Male Human in Jungle

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Ranged Spellstrike (Su)
At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range.

If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted.

This ability alters spellstrike.

How would this work with a scatter weapon? Would the ranged touch spell effect all targets in the cone of the scatter shot, or just one?


OK for Star Soul Bloodline Bonus spells the Advanced Players guide says

Bonus Spells: unseen servant (3rd), glitterdust (5th), blink (7th), call lightning storm (9th; dealing fire damage, damage increased outdoors at night), overland flight (11th), repulsion (13th), reverse gravity (15th), greater prying eyes (17th), meteor swarm (19th).

What does

(9th; dealing fire damage, damage increased outdoors at night) mean?

I can't seem to find it anywhere

Thanks


So, they both last for 1 round per level yet Command greater says-

"At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command."

And Forbid Action Greater has no such text. Is that intentional, that if you fail your save it effects you for the entire duration, or was it omitted?


Ok the Bralani Azata reads

In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell.

Its fly speed is listed as fly 100 ft. (perfect)

The Wind walk spell reads

You alter the substance of your body to a cloud-like vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.

Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.

A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.

For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.

So which is it? does it fly at 100' perfect? Or 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. And what about the other Wind walk abilities, can it take others with it? can it push its speed to 600' round with poor?


Ok the Shield Other spell basically splits damage between two people. See below:

Spoiler:
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
Here is my question-

If you and the subject of the spell move out of range of each other, the spell ends.

My question is if either the caster or the recipient has DR, how does this spell interact with the DR?

Say Joe casts the spell on Bob. If Bob gets hit for 16 damage and Joe has 5 DR would Bob take 8 damage and Joe 3?

What if Bob had the 5 DR, would you apply the DR first and then split the damage? so they would both take 5? or would you split it and then apply the DR to Bob only resulting in 3 points to Bob and 8 to Joe?

If they both have DR do they both take only 3?


OK I did a quick search and did not find this anywhere. I apologize if it has been asked before.

The fascinate condition reads:

A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action.

So it says drawing a weapon breaks it, what if characters already have weapons drawn? By RAW the way I read it unless they approached the fascinated creature it wouldn't break, and approaching just grants another save. I am not sure why standing with a weapon already in hand does not breaks it and drawing a weapon does. It seems even healing yourself with a spell breaks it as that is casting a spell. Has this been clarified anywhere that I missed?


2 people marked this as FAQ candidate.

I have couple of questions around how mirror image interacts with some things

1. Cleave/Great Cleave- If the first person in the cleave chain is mirror imaged and you hit an image can you continue cleaving to other opponents?

In this thread

James Jacobs said not, stating you essentially missed and hit a figment instead. I am inclined to agree, but I have also had people argue that there is a mechanic for hitting and missing by 5 built into the spell, so you if you actually made your hit roll you should be able to continue as opposed to missing by less then 5. I realize Jame's response is not official so I am re-posting because that post was an archive and I wanted to be able to FAQ it.

Along the same lines if there were two illusion monsters and two real monsters and you swung at and dispelled an illusion first, could you keep on cleaving?

2. The vicious weapon property- if the wielder hits an image, does the wielder take viscous damage? My inclination no for the same reason, they hit a figment and do not actually damage anything

Please discuss and feel free to hit the FAQ button, I will


OK the description of the Float word of power is as follows

Spoiler:
EFFECT
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

The target of a wordspell with this effect word can float in the air, rising or falling at a rate of 30 feet per round as a move action. This effect only allows for vertical movement, but other forces might allow the target to move horizontally as well. The caster has no control over this movement, but can end a wordspell with this effect word prematurely as an immediate action.

So, I have a number of questions around this word. If you want to respond how you would rule in your game, that's fine, but please put your interpretation of the Raw as well.

There does not seem to be any weight limitation and it is target selected, which means in theory I can cast it on an object. Can I float a huge ship with it? A second level word?

The line that says "The caster has no control over this movement, but can end a wordspell with this effect word prematurely as an immediate action" does it refer to the line about horizontal movement or to the actual vertical movement caused by the spell? If its Vertical movement, then casting it on an object would not do anything as it seems like only the target has control over the vertical movement, so an object obviously would have no ability to take a move action to do so.

Because the save type is harmless, I am assuming it means the target controls the vertical movement and not the caster, otherwise you could cast it on someone unwilling and make them rise up for ever.


the template in the Bestiary does not mention Vampires having to rest in their coffins during the sunlight hours. It only mentions it for regenerating back after forced gaseous. Do vampires no longer have to spend the daylight hours in their coffins?


Can scent be used to detect them? Do they smell like gas, or do they smell like a person or Vampire even when gaseous?


