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Silver Crusade

I'm a big fan of the ARPG Path of Exile (lot of fun and totally free to play if you wanna check it out)

In the game, there is a spell called Righteous Fire, that causes you to burn for a percentage of your health as fire damage and in turn it burns all foes around you for fire damage based on a percentage of your health as well.

I really like the flavor of the ability, shrouding yourself in fire and slowly burning to death while also burning your foes around you.

Anyone have any ideas on how to translate that theme into a custom spell for pathfinder?

Silver Crusade

So I have a plan for an upcoming game where I want my party to basically have to pull off sort of an Ocean's Eleven style game. They will be tasked by an important contact to steal a powerful artifact from the castle vault of a powerful and evil lord's castle during a grand ball event.

I'd rather this be an overall combat light encounter as well as we just did a rather long dungeon crawl not that long ago and players have expressed desires not to do another one for a while.

The problems I've run into:

1: I've never run a game like this before

2: Being at the level where they are at, they have a lot of magical tools at their disposal that defeat more mundane obstacles like locks.

3: A few of the guys playing have a fair bit more roleplaying experience than me, so I don't want them to just steamroll the stuff I throw at them.

Silver Crusade

Lets say I want to craft a Belt of Giant Strength +2.

It has a Caster Level of 8 and a requirement of Craft Wonderous Item and Bull's Strength.

Lets say I meet those requirements but I'm 6th level. Can I craft the belt?

In the rules it says that if you don't meet a requirement to make a magic item, you can bump up the DC by 5.

So if I'm 6th level, can I just bump up the DC to make the item form 13 to 18? Or do I have to be 8th level to make it?

Silver Crusade

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As someone who uses tokens/minuatures as well as plays often on virtual tabletops, I've gotta say that every time I see a map in a module with 10ft squares I cry out in utter frustration. Every time you do this, it's so much extra work on my part as the GM to go and try and scale this map properly so that I can use figures or use it on a virtual tabletop and not run into countless problems trying to figure out spacing, reach, token size, ect.

Paizo, I love you guys, but please, you're killing me with the 10 ft. Maps. I just spent the past 5 hours just trying to perfect the maps from Jade Regent 4 when it should have taken like 30 minutes.

Silver Crusade

So I made a thread yesterday with a powerful item and it was suggested I split it up into multiple items. Since then I've come up with additional ideas for stuff I wanted to do and incorporated them into the items presented.

These items are HEAVILY inspired by the lore of the Monkey King Sun Wukong from the Chinese novel Journey to The West.

The items, with the exception of the whistle, are all part of a set called The Regalia of the Sun Wukong. Wearing the full Regalia grants additional powers to the wearer.

Heandband of the Monkey King:

Headband of the Monkey King
Aura Moderate transmutation; CL 5th
Slot headband; Weight
Description
This headband grants the ability to speak with monkeys and apes as per the spell speak with animals. All monkeys and apes are automatically neutral to the wearer and his allies.
This item is part of the Regalia of Sun Wukong

Great Sage's Robes:

Great Sage’s Robes
Aura Moderate transmutation; CL 7th
Slot body; Weight
Description
This lush robe is covered in thick fur. The wearer grows a prehensile monkey tail. This tail can retrieve any stored item as a swift action. The wearer can also use the tail to hold an item just like an arm, but the tail cannot manipulate the item (it cannot wield a sword, defend with a shield, activate a wand, ect.).
Once per day, the wearer can pluck a hair from the robe as a standard action and summon a swarm of monkeys as the spell mad monkeys. The hair plucked grows back the next day.
This item is part of the Regalia of Sun Wukong

Somersault Cloud Boots:

Somersault Cloud Boots
Aura Moderate transmutation; CL 5th
Slot feet; Weight
Description
The Somersault Cloud Boots create a small cloud in the air as a platform for a increase the height of a jump. They provide a +10 bonus to acrobatic checks made to jump. Once per day, the wearer can gain a +50 bonus on a jump check.
This item is part of the Regalia of Sun Wukong

Nimbus Whistle:

Nimbus Whistle
Aura Moderate transmutation; CL 5th
Slot none; Weight
Description
The Nimbus Whistle summons a small, flying cloud to carry the user that can be directed at will. This functions as the spell fly. The whistle can be used three times per day.

Ruyi Jingu Bang:

Ruyi Jingu Bang
Aura Strong transmutation; CL 10th
Slot ; Weight
Description
This +2 Ki Focus Adamantine Quarterstaff was gifted by the Dragon King to Sun Wukong. As a swift action, the wielder can give the weapon the reach property or remove the reach property.
This item is part of the Regalia of Sun Wukong

Beads of 72 transformations:

Beads of 72 Transformations
Aura Strong transmutation; CL 7th
Slot neck; Weight –-
Description
This chain of massive prayer beads hangs around the neck; each bead adorned with a kanji symbol for an animal. As a stardard action, the wearer can transform into any animal per the spell beast shape II. This transformation lasts for 1 hour.
This item is part of the Regalia of Sun Wukong

Regalia of Sun Wukong:

Regalia of Sun Wukong
Item Set

If all of the items of the Regalia of Sun Wukong are worn together by the same person, that individual gains extra powers:

The wearer gains a +2 enhancement bonus to Strength and Dexterity.

