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3 posts. Alias of Glutton.




I'm currently in a throwback campaign where we made 3 fighters and a rogue, very Conan vibe. There is one issue I'm trying to overcome: how do we find out if something is magical without detect magic and the like? We found a ring last session just because I put it on, then took it off and it fit the other guys finger just perfectly (resizing), but if we stumble across, say, a magical bone, is here any obscure knowledges or skills to notice? Before it comes up DM outlawed rogue talent minor magic.


One of my players gave me a question I was kinda stumped by. He plays a Tengu and wants to buy The Crow off the city of Magnimmar. This seems like it would take a lot seeing as its a heritage site. Any ideas of what kind of price, if any, the would put on it?


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Many have commented on the totally awesome kick-in-the-door feat Stunning Irruption and it's possible uses. Adjusting my bow tie, I gave a stab at it.

Kool-Aid Man!

Male Half-Orc Barbarian 20 CN
Alternate Racial Trait: Gatecrasher +2 strength checks +2 sunder attempts
Traits: Muscle of the Society, +2 strength checks versus doors. Destructive Blows +2 strength checks, +2 sunder attempts

1 Power Attack
2 Rage Power: Animal Fury
3 Improved Sunder
4 Rage Power: Hive Totem
5 Stunning Irruption
6 Rage Power: Intimidating Glare
7 Shrapnel Strike
8 Rage Power: Terrifying Howl
9 Breaker of Barriers +2 strength checks
10 Rage Power: Strength Surge
11 Oath of the Unbound +2 strength checks
12 Rage Power: Superstitious
13 Smash +5 strength checks versus doors
14 Rage Power: Witch Hunter
15 Destroyer's Blessing
16 Rage Power: Spell Sunder
17 Greater Sunder
18 Rage Power: Hive Totem Resilience
19 Skill Focus: Perform (Oratory)
20 Rage Power: Hive Totem Toxicity

Fun Facts! Assuming you started with a 20 strength, and placed your stat ups until at least 24 strength, then added a +6 strength belt, your rage will boost you up to a 38, which is a +14 mod. You stroll up to a Iron Door with its 10 hardness, 60 hitpoints, and strength break DC of 28 and scoff. You could shred this with your +74 strength check, but instead you decide to burst through the wall right next to it (at a mere +67)! <Queue guitar riff> Suddenly you Perform Oratory "OH YEAH!" and force your opponents within 20 feet to make a DC 30 fort save or be stunned, and those within 10 feet to make a DC 34 reflex save or take 1d4+8 damage as totally gnarly shards of hewn stone fly into them. BUT WAIT there's more! If your stupefied opponents are not stunned you launch into a terrifying air guitar solo as smoke machines fire up, forcing those fools to make a DC 34 will save or be panicked for 1d4+1 rounds! All this and you have some tubular sunder/spell sunder/bite you and poison you skills as well. You may be one weird Rovagug-loving Pathfinder barbarian, but hey at least you're not bored.


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One of my players was asking some questions about this prestige class and pointed something out.

Inner Sea Gods wrote:
Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.

No where does it state you add your Evangelist level to the class features you gain for determining their power. The example he pointed out for him personally was:

From Rakshasa Bloodline:

Bloodline Arcana: Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).

Then he asked "This is a reference to sorcerer level, but it effects the relative strength of the feature, not whether or not it will be gained. Since Evangelist only mentions summing levels for gaining new features, this then means that for a Sorc5/Evan10, half of one's sorcerer level would be 2, and not 7?"

I was just wondering if this has been brought up before.


One of my players made a blind monk/kensai. To make this actually ok to play he has taken (improved/greater)blindfight and a 3.5 spell called listening lorecall that gives him blindsight 30 feet.

This has been fine, but something came up the other day.

He has been using spell combat and Teleport offensively. However, some of the phrasing of teleport seems wonky for this. Here are my concerns.

SRD wrote:
Familiarity: “Very familiar” is a place where you have been very often and where you feel at home.

No problem there. This is the kind of place where if you get up in the middle of the night you know to not stub your toe on the end-table.

SRD wrote:
“Studied carefully” is a place you know well, either because you can currently physically see it or you've been there often.