Spoiler:
Antagonize
Whether with biting remarks or hurtful words, you are adept at making creatures angry with you.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimitade checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you. The effect ends if the creature is prevented from reaching you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot reach you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature makes a melee attack against you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

So is it me or is the DC on this ridiculously low? Was this intended as the great mage equalizer? Should it have been 10+level + wisdom modifier? I mean use this on a 5th level mage with a 10 wisdom and the DC is 5? Seems broken to me


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

The spell description is not very clear at all on this, does it just help against magical impediments, it does specifically call out under water, would is work on normal non- magical rough terrain?


Wording-

Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

So can a caster tell if the target made their save or not? by the wording it does not seem so, but if they can't the spell becomes completely useless.


OK Trap sense says-

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

The section on covered pits says-

Covered pits are much more dangerous. They can be detected with a DC 20 Perception check, but only if the character is taking the time to carefully examine the area before walking across it. A character who fails to detect a covered pit is still entitled to a DC 20 Reflex save to avoid falling into it. If she was running or moving recklessly at the time, however, she gets no saving throw and falls automatically.

So a rogue is running towards a covered pit, normally no save, the rogue however has trap sense so by RAW can detect it 10' away. How would you adjudicate this?

My inclination would be the rogue gets the DC20 check at 10' away and if successful detects it and can just stop, 10' is a long distance to be able to stop in.


Would the weapon have to check and see if it hits an image? It does not have eyes and it does not see as far as I can tell.

What about dancing weapons for that matter.

And I guess the same question would apply for any effect that gives the target concealment, if the room is dark, is the weapons vision based on the caster or wielder?

I am sure you could not direct the weapon to switch targets if you can't see the new target, but what if the effect happens after its acquired its target?


In the adventure Hungry Are the Dead there is mention of a High Academae. Does anyone know where it is? the module does not seem to say it only implies its not in Andor


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Lycanthropy

Ok having a debate with a friend about this-

A remove disease or heal spell cast by a cleric of 12th level or higher cures the affliction, provided the character receives the spell within 3 days of the infecting lycanthrope's attack. Alternatively, consuming a dose of wolfsbane gives an afflicted lycanthrope a new Fortitude save to recover from lycanthropy.

My friend says that the dose of wolvesbane also needs to be taken within three days, I say that according to RAW it can be taken any time to get another save. Which is it?


OK, hypothetical situation.Lets say you use planner ally or gate to summon a demon to assist you in a fight. That demon has the ability to summon more demons. Are the demons that it gets going to bound by your agreement with the first demon, or are they free to just attack you?

What do you think?


Is their a rule anywhere that outlines combat penalties for fighting in a room or corridor where the ceiling is lower then a character is tall, I.E. 4' or 5' ceilings character is 6'4" or so


OK, I did not find anything in the RAW on this one way or another so I suspect it will be up to DM interpretation. I am interested in peoples read on this.

Can I character with bardic Performance Orate drink a potion while the bardic performance free action is in effect, or do they have to stop orating and use an action next round to restart Bardic performance?


Theo Stern wrote:

My players are getting ready to go there and I would love to have a map and some more info then what's in the wiki and the campaign book. Any Modules have one?

Thanks

I guess that's a no *Sighs and starts looking through his generic city maps*


So the Ranged Legerdemain ability says the following:

Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Does the slight of hand ability work like telekinesis at range? Lets say there is a gem on a holder 30 feet away, can the arcane trickster use slight of hand to make it disappear and move to his pouch?


So the spell beast shape IV says
"This spell functions as beast shape III except that it also allows you to assume the form of a Tiny or Large creature of the magical beast type"

Only problem is there are no tiny magical beasts in the bestiary I can find, or am I missing something?


Are the -5's for secondary natural attacks already figured in on the monster stat blocks in the Bestiary? I find this confusing, the core book states

Some natural attacks are denoted as secondary natural
attacks, such as tails and wings. Attacks with secondary
natural attacks are made using your base attack bonus
minus 5. These attacks deal an amount of damage
depending on their type, but you only add half your
Strength modifier on damage rolls.

I have never seen anything in the Bestiary that denotes secondary attack, but I have seen some attacks for some creatures that look like the -5 is baked in.


OK a few questions here.

Does an Alchemist have to keep track of the components required to make Bombs potions and mutagens? There are two parts to this, first is a cost concern, is it like material components where the character is just assumed to have them?

Second is do they have to keep track like ammunition in the event they run out?

Thirdly, what do they weigh? An alchemist fire weighs 1 lb. Does that mean enough stuff to make a bomb weighs 1 lb? Given that even a low level Alchemist can make like 5 Bombs/Mutagens a day, a weeks adventure would be 35 lbs. Given the encumbrance rules in Pathfinder, that seems problematic.

Lastly does making a bomb require two free hands? I assume so, but it does not say.

Thanks in advance for the help


Just got it ihe mail, I did not relize it was 3.5 and not Pathfinder. Anyone done the conversion? Willing to share?

Txs