The wearer gains the ability to detect evil constantly in a 60 foot cone. This ability pierces spells and affects that would otherwise hide/alter alignment.

Once per day, as a standard action, they may create a magic circle against evil using the Ruyi Jingu Bang. This circle lasts for 10/minutes per level of the wearer.

Looking for criticism, suggestions, and other comments.

Silver Crusade

I'm currently running Jade Regent for some friends and I like to give my players custom magic items to play with.

For my monk player I've been toying around with the idea of the Monkey King Sun Wukong and I came up with this:

Beads of Sun Wukong:

Beads of Sun Wukong
Aura strong transmutation; CL 20th
Slot neck; Weight

Description
This set of massive prayer beads confers upon any monk who wears them the powers of the Monkey King, Sun Wukong.

Upon donning the beads, the player grows a prehensile monkey tail. The monk can use this tail to retrieve a stored item as a swift action. This tail can be used to hold items but cannot manipulate them (The tail cannot activate a wand or wield a weapon or a shield). The monk also gains the ability to speak with monkeys and apes and any monkey or ape is considered helpful.

While wearing the beads, any quarterstaff in the monk's hand is considered a +1 adamantine weapon. As a swift action, the wielder can give the weapon the reach property or remove the reach property. The quarterstaff loses these properties the moment it leave's the monk's possession.

Three times per day, the monk can transform into any animal as per the spell beast shape II. The monk can maintain this form for 1 minutes per monk level. While in animal form, the monk retains his prehensile tail.

Once per day, the monk can summon a cloud that will carry him. This ability functions as the spell fly and lasts 1 minute per monk level.

Looking for thoughts/suggestions/criticism. I'm trying to keep the item in line with the lore of Sun Wukong.

Silver Crusade

I'm looking for one for my Roll20 game's character archives but I can't find one. I've found pictures of all the runelords, but nothing of Emperor Xin. If there doesn't exist an official one, does anyone know of a good fanart?

Silver Crusade

I have a play in my game that wants to know if the Shinobi Shozoku counts as armor for a monk's abilities. If so, is that different from the Shozoku of the Night Wind from Jade Regent, as that is a body slot item that is worn and used by a monk.

Silver Crusade

I ran a game a few days ago where I had two characters die in the last encounter. How should I go about awarding EXP now? Do the two remaining PCs get all the EXP split between the two? Or do I divy up the EXP by 4 for all the fights but the last one and then the EXP for the two dead characters just goes to waste?

Silver Crusade

1 person marked this as FAQ candidate.

My party was playing the end of the 1st Jade Regent module today and we ran into a rules snag.

Jade Regent 1:
The party had found a number of +2 bane evil outsider arrows in the castle. Later, the party was fighting Nindinzego, the half-fiend decapus in the basement of the castle. They thought he was an evil outsider, and used the arrows, only to be sadly told by me that he was in fact Outsider(Native) not outsider evil. They presented the argument that since Nindinzego is a CE evil giant evil tenacle monster of doom, it doesn't make sense for him to not be evil. I explained that the bane rules don't care about alignment, but rather your type and subtype, and he was not subtype evil.

So what would you guys have done there? I feel as if I made the correct rules call, but I can see why they were confused.

Spoiler:
Especially because from what I can tell, there are no actual evil outsiders in the 1st AP to use the Bane arrows on, which is somewhat uncommon for an AP to put in such specific items like that and never give an opportunity to use them in that module. A misfire of Chekov's gun.

Silver Crusade

If a creature with the grab ability initiates a grapple from a distance, the rules say to move that creature to AN adjacent square. The rules however do not say which adjacent square the creature must be moved to.

Therefore, if a huge creature is facing the party in front of him, can he reach out, grab a creature, and then place him lets say in an adjacent square behind the huge creature, effectively separating the grappled PC from the party?

Silver Crusade

In the Player's guide, the section that talks about unrest says that the caravan gains unrest whenever a wagon is destroyed, but the rules lump the caravan's HP into one big pile and you don't lose anything unless your caravan loses all it's life, and then you lose everything.

So what's the deal there?

Silver Crusade

1 person marked this as a favorite.

I know it sounds like a stupid question, but hear me out. I'm working on a Dazzling Display build and I've run across kinda a tricky question: is fear a mind-affecting effect?

The problem is that there is a lot of conflicting info out there:

For example: The CRB section on fear: No mention of it being a mind-affecting effect.

CRB Glossary:
Fear

Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.

Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).

Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can, dropping whatever they are holding. Other than running away from the source, their paths are random. They flee from all other dangers that confront them rather than facing those dangers. Once they are out of sight (or hearing) of any source of danger, they can act as they want. Panicked characters cower if they are prevented from fleeing.

Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

But then if we look at the Beastiary section on fear attacks and frightful presence, it says fear attacks and frightful presence are mind-affecting

Beastiary:
Fear (Su or Sp) Fear attacks can have various effects.

Fear Aura (Su) The use of this ability is a free action. The aura can freeze an opponent (as in the case of a mummy's despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of the area.