Here it starts. He can't physically see anything. And places he can study by touch, smell, and hearing are likely to fall into Very Familiar in a hurry.

SRD wrote:
“Seen casually” is a place that you have seen more than once but with which you are not very familiar.

Again, can't see.

SRD wrote:
“Viewed once” is a place that you have seen once, possibly using magic such as scrying.

See above (that's a bad pun).

Now, he does have blindsight.

SRD wrote:

Blindsight

Some creatures possess blindsight, the extraordinary ability to use a non-visual sense (or a combination senses) to operate effectively without vision. Such senses may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can't see ethereal creatures). This ability operates out to a range specified in the creature description.

Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
Blindsight does not subject a creature to gaze attacks (even though darkvision does).
Blinding attacks do not penalize creatures that use blindsight.
Deafening attacks thwart blindsight if it relies on hearing.
Blindsight works underwater but not in a vacuum.
Blindsight negates displacement and blur effects.

But my concern is that this doesn't confer the same effects as true vision. If you wanted to teleport to one of two identical rooms, but one was red and one was blue, there'd be no way for him to tell the difference. let alone if they had murals or inscriptions or what have you.

But mainly the concern is, do you think a blind mage with blindsight can teleport 30 feet ahead to an area he can only sense with blindsight? What about an area 100 feet behind him he just walked by 10 seconds ago without scouring the area?


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I will lay the question out first.

In the Rage Power "Dragon Totem Resilience" is the line "this DR increases by 2 for each dragon totem rage power she possesses, including this one." supposed to read as "this resistance increases by 2 for each dragon totem rage power she possesses, including this one."?

The power.

SRD wrote:

Prerequisite: Barbarian 8, dragon totem rage power

Benefit: While raging, the barbarian gains resistance to the energy type that is associated with her dragon totem—acid (black, copper, green), cold (silver, white), electricity (blue, bronze), or fire (brass, gold, red). This resistance equals double her current DR/— from her barbarian damage reduction class feature; this DR increases by 2 for each dragon totem rage power she possesses, including this one.

The issue here is the line "this DR increases". From what I can tell from multiple threads, people play this (and I can see why) as the barbarians base DR going up by 2 for each of these feats.

Example: Joe the barbarian is level 8 and just picks up this rage power. his base DR is 1/-. After applying the feat text it is now 7/- (1 base, 2 from dragon totem, 2 from dragon totem resilience). Joe is pretty pleased, that's good DR. He also has energy resist 14.

However, I think this is a simple mistake made by the writer and not caught by the editor. I think "this DR" is supposed to be "this energy resistance". First I believe this so because DR 6/- and energy resist 12 from three rage powers, plus the other things they give, seems high. Secondly, Reign of Winter volume 4 The Frozen Stars contains NPC barbarians with Dragon Totem(white) and Dragon Totem Resilience. They have Damage Reduction 1/- and energy resistance cold 6, which is line with the "energy resistance increases by 2" interpretation.


Here is Burning arc for reference;

Spoiler:
Burning Arc

School evocation [fire]; Level sorcerer/wizard 2
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one primary target plus one additional target/3 levels (each of which must be within 15 ft. of the primary target)
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

This spell causes an arc of flame to leap from your fingers, burning a number of enemies nearby. It deals 1d6 points of fire damage per caster level (maximum 10d6). For every additional target the discharge arcs to, reduce the number of damage dice by half (rounded down). Therefore, at 9th level, your burning arc deals 9d6 points of fire damage to the primary target, then 4d6 points of fire damage to a secondary target, then 2d6 points of fire damage to an additional target.

Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You may choose secondary targets as you like, but they must all be within 15 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

My question is, the caster is now level 15, and deals 10d6 to the first target, 5d6 to the second, 2d6 to the third, 1d6 to the fourth. Does the caster deal 1d6 to the fifth (and sixth at 18) target, or does the caster not deal any damage to targets past the fourth because of rounding down?


Increasing Sorcerer Bloodline Level: Is there a way to do this? I thought there was a feat but was unable to find it. I am mostly concerned with raising the level of the bloodline to character level on a human sorcerer 3 fighter 2. I know there is a magic item robe that does it, but I was hoping for a non-item solution.


