Half-Orc

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A supernaturalist druid loses armor proficiency:
"A supernaturalist is not proficient with any type of armor. This alters the druid’s weapon and armor proficiencies."

I would like to confirm that they retain shield proficiency (which a regular druid gets...)


I seem to remember a feat that gave you bonuses against (pick a religion/faith), but I can't remember the name (kind of like Favored Enemy but for a faith rather than a species).


Ok, there is an item, the Caster's Shield.

"This +1 light wooden shield has a leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed requires half the normal cost in raw materials. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable."

Do you need the Scribe Scroll feat to scribe a spell on this strip? Or is that detail taken care of by the magic of the shield...


Ok, I am building an mid-high level Animal Companion (effective druid level 13), and I have noticed a surprising lack of online advice; nobody has written an animal companion guide...

I do not aspire to do so, but I would like suggestions for how to spend the AC's feats. Here is what I have so far:

Megaloceros Animal Companion
Size : Large
Low Light Vision, Scent
Speed : 50 ft
HP: 110 = 11d8 => 55 +11*4 (con)+11 (Toughness)
AC: 26 = 10 +13 NA + (? Armor) + 4 Dex -1 size
Fort +11 = +7 animal HD+4 Con
Reflex +11 = +7 animal HD +4 Dex
Will +7 = +3 animal HD +2 Wis +2 Iron Will; +4 morale bonus on Will saves against enchantment spells and effects
CMD: 30 = 10 +8 (bab)+7 (str)+4(dex) +1 size
Attack : Gore +14 (+8+7str -1 size)/2d6+7 ((+7str or +10 if only attack), Hooves X2 +12 (+8+7str-1 size-2 secondary )/1d4+7 (+7str)
Special Attacks powerful charge (2d6)
BAB +8
CMB: +16 = +8 (bab)+7 (str) +1 size
Str 25=12+4(AC Bonus)+8(size)+1 (8 hd ability score increase)
Dex 19=17+4 (AC Bonus)-2(size)
Con 18=14+4(size)
Int 3=2+1(4hd ability score increase)
Wis 15
Cha 5
Skills (11 pts)
Acrobatics (+ 10, 3 rank +4 dex +3 trained)
Climb (+11, 1 rank +7 str +3 trained)
Swim (+11, 1 rank +7 str +3 trained)
Perception (+8, 3 rank +3 trained +2 wis)
Stealth (+ 8, 1 rank +4 dex +3 trained)
Fly (+ 9, 2 rank +4 dex +3 trained)

Special: Link, Share Spells, Evasion, Devotion, Multiattack
Tricks: Attack, attack, flank, defend, down, seek, heel, flank, sneak, Maneuver (Grapple), Use airwalk spell
Feat: Toughness (1 hd), Power Attack (3hd), Iron Will (5 hd), Impaling Charge (7 hd), Multiattack (lvl 9 AC bonus), ??? (9 Hd), ??? (11 hd)

Some Feats that I am considering:

1) Additional Traits (Possibly Twice)
A) Deathtouched (race), +2 trait vs Mind-Affecting
Almost as good as Iron Will
B) ?Twitchy (Campaign)?, +1 reflex +2 init
C) Armor Expert (Combat), - 1 ACP
Would make mithral breastplate barding viable (if expensive) armor
D) Adopted (Human, Bred For War), +1 CMB +1 intimidate
E) Freed Slave (katapesh, regional) +1 to Fort
We are playing Legacy of Fire, so the AC qualifies)

Rejected traits - Adopted (Half-Orc, Tusked); too cheesy (master isn't a 1/2 orc)
Finding Haleen - would be great (+11 HP and +11 Skill points), but doesn't work as the AC doesn't have class levels

2) Weapon Focus (Horns)
A +1 to hit is boring, but always useful.

3)Hefty Brute
Bonus to CMB/CMD and can grapple larger stuff with Impaling Charge


Ok, so you're playing a fiend keeper medium, and you have the ability Dark Communion. Can you take 10 on the ability check for the Dark Communion Ability? That would make the ability automatic in a lot of cases


Ok, assume I have an amulet of mighty fists +1. If someone cast Rags to Riches on it, does it (temporarily) become a amulet of Mighty Fists +2? (Even though the enhancement bonus of the amulet is not actually applied to the amulet itself, but rather the natural weapons of the user...)