Fear Cone (Sp) and Ray (Su) These effects usually work like the fear spell.

If a fear effect allows a saving throw, it is a Will save (DC 10 + 1/2 fearsome creature's racial HD + creature's Cha modifier; the exact DC is given in the creature's descriptive text). All fear attacks are mind-affecting fear effects.

Format: fear aura (30 ft., DC 17); Location: Aura.

Format: fear cone (50 ft., DC 19); Location: Special Attacks.

Frightful Presence (Ex) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature's racial HD + frightful creature's Cha modifier; the exact DC is given in the creature's descriptive text). An opponent that succeeds on the saving throw is immune to that same creature's frightful presence for 24 hours. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. Frightful presence is a mind-affecting fear effect.

Format: frightful presence (60 ft., DC 21); Location: Aura.

But then if we look at what the Beastiary called a mind-affecting effect, no mention of fear:

Beastiary:
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

Furthermore, if we look in the Core Rulebook under Magic, it lists fear and mind-affecting as separate descriptors

CRB Magic Chapter:
[Descriptor]

Appearing on the same line as the school and subschool, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor.

The descriptors are acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and water.

Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.

A language-dependent spell uses intelligible language as a medium for communication. If the target cannot understand or cannot hear what the caster of a language-dependant spell says, the spell fails.

A mind-affecting spell works only against creatures with an Intelligence score of 1 or higher.

However, despite that whenever we see a fear spell, we see the following:

Any Fear Spell:
School necromancy [fear, mind-affecting]

Which makes me ask, does the fact that all fear spells are mind-affecting mean that fear is mind-affecting or are they separate descriptors for a reason? If fear was a mind-affecting effect, why not just include it and leave out the fear descriptor.

It's all rather confusing because the rules as written don't make a lot of sense. However, if you think about it logically, it doesn't make a lot of sense to be able to intimidate say a mindless construct for example.

So ultimately I'm left asking is fear a mind-affecting effect and it was just oversight that it was left out of mind-affecting effects? Or are Fear and Mind-Affecting really two separate descriptors? For example, since the spells list both Fear and Mind-Affecting, does that mean that the condition (The Fear) is not a Mind-Affecting effect normally, but the way it is being imposed (The Spell) turn it into a Mind-Affecting effect?

Or I guess put another way, is non-magical fear not mind-affecting while magical fear IS mind-affecting? Or is all fear mind-affecting?

Silver Crusade

I'm currently running a game of Jade Regent with 5, sometimes 6 players. I've done the math, and the starting Caravan comes with 10 spots for travelers but has 6 NPCs in it.

My party is already over capacity for the starting caravan and they haven't even gotten it yet. Should I force them to buy another Covered Wagon before they start? What if they can't afford it? Should I just given them another one at the beginning?

Silver Crusade

2 people marked this as a favorite.

So the other night I introduced a friend of mine to the concept of gestalt classes and he really got into it. We spent a lot of time tossing out ideas for some good options, but none of us have ever really run a game with them before.

I was curious as to what some of the best options that are available, assuming that you have the ability scores to make it work.

There are some classes that seem like they would work really well, like Paladins, Magus, Alchemist, Barbarian, Inquisitors, and Wizard/Sorcerers, with a lot of our stuff coming back to classes like Magus that have better action economy for their abilities.

Silver Crusade

So I was thinking last night about what would be my favorite build concept for an incredibly cheesy character and I settled on a character that just blows the action economy out of the water.

My final build ended up being a Master Summoner with Eldritch Heritage to get a Familiar, Leadership for a Cohort (Preferably another summoner), and Improved Familiar.

I ended up playing around with this for a while and finally reached a place where I just sat back and said to myself "You are a bad person"

So what about you guys? What are your "Never in a million years" cheesiest builds?

Silver Crusade

I'm thinking of starting a new campaign (Probably Anniversary RotRL) and I'm trying to decide on what materials to allow for the game. When I was introduced to Pathfinder, I was brought into a CRB only group and it was only somewhat recently that I've been in games and started PFS that the rest of the materials have been available to me.

While I really enjoy some of the freedom allowed by the new books, I'm not a huge fan of some of the classes (Summoner, Magus, Gunslinger) and I'm DEFINITELY not a fan of the overall power creep.

I know that I'm not going to allow any of the tiny splat books, like Player Companions. I'm probably also going to restrict Inner Seas World Guide, since I don't terribly consider it a player resource.

That leaves me with the CRB, APG, ARG, UM, and UC.

I don't really know whether I want to go with JUST the CRB, because I really do like a lot of the options in the APG like Alchemist and Inquisitor.

I'm also open to suggestions about any feat restrictions or anything of that nature (I'm already pretty sure I'm going to restrict Leadership and Crafting).

Silver Crusade

Tonight we were playing a PFS game and a friend of mine told me that there was a note in the society field guide that changed how wands work so that a 1st level Paladin or Ranger for example cannot use a wand of cure light wounds.

Is that true, and if some, could someone link me the relevant text? I was under the assumption that they functioned as they do in the CRB, where a class can activate a wand as long as they have the spell on their list, even if they can't cast the spell yet.