I have a question about the following line in Black Tentacles, as it got brought up in gameplay:

The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.

The player in question cast black tentacles with a CMD of 22. The next round the creature did not attempt to escape and so the tentacles received their +5 bonus as normal.

However, the next round the creature attempted to escape, and my player informed me he believed the tentacles CMD to be 27. I informed him that an escaping character is the one making the check, therefor the +5 bonus shouldn't apply. He countered with the fact the tentacles where receiving a +5 bonus to CMB so the 10+CMB should reflect that.

Having played a grappler myself to level 18, I do not think the +5 bonus should apply to CMD on this spell, but I hesitate to come down hard on this. The player in questions CMD for this spell isn't super-high (he's a bard) so I am willing to let it slide.

That being said I'd like to hear what other people think.


I have a player that like to attack things with a mug via the rough and ready trait. There was an item in 3.5 that was a mug that did damage, it was like the war mug of the ogre magi or something. Anyone know where I can find it, or something else that's come along that would fill the same role?


I was having a discussion with someone lately and the fact Greater Grapple doesn't help your CMD at all in grapples was brought up. Here's the relevant bits.

The Raelis Azata gains +4 CMB but only +2 CMD. Has Improved and Greater Grapple.

Improved Grapple has the line: "You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you."

This line is missing in Greater Grapple.

My question is: does this mean anything that gives a bonus in grapple checks not give a bonus to CMD like, oh say, Armbands of the brawler?

This makes CMD pretty hard to raise, and things like Boneless Leather and its +5 CMD very valuable.


Those look mighty nice, I'm impressed a Wrath set will be out by December.


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Paladin punting :). It's up, it's good.


Recently one of my characters was involved in a really difficult grapple, and the creature I was grappling was acting after me, then the rest of my party after it. I had it pinned with some good rolls, and was in a dangerous situation mid fight. It behooved me to have my party kill this thing and I did not want to chance this things escape in close quarters. So I delayed. Now, it occurred to me later that it would be rather mean to attain a pin on someone, then just delay for the rest of combat, keeping them pinned until they could free themselves (my character has really really high CMD, making this very unfriendly). This just doesn't seem very nice, but I cannot locate any sort of thing that would prevent this.


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Anyone seen anything pre-made to represent this for Reign of Winter? It should be a huge sized based construct. I've seen the Dreamblade version is out there, but I was told it is merely large sized, and since then have been looking for folk art or something.


Hello there, I was piecing together a list of helpful low level class features and feats for my upcoming RoW players, thought I would share them with you fellows and lasses.

Cold

Spoiler:
Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage. An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.

Bottom line: cold hurts the party by causing non-lethal damage and fatiguing them. Some people rule immunity to cold damage is the same as being immune to cold, I choose not to comment either way. Instead here are sure-fire low level classes that can withstand a cold environment.

Invulnerable Rager
Endure elements, cold resist 3rd level

Community Domain
heals non-lethal, cures fatigue 1st level

Weather Domain, Sub-Domain: Seasons
endure elements 3 + wis a day 1st level

Aquatic Druid
constant endure elements cold environment at 9th level

Artic Druid
constant endure elements cold environment at 4th level

Survivalist Rogue
endure elements spell-like at 3rd level

Mummification Alchemist Discovery
immune to cold and non-lethal, alchy 10

Oracle Winter Mystery
constant endure elements versus cold 2nd level

Winter Witch
constant endure elements versus cold 1st level

Brightness Seeker
24 hour endure elements, 7th level minimum

Rugged Northerner Feat
lower the penalties for cold

Frostborn Dwarf Trait
+4 versus cold weather saves

Master of peaks the wall of heaven trait
+2 versus cold weather saves

Poking around in equipment and spells will also garner you quite a few gems. Good luck in Irrisen.