Ok, Occultists with an abjuration implement get the base focus power MIND BARRIER.

Question: If the occultist has Mind Barrier up and gets hit with an attack that has a rider effect, that doesn't do enough damage to penetrate the mind barrier, is the occultist protected from the rider effect?

Examples
Occultist attacked by a wraith for 1d6 => 4 Negative energy damage. The attack has a rider of 1d6 => 5 con damage (with a will save DC 16 to negate). Occultist has a mind barrier up that can resist 14 HP of damage. Does the occultist take the con damage (assuming he fails his save to negate it)?

Occultist attacked by a snake for 1d8 => 7 damage. The attack has a rider of poison (save or die, dc 18). Occultist has a mind barrier up that can resist 14 HP of damage. Is the occultist affected by the poison?


I know that bonuses of the same type are not supposed to stack (with specific exceptions); instead you take the larger. For example if you had a +3 armor to AC from studded leather and a +2 armor to AC from Ablative Barrier, you would only get the +3.

What happens if you have two different avenues to a given roll, each of which has a bonus? For example, you have 2 traits, one of which gives a +1 trait to will saves, and the second gives a +1 trait vs Mind-affecting effects. Then you get hit with a charm person spell... Do you get to apply one +1 trait bonus on the save or can you apply both bonuses?


OK, this just came up in a game (courtesy of symbol of insanity),so, I'm asking for clarity. Abolomentor failed his save vs the symbol. He was grappled by Ardan (who then had to break off to fight a Shining Child. Is he locked into attacking Ardan, or does he start rolling again every turn?

Gameplay here, if you need it.

1) Symbol of Insanity: "This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell)."
2) Insanity: "The affected creature suffers from a continuous confusion effect, as the spell."
3) Confusion: see below

Foxy Quickpaw wrote:

@Ardan

... If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

I read that as if you have to hide from Abomentolor first, before he stops attacking you. Am I mistaken?

I was reading the confusion spell, which doesn't have that language.

confusion Spell wrote:


"This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.

d% Behavior
01-25 Act normally
26-50 Do nothing but babble incoherently
51-75 Deal 1d8 points of damage + Str modifier to self with item in hand
76-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

You're reading from the

confused condition (scroll down), which does...

Confused Condition wrote:


Confused: A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d% Behavior
01-25 Act normally.
26-50 Do nothing but babble incoherently.
51-75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).


If you have a monster statblock that says

Bridijine Statblock wrote:

Spell-Like Abilities (CL 19th; concentration +25)

Constant—holy aura (DC 24)
At will—flaming sphere (DC 18), heat metal (DC 18), meld into stone (self only), soften earth and stone, stone shape
5/day—cure serious wounds, flame strike (DC 21), move earth, spike stones (DC 20), stone tell, summon nature’s ally V (earth and fire elementals only), wall of stone (DC 22)
3/day—earthquake, fire storm (DC 23), heal, stoneskin, wall of fire

Is that 3 earthquakes, 3 fire storms, 3 heals, 3 stoneskins and 3 walls of fire per day, or is is 3 (choose an effect: earthquake, fire storm, heal, stoneskin, wall of fire) per day?

I have always read this as 3 of each effect... However, am I right?


Ok, looking to tap community wisdom.

The Evangelist prestige class gets Aligned Class as a ability at 2nd level. The Mortal Usher prestige class gets Mortal Talents (at levels 2, 4, etc). Are there any other prestige classes that get this kind of effect - to effectively progress the class you prestiged out of? (My current class levels are in medium if that's important.)


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Ok, Wizard - School: Elemental Air, Subschool: Smoke

Gets Smokesight as a 1st level power.

Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.

Does a magic item you use count as you creating it? Eg. a Eversmoking Bottle that you own and unstopper.


Does the effect of multiple castings of Steal Years (or Steal Years, Greater), stack?

ie. Johnny is a 9th level Half Orc wizard (51 years old) with a several of pet tortoises. On day 1, he casts Steal Year Greater on tortoise A. On day 2 he casts Steal Years Greater on Tortoise B... (and on Day 9 he casts it again on tortoise C, and starts the cycle over again, to never regain his actual age penalties).

