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Since this ability is a free action that Im assuming you have to use during your turn....when exactly does the the power end? Inspired Moment (Ex): At 11th level, the guide can have an inspired moment once per day as a free action. The ranger gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level. This ability replaces quarry and improved quarry. Wakrob
Does a creature with Pounce have to make all its attacks on the 'target' of the charge or can it use its addition attacks on anything within reach? Wakrob PS we just went through the Haste+Pounce argument. I think its dumb that they would work together for an extra attack. The Eidolon already does more damage than the rest of the party combined.
Dimension door says Saving Throw: None and Will negates (object) Does this mean I can Door away with and object someone is holding (assuming I manage to be touching or grabbing it)? Or is it just referring to sentient objects like smart swords? Also, Dimension Door says After using this spell, you can’t take any other actions until your next turn.. Does this just refer to the caster or include passengers? Thanks
Burst spells that require a Reflex save mention that cover from the center point gives +2 to that save. -Does that mean if you are behind another player (or enemy) from the middle of the Fireball you get +2 to the save?
I am also confused about Line of Effect.
I dont see how the Ogre in this pic can draw a line from any corner that doesnt go along a border to the bottom right corner of the Rogue. http://www.d20pfsrd.com/_/rsrc/1452829554824/images/d20pfsrd_combat_mat_03. jpg The example claims the Ogre can hit the Rogue with reach to avoid Cover. Wakrob
Im playing Glory Hound Adain.
But this has brought up some odd questions.
Wakrob
I have a two handed weapon called Spellbreaker. I believe it is from WoTR AP5. The end of the text says,
Now does this mean if you are expending a Mythic charge during the attempt you get a free upgrade to a d20 -OR- does it mean you have to spend a Mythic Charge for that upgrade? While I feel it reads the second way, that seems like very redundant text since that is what spending a Mythic Charge generally does anyway. Wakrob
I have a weapon that cancels all of a monsters veteran bonus. We just did a scenario that adds 1d20 to the difficulty to all monsters that have a veteran bonus. The question was would this weapon cancel that scenario bonus? (I dont have the game here, I want to say the weapon is called The Blancher. Two Handed pick, WoTR AP 4 or 5. And I unfortunately cant give you the exact wording either.) Wakrob
We had a player fall to his death for 10d6 damage. He was wanting to apply 10d6 damage to each of his items. Ive scoured the intertubes and cant find any set rules for this kind of thing. While I could see some items not surviving the fall, I seriously doubt your dagger, every wand you have, your cloak, and your underwear would break. Any ideas? I did find a chart that showed how much damage a falling object did to your character if it fell on him. It states this item takes equal damage. It was not based on distance just size. I thought to perhaps reverse engineer that chart to determine how much damage items would take from falling, but it did not go below Small. Wakrob
Hydraulic Push http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-push Hydraulic Torrent http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-torrent I tried to use these against a Large flying winged creature. Im wondering if either could cause a fall. At the very least it should count as a DC 10 Fly check from being an attack? That would only lose you 10' altitude. I wonder if either could count as a collision from a object of the same size for a DC 25 Fly check. Push just says makes a Bullrush so Im assuming I can only target a creature one size larger than myself. And even if it was considered 'an object' that it would be medium. But Torrent says it can push a creature of ANY size, so I was thinking this maybe could be compared to a collision, for a large creature, equal to or greater than its own size. Flying skill
Wakrob
"Cold Steel (Sp): At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier." 50 pieces of ammunition that you have to use in a small amount of rounds? So my 5th level Sorcerer can 'waste' a standard action and get near the melees to give another (or self) 2 swings of a frost bonus (d6) instead of...casting a Lighting Bolt or Haste? Seems very underwhelming. And then at lvl 9 its half duration for a benefit that only works on a crit. Id like to be able to either
I guess it could just be something to do after you are out of spells...
I just got the power on Alhazra that lets me encounter boons when recharging a divine card to look at the top of a location deck on my turn. Since having this power the first two scenarios of adventure pack 5, Skull & Shackles, have been seemly, way to easy. With my hand size of 8 I can encounter my own location until Im out of attacks and tricks and then just scour the top of all the other decks for boons with my remaining divine cards. Ive had turns where I removed up to 6 cards off locations.
