Thunderrstar's page

36 posts. No reviews. No lists. No wishlists.


RSS


2 people marked this as a favorite.
the tarrasque' wrote:


Regeneration (Ex) No form of attack can suppress the tarrasque's regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.

Not saying it makes sense in all instances but why would they specify that the tarrasque regenerate form death effects if everyone does it? It even states that you can instant kill the tarrasque but it comes back to life. If it can kill the tarrasque it can kill everything.


To answer the question in the title no there are no erratum on the templates. (Errata is plural)
In the template the spell stats at a edge of the square not an corner as the rules states, but is the template the more specific than the text or is it just an illustration and not an acual part of the rules. As it is in the PDR I’d say it is a part of the rules as to make sure that the 15 feet cone only targets about the same number of squares than the other example

And by the way your math is slightly off as the first diagonal only counts as 1 square. (Actually diagonal movement counts as 1,5 feet round the total down.)
In my diagram, a bold number represent (n + .5)

4 3 3 3 3 4
0 2 2 2 2
0 0 1 1 0 0
0 0 X 0 0

So if we go by the written rules a strait up cone would cover 10 squares as opposed to 6 squares. I think the template is as intended.


I see only two cases of an alchemist daring to sell a “to go” infusing to any strangers at all.
1. Chirurgeon archetypeand the infusion is a Infused Curative
2. The infusion is made direktely into a Preserving flask
In any other case, the drain on daily uses and risk of permanent extract loss is to great.


1 person marked this as a favorite.
Saethori wrote:

I didn't find it to be confusing. This is how I understand it:

First, the wizard needs to decipher it. This can be as simple as preparing and casting Read Magic.

Next, he needs to spend one hour studying the spell. At the end of this, he makes a Spellcraft check to see if he successfully analyzed the spell. If he fails, he can't understand the mechanics of the spell (or at least that scribed copy) just yet.

Finally, he begins the scribing process, which takes an hour per spell level (treating cantrips as 0.5 level as they often are). At the end of this, the spell is scribed.

Yes it looks like that and that is what I would rule, but the Skill description of Spell craft says differently:

Spellcraft wrote:

Action: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Making a Spellcraft check to craft a magic item is made as part of the creation process. Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.

Thus the confusion and need for an erratum.


From the magic chapter

"Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level)."

Then he can copy it into his spell book thus:

"Writing a New Spell into a Spellbook
Once a wizard understands a new spell, he can record it into his spellbook.

Time: The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record."
Spellcraft states that learning process to take the same time as copying a spell vit no reguard to the time it takes to understand it in the magic chapter.
In effect the question becomes does learning and coping a 4th level spell take 8 (4+4) hours or 5 (1+4)

I say 5 hours as I read the magic chapter as being more specific than the skill chapter.

This fact is that the OP has discovered a contradiction in the RAW this actually needs to get an Erratum.


Rysky wrote:
Thunderrstar wrote:
wraithstrike wrote:

Yes, if the GM allows it. There are no real restrictions on wondrous items, and as for someone saying on because there are no potions there is a rule that prevents it from being a potion.

The rules say-->Potions cant be made from personal spells and true strike is a personal spell.

Where? I cannot find it under brew potion feat, potions or creating potions in the magic items chapter.

To be made into a potion the spell must target one or more creatures, true strike targets “you” “you” are a creature.
This opens the question for interpretation. Unless you can point me to where in the rules it states that personal spells cannot be made into potions
Elixir is a wondrous item, not a potion.

Nevertheless, I am asking about potions where in the rules does it state that you cannot make a potion with a range of personal.


wraithstrike wrote:

Yes, if the GM allows it. There are no real restrictions on wondrous items, and as for someone saying on because there are no potions there is a rule that prevents it from being a potion.

The rules say-->Potions cant be made from personal spells and true strike is a personal spell.

Where? I cannot find it under brew potion feat, potions or creating potions in the magic items chapter.

To be made into a potion the spell must target one or more creatures, true strike targets “you” “you” are a creature.
This opens the question for interpretation. Unless you can point me to where in the rules it states that personal spells cannot be made into potions


Rysky wrote:
Must?

…as in having no choice or other alternative, thus he commits the evil act unwillingly, only willingly committing an evil act causes a paladin to fall.


By RAW (Ultimate Intrigue).
A paladin that must commit an evil act will detect as evil even if he will not fall due to the act in question is being committed unwilling.
And the Evil overlord who gives a orphan some silver because he feels sorry for the orphan will detect as good.


Rysky wrote:
Jeraa wrote:
Veilgn wrote:

Remembering that detect evil / good / haotic etc. Exist.

Spell can racist huh?

And the vast majority of people will not detect with those. You need to be at least 5th level/5 hit dice (or be an Outsider, Undead, cleric, or paladin) before you start to show up to the various Detect Alignment spells. And of the few people that do trigger the detection, they would only just barely register (a faint aura).

That raping, slaughtering, baby killing, puppy kicking horde of orcs coming your way? Won't detect as evil (though their leaders might).