Stolen Years, Day 1: 4d6 ⇒ (1, 1, 2, 6) = 10

Stolen Years, Day 2: 4d6 ⇒ (2, 1, 6, 2) = 11

After casting on Day 2 is Johnny effectively 30, 40 or 41?


How to read this?

Assume a Inquisitor (Sanctified Slayer) 8.

They just got their first Slayer Talent, from the Talented Slayer class feature of the Sanctified Slayer Archetype. They take Ranger Combat Style from the list of Slayer Talents.

Is he restricted to the first four styles of the feat, or can he select one of the feats available at 6th level (as he is more than 6th level)?


Currently we have a bunch of enemies hiding inside a big AM field. We don't want to melee them, being magic heavy party. We can summon monsters, like Bralani Azata's...
Summoned monsters blink out in an AM field, but a Bralani comes with a composite long bow (and arrows). Can a summoned Bralani shoot effectively at targets inside a AM field, or will it's arrows wink out of existence when they hit the field?


Ok, so in the New Paths Compendium Expanded Edition, Kobold Press published the Skin-changer class (p. 24). One of the class abilities is Animal Combat, which among other things gives a scaling "competence bonus to all attack and damage
rolls when using natural attacks". The bonus scales as follows: +1 at lvl 2, +2 at lvl 5, +3 at lvl 8, +4 at lvl 11, +4 at lvl 14, and +5 at lvl 17...

Was this a typo? Should that be +5 at lvl 14 and +6 at lvl 17?


OK, cleric 7 (Erastil) has an elk animal companion. That's pretty noticeable and we are being hunted... Does anyone have a suggestion as how to hide/disguise the AC to sneak into a city?


Ok, a Fiend Keeper Medium has to start with a good alignment:

Fiend Keeper Archetype wrote:


Alignment: A fiend keeper must choose a nonevil alignment.

and there are consequences for becoming evil aligned:

Fiend Keeper Archetype wrote:


Ex-Fiend Keepers: A fiend keeper who becomes permanently evil loses control of the spirit after 1d4+1 days, at which point he becomes an NPC under the GM’s full control. Seeking an atonement spell before then can change the medium’s alignment. This effect also can be undone with a limited wish, miracle, or wish spell.

however, barring something extreme, a character (starting as a good alignment) would usually pass through a neutral alignment before becoming evil. Are there any mechanical consequences to the Fiend Keeper for becoming some shade of Neutral?


Ok, Vaporous Potion Feat.

Does this feat weaponize potions by forcing the subject to drink them (no save)? That seems very strong... Aboleth's Lung, and I'm sure many others


Ok, this is Khedron...

Mechanical:

Keldon Drogheda
CG Male ½ Orc

Bard (Archeologist) 4 / Magus (Kensai) 4
Init +3
Speed 30 ft
Darkvision (120 ft)

Defense
AC : 16 = 10 + *** armor + *** ?Buckler? + 3 Dex +2 Canny Defense
HP 10 = 8 +7d8+8*2 Con
Fort + 9 =+1 Bard +4 Magus +2 Con +2 Luck
Ref + 11 =+4 Bard +1 Magus +4 Dex +2 Luck
Will + 10 =+4 Bard +4 Magus +2 Luck
CMD : 20 = 10 +6 bab+4 dex
Offense
Melee: Whip or Spiked Gauntlet
Ranged: Shortbow or Dagger
BAB : +6

Bard Spells
L0 (6,*) DC 13 : Sift, Daze, Message, Mending,***,***
L1 (4, 4/day) DC 14 : Grease, ***, ***, ***
L2 (2, 2/day) DC 15 : Heroism, ***
Magus Spells
L0 (3,*) DC 12
L1 (3) DC 13
L2 (1) DC14

CMB : +10 = +6 +4 dex
Stats
Str = 10 (0 pts)
Dex 16 =16 (10 pts) +2 lvl 4, 8
Con 14 =14 (5 pts)
Int 14 = 14 (5 pts)
Wis = 10 (0 pts)
Cha 16 = 14 (5 pts) +2 Racial

Feats: Deft Maneuvers (1st), Lingering Performance (3ed), Whip Mastery (5th), Improved Whip Mastery (7th), Weapon Focus (Whip) (Kensai)

