Dybbuk

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Organized Play Member. 18 posts. No reviews. No lists. 1 wishlist. 5 Organized Play characters.



Dark Archive

Hi everyone,

I need your help to clarify Negative Energy Channel Abilities for following Oracle/Cleric/Antipaladin/Holy Vindicator multi-classed character :

- Level 1 Bones Oracle with Undead Servitude Revelation
- Level 1 Cleric (of an Evil Deity)
- Level 5 Antipaladin
- Level 4 Holy Vindicator
- 18 Charisma

Can you please help answer those questions :
(1) How many times can the character channel per day to Harm and with what damage and what DC ?
(2) How many times can the character channel per day to Command Undead and with what DC and what is the undead Hit Dice limit per channel and maximum undead Hit Dice cumulative cap ?

For your reference, I have extracted the relevant sections applicable to this build.

Undead Servitude, Oracle APG p46 wrote:


You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.
Channel Energy, Cleric CRB p40 wrote:


Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier.
Touch of Corruption & Channel Negative Energy, Antipaladin APG p120-121 wrote:


Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier.

When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.

Channel Energy, Holy Vindicator APG p263 wrote:


The vindicator’s class level stacks with levels in any other class that grants the channel energy ability.

Many Thanks !

Dark Archive

Hello,

The Brown Mold is categorized as a CR2 Special Hazard. Knowledge Skill description indicates that a Knowledge (Dungeoneering) roll was required to identify an Underground Hazard while a Knowledge (Nature) was needed for a Natural Hazard. What Knowledge check would apply to identify a Special Hazard such as the Brown Mold ?

Thanks!

Dark Archive

Hi everyone, I am intending to implement some House Rules for my next Homebrew Campaign. Those rules may seem complex and long, although I hope that the actual implementation will not be that difficult once everyone has fully & correctly understood the rules changes. I'd like to get your feedback and suggestions before I test the rules during actual gameplay.

Here are some of the key concepts being proposed :
- Magic is rare and spell-casting is limited for adventurers
- PCs are heroes thanks to their own abilities instead of heavily relying on magic items
- Avoiding to be hit is more efficiently achieved through dodge rather than armor
- Armor and encumbrance both reduce Dodge bonuses and have more impact on some Str/Dex based skills
- Skills proficiency primarily comes from education and experience; other bonus are capped
- Bonus skill ranks may also come from Dex/Str/Cha instead of just Int
- The level of attention to use a skill and the circumstances will heavily affect the chances of success
- Diplomacy is affected by the level of the target
- Initiative scales the same way as Reflexes
- Multiple non-iterative attacks can be done during a standard action
- Loss of hp acquired at Level 1 generate wounds while other hp represent more superficial bruises, grazes, muscular stress
- Identifying magic items requires longer study time and investment

Here are the detailed House rules on Google Docs : House Rules

Many thanks in advance for your constructive comments !

Dark Archive

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Hi everyone !

I would like to play a rock thrower leveraging the Stone Oracle "Rock Throwing" Revelation (see below). However, I suddenly realized that a "rock" is not an item listed in any Legal Source I was aware of (please correct me if I am wrong). I am talking about a simple stone rock for throwing purposes.

So here are my questions :

1) Is there any PFS Legal way to buy a rock ?
2) Am I allowed to pick up a rock off the ground and write it in my inventory sheet ?
3) Assuming that I could pick a rock, am I allowed to actually use such a mundane item if it is not listed in any PFS Legal source ?

Thanks for your help and advice !

APG wrote:
Rock Throwing (Ex): You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your own size. The range increment for a rock is 20 feet, and you can hurl it up to 5 range increments. Damage for a hurled rock is 2d4 for a Medium creature or 2d3 for a Small creature, plus 1-1/2 your Strength bonus.

Dark Archive

6 people marked this as FAQ candidate.

Rules Question
Can Undead Anatomy spell be used to assume the form of "humanoid-shaped" corporeal creatures with undead template (skeleton, zombie, ...) as suggested in the spell description ?

Undead Anatomy I-IV are transmutation (polymorph) spells from Ultimate Magic.

Ultimate Magic, Undead Anatomy spell description wrote:


When you cast this spell, you can assume the form of any Small or Medium corporeal creature of the undead type, which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie).
CRB Magic section, Transmutation polymorph spells wrote:


Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.
Bestiary 1, Skeleton and Zombie description wrote:


“Skeleton” is an acquired template ...
“Zombie” is an acquired template ...

emphasis mine

If Undead Templates can be applied, then would the spell also work to assume the form of "humanoid-shaped" corporeal creatures with other Undead Templates such as vampires, liches, etc ... ?

Thoughts ?

Dark Archive

Question : after having selected his/her daily Bloodline, does the Mongrel Mage also gain the benefit of this Bloodline Class Skill and this Bloodline Arcana as a level 1 Sorcerer for the whole day ?

ACG wrote:
Each day when she refreshes her spell slots, the mongrel mage selects one sorcerer bloodline. She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype. She gains this bloodline’s 1st-level bloodline power for that day, using it as if she were only a 1st-level sorcerer.

Dark Archive

Is the Grapple Combat Maneuver considered as a Melee Attack ?

If yes, then a grappler should be able to benefit from flanking bonus (when rolling the Grapple check) as long as there is a threatening enemy of the grappler target on the target opposite border or opposite corner.

I understand that an attack roll is needed to perform the Grapple Combat Maneuver however I could not find any clear rules reference stating that the Grapple Combat Maneuver was actually a Melee Attack.

Please help me to discover the truth !

Dark Archive

My question is the following : in case of multi-classed Maneuver Master monk, is the bonus maneuver CMB calculated as :

(1) CMB = monk's level only + usual CMB adjustments
or
(2) CMB = monk's level + BAB contribution from other classes + usual CMB adjustments

The Ultimate Combat indicates : "The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry."

I could not find a clear answer when reading through the forums.

Thanks for your help !!!