Actually,

Detect Evil wrote:
Creatures with actively evil intents count as evil creatures for the purpose of this spell.

That applies to paladins that who must commit an unwilling evil act etc.

The Orcs in question are still 4 HD or les and thus have no aura to detect.
Read ultimate intrigue for more information on how the detect ailment spells can fool you.


2 people marked this as a favorite.

Lawful is structure and stability, respect for traditions and honour, it does not involve following arbitrary laws as the laws are not in themselves lawful.
Chaos is arbitrary behaviour, randomness and tanking thing as they come up living for the present not the past or the future.

Good is setting the welfare of other above your own
Evil is me first always.


1 person marked this as a favorite.

sentry seeds and it's alchemical c#*@erpart from ultimate intreuge


1 person marked this as a favorite.

No GM can cheat.
The GM is right the rules are wrong.


The Grand Shaft at Dover Castle can serve as an inspiration it allowed for a thousand men to deploy in an hour the staircase in only 130 feet but the choke point effect will be the same.
A “lot” of wall of stone or similar spells could make it


CRAFTER'S FORTUNE
+5 luck


mekka2000 wrote:


+1 studded leather = 1175 gp

Do you expect your players to keep this or sell it, because if they sell it they only get half the value…


2 people marked this as a favorite.

If the ship is stil afloat and “upside down” cutting some or all of the shrouds would coase the several tonnes of keel to make the ship flip over by itself. The hulk would then be rolling it the troth of the sea until a properly fastened sea anchor can be deployed. Next it would be a “easy” job to set up jury rigged masts.
The ship would undoubtedly be quite full of water and might not have much freeboard so setting up the masts before the ship is bailed out might cause it to sink.


What kind of ship is this anyway? Monst real sailing ships would have the masts sap when flipped and the keel would flip the ship back up again, then you have a distasted ship with a massive sea anchor. The way the sea anchor is fastened to the ship would decide how the ship acts in the storm.


Using quickened enlarge person as a base I end in the range of 54’000 gp. Standard enlarge person I get 1’200 gp and a continual I get 4’000 gp. This is using only the CRB rules on making magic items.
PS. The quickened variant lasts 9 minutes per activation and the standard last 1 min per activation.


HippopotamusXXX wrote:
I was adding that in as the power attack not the 1.5x from single natural attack. i saw a post showing this math and it was confusing me and i wanted clarification on it.

You are confused because the math in the example you saw is wrong, your own math are correct.


armoured coat or am I mistaken?


Jason Wedel wrote:


Human fighter 1
NG Medium humanoid (human)

Traits adopted, elven reflexes, eyes and ears of the city

Languages Common, Dwarven, Goblin

You were adopted by half elves and speak dwarf & goblin but NOT elven? That just seems off as the adopted part clarly is important to the backstory since the elven reflexes could be replaced by Reactionary


1 person marked this as a favorite.
http://paizo.com/pathfinderRPG/prd/coreRulebook/gamemastering.html wrote:


Cost of Living
An adventurer's primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring—spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?

You can certainly handle these minor expenditures in detail during play, but tracking every time a PC pays for a room, buys water, or pays a gate tax can swiftly become obnoxious and tiresome. If you're not really into tracking these minor costs of living, you can choose to simply ignore these small payments. A more realistic and easier-to-use method is to have PCs pay a recurring cost of living tax. At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can't afford his desired bracket, he drops down to the first one he can afford.

Destitute (0 gp/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.

Poor (3 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.

Average (10 gp/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.

Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.

Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.

That skuld handle it


later


1 person marked this as a favorite.

You’d have a real problem conveying the grit of the world using D20 mechanics, if you want to play in the Warhammer Fantasy world pick up a copy of Warhammer Fantasy Role Play. Remember killing EVERYONE including the children in a village that has a Nurgule worshiping sausage maker is ALWAYS the right thing to do.


A more playable version of this character would be:
Knife master Unchained rouge (hafling)
Dex 29 (18 + 3 level increase +2 racial +6 enchantment)
All other ability scores are irrelevant
Rouge talent: powerful sneak, deadly Sneak, combat trick, minor magic (irellevant) and major magic (true strike)
Feats: Weapon focus dagger, improved critical dagger, two weapon fighting, double slice, improved two weapon fighting, deific obedience to Pharasma
Trait: river rat
One rouge talent of Feat left + 1 trait
Equipment: +2 flaming dagger, +2 shocking dagger, belt of dexterity +6
30’000 gp to spend
Last buffing round cast true strike
This gives a DPR of 175,9152 for the first round and a accuracy according to OP’s formula of 75.3%
2nd round and beyond gets a DPR 155 and an accuracy according to OP’s formula of 43.3%

Note I am using Claxon’s formula for DPR


Dracoknight wrote:
Did you remember to add the deific obedience to Pharasma for an added bonus of +2 sacred to attack with daggers? ^^;

Nope, did not try hard ass the build relies on potions to be absurdly deadly


1 person marked this as a favorite.

