Prince Kasiya

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Organized Play Member. 165 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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I completely agree with Nicolas Cage.


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FAQ'd
Imho you get more attacks as part of the deed.


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Hi, my friend has been saying that there are some changes in alchemist text and that this class now can craft.
Currently he is reinforcing his claim with the new discovery from Cohorts and Companions "The Material mastery"

The Material Mastery wrote:

Material Mastery (Ex): Your superior knowledge of the

nature of matter enables you to ignore spell requirements
more easily when crafting magic items. By expending an
extract of the same school and level as a spell prerequisite
when crafting a magic item, you take only a –2 penalty for
ignoring that requirement, instead of –5.

My understanding is that this new discovery is for the Construct Rider alchemist archetype that grants Craft Construct feat to alchemist without prerequisites and any other upcoming archetype that grants crafting abilities.

Cos for brew potion this discovery is useless. Duh...

I still believe alchemists can not craft (take feat craft wondrous items) due to an existence of this FAQ.
So what's your take on this? Am I missing something?


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Iron Collar of the Unbound Coven is what you need. It's a bit pricey - 46K, but that lets you form coven without a hag.
Link to d20pfsrd.

For your question I believe the answer would be yes, but only those rounds when Night hag is summoned.


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James Jacobs wrote:
TheTheos wrote:

What are origins of Humans and Halflings on Golarion?

Is it good old evolution from chimp and thus Halflings and Humans share the same ancestor?
Or maybe Humans and/or Halfling arrived from another planet/plane?
Or maybe they are unsuccessful spawn of Rovagug that has been purified by good deities to walk the earth?
Or maybe Aboleths made Humans in test-tubes for servitude and halflings are unsuccessful by-product?
Or are they creation of some deity or deity-like being?
In our group this question has been killing us for ages. Please provide answer... or hope that there will be answer in near future...
Unrevealed as of yet. By design. By keeping it mysterious, each GM gets to make that decision on their own.

If YOU are the GM what is their origin? Basically, what is your favored origin for humans and halflings?


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What are origins of Humans and Halflings on Golarion?
Is it good old evolution from chimp and thus Halflings and Humans share the same ancestor?
Or maybe Humans and/or Halfling arrived from another planet/plane?
Or maybe they are unsuccessful spawn of Rovagug that has been purified by good deities to walk the earth?
Or maybe Aboleths made Humans in test-tubes for servitude and halflings are unsuccessful by-product?
Or are they creation of some deity or deity-like being?
In our group this question has been killing us for ages. Please provide answer... or hope that there will be answer in near future...


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Hi,
after searching this forum, reading rules, etc. it is still unclear how stealth (and HIPS) is meant to work. I see that there are at least 2 interpretations. Imho it should be one of these. Could you please clear my doubts and help me understand the rules. FAQ would be nice.
We are not discussing scent, tremorsense and other senses, methods of detection here

So here is the obligatory quote from the core rule book

Stealth skill wrote:

You are skilled at avoiding detection, allowing you to slip

past foes or strike from an unseen position. This skill
covers hiding and moving silently.
Check: Your Stealth check is opposed by the Perception
check of anyone who might notice you. You can move up
to half your normal speed and use Stealth at no penalty.
When moving at a speed greater than half but less than
your normal speed, you take a –5 penalty. It’s impossible
to use Stealth while attacking, running, or charging.
A creature larger or smaller than Medium takes a size
bonus or penalty on Stealth checks depending on its size
category: Fine +16, Diminutive +12, Tiny +8, Small +4,
Large –4, Huge –8, Gargantuan –12, Colossal –16.
If people are observing you using any of their senses
(but typically sight), you can’t use Stealth. Against most
creatures, finding cover or concealment allows you to
use Stealth. If your observers are momentarily distracted
(such as by a Bluff check), you can attempt to use Stealth.