Star Voter Season 6

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For five hours I walked these shadowed halls, beset at all turns by a lumbering monster. Its ponderous bulk slithered incoherently in the vales and hills of the once peaceful forums. Bellowing its repugnant and useless litany at me I fled in terror of its damnable sight, avoiding it and other nameless terrors with a skilled "vote neither". Finally cornered I choose its diabolical twin whose slovenly visage assailed me as somewhat more wholesome in the waning light. Yet that was not enough for my grotesque pursuer, as the very next room found me face-to-face with again! Fear not gentle reader for I had become wise to ways of the spawns of darkness, and a mere 59 seconds where required to lose it in a jagged alley of random boots. Seven more times I was forced to flee from the shadow of this nameless terror, each time my mind became yet more unhinged. Should I not vote for this item? Its slimy appendages danced upon my brow like a lovers touch in the summer wind. My will wavering, another great slovenly wreck not unlike the first entered my troubled view, and in a moment most foul, I embraced my torturer. My strength fled, I watched in horrid fascination as the now satisfied titan slithered away trailing a foul, corpulent trail of its own satisfied opulence.

TLDR: I avoided voting for an item 9 times in 4 hours, and when I finally did, it quit showing up as a repeating item.


This please. Don't make me hunt you down again next Paizocon. Signed, Chet.


I hate you.


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So after fiddling around with Pathfinder for a couple years, its become obvious the rules for Acrobatics checks to leave threatened areas are really difficult to pull off, some examples

1) CR6 Wyvern, CMD 23

A 6th level rogue with 16 dex and max acrobatics and a MW chain shirt and requires a 12, a 40% attempt. (+11)

2) CR 12 Athach, CMD 34 (I was going to use a Purple Worm for the example but the 40 CMD made me cringe)

Our 12th level rogue now has 20 dex, max ranks and a +3 chain shirt and now needs a 15, a 25% chance. (+19)

3) CR 18 Dragon, Red, Very Old, CMD 49

Our stalwart rogue managed to worm his way to 18 and now has 26 dex max ranks and a +5 chain shirt and now needs a 21, a 0% chance.(+28)

I find it a bit of a put off that in order to make these checks as a light armor wearing, highly dexterous character, you need to invest in skill focus, athletic, or magic items that boost acrobatics. To say nothing of classes that cart around a 14 dex that put some ranks in it, they should at least have a punchers chance of trying to tumble.

I propose a switch to 10+CR of the monster to acrobatics from them, which is along the lines of knowledge checks, and in fact, most skill checks (like feinting).

Adjusted, the DC's and chance of the rogue for the above listed

1) 16, 75%
2) 22, 85%
3) 28, 100%

Gasp someone got better at something as they leveled up, rather than worse. Hold me Martha the rogue might actually attempt a (swoon) full movement acrobatics check.

Obviously you can't re write the rules, just throwing this out in case anyone else is playing a home game they'd like to see an increase to the ability to dodge blows and be awesome in combat by jumping around and feeling like they are doing something rather than just rolling dice and five stepping.


Was at dinner tonight and a friend of mine brought up the fact he was working on creating The Wizard in homage to the old Black Sabbath song

Lyrics:

Spoiler:

Misty morning, clouds in the sky
Without warning, a wizard walks by
Casting his shadow, weaving his spell
Funny clothes, tinkling bell

Never talking
Just keeps walking
Spreading his magic

Evil power disappears
Demons worry when the wizard is near
He turns tears into joy
Everyone's happy when the wizard walks by

Sun is shining, clouds have gone by
All the people give a happy sigh
He has passed by, giving his sign
Left all the people feeling so fine

the biggest issue he is having is he is concentrating on the following lines

Never talking
Just keeps walking
Spreading his magic

So, we need to add freedom of movement to a wizard spell book, and make a way of silent casting, or, also acceptable is using perform (harmonica) rather than the verbal components.

Any ideas? 3.5 ok, third party not so much.


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Alright, you are a level 15 lawful good cleric of a lawful good god, with magical lineage and spell perfection (Summon Monster 5). You fire off maximize, and empower, and have the superior summoning, augment summoning, and sacred summons feats. By my count you are now summoning 4(maximize) +1d2(empower) +1(regular Sm5) +2(superior summons) lantern archons, for a max possible of 9, which is enough for a lantern archon gestalt to form as a full round action. Heck you could quicken up another 1d4+3, for a hefty (possible) 16 of these fellows on your turn if you just wanted to unload 32 rays for 1d6 at +3 ranged touch.

Anything I'm missing here?

Also would the Aura of menace from these fellows stack? Seems untyped.

lastly, it's going to be awful bright wherever you summon these.