Silver Crusade

3 people marked this as FAQ candidate.

So I had started a thread the other day about whether or not you could spellcraft a wand to identify the spell being cast, and the reason for the thread was being I was curious as to the effect that successfully spellcrafting an illusion spell would have. I figured that I might be better off starting a new thread on the subtopic of illusions and disbelief.

Under the rules, if you can make a spellcraft check against a DC 15+Spell Level to identify a spell as it is being cast, as long as you can see the caster. If you are successful, you know what spell they are casting. This takes no action.

For illusions and disbelief, anyone who is faced with proof that an illusion isn't real doesn't have to make a saving throw to disbelieve the illusion. If someone communicates that an illusion isn't real, everyone else gets a +4 bonus to their saving throw.

So really, I guess I have two questions:

1: If you successfully spellcraft an illusion, do you auto-disbelieve it? Because if you know that what they are casting is an illusion, you must therefore know that what they create isn't real. Or do you just get a +4 to your saving throw?

2: Does the spellcraft check allow you to make a saving throw vs the spell? The rules say that you are required to either study an illusion carefully or interact with it to get a save, and while the book doesn't say so, this is extrapolated out to mean that you need to at least make a move action to study the image. A spellcraft check however doesn't require an action, which would mean that if it allows you to make a save, you are skirting the requirement that you study the illusion by making a move action.

Silver Crusade

2 people marked this as FAQ candidate.

One of my absolute favorite spells to cast in the game is Silent Image due to it's versatility. However, one of the dangers of the spell is that if your foe has Spellcraft, he can make a DC 16 Spellcraft roll (Which takes no action and isn't difficult for a caster) to identify your spell...as Silent Image. At which point, he then knows that whatever you create is an illusion and should either automatically disbelieve or at least get the +4 bonus.

Which lead to wonder. Does a Wand of Silent Image have the same limitation? Wands don't require handwaving and incantations, they just require you to point the wand and say the trigger word.

So my question is, can an enemy caster use Spellcraft to identify a spell being cast by a wand in the same way that they can identify a spell being cast normally?

Silver Crusade

I already have a Wand of Infernal Healing to handle out of combat healing, and now I have enough cash to get my second wand.

Right now I'm trying to decide between:

Enlarge Person
Protection From Evil
Shield

but if anyone else has a suggestion, happy to entertain it!

Silver Crusade

Say you have just defeated the boss of a dungeon, but your noble Paladin/Cleric was brought down in the fight. You are the only other caster in the party and they are bleeding out. You have the ability to heal them...but it is Infernal Healing.

I want to hear everyone's thoughts about both RP consequences and mechanics consequences for it.

Would your opinions change if it wasn't so much a life or death issue, but rather simply a issue of "oh, I was hurt, can you patch me up?"

Silver Crusade

Here is the statblock

Cleric:
Sharil
Female Aasimar Cleric 1
CG Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +7
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -5 (1d4-1/x2) and
. . Morningstar -1 (1d8-1/x2)
Spell-Like Abilities Bit of Luck (7/day), Daylight (1/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Remove Fear, Bless
0 (at will) Guidance, Light, Detect Magic
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 14, Int 7, Wis 19, Cha 16
Base Atk +0; CMB -1; CMD 10
Feats Selective Channeling
Traits Indomitable Faith, Reactionary
Skills Acrobatics -6 (-10 jump), Climb -8, Diplomacy +9, Escape Artist -6, Fly -6, Perception +6, Ride -6, Stealth -6, Swim -8
Languages Celestial, Common
SQ aura, cleric channel positive energy 1d6 (6/day) (dc 13), domains (liberation, luck), liberation (1 rounds/day), spontaneous casting
Combat Gear Scroll of Bless, Scroll of Magic Weapon; Other Gear Four-mirror armor, Heavy steel shield, Morningstar, Backpack (empty), Bedroll, Chalk (10), Desna, Torch (10), Trail rations (5), 21 GP, 2 SP
--------------------
TRACKED RESOURCES
--------------------
Bit of Luck (7/day) (Sp) - 0/7
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) - 0/6
Daylight (1/day) (Sp) - 0/1
Liberation (1 rounds/day) (Su) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

I am tossing around the idea of instead of going Luck Domain, going Fate Domain instead.

The main difference is that at 8th level, Luck Domain gives you re-rolls, while Fate Domain instead allows you to force the enemy to re-roll.

Obviously Luck is great for the occasional failed saves, but Fate would be good to negate enemy crits, which can be devastating.

Silver Crusade

13 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Posted from the Bleed thread to avoid OT discussion

Bleed in the CRB: Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage).

Bleed in the Beastiary: This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.

Under the CRB definition, Channeled Energy does not stop bleed damage because it explicitly says Spells, while channeled energy is a Supernatural ability.

Under the Beastiary, it would because the Beastiary says magical healing, and supernatural abilities qualify as magical.

Furthermore, Regeneration and Fast Healing do not explicitly state that they stop bleeding, and since they're both extraordinary abilities, neither stops bleed RAW, however it doesn't make a great deal of sense that they wouldn't stop bleeding wounds, ESPECIALLY Regeneration, which can even grow back severed limbs.