Traits : Naive (drawback, -2 against dirty trick and improvised weapons), Fates Favored (Faith), Maestro of the Society (Social), Young Reformer (Campaign)
FCB: +4 rounds of Archeologists Luck
Skills (4*6+4*2+8*2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+14 = 8 ranks+3 trained -1 wis +2 scavenger +2 Clever Explorer) and (+2 dimdweller),
K Local(+12 = 4 ranks+3 trained +2 int+1 trait +2 Bardic Knowledge)
Sense Motive (+6 = 4 ranks+3 trained -1 wis),
Use Magic Device (+14 = 8 ranks+3 trained +3 Cha),
Disable Device (+17 = 8 ranks+3 trained +3 Dex +1 trait +2 Clever Explorer),
Stealth (+14 = 8 ranks+3 trained +3 Cha) and (+2 dimdweller),
Diplomacy (+10 = 4 ranks+3 trained +3 Cha) ,
Bluff (+10 = 4 ranks+3 trained +3 Cha)

Languages : Common, Orc, Shoanti, Draconic, Giant

Class Abilities:

Bardic Knowledge +2 (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks
Archaeologist’s Luck (+1, 14 rounds total + lingering performance) (+2 from Fates Favored) (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.
Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An Archeologist with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
Rogue Talents: At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.
Arcane Pool (Su) (4 Points): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. When wearing light or no armor and not using a shield, a Kensai adds 1 point of Intelligence bonus (if any) per Kensai class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a Kensai is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
Magus Arcana: Wand Wielder
Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1. This ability replaces spell recall.


Racial Abilities:

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Dragon Sight: Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Dimdweller: Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of weapon familiarity.

Equipment, Not Done yet, 33000 gp:

Magic: Handy Haversack (2000gp), Wand of True Strike (50) (750 gp)
Weapons: Spiked Gauntlet (5gp), Whip x2 (2 gp), shortbow ( 30 gp ), 20 arrows (3 gp), Dagger X2 (4 gp)
Armor: Haramaki, ?Mithril Buckler?
Equipment
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), MW Thieves tools (100 gp), 7 sp in assorted coinage

His primary plan in a fight is to use True Strike driven combat maneuvers with his whip... (note, we are using Elephant in the Room, so he's effectively got weapon finesse and improved [Trip, Disarm, Dirty Trick and Feint]). He has a unchosen rogue talent and obviously his gears incomplete. Theoretically he doesn't actually need Improved Whip Mastery.

What, however are his backup plans, for A) fighting alone, and B) if combat maneuvers aren't useful for whatever reason (a swarm or an ooze say).


So here I am, with the opportunity to hit 3 opponents without hitting any of my companions with a Burst of Radiance, all without having to cast defensively... if, of course, I am willing to drop it on top of myself...

It won't do me any damage ( I am good), but it could blind me. Given I'm the one casting the spell, and I know the exact timing of the flash, is there anything can I do in the rules to give myself a save bonus (closing my eyes at the right moment for example).


Would a medium animal companion with the Hefty Brute feat be able to serve as a mount for a medium sized rider?


The Wit archetype (of a the bard class) has the ability:

Quote:

Quick Witted (Ex): At 2nd level, a wit can always act in a surprise round (though he remains flat-footed until he acts). In addition, the wit adds half his bard level on initiative checks.

This ability replaces versatile performance.

Does that replace all the bard's versatile performances or just the one at 2nd level?


Our party has just captured a cursed were-leopard, and in the process, Here I am, a brand new 5th level cleric... So I can cast remove curse! A problem and a solution in 1 right. Well kind of. You have to make a CL check exceeding the DC of the original curse to remove it. I don't know what that DC is, but I could see it being pretty high, and I only have CL=5...

Thus this question: can anyone think of any low-cost methods of boosting your CL for removing curses?


Consider the following positioning
FEN

F is the party fighter, N is another party member who is Nauseated, and E is the enemy.

Does the fighter get a flanking bonus to attack? It is important to note (as I understand it), a Nauseated creature cannot attack (and thus cannot take an AoO)...


I am feeling inspired by Victor Milan's Dinosaur Lords series. Thus, I am thinking of building a dinosaur lord...

This will be primarily a martial character, with the intention of mounted combat on a dinosaur...

My first thought was 3 levels of Hunter + Ranger X (including boon companion), but then I started wandering down assorted rabbit holes... Like Sacred Huntmaster Inquisitor in place of Hunter, and Cavalier or Samurai in place of Ranger...