Knife master Unchained rouge (Human/half orc/half elf/elf, don’t care)
Note the task for this challenge is not to make an actual playable character so:
Dex 23 (18 + 3 level increase +2 racial)
All other ability scores are irrelevant
Rouge talent: Deadly Sneak, combat trick all other talents are irrelevant,
Feats: Weapon focus dagger, improved critical dagger, two weapon fighting, double slice, improved two weapon fighting, all other are irrelevant
Trait: river rat

Equipment: +3 flaming dagger, +3 shocking dagger
Potion of haste, potion of wordspell ENHANCE FORM (BODY) (CL 4), potion of true strike

Now in the 3 rounds of buffing first chuck the potion of wordspell ENHANCE FORM (dex), potion of haste and lastly potion of potion of true strike
First action of the combat is to end the potion of wordspell ENHANCE FORM (dex) increasing the DEX bonus to +8
1st attack hits bar a natural 1
2nd attack has a 95 % of being against AC 21 due to Debilitating Injury (Ex)
3rd and further has a 99% chance of being against AC 21
This gives a DPR of 248,518 for the first round and a accuracy according to OP’s formula of 106,7 % (OP forgot to cap the formula at 95% per attack)
(In no circumstance do I think this character is playable)


1 person marked this as a favorite.

Variant Multiclassing into wizard may do the trick


I like the solution our GM found somewhere. (We play a 4 player +GM group so this works)
Every player roles one d6 drop le lowest and add up the rest then all the players use the resulting array arranging it as they see fit. Enough randomness, no power discrepancy and all contribute to the array.


Just how do you fit both those traits into a background story? Traits are not pick and choose they are an integral part of your background story.


1 person marked this as a favorite.

The entire point of the game is to have fun, are the strangeness of his build preventing any in the group including the GM from having fun?
Anny advice the GM gives to a player about his character should be aimed at increasing the enjoyment of playing nothing else.


1 person marked this as a favorite.
Captain collateral damage wrote:

Thunderrstar: We're assuming there wasn't any other option, and yes, a good character would try as hard as they can to find another one, but there is no other option. (Because this is a hypothetical scenario)

I stated that if he sleeps good at night and not wondering, in hindsight if there weren’t anything he could have done differently that would save all of them. If it does not bother him that he did not save all of them, he cannot be good. The thing is that he stated that he has no problem with killing the innocent family.

No qualms no regrets. And that is the problem, he states that he would have no second thoughts about killing them. No second-guessing or questioning his actions no “f I had done this (tm) a week, month or year before the situation would not appear.

It is the total lack of regret that make him non-good not the action.


1 person marked this as a favorite.
Persephone Zahariou wrote:


Cleric: "I... I really do not think there is one. As long as it is to keep your people safe I think you will do everything. Would you kill a whole family to save many many more? Yes you would. Now would you sleep at night? That's a very different question"
Swashbuckler: "Yes, I would. You are right. It's all about the people. We don't matter if we cant protect them. And yes... I could sleep at night."

I would say the Swashbuckler could not be good and not lie awake at night. If he is good, his conscience should haunt him making him wonder if there were not a way to save all of them.


1 person marked this as a favorite.
Diego Rossi wrote:
Saethori wrote:
wraithstrike wrote:
As for the gelatinous cube the creature does not take up the entire area it occupies, just like other creatures don't.
Gelatinous Cube wrote:
Gelatinous cubes are generally 10 feet to a side and weigh upward of 15,000 pounds [...]

It actually literally does take up the entire area it occupies.

Even if you take "generally" to mean an approximation, and that the cube in particular doesn't take the entire space, you still have at most a couple of inches of room between the cube and the adjacent walls, which is exceedingly difficult to make a shot through when you have to be against the wall and aiming exceedingly carefully. It's, at best, a far harder shot than simply not hitting Fighter Steve when trying to hit the orc he's fighting and in the way of.

Remember that the cube change shape to move, extending and retracting parts of its body, and can somewhat change its shape, so there are gaps. Even if the turn based system give us the perception of an immobile cube while the ranged attack is made, actually the player and cube actions happen at the same time, not sequentially, so the ranged attack happen while the cube is moving or attacking.

But even with that, if the combat was in a 10'x10' corridor and a target was behind a gelatinous cube, I would use this rule:

PRD wrote:
Improved Cover: In some cases, such as attacking a target hiding behind an arrowslit, cover may provide a greater bonus to AC and Reflex saves. In such situations, the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Stealth checks.

I'd say thet the cube provides totall cover.


Guard now believes Jhon the rouge has a legitimate reason to be in the city. That is all bluff does, nothing more. Now how the guard reacts to the knowledge that Julius Bilton has a meeting with John the rogue is a different matter.
Ultimate intrigue states that if the guard has instructions to not let anyone inn during the night the guard says no even if John convinces him that he is Julius Bilton.
Depending on the wording of the guards orders the bluff might mean that the guard don’t fear that letting the rouge inn will cause him to be punished and therefore reducing the Diplomacy check from 30+chr modifier to as low as 15+cha modifier.