Bah! Overly complex. So.. no ongoing unless they are dumb enough to stick around.. Then full 14d6. Not dissmissable. I still think they should catch fire if they fail the save and move. I just dont see how you can take 14d6 fire damage with a failed save and not catch fire. Even if its just standard 1d6 fire instead of the spells 4d6.. It just makes sense that a failed save would cause you to flee the area burning like a torch.
Ok.. so your telling me that if I hit a mook with this thing and they are hit for 14d6, the next round (one would assume if they fail the save they are on fire at least. Not to mention that they would still be standing in the same spot.) they do not take any more damage? That just does not make sense. Also, can you point me to the rule stating that you can not dismiss and ongoing SU ability at will? I really wished they had spent 10min on this description and fleshed it out a bit more.
I am the player in this game running the oracle. The wording on this SU leaves a lot to the imagination... In the spell version it list the ongoing damage as 4d6 or somesuch but in the Oracle SU version it does not list any ongoing damage. I am pretty sure there would be some type of ongoing damage but I/we are not sure if we should follow the spell or if it would be the 14d6 ongoing. Also... Can this SU be released/cancelled at will? I would think so, but the question of this came up during the session and I would like to know for sure.
Ross Byers wrote:
Thats your opinion. Glad your happy with this decision. However, you seem to be the minority. The loss of the digital product is just a money grab to make more money on the same product. I never read the physical books. Therefore it just doubled my cost for the same product. No thanks. The books are not that great in the first place.
That was interesting but wayyyy to short. I like to buy the epubs to read during my lunch break at work on my phone, but that took about 2 min tops. I guess I will have to start checking the length of the web fiction before buying them. I did enjoy what I would call the introduction to a good book. I love your books and have been reading your work for a long time. At least it was .99 and not 4.99...
calagnar wrote:
Some good ideas here but i think i will go with an oracle or cleric. I am just not sure which one or what kind of build.
We are starting Serpents Skull, and so far we have a druid, magus, swashbuckler, and me. I am going to have to play some sort of healer, but i dont want to "just be a healer". 15 point buy as standard, 2 traits and one free campaign trait. We are also missing trapfinding due to the rouge archtype. Looking for build ideas, actual builds i can review, general advice, etc. I have never ran an oracle or cleric, but those are the 2 i am looking at. Any advice/help would be appreciated. Thanks in advance!
Chris Mortika wrote:
I dont think i would be that cheesy with it. Once the skills are picked.. thats it.
AerynTahlro wrote: Just track which skill(s) you dump those ranks in to, in case the stone is destroyed or deactivated. Ok. So after 24 hours i get 5 retro skill points and need to track those incase its destroyed. Simple enough. I was just wondering why activating it in HL didnt add the skill points.
AerynTahlro wrote:
I can add it as a permanent adjustment and it gives me the skill points. I just want to make sure this is right before sumbiting to my DM.
Chris Mortika wrote:
mdt wrote:
so after 24 hours it should grant me the 5 skill points? As a sorcerer that is the only reason i took the item. Nobody else in the party wanted it.
Ultradan wrote:
In HL activating the stone just gives me a +2 to init. No skill points added.
AerynTahlro wrote:
Rocking a sorcerer with this one so no headband. I am using hero labs but i cant seem to get the extra skill points showing. Do i need to add it as a permanent adjustment? Character level 5
If the Summoner's Eidolon has claw attack x2 is that a full round attack or can it take the 2 claws after a move? It looks to me like it would only be one claw after a move. Eidolon: Eidolon CR 4 Biped (Claws) NN Medium Outsider Init +2; Senses Darkvision (60 feet), Scent; Perception +16 -------------------- DEFENSE -------------------- AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) hp 52 (+12) Fort +6, Ref +3, Will +5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Claw x2 (Claws) +8 x2 (1d6+4/20/x2) and Unarmed Strike +8 (1d3+4/20/x2) -------------------- STATISTICS -------------------- Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 10 Base Atk +4; CMB +8; CMD 20 Feats Combat Reflexes (3 AoO/round), Toughness +4 Skills Bluff +7, Craft: Blacksmith +5, Knowledge: The Planes +7, Perception +16, Sense Motive +8, Stealth +17 Languages SQ Evasion (Ex), Magic Attacks (Ex) --------------------
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I am having problems wrapping my head around this one. I am confused on the effects of delaying vs readying and how it effect initiative. There is also some confusion on the suprise round. I found some good threads on this in the past (should have bookmarked) so how does this work by RAW. One of the main questions is delaying and moving to the top of init order.
Bobson wrote:
This seems correct from what I have found. I also noticed that Summon monster seems to be acceptable at higher spell levels. Seems odd.
Nostagar wrote:
I think it was either a lefover from a older version or I was mixing up the "cant jump 2 levels" thing. Thanks for the answers guys!
MendedWall12 wrote: I've never heard of such a thing. There are a lot of different ideas out there regarding how experience works, or should work, but by RAW I must have been picking that up as a houserule or something. Just wanted to make sure. Thanks Guys!
I am running a fire elementalist and I am having issues finding a specialized school spell for 2nd level. Burning hands worked for first level. (using herolab). Burning disarm didnt work as it is transmutation. It looks like it has to be evocation/fire elemental for me to load it as a school spell. (so far it seems to be requiring both). Edit:
Is this correct or something I can take to Herolab? It seems kinda limited to me. Zandakar: ZANDAKAR BAJADEK CR 1 Male Human (Varisian) Wizard 2 NG Medium Humanoid (Human) Hero Points 2 Init +2; Senses Perception +1 -------------------- DEFENSE -------------------- AC 12, touch 12, flat-footed 10. . (+2 Dex) hp 15 (2d6+4) Fort +2, Ref +2, Will +2 Resist fire 5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Dagger +2 (1d4+1/19-20/x2) and . . Quarterstaff +2 (1d6+1/20/x2) and . . Touch Attack +2 (As Spell/20/x2) Ranged Crossbow, Light