I'm getting lost in my option, so suggestions are appreciated.


I am finishing up a melee focused occultist:
Character Link

Any Suggestions about what to do with my 9th level feat?


Ok, someone cast Aggressive Thundercloud

and now is moving it around the battlefield:

Aggressive Thundercloud wrote:


... It has a fly speed of 20 feet with perfect maneuverability...
The sphere moves as long as you actively direct it (as a move action for you)...

The cloud has a move of 20', flying. Can you direct it to take a) just a move action (20'), b) a Double move action (40') or c) a Run Action (80', induces an AC penalty but that doesn't much matter here)?

I have searched, but I didn't find an answer to this question. (Also, the results presumably apply to Flaming Sphere, Aqueous Orb, and so forth eg. Ball Lightning).


Disable Device Wrote wrote:

Restriction: Characters with the trapfinding ability (like rogues) can disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

The spells fire trap, glyph of warding, symbol, and teleportation circle also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic hazards against which Disable Device checks do not succeed. See the individual spell descriptions for details.

Our party currently does not have anyone with the trapfinding ability. My PC has a high perception and Disable Device. We are getting to the levels where magic traps become more common and can be nasty... Can anyone think of a magic item that will allow a PC to disarm magical traps ?


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What is the range on a Cytillesh Stun Vial?

There is no range increment given on how far you can throw this thing... I'm sure there's a generalized rule somewhere for all alchemical weapons, but I can't find an actual reference. Hopefully someone can help me out.


Ok, the party has captured a prisoner and wants to use Charm Person to interrogate him... (we're low level). Can anyone think of cheap way to mess with his will save? I'm thinking there might be some alchemical substance out there that we could feed to him or some such... Would just getting him drunk work? (Even forcibly pouring the alcohol into him?)


The Medium Champion spirit applies a spirit bonus to "attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves."

I believe this applies to CMB checks as they are considered an attack roll. Does the Champion spirit bonus apply to your CMD? CMD is based (in part) on strength...but it's not a check (unless your assuming it's a take 10).


Ok, situation,

Evil Cleric has ride skill, and animate dead. He wants to animate and ride a dead critter (Skeleton or Zombie - mindless undead from animate dead spell) around.

I don't see animal training working with the undead. Can he use ride skill with said critter?


Ok, I am participating in several PBP games. There are several where there a tendency to lag (ie player not posting for a while when it's there turn). Yes, the GM can bot if they choose, but that usually takes a minimum of 48 hrs (24 hrs for the initial poster, and then the GM has to make choices and put something up themselves, that they weren't expecting too...) and often much more.

What does everyone think of a pass the baton system (for combat scenes):

When your make a post for your characters action that round, you message (either PM, or Email for some groups), the next person in the init order. To enforce the 24 hr rule, you message the GM as well.


Ok, Grippli FCB for a medium :

"Medium (Blood of the Beast pg. 8): Add 1/4 to any checks modified by the medium’s spirit surge ability."

Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.

A non-spell damage roll is not check. Strength Checks and Strength-based skill checks are clearly checks. However, is a Fortitude save a check? How about an attack roll?

I think this THREAD establishes that an attack roll is not an ability check. But I found no clear definition of what a generic check is on AONPRD.


Ok, I need a mechanic for a person to impersonate a strix for long period (days to weeks). A greater hat of disguise gives you alter self, which doesn't cut it, because of the the Strix's natural fly speed.
Monstrous Physique spells won't cut it because of the duration...
How can you do this?


Ok, I was looking at the planar binding rules, because I've reached a level where it could be available and useful. I noticed that:

Planar Binding, Lesser:

Source PRPG Core Rulebook pg. 321
School conjuration (calling) [see text]; Level arcanist 5, medium 4, occultist 5, psychic 5, sorcerer 5, summoner 4, summoner (unchained) 5, wizard 5
Casting
Casting Time 10 minutes
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one elemental or outsider with 6 HD or less
Duration instantaneous
Saving Throw Will negates; Spell Resistance no and yes; see text
Description
Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.

The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell's effect and can escape or attack you.

Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped). Note that a clever recipient can subvert some instructions.

When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Ok, a) note the casting time, and b) you must use a magic circle spell (or equivalent) to make the trap.