Silver Crusade

So here's the lowdown:

I've got a 5th level human Paladin Archer (Vengeance)

Stats:

Str: 14
Dex: 18
Con: 10
Int: 9
Wis: 8
Cha: 16

Feats:

Point Blank Shot
Rapid Shot
Precise Shot

Gear:

+1 Adaptive Composite Longbow
+1 Cloak of Resistance
+1 Studded Leather

I've got two decisions to make:

1st: what to pick as my 5th feat (currently deciding between Deadly Aim and Weapon Focus)

2nd: How to spend 4K (deciding between Dex Belt, Cha Headband, and Bracers of Falcon's Aim)

Silver Crusade

46 people marked this as FAQ candidate. Answered in the FAQ. 3 people marked this as a favorite.

For starters, lets begin by analyzing the text of the rule.

APG wrote:
Reach (Ex): One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet.

Seems simple enough at first glance. But the devil is in the details here.

As far as I see it, there are two problems, or should I say questions, that arise with the Reach evolution.

1st: Does the reach evolution apply to one attack, one attack evolution, or one type of attack?

When talking about the reach evolution, I typically see people split into 3 camps:

Camp 1: The reach evolution applies to ONE attack, so if an eidolon has 6 claws, it applies to ONE claw.

Camp 2: The reach evolution applies to one attack EVOLUTION, so if an eidolon has 6 claws, it applies to TWO claws.

Camp 3: The reach evolution applies to one attack FORM, so if an eidolon has 6 claws, it applies to all SIX claws.

So at first glance, this seems like a no brainer, lets look at the text of the rule again:

APG wrote:
Reach (Ex): One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet.

Well that seems like it solves the problem right? After all, it says clearly one attack doesn't it? So the award goes to camp 1.

Well, hold your horses there. If rules meant what they said and said what they meant, lawyers wouldn't have a job. The reality of life is that a rule that might seem clear at first glance can be made incredibly complex if you look at it long enough.

The problem here comes from another sourcebook: Ultimate Magic.

You see, Ultimate Magic contains the following.

Ultimate Magic:
Aboleth

The eidolon looks like an aberrant aquatic creature such as an aboleth.

25 points: Base Form aquatic; Primary Evolutions reach (tentacles), tentacles (2); Secondary Evolutions basic magic (ghost sound), huge, large, major magic (minor image), minor magic (silent image), tentacles (2), ultimate magic (major image).

And thus here is our problem: As you can see above, in the Aboleth, the Reach evolution is being applied to tentacles, plural.

Now, notice that the Tentacle evolution is a SINGULAR evolution, which seems like not only does it defy the crowd that says that reach applies to one attack, but also the crowd that says that it applies to one attack evolution.

There's also some other reasoning for this interpretation, abilities that modify natural attacks typically affect the attack FORM.

But I can hear you saying: "Other evolutions that effect the attack form specifically call that out" and well...you're right.

Take a look at Improved Damage

APG wrote:
Improved Damage (Ex): One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

This text admittedly creates problems. One of the first things to know when interpreting a rule is that you are supposed to assume that everything is done with a purpose. If one line of text says "natural attack" and one says "natural attack form," we are supposed to assume that the word "form" was purposely left out of the first line of text.

So this creates a problem. The rules as written and the rules as interpreted both suggest that the Reach evolution applies to one attack.

However, the very SAME rules as applied by the same people suggest that it applies to one attack FORM.

This is even more problematic when you consider question 2.

2nd: Can the reach evolution be taken more than once?

Lets go back and start again by first looking at rules text.

We'll start this time with the general rule for evolutions:

APG wrote:

Evolutions

Each eidolon receives a number of evolution points that can be spent to give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the eidolon additional natural attacks. Natural attacks listed as primary are made using the eidolon's full base attack bonus and add the eidolon's Strength modifier on damage rolls. Natural attacks listed as secondary are made using the eidolon's base attack bonus – 5 and add 1/2 the eidolon's Strength modifier on damage rolls (if positive). If the eidolon only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack's type.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can only be selected once.

OK! So we now know that unless the rules tell us otherwise, we can only take an evolution once.

so lets look at Reach again:

APG wrote:
Reach (Ex): One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet.

...uh oh. I don't see rules text there that tells us that reach can be taken more than once. Furthermore:

APG wrote:
Improved Damage (Ex): One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

This is bad for us too, because as I said earlier, if there is text present somewhere, and absent elsewhere, we have to assume that the absence is purposeful. Therefore, we have to assume that because they explicitly say that the improved damage evolution can be taken more than once, and because that rules text is absent from Reach, reach therefore cannot be taken more than once.

I can already see you saying "Wait a min..."

Ultimate Magic:
Aboleth

The eidolon looks like an aberrant aquatic creature such as an aboleth.

25 points: Base Form aquatic; Primary Evolutions reach (tentacles), tentacles (2); Secondary Evolutions basic magic (ghost sound), huge, large, major magic (minor image), minor magic (silent image), tentacles (2), ultimate magic (major image).