While the others turn their attention from you, you can
attempt a Stealth check if you can get to an unobserved
place of some kind. This check, however, is made at a –10
penalty because you have to move fast.
Sniping: If you’ve already successfully used Stealth at least
10 feet from your target, you can make one ranged attack and
then immediately use Stealth again. You take a –20 penalty
on your Stealth check to maintain your obscured location.
Creating a Diversion to Hide: You can use Bluff to allow
you to use Stealth. A successful Bluff check opposed by
the viewer’s Sense Motive can give you the momentary diversion you need to attempt a Stealth check while people
are aware of you.
Action: Usually none. Normally, you make a Stealth
check as part of movement, so it doesn’t take a separate
action. However, using Stealth immediately after a ranged
attack (see Sniping, above) is a move action.
Special: If you are invisible, you gain a +40 bonus on
Stealth checks if you are immobile, or a +20 bonus on
Stealth checks if you’re moving.
If you have the Stealthy feat, you get a bonus on Stealth
checks (see Chapter 5).

The thing everyone agrees on is that if you are observed you cannot go into stealth mode, but there are ways to go around it...

Option A
You can be observed to go into stealth, but you need to have any one of these:
1) Total cover
2) Soft cover from creature at least one size larger than you with penalty (-10 unaware of you, -20 aware of you) /From Giant's hunters handbook
3) Concealment:
3.1 Light and darkness
3.1.1 In dim light if observer does not have low light vision and/or darkvision (partial concealment)
3.1.2 In darkness if observer does not have darkvision (total concealment)
3.1.3 In magical darkness if observer does not have see in darkness ability or equivalent (total concealment)
3.2 Concealment granted by spell
3.2.1 Blur
3.2.2 Fog cloud
3.2.3 Other spells that grant either concealment or conditions that grant it
3.3 Environmental effects like fog, mist,snow storm etc.
3.4 Invisibility either by spell or other ability (total concealment)
4) Possessing Hide in plain sight and meeting appropriate requirement from class (like being in favored terrain or being in dim light)
5) Possessing hellcat stealth and being in normal or bright light
6) Possessing night subdomain power "Night hunter" and observer does not have darkvision
7) By making a distraction via Bluff skill vs Sense motive
8) Another method of which I'm not aware

Option B
If you are observed you can go into stealth only if you have (I'm not going to delve into details as I did with previous option):
1 Total cover
2 Total concealment as via invisibility (example)
3 /Partial concealment or partial cover/ AND /bluff check for distraction/
4 By meeting special abilities (HIPS, Hellcat stealth, Night hunter) requirements

The biggest difference between two interpretations is that
Option A assumes line of sight is broken during stealth attempt
Option B assumes line of sight has to be broken before going into stealth (like becoming invisible) or distracting via Bluff or ignoring this rule via HIPS or Hellcat stealth.

Rules and the way how I read them support Option A, things I have in this forum support Option B, which is strange. I must be missing something.

So what is your take on this? Would be nice to see also extracts from rules (FAQ) not only opinions.


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Has anyone mentioned playing a native outsider as it makes you immune to all spells that affect humanoids? Charm person, dominate person - you wont need to think about those.


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New FAQ wrote:

Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?

Only if the pre-requisite calls out the name of a spell explicitly. For instance, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. However, the barghest's dimension door would not meet requirements such as "Ability to cast 4th level spells" or "Ability to cast arcane spells".

So does my character with arcane strike gained via SLA lose it?

No more early access to MT and EK. :(


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Have a succubi there as a boss who wants to make flesh golem out of certain body parts that become hard. Make them fight against incomplete version, make it come (pun intended) early so they know what they are going to fight against. Obviously after defeating such golem they will be wet.
Also many custom constructs, animated objects (hole filling rod that searches for holes to fill - if it manages to enter a living hole the victim throws DC X Fortitude save not to become butthurt. Butthurt condition: -2 on all d20 rolls).
Animated room that grapples those who enter.
Drop some custom weapons - Club with vibrating property (3 times per day user may activate vibrating property - creatures whose dr is bypassed by Bludgeoing weapon takes extra 2d6 damage).
Leather armor of bondage (whenever user gets bleed or nonlethal damage it gains morrale bonus of +2 on next attack roll or demoralize check)
whip of binding
scroll/wand of hardness
High heel boots of dominatrix (user gains fast healing 1 when is standing on demorolized/shaken person)
Obviously some tentacle monsters and slimes, there are plenty of those to find.


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This and this needs to be in this thread.