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The "an incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own" rule is particularly confusing because of the Ghost Step ninja trick: "as a swift action, a ninja with this trick can pass through walls as if she were a ghost. Until the end of her turn, she can pass through a wall or other surface that is up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Each use of this ability uses up 1 ki point."


Okay, that's how it played out in my head. Thank you all for confirming.


Would an undead creature who has Protection from Energy (fire) or Resist Energy (fire) take double damage from a Wall of Fire even if that energy damage protection/reduction is sufficient to prevent the undead creature from taking hp damage?

In other words, does Wall of Fire reduce Protection from Energy (fire) twice as effectively on undead and, similarly, is Resist Energy (fire) half as effective on undead with regard to Wall of Fire damage?


Per the Contagion spell:

Quote:
The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information see Diseases.

It seems to me that, because the spell is notably lacking verbiage like "choose", the disease is not necessarily chosen (see Bestow Curse for an example of such verbiage).

Do we have any other evidence as to how this should be ruled?


So when I open a Paizo PDF, I find beautiful, detailed maps. However, these maps often have area of interest or trap markings. Such maps would reveal too much to my players. Where/how can I get versions of the maps that do not contain spoilers?


Wonderstell wrote:

@ The Young Squire Pettypants

@ David knott 242

I think Thedmstrikes meant that you could use a Training weapon to use feats that you don't qualify for normally.

A lv 12 Wizard has +6 BAB, and can pick up Vital Strike. They can not take Improved Vital Strike (+11 BAB) because you can't fulfill feat prerequisites with temporary effects. But if you already had Vital Strike, and a Training weapon keyed to Improved Vital Strike, then you'd be able to use Improved Vital Strike while under the effect of Transformation.

Oh, I see. Nice catch, that makes sense.


Thedmstrikes wrote:
Add the training (+1) enhancement to the weapon to get the feat you do not otherwise qualify for.

I'd still have to meet the prerequisites.


Coolwasabi wrote:
Probably not exactly what you want but there is the Mortal Usher prestige class from one of the latest adventure path. It advances a main class every even level so still some what advances wizard, gives vital strike at first level and counts its levels as bab for vital strike feats and gives a little extra damage boost on top of it.

I'm not fond of the other abilities mentioned in the class, but thanks for mentioning this. The Vital Strike bit is exactly what I would need.


Great news, not only is Transformation a great spell for this character, but it's made even better with the Idealize arcane discovery!


blahpers wrote:
Less flippantly, there's always transformation. You'd only have access to the feats while under the spell's effects, though. At that point, might as well just play a fighter.

Ooh. I'm sure that'd have to be a house rule, but that's a really neat idea. Alright, screw it, I'm goin back to exploiter wizard and using transformation.


Oh snap! I just found that the travel blessing of the warpriest grants an ability called dimensional hop which is essentially dimensional slide. Alrighty, I'm goin with warpriest. Thanks everyone!


So, I love the warpriest and that is a good option, but it doesn't fit my build idea. I really want wizard so that I can take the exploiter wizard archetype and get dimensional slide. (Could be an arcanist instead of exploiter wizard, but I like the spell progression of wizard better.)

The crux of the build is this: use dimensional slide to blink around the battlefield, driving a butchering axe into peeps using vital strike.


So my party believed Eliza and is now escorting her and Rayland, hands tied and weapons confiscated, back to Talmandor's Bounty. They're being cautious though given that Eliza declared that she's not confident that her and Rayland's minds are their own.


Cool. I'm building a fire kineticist so things should work out using that wild talent. Thank you all!


Do any of you know of a way to increase my wizard's BAB for the purpose of qualifying for feats? I'm building an orc exploiter wizard that uses vital strike, but the vital strike chain is kind of inaccessible given my character's BAB is so low.


I haven't played kineticist before, but recently gave it a cursory glance. I didn't see anything granting them resistance to the energy type that they're associated with, which seems odd. Does such an ability exist in the class?


Thanks for the input everyone! I'm going to give Fey Courtier a test run and keep Summoner on the back-burner. The character I have in mind if a pacifist so I don't think inquisitor fits. After giving it more thought, bard does work fairly well for the flavor of the character and for providing bonuses to the summoned fey.


I have a character concept that heavily involves summoning fey. There seem to be limited ways to do this and the best one that I've found so far (in terms of breadth of summoning options) is the Fey Courtier archetype of the Bard class. Have any of you found a rule/option that allows for more fey variety or that focuses even further on the summoning of fey?


I have a character concept that heavily involves summoning fey. There seem to be limited ways to do this and the best one that I've found so far (in terms of breadth of summoning options) is the Fey Courtier archetype of the Bard class. Have any of you found a rule/option that allows for more fey variety or that focuses even further on the summoning of fey?


The Young Squire Pettypants wrote:
Beefy GM wrote:

My PC's have not reached this point yet but I'm hoping to have him join the combat. My only caveat to the suggested double-cross written into the AP is that I'd like Urlgryber to be in on the deception.

My PC's have already shown a penchant for not murder-hoboing intelligent creatures who surrender (Enter the newest NPC in the colony Dridgaz the monkey goblin) so I'm hoping they can subdue him and then he'll have an opportunity to escape. Nothing like a recurring/returning villain to pull PC's in and make them feel personally invested!

That's really great that your players are interested in deliberating with intelligent creatures because there are A LOT in this AP. That's going to make for tons of great intrigue.