Alright am I flat out missing something? I cannot find what Loyalty does. I know the checks and balances of Economy and Stability, but in two different groups with two different attempts to read the rules thoroughly, we have been unable to see a reason to gain Loyalty? Help me out with some concrete examples from the rules.


Who wins?

I've got 12 gold on the Vikings, any takers?


Gunslingers Dodge

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger
gains an uncanny knack for getting out of the way of
ranged attacks. When a ranged attack is made against the
gunslinger, she can spend 1 grit point to move 5 feet as
an immediate action; doing so grants the gunslinger a +2
bonus to AC against the triggering attack. This movement
is not a 5-foot step, and provokes attacks of opportunity.
Alternatively, the gunslinger can drop prone to gain a +4
bonus to AC against the triggering attack. The gunslinger
can only perform this deed while wearing medium or light
armor, and while carrying no more than a light load.

What happens when this action puts the gunslinger behind a tree, or a corner? This will inevitably happen at some point and the question will be raised, best to spell it out early.


Browsing a lot of the playtest results, you see an awful lot of fighter 1/samurai X builds. Letting the Samurai pick out some fighter feats was a good idea but I think the concept of "making" a player dip another class was not a good plan.

Back when Wotc released the Tome of Battle, they had the Warblade class be able to pick fighter feats as if they were a fighter of -2 level. Please implement this, or just as a fighter straight up, as it tends to screw around with the mechanics of this class.

I'm not saying it doesn't work, just most classes work well within themselves and the Samurai comes out looking a little weird this way.


Where on earth does it state you MUST rest? One of my friends brought up the fact he couldn't locate a penalty for staying away constantly and I'll be damned if I can correct him yet! Anyone know if such a penalty exists and if so what page is it on?

And no, I am not interested in common sense or house rules, I'm looking for a specific ruling here, because I will find it hilarious if it was overlooked.


Can someone tell me why the Giant Frog has such a high acrobatics check? The racial, skill point, and ability modifiers dont seem to match.


I've searched high and low for a fisherman mini for my Kingmaker campaign. I'm looking for a captain Ahab-esque guy with a hat and a rain jacket perferabley, with a spear/harpoon would be even better. Anyone have any ideas? I've searched freebooter and reapers websites :(


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I have been unable to fully understand this for quite some time. Say you have a mount with a natural attack like a boar or a wolf. Does ride by attack let it attack on a charge and continue moving? Is it the mounts charge or yours?

Option a) mounted halfling with a spear on a wolf charges a target. Wolf makes an attack as part of its charge, halfling makes readied attack, wolf carries on with the rest of his charge move

Option b) mounted halfling with a spear on a wolf charges a target. Halfling makes an attack as part of his charge, wolf carries on with the rest of the charge move.


1 person marked this as FAQ candidate.

Extracts are an Alchemical item.

Swift Alchemy reduces alchemical item creation by 1/2.

Does it take 5 rounds to prepare an Extract once you have this class feature instead of the normal 1 minute (10 rounds)?

With Instant Alchemy can you now leave a empty Extract slot and create an Extract as a full-round action and drink it the next round?


After much searching I could really only discover one decent Alchemist figure by the fine folks at reaper here

Anyone else have a enjoyable one to share?


In the description for Throw Anything in the Alchemist write-up it states:

An alchemist adds his Intelligence modifier to damage done with splash
weapons. This bonus damage is already included in the
bomb class feature.

Now does this mean an Alchemist throwing a flask of acid with 18 intelligence does 1d6+4 damage with 1 splash, or 1d6+4 damage with 5 splash? A simple "this includes splash damage dealt" might clear it up if the latter is true.

edit: as a bonus question!

On a direct hit, an alchemist’s bomb inflicts 1d6
points of fire damage + additional damage equal to the
alchemist’s Intelligence modifier. The damage of an
alchemist’s bomb increases by 1d6 points at every odd numbered
alchemist level (this bonus damage is not
multiplied on a critical hit or by using feats such as Vital
Strike).

is this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike referring to just the extra 1d6 that is added aka does at 5th level bomb wielded by an alchemist with 18 int do 4d6 plus 8 damage on a critical hit