Yep...we've returned to the Aboleth problem. Because you see, if you were in Camp 1, one way to potentially explain the Aboleth would be to say "They meant take Reach for each tentacle." Which would make sense, even if it would be a terrible way to word it.

But now it looks like that's not a possible solution. So we're back to the issue: How does the Aboleth eidolon apply the reach evolution to two tentacles?

Furthermore, take a look at this:

Serpentine Eidolon:
Serpentine

Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, climb, reach (bite), tail, tail slap.

It seems like the Serpentine Eidolon has taken the liberty for us of deciding that the reach evolution is going to go with the bite. The obvious question here would be "Does this preclude me from ever taking reach with a Serpentine" to which I would have to say...I don't know.

BUT IT GETS BETTER!

Take a look at this:

Hydra:
Hydra

The eidolon looks like a multi-headed hydra. This model creates a five-headed hydra. A cryohydra or pyrohydra can be created by adding the breath weapon and immunity evolutions, resulting in a 26-point model.

20 points: Base Form serpentine; Primary Evolutions bite, head; Secondary Evolutions bite (3), fast healing, head (3), large.

YIKES! Now we've got a big problem here. This build is supposed to give us a 5 headed hydra by adding 4 more heads and 4 more bites to the standard Serpentine Eidolon.

But now we know that the Serpentine Eidolon already has Reach (bite). Now this leads us to an interesting pickle:

According to the rules, the Reach evolution can only be taken once.

If Camp 1 (and for this example, Camp 2) are right: We have an Eidolon with 5 heads, but only one has Reach, and we can't give any of the other heads reach, because we can only take the Reach evolution once.

If Camp 3 is right: We have an Eidolon with 5 heads, and all 5 heads have reach. This seems to me to be a lot more in line with the idea of a hydra and probably what was intended with the design.

So that's kinda where I'm at.

TL:DR:

1st: Does the reach evolution apply to one attack, one attack evolution, or one type of attack? I say one type of attack because of how the evolution is applied in Ultimate Magic.

2nd: Can the reach evolution be taken more than once? I say no, based on the text, although it doesn't make a whole lot of sense, especially if your answer to question 1 is that Reach only applies to one attack, period.

If you wouldn't mind FAQing this, I would appreciate it. I doubt we'll get clarification soon, but it doesn't hurt to try.

Silver Crusade

4 people marked this as FAQ candidate.

So I have a question that's been haunting me for a while, and I was reminded of it a few minutes ago by the thread asking about Augment Summoning and Summon Eidolon.

I have two different arguments for the application of the feat Augment Summoning.

Augment Summoning wrote:
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

the problem in the text lies with the clause "with a summon spell."

The argument that I hear often is that Augment Summoning only applies to spells with the word "Summon" in their name, like Summon Monster and Summon Natures Ally.

However, my argument is that I think the feat should apply to any Spell of the Summoning subtype, such as Conjure Black Pudding.

The thing is, I can't seem to find anything definitive about which interpretation is correct.

There's nothing particular about the text "with a summon spell" that suggests that it means only spells with summon in the name rather than spells of the summoning subtype.

Silver Crusade

I wanted to ask two questions about grappling to make sure that I'm understanding the rules correct.

First question: The rules say that a creature that successfully grapples a target, may deal damage equal to an unarmed strike or natural attack, as part of the standard action to maintain the grapple.

The rules also say that a creature with the grab ability may deal damage equal to the natural attack that it is grabbing with OR it may deal constrict damage if it has it, but it cannot deal both.

Therefore, my understanding is that a creature that successfully maintains the grab can either

A: Deal damage with the limb that is maintaining the grab AND deal damage equal to one of it's natural attacks, but not constrict damage

OR

B: Deal constrict damage AND deal damage equal to one of it's natural attacks, but not damage from the limb maintaining the grab.

For example, if I am grappled by a giant squid, on a maintained grapple, the giant squid can either:

A: Deal tentacle damage (4d6+3) and Bite damage (2d6+7)

or

B: Deal constrict damage (4d6+10) and Bite damage (2d6+7)

is that a correct application of the rules

Second Question

This is actually a bunch of smaller questions, but they all maintain to rake:

Creatures with the rake ability can deal their rake damage when they begin their turn grappling a creature.

If they can make the rake attacks as part of the standard action to maintain the grapple, can they just deal damage automatically, like grab/constrict, or do they have to roll to hit?

Finally, can a creature also deal damage as part of the confirmation of the grapple in addition to the rake damage, or does the rake REPLACE the ability to deal damage as a part of a successful grapple?

As an example:

A Dire Tiger pounces an enemy, getting his 2 claws, his bite, and his rake and grabs the enemy.

On the next turn the tiger confirms the grapple:

Does the tiger

1: Deal Rake damage automatically and deal lets say Bite damage automatically
2: Deal Rake damage automatically but no Bite damage from maintaining the grapple
3: Roll to hit with it's Rake attacks and deal Bite damage automatically
4: Roll to hit with it's Rake attacks but not deal automatic Bite damage from maintaining the grapple

Silver Crusade

So I need advice for a custom spell I'm making. The spell is called Mage's Pocket, and I want it to function as a low level version of Secret Chest.