Then look at

Magic Circle against Evil:

Source PRPG Core Rulebook pg. 308
School abjuration [good]; Level arcanist 3, cleric 3, inquisitor 3, medium 3, occultist 3, oracle 3, paladin 3, shaman 3, sorcerer 3, spiritualist 3, summoner 3, summoner (unchained) 3, warpriest 3, wizard 3
Casting
Casting Time 1 standard action
Components V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
Effect
Range touch
Area 10-ft.-radius emanation from touched creature
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance no; see text
Description
All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. You can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from evil and vice versa.

How are you supposed to cast a 10 minute spell in the round after you cast magic circle? Even if you say start casting (rather than complete casting in the round after you cast the magic circle), how are your supposed to get the Dimensional Anchor in, quicken it?


Ok, the party has snuck up on a sleeping dragon. They can't get too close because they would trigger blindsense and it would wake up. So they are thinking about starting with a volley of missiles against sleepyhead...

Rules Q.

Is there a bonus for shooting at a sleeping target? When I look through the combat rules, all I find is a -4 for ranged attack at a prone target (a gargantuan dragon for Chrissake!). It's not losing a dex bonus. (The dragon's dex bonus is actually a penalty, -2. Does it actually lose that penalty and improve it's AC there as well?) Would they actually be better off (effective +6 to hit) shooting at it when awake? That seems wrong...


Do Deliquescent Gloves add 1d6 acid damage to a kineticist's blast?


Can anyone think of a way to get extra ki powers on a monk (unchained)?


The underground chemist archetype for rogues gets this :

Discovery (Su): At 10th level, an underground chemist can select one of the following alchemist discoveries (Advanced Player’s Guide 28) in place of a rogue talent: concentrate poison, dilution, enhance potion, extend potion, mummificationUM, nauseating fleshUC, poison conversionUC, preserve organsUM, spontaneous healingUM, or sticky poison. She uses her rogue level as her alchemist level for determining the effects of her discoveries and whether she is able to select one. This ability alters advanced talents.

As "This ability alters advance talents", not replaces it, you can still select regular advanced talents, right...


Ok, the Flask Thrower

1) The weapon group is thrown ( despite is obviously being a projectile launching device ). Does this mean that it can only fire up to 5 range increments (as opposed to 10 range increments for "projectile weapons") ("A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments. ")

2)a) Can it be fired 1 handed? b) Can it be loaded 1 handed?
Note that is lacks the language in say a sling : "You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity." (this language is duplicated in a staff sling - but not with weirdness of a bombchucker)


Could a psychic caster use a ring of spell knowledge with UMD check? (Alternatively, is there an equivalent item for psychic casters?)


Ok, a Jinyiwei Investigator "casts spells as an inquisitor of the same level."

Does that include cantrips/orisons?


The variant tiefling abilities has the option of "You are unusually short, granting you all the standard traits of a Small creature."

What are the "standard traits of a small creature"?

At a minimum, it means the size bonus (+1) to AC, and To Hit, +4 to stealth and +2 to fly (skill bonuses), and a penalty (-1) to CMB and CMD.

Does it mean a change in move to 20'? How about Stat adjustments (+2 to dex like reduce person)? Anything else?


This may be a stupid kineticist trick:

Get a +X Allying Cestus.

Allying
Source Ultimate Equipment pg. 135, Advanced Player's Guide pg. 286
Aura faint transmutation CL 5th
Slot weapon quality; Price +1 bonus; Weight —
Description
An allying weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon’s enhancement bonus. The bonus to the ally’s weapon lasts until the allying weapon’s wielder’s next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally’s weapon (if any).
Construction
Requirements Craft Magic Arms and Armor, magic weapon; Price —

You are your own ally and have Line of Sight to yourself. Transfer the bonus from the Cestus to your Kinetic blast...

Does this work?


Recorporeal Incarnation

The makeover of all makeovers. Targets a humanoid corpse. gives the other subject:

"The living target gains the physical appearance and size of the corpse, and [u] gains its abilities as defined in alter self as well as any immunities, weapon proficiencies, weaknesses, and spell resistance the dead target had while living. [/u] The living target gains a +20 circumstance bonus on Disguise checks to impersonate the individual whose corpse is targeted by this spell. The disguise created by recorporeal incarnation lasts for a number of weeks equal to your caster level, or until the focus item is moved more than 30 feet away from the living target. When the effect ends, the living target returns to its normal form, sloughing off the corpse’s flesh."