I already feel this game is too easy. Even though its coop I like to have the feeling of danger and failure. But now this new power seems to just wreck house. Anyone else notice this power makes scenarios too tame to complete? Wakrob
My group can all fly. We use these methods. Boots of Flying
Haste and Blessings of Fervor both give +30 movement. Which of our characters benefit? Obviously my Pegasus gets the move buff because it is cast on it. But we are unsure who else would get the bonus. Wakrob
I am in a campaign that has an elite group of Paladins that ride Pegasus (The Pegasati). I am one such Paladin, but there are no real rules for this. The GM left it up to me to development my own mount. Here is what I did and the result. Let me know what you think. I am lvl 10. A Horse has CR2 and Pegasus with Mighty Stallion Blood has CR4. So I took the difference of lvl 2 and lvl 10 on the Druid Companion chart (3-8) to determine what I added to the stats. Angelfire
28 22 24 15 18 17
Feats (in this case a Horse and Pegasus both start with 2 feats so I took the full extra 5 for a lvl 10 Companion)
HP 10d10+70 (170hps, we get max HPs in our campaign) Init +6 Perc +14 Dark 60' Low-Light, Detect Good/Evil, Scent, Sense Motive +10
Bite +16/d3+9 Hooves x2 +14/d6+7 Multi-attack
Let me know if you see anything I could have done better or cheated on. Thanks
Paladin spell, lvl 1. http://paizo.com/pathfinderRPG/prd/advanced/spells/rallyPoint.html It says "A creature cannot benefit more than once from the same casting of this spell." Do you read this as cant gain the bonus more than once in the same game round (by moving back and forth on it) or once total over the course of the entire spell? Thanks
First off I cant find a good answer on if you can retry using Spellcraft(or Use Magical Device) to decipher a scroll. Or if you can take 20. Second, if the same Wizard made five copies of the exact same spell and our Rogue wanted to Use Magic Device to prepare them to be cast does he have to make a skill check for all five even though they are exactly the same?
Thanks
Im converting my Paladin to Pathfinder from another system. My Paladins order rides Pegasus. They Fly 120' (So I think a charge is double that, havent looked at Pathfinder flying rules yet) Saddle Surge (lvl 2 Paladin spell) (APG pg 240)
I charge from max distance for 240' (48 squares) flying with a Lance for double damage. So I hit for +96 damage....tell me why this is wrong please, seems to good. Oh, and the Feat Spirited Charge makes Lances do x3...so +144 damage...
There is a player in my group that wants to use the Hydraulic Push spell from the Adv Players Guide to Bull Rush figures in any direction. He logic is that its not a ray or cone and being magic he can make it come from any direction. My best argument otherwise is that it allows a Bull Rush and under that text Bull Rush says 'attempts to push an opponent straight back'. You guys have any opinion on the matter? Thanks
Im starting a new campaign tomorrow as a player. I dont want to give my GM to many headaches so I thought to ask this ahead of time. Ill be a lvl 1 Water Oracle with the Obscuring Mist so that I can see through the mist with Water Sight. Lets say I cast Ob. Mist and dont move. A goblin archer tries to 'guess' my square and fire an arrow at me. What are the rolls? Here are my guesses.
A Barbarian in the group wants to wield a two handed weapon with a Spiked Gauntlet on for back up. Is there any rule for or against that? He also wants to take Heart of the Fields alternate Human ability that cancels an effect that causes fatigue or exhastion once per day. He then wants to sleep in heavy armor and use the ability to cancel the morning fatigue...? Lastly, Ive stared at the books for hours trying to figure out want to multiclass into later (Oracle alone seems boring). Seeing as how Im going Water mystery Ive looked at Sorceror with Water bloodline, Monk with Elemental Fist, Summoner to summon water beasts perhaps..even a Cleric on some water domain.
Thanks guys
If LoS goes along a wall does that block LoE? XOXXXOX
Characters O are in two alcoves (X is solid wall). Can they range each other at -4 cover or not see each other at all? Tonight we had a romm we knew an arrow trap was in. Can we Total Defense/Move across against the trap? Total Defense is a +4 AC dodge bonus so assuming traps catch you flat footed you dont get dodge bonus'....but we knew it was there...not sure. To get out of a Grapple you can use your CMB, if you succeed you can escape or become the grappler. It doesnt mention this action as grappling so do you get -4 if you dont have both hands free? Im coming down off 4.0....in Pathfinder you get -4 to do a ranged attack through a friendly characters square? Thanks
Some questions I had now that we played our first Pathfinder game. We made camp. My rogue was up for watch and I wanted to be in a hidden position. The GM didnt think I could take 20 for that because I wouldnt know how good a spot I had. I think thats wrong. What do you guys think? Disable Device is mentioned to be a secret GM roll. BUT if you fail a Disable Device by 4 or less you can roll again. If its secret how are you suppose to know what you failed by? Something that has bothered me in every version of D&D...players are talking to someone or thing and not sure if a fight will happen. The players or monsters will then 'ready' an attack if the sheet hits the fane. This causes all kinds of odd initiative problems. I would like players to just wait until the fight starts and then rely on Init roll to really see who gets the jump on who. How have you guys handled this? Thanks
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