Spell Mage's Pocket
School Transmutation
Level Wizard/Sorcerer 2
Components V, S, F (A sharp knife)
Range Personal
Target Self
Duration 1 day/level (D)
Saving Throw No
Spell Resistance No

Using a sharp knife, you carve a hole in your skin. This creates an extra dimensional space underneath your skin 1 cubic foot in diameter, capable of holding up to 1 pound. As a standard action, you may open or seal the extra dimensional space, which causes the cut to scar over or reopen. When the pocket is viewed normally, it appears as a normal scar. The pocket does not show as magical when viewed by detect magic, but spells such as arcane sight and trueseeing reveal it's true nature. When the spell ends, the scar heals and any items still inside are lost to the Astral Plane.

So what I'm looking for here is advice as to:

Spell Level
Duration
Effect

I really don't want this to be a very high level spell. Rather the focus of this is for low level characters to easily hide items.

Silver Crusade

We've been stuck with a problem for a while now, where our party is having difficult time dealing with monsters that target our CMDs. If it trips, grapples, awesome blows, or bull rushes, we get wrecked.

And we're not really doing bad off in other regards. We all have really good saves and our main melee guy has great AC. We're able to buff to avoid lots of problems that the enemies throw at us.

But we just keep coming up to a loss on CMD. Last game our main guy got grappled to death and there was just nothing we could do to get him out. We managed to kill the monster while it was killing our friend, but then we had to go far out of our way and spend a lot of money rezzing him.

I've tried a few things, like wand of grease, to try and help out, but it's just not been cutting it. I know there's a feat that helps non full BAB classes by letting them use their class level, but we're all so feat starved and I honestly can't see it helping that much, except for the caster.

If anyone has any suggestions, I'd be happy to hear them.

Group is an inquisitor, an alchemist, a sorcerer, and a cleric.

Silver Crusade

I have a Falchion Wielding Barbarian and I have enough gold to enchant my +1 Falchion again, and I was wondering what would be better: Keen or Furious. I'm thinking Keen, but I don't have much experience with the Furious enchant.

Silver Crusade

The base weapon is a +1 Short Sword. There is a secret opening in the bottom of the blade's hilt that can only be detected by someone closely examining the blade on a DC 25 Perception check. Inside is a reservoir that holds a single dose of injury or contact poison; filling the reservoir with poison is the same action as applying poison to a weapon. 5 times a day, as a swift action, the wielder can coat the blade with a dose of the poison held within the reservoir without consuming it. The weapon also increases the DC to resist any poison coating it by +2.

Thoughts/Suggestions?

Silver Crusade

Quote:

Power Attack (Mythic)

Your attacks are truly devastating.
Prerequisite: Power Attack, 1st mythic tier.
Benefit: When you use Power Attack, you gain a +3
bonus on melee damage rolls (instead of +2). When
your base attack bonus reaches +4 and every 4 points
thereafter, the amount of bonus damage increases by +3
(instead of +2). In addition, the bonus damage from this
feat is doubled on a critical hit.

What exactly is the implication of the bolded text? Does this mean that regular power attack isn't doubled on a crit? Because if so, I've been doing it wrong...forever.

Also

1: Does this mean that wielding a weapon 2h'd will result in a +4 bonus?

2: Does this mean that the Greater Power Attack ability of the Two-Handed Fighter archetype will result in a +6 Bonus?

Silver Crusade

The text of divine bond explicitly says that it cannot bypass the +5 enhancement bonus cap of a weapon. However, the rules also say that a non-epic weapon can only have a total effective enhancement bonus of +10, but this is not mentioned in the divine bond text.

My question is does the divine bond ability allow the paladin to exceed this cap, or is any enhancement above and beyond the +10 cap effectively wasted?

Silver Crusade

Is it possible to take an Improved Familiar if you are an alchemist with the Tumor Familiar Discovery? I just have this image in my head of an Kuato like figure in my stomach.

Silver Crusade

I picked up Ultimate Equipment a few weeks ago and was disappointed to find that some stuff has been left out of it. For example, the Agile weapon enchantment and the runes that act like Pearls of Power for sorcerers. Does anyone know why stuff like this was left out? It's hard to call it "Ultimate" Equipment if it's missing stuff like that.

Silver Crusade

I know that according to the rules I can purchase a +1 enchantment for my bow because it is considered always available. But what about the Adaptive property? Do I have to earn that from a Chronicles sheet or what? Can I just buy it if I have the money?

Silver Crusade

Question 1: If a summon creature with the celestial/fiendish template uses it's smite ability on a creature, does the Swallow Whole damage benefit from the Smite Damage?

Question 2: What happens to a creature that has been swallowed whole by a summon if the summon is sent back to it's plane of existence, either via death, banishment, or spell duration expiring? Does the summon creature take it's swallowed prey with it or does the swallowed creature fall to the ground as the summon poofs out of existence?

Silver Crusade

A campaign of mine is coming to a close and the party will be facing one of the BBEGs, who is a A Master Summoner Worm that Walks. But I'm wondering if that might be too much for them to handle or not.