Last a LONG time (weeks/lvl). What is the best humanoid corpse to use as a long-term buff ?

Also, does it work on corpses larger than medium or smaller than small (the alter self limits), due "gains ... size of the corpse"?


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Ok, a witch takes one or more levels in the Stargazer of Pulara prestige class. At first level in stargazer, he gets:

Mystery Magic (Ex): At 1st and 9th levels, the stargazer gains a hex from the witch’s list of hexes. His stargazer levels count as (and stack with) witch levels when determining the effects of hexes. In addition, the stargazer adds all hexes available to a shaman with the heavens spirit (Pathfinder RPG Advanced Class Guide 40) to the witch list.

My bolding and italics. Can said Stargazer select a hex from the general shaman list, eg Fetish, rather than from the Heavens Spirit specific list (Eveloping Void, Guiding Star, Heaven's Leap, Lure of the Heavens & Starburn)?


Ok, you're a player in a game situation.

Your party is executing a stealth based plan, and it looks like it's going to work just fine. Mid-execution (by other PC's), you suddenly realize that as a party you didn't think that some of the (to be) sneaked up on have the scent ability. This may (would) screw the plan royally & likely get other pc's killed. "Fortunately" for the PC's in question, the GM appears to have forgotten about scent too...

Do you PM the GM and remind him (thus selling out your fellow players) or do you keep your mouth shut and the GM run his game (thus selling out game integrity)?

Advice appreciated & yes, this is real.


I want to make sure I am interpreting the Woodland Rune spell properly in play.

Woodland Rune:

School abjuration; Level druid 3, hunter 3, ranger 3, shaman 3, witch 3
Casting
Casting Time 10 minutes
Components V, S
Effect
Range 0 ft.
Effect one rune
Duration permanent until discharged (D)
Saving Throw Fortitude negates; Spell Resistance yes
Description
Created by Ghorus as a safety measure to limit his enemies’ movements, this spell allows you to inscribe a powerful rune on any surface. Woodland rune triggers when any non-plant creature (apart from the caster) moves within 30 feet of the rune. When it’s triggered, roots and branches sprout from the ground, catching all creatures within a 30-foot burst of the rune and hindering their movement as if they were moving through heavy undergrowth, though it does not provide concealment. Plant creatures and creatures under the effect of woodland stride or freedom of movement are not affected by this spell. In all other respects, this spell functions as symbol of death.

1a) Is it like Entangle and needs plant life around or can you use it indoors/down an abandoned mine shaft/whatever? I currently believe it can be used wherever, as it doesn't have something like the entangle text "Area: plants in a 40-ft.-radius spread"
1b) What happens if you are on the 2nd story of a building? Does the heavy undergrowth pop out of the floor on the 2nd story, or does it pop up in the basement, 20' below, where the actual dirt is...
2) Is the resulting undergrowth permanent or does it go away? A symbol of death has an active time of " lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first." Presumably Dispel Magic and so forth will make the undergrowth go away?
3) "In all other respects, this spell functions as symbol of death." Presumably this means you can program it like Symbol of Death, in terms of attuning, passwords, and programmed triggers.

Symbol of Death:

You touched the symbol! Make a fort save, DC 29 or die!

Symbol of Death
Source PRPG Core Rulebook pg. 355
School necromancy [death]; Level arcanist 8, cleric 8, occultist 6, oracle 8, sorcerer 8, witch 8, wizard 8
Casting
Casting Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth 5,000 gp each)
Effect
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Fortitude negates; Spell Resistance yes
Description
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death kills one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. A creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.

As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death's triggering conditions cannot be changed.

In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.

When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the symbol's effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as 10 creatures) extends the casting time to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger groups takes an additional 24 hours per 25 creatures. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when it is triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol with a Spellcraft check (DC 10 + the symbol's spell level). Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.

Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or has affected its maximum number of hit points becomes inactive for 10 minutes, but then can be triggered again as normal.

Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.

But what does this mean for the attuned/non triggering persons/successfully saving? Assuming someone else (hostile) triggers it, can they move freely throughout the area as if there was no heavy undergrowth?


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