I totally agree that the ruse is pretty hard to pull off, but that it's still worthwhile to attempt. My party just entered the bottom floor of the tower and is battling the skum and clockwork servants. The book didn't mention any sophisticated sound dampening between the floors so I'm going to have Urlgryber run down to the first floor to assist his soldiers (there's a lot of commotion). To aid in the later ruse at the third floor, I'm going to have Eliza suggest that her and Rayland's minds and bodies have been tampered with and that she suspects that she and Rayland were going to be used to oppose the colonists (hence why she and Rayland are fully equipped). Still a hard sell, but a bit better I think.


Beefy GM wrote:

My PC's have not reached this point yet but I'm hoping to have him join the combat. My only caveat to the suggested double-cross written into the AP is that I'd like Urlgryber to be in on the deception.

My PC's have already shown a penchant for not murder-hoboing intelligent creatures who surrender (Enter the newest NPC in the colony Dridgaz the monkey goblin) so I'm hoping they can subdue him and then he'll have an opportunity to escape. Nothing like a recurring/returning villain to pull PC's in and make them feel personally invested!

That's really great that your players are interested in deliberating with intelligent creatures because there are A LOT in this AP. That's going to make for tons of great intrigue.


Thanks for the clarity, everyone. It seems that Improved Familiar and familiar archetypes that modify Speak with Animals of Its Kind are mutually exclusive.

As a GM, I'd interpret that you could just remove your improved familiar's languages in order to qualify for archetypes that replace Speak with Animals of its Kind. Improved Familiar and familiar archetypes seem like they should coexist -- they're both very desirable for players that want a specialized familiar.


Thank you SO much for this archetype! Incorporating it inspired one of my most beloved characters yet!


It seems that no one has convincingly proved the theory in the original post to be false.


Belafon wrote:
The Young Squire Pettypants wrote:
Can Monitor Obedience or Fey Obedience be used in place of Deific Obedience for the Divine Paragon archetype?

Strictly as written, no. You get the Deific Obedience feat, and therefore would need to worship a deity that specifically grants a Deific Obedience boon.

As a GM I wouldn’t have any problem letting a player use Fey Obedience instead. The introduction to Fey Obedience in TFW:RotF specifically notes that you can use Fey Obedience to qualify for Exalted, Sentinel, and Evangelist prestige classes with no changes - normally character level 5 - so making a Divine Paragon cleric wouldn’t be out of scale.

BotD specifically states that Fiendish Obedience does NOT directly qualify for those classes (it suggests the PCs be two levels higher to enter the prestige class) so getting the boons at the Divine Paragon levels would be too early. Similarly, you have to be at least level 7 to become a mystery cultist (Celestial Obedience) or Proctor (Monitor Obedience) so I wouldn’t allow those for Divine Paragon either.

Thank you, very well put.


Did anyone have Urlgryber flee and rally with Eliza and Rayland? If so, did you abandon the ruse (that Eliza had planned) in favor of immediately assaulting the PCs, or did you come up with another tactic?


Have: Long Distance Support

Want: Any race boon


1 person marked this as FAQ candidate.

Can Monitor Obedience or Fey Obedience be used in place of Deific Obedience for the Divine Paragon archetype?


2 people marked this as FAQ candidate.

The 1st boon granted by deities tends to be a list of different spell-like abilities that can be used a certain number of times per day.

I have a couple of questions about such boons. Do we select only one of those spell-like abilities (we are note granted all of them)? If the answer to the previous question is yes, can we select which spell-like ability we want each day (similar to preparing spells, I suppose) or are we locked into using only one of those spell-like abilities forever?


john wood wrote:
Adam Daigle wrote:
Wow! Great job!

Thanks, Adam!

Does anyone know of a way to access the NPC portraits that are part of the art work in the first two books of the adventure path?

My goal is to have an NPC card consisting of a brief description and portrait for every NPC listed in my original post. I think it will help my players connect better.

Great plan regarding the NPC cards! I use OneNote on my laptop, each NPC gets a page which describes/illustrates what the players know about them. To display an NPC page to my players, I just link my laptop to my TV and throw the fullscreen version of the page onto the TV screen.


Danny StarDust wrote:

Since in the desciption of Shroud of the City is no DC mentioned, you can apply the general DC rule (found here) for Oracle's revelations:

Paizo wrote:
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
Hope this helped

Exactly what I was looking for, thank you!


Is the DC for the Shroud of the City revelation equal to 10 + the spell level of Veil (which is 6) + the Oracle's CHA modifier? That seems a bit high considering that this revelation can be taken at 1st level.


Blue Eyed Devil wrote:
The module "From Shore to Sea" and the info on the Sun Temple Colony from "Lost Cities of Golarion" are both very useful. "Aquatic Adventures" is also pretty handy.

Does anyone know where the island of the Sun Temple Colony is located with respect to the island of Ancorato (the first island explored in the Ruins of Azlant adventure path)?


Have:
Undine

Want:
Grippli


OK, so,

"The following options are
available to all orcs who have
the listed favored class...Cavalier: Add +1 to the cavalier’s CMB when making
bull rush or overrun combat maneuvers against a
challenged target" (139 Advanced Race Guide).

You would think that it should be +1 to the Cavalier's MOUNT'S CMB...but, I guess paizo imagined that Orc cavaliers often dismount and bull rush opponents on foot.

If anyone thinks that this favored class feature should be worded differently, SAY AYYYYYEEE MAAAAAYAAAAAN!