I've got about 6 players. A paladin, a sorcerer, monk, samurai, ninja and Ranger.

Silver Crusade

3 people marked this as FAQ candidate.

We have sort of a side issue going on in another thread and I wanted more options.

Tentacle Discovery reads as follows:

"Benefit: The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots."

The isssue in question is whether the tentacle attack can be combined with a natural attack regimine. We have one person who says that because the text says that the tentacle does not grant you any extra attacks, you cannot use it as a full round action in combo with Feral Mutagen or any other full round attacks.

My argument is that the "no extra attacks" text is referring to iterative attacks, and thus an alchemist cannot use the tentacle to lets say throw a bomb while he attacks with a sword, but does not affect the normal natural attack that the tentacle provides.

Thus while an alchemist may not swing a sword and then use the tentacle to throw a bomb, he may during a full round action use the tentacle attack in combination with any other natural and/or iterative attacks that he wants to make.

Which interpretation is correct, or are they both wrong?

Silver Crusade

The rules say that an inhaled poison typically fills a 10 food cube per dose. If I keep the poison in a vial or some other breakable contain, can I throw the vial and create a 10 foot cube of inhaled poison? If not, is there a good delivery method available to get the poison to the monster.

Silver Crusade

So here is what I came up with:

Visisectionist:
Gobby
Male Hobgoblin Alchemist (Vivisectionist) 11
NN Medium Humanoid (goblinoid)
Init +10; Senses Darkvision; Perception +14
--------------------
Defense
--------------------
AC 22, touch 18, flat-footed 14 (+2 armor, +8 Dex, +2 natural)
hp 102 (11d8+33)
Fort +12, Ref +17, Will +8
Immune poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 Dagger +16/+11 (1d4+2/19-20/x2) and
. . +2 Dagger +16/+11 (1d4+2/19-20/x2) and
. . Bite (Mutagen (feral)) +16 (1d8+2/x2) and
. . Claw x2 (Mutagen (feral)) +16 x2 (1d6+2/x2) and
. . Tentacle (Tentacle) +16 (1d4+2 plus grab/x2)
Special Attacks Grab, Sneak Attack +6d6, Tentacle
Alchemist (Vivisectionist) Spells Prepared (CL 11, 8 melee touch, 16 ranged touch):
--------------------
Statistics
--------------------
Str 10, Dex 19/27, Con 16, Int 16/18, Wis 12/10, Cha 7
Base Atk +8; CMB +8 (+12 Grappling); CMD 26
Feats Brew Potion, Improved Two-weapon Fighting, Iron Will, Master Alchemist, Multiattack, Throw Anything, Two-weapon Fighting, Weapon Finesse
Traits Indomitable Faith, Reactionary
Skills Acrobatics +19, Appraise +8, Climb +1, Craft (alchemy) +22, Disable Device +20, Heal +18, Intimidate +0, Knowledge (arcana) +18, Knowledge (nature) +18, Perception +14, Sleight of Hand +22, Spellcraft +8, Stealth +26, Swim +1 Modifiers Alchemy +11
Languages Common, Draconic, Giant, Goblin, Infernal, Orc
SQ Fast Poisoning (Swift Action), Feather step slippers, Feral Mutagen, Infusion, Mutagen (DC 19), Poison Use, Swift Alchemy, Torturous Transformation, Vestigial Arm, Vestigial Arm
Combat Gear +1 Haramaki, +2 Dagger, +2 Dagger; Other Gear Alchemist's kit, Alchemist's lab, Amulet of mighty fists +2, Belt of incredible dexterity +4, Cloak of resistance +2, Feather step slippers, Feral Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Headband of vast intelligence +2 (Acrobatics), Thieves' tools, masterwork

--------------------
Special Abilities
--------------------
Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Poison You are immune to poison.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Master Alchemist You may create 4 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
Mutagen (DC 19) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Use You don't accidentally poison yourself with blades.
Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Tentacle The alchemist gains a prehensile, armlength tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, th
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Torturous Transformation At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as p
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can

I have the Mutagen (Dex) already applied here. I am interested in any suggestions for spells and I also have about 17K in Gold that I haven't spent.

I was planning on also using Purple Worm Poison since I've got Master Alchemist and it's got a very good DC and the character is immune to poison.

Any suggestions are welcome.

Silver Crusade

I'm not talking Eidolons here, but actual PCs. I'm looking for a build that maxes out Natural Attacks. I have access to CRB, ARG, APG, UM, UC, and UE.

Silver Crusade

Dispelling Bomb:
Dispelling Bomb: When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster level. This cannot be used to target a specific spell effect. The alchemist must be at least 6th level before selecting this discovery.

Breath Weapon Bomb:
Breath Weapon Bomb*: Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist's bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity. An alchemist must be at least 6th level before selecting this discovery.

Does getting hit by the breath weapon count as a direct hit for the dispelling bomb?

Silver Crusade

I'm playing an alchemist for the 1st time (ranged) and just got alchemical allocation. What are some good potions and elixirs to use with it? I don't have infusion yet but will be getting it soon.

(Only items from CRB, APG, UC, UM, ARG, UE please!)

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