Harsk

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So we had a discussion at last nights game, and we can't find anything official on it, so if someone could please point us to something official, it would be a great help.

If a party is in an area of darkness, with no light source of their own, and encounters another party using a lantern, campfire, sunrod etc as a light source, from how far away can they see them.

The rules seem to imply that if you are in an area of darkness, that you can't see the other party at all until you are in the area of their light source. But we all know from experience that out in the woods, you can clearly see people around a campfire, yet be beyond it's range.

I know this is using real world concepts, but I'm curious if the game just left this out, of are there official rules for it.


A couple of years ago, I appealed to the Hive Mind to come up with a Gestalt character idea that had good synergy for a new campaign we were about to start. The Results was an Exploiter Wizard/skald, which I have to say was an extremely enjoyable character to play. So much so, that I have fallen in love with the exploiter wizard.

Now, once again I am asking for suggestions for a Gestalt character for our next campaign, I would love to start with the Exploiter Wizard and pair with something that had similar synergy to the Skald, but I really don't want to replicate the same character, so Skald and Bard are off limits.

What are your recommendations?

Thanks!!


OK, so weird thing happened in tonight's game. One of the players is playing a Kineticist Rogue, and is using Telekinetic Invisibility to go invisibility, so the bad guy is flat footed and thus he gets backstab.

So tonight we were underwater (he drank a potion of water breathing), so we know he basically leaves a void in the water, which makes it easier for them to attack his square, but there's a miss chance.

We then encountered a group of Sahuagin, which have Blindsense.

So the interaction between blindsense and Telekinetic Invisibility is confusing us since it talks about sight based blindsense.

So can someone please explain in decent detail, what all happens in combat?

Is the Sahuagin flatfooted? is the Kineticist/Rogue invisible? Do they have 20% miss chance against them? 50% miss or what?

We think we got it all figured out, but want to make sure.


Is there any way a Wizard can learn a Magus Arcana?


Halfling Paladin/Rogue riding a wardog (animal companion). Both have Pack Flanking, If they were to charge an opponent, would the attacks from the Halfling get the flanking bonus, and thusly qualify for Sneak Attack Damage.

What about just fighting while mounted, would the same apply?


So I have a gestalt campaign coming up and I'm thinking about playing a caster (non weapon based character) but action economy keeps limiting. something like a barbarian monk gets to rage and have huge damage on a flurry, magus rogues can do spell combat and sneak attack at the same time, but a wizard cleric basically just has a tons of spell choices, but it still stuck at 1 spell per turn.

Does anyone have any clue how to make a pure gestalt caster work? quicken spell uses a slot 4 levels higher, which isn't practical. Magical lineage helps, but just for a single spell, I know there's a prestige class that reduces the level cost, but only once you hit 15th level, and mystic theurge isn't a legal class for gestalt. So is there something out there that I am missing?


In our last game session, the cleric created some undead, which, using the command undead feat, he ordered to arm themselves with weapons laying about. unknown to the cleric the weapons were intelligent and attempted to take control of the undead.

How do you go about determining who winds up in control of the undead?


The rogue in our current campaign has a rope of climbing. the party was in a room with some floating islands in it. she was hiding under one of the island and wanted to command the rope of climbing to tie to the tail of a monster standing on the island above her and then use the rope to swing out and onto another island. the monster failed it's perception check to see the stealthy rogue.

Questions:

1. Can Rope of Climbing be used in this manner?

2. Is there a check of any kind beyond the obvious acrobatics to make the swing? (i.e. A grapple check etc. to see if the rope can be tied onto the monster?)

thanks


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Relevant Text:

School Understanding: The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist's Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level. If the arcanist already has an arcane school (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of her arcane school.

Transmutation School
Physical Enhancement (Su)
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Question:

So the way I understand it is that by grabbing transmutation school I get +1 to a physical attribute always since its static. But by spending 1 point from my reservoir what happens? do I gain a +4 more to that attribute and then +5 to another?

I have built this character in HeroLab and it only applies the +1, no way to give it the higher bonus