse wrote:

You can fool others into believing you have ensorcelled them.

Prerequisite(s): Deceitful, Bluff 5 ranks, Spellcraft 1 rank.

Benefit(s): As a standard action, you can feign placing a curse on a target. The target must attempt a Sense Motive or Spellcraft check (whichever skill that target has a higher bonus with) against a DC equal to 15 + your number of ranks in Bluff + your Charisma modifier, with a bonus on his skill check equal to any conditional bonus he has on saving throws against hexes or curses (like from the spell hex ward). If he fails, he becomes plagued by self-doubt and second-guesses himself. For his next two attack rolls, saving throws, skill checks, or ability checks, he rolls twice and takes the lower result; for every 5 ranks of Bluff you possess beyond 5, this ability affects an additional roll. This is a mind-affecting effect, and it doesn't work if the target is immune to curses.

Once you attempt to feign putting a curse on a creature, you cannot do so again against the same creature for 24 hours, and if the target succeeds at detecting your ruse, he gains a +10 bonus against future attempts.


So, I was checking some spells for an out-of-combat manipulator-of-sorts character and Aversion came up. The spell makes a target avoid an object/place for days (or become nauseated if forced to be near it). That's cool and all, but the effect that happens instead of that when the target saves is what interested me: he becomes sickened while near the source of aversion (again, duration of days).

I know this smells a little bit like cheese, but is there any way to voluntarily lower a spell's save DC as it's cast (kind of like caster level can be lowered when casting)? Since I don't really want to make the targets run away or start puking all over, it'd be ideal to have the spell's DC as low as possible, specially since I might want to use it on lowly commoners and the like.

For this character, I'd prefer something that doesn't cost much (in terms of feats/levels/money/whatever), as I'm not looking to build too much around this.


1 person marked this as FAQ candidate.

So, the revelation says:

Desire Sight (Sp) wrote:
As a standard action, you can learn the desires of any creature you can see within 100 feet, as if you had concentrated until the third round of detect desires. As usual for detect desires, the target can attempt a Will save to negate the effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.

Is the ability supposed to work as if you had cast detect desires and concentrated until the third round OR does it only give the benefits described at the spell's third round effect?

That is, do you also get the first and second round's benefits (supported by "as if you had concentrated until the third round"), or are those effects skipped (supported by the general description mentioning only that you "learn the desires of any creature")?

Also related to the question of whether the revelation is supposed to mimic the spell or the spell's effect, do you activate the revelation as a standard action and keep it running for the spell's duration (concentration, up to 1 min./level (D)), or is it supposed to be a instantaneous effect usable as a standard action?

EDIT: This is the Detect Desires spell's description:

Detect Desires wrote:

This spell functions as detect thoughts, except you sense significant desires of creatures with an Intelligence score of 1 or higher, regardless of whether they are conscious or not.

Instead of Intelligence, the second round of concentration reveals each mind's Charisma score. If the highest Charisma score is 26 or higher (and at least 10 points higher than your own Charisma score), you are stunned for 1 round and the spell ends.

Instead of surface thoughts, the third round of concentration reveals the most pressing current desire of any mind in the area (Will negates).

Presenting a creature with an opportunity to fulfill a significant desire grants you a +2 circumstance bonus (or higher, at the GM's discretion) on Diplomacy checks to influence it.


2 people marked this as FAQ candidate.

I'm creating an Eidolon for my Summoner, and I want to get some things clear about how the Shadow Form evolution interacts with damage from sources other than a direct melee attack.

The evolution text says:

Quote:
The eidolon's melee attacks deal only half damage to corporeal creatures.

Does this reduction apply to the damage dealt with a grapple check?

What about damage from the Swallow Whole special ability (from the Eidolon evolution, for example)?
And is bleed damage applied from his attacks reduced by half as well?

The wording on the rule seems to imply that none of these are affected, but I'm not sure if that's the intention.

So, what do you think? If possible, answer what you think is RAW, RAI, and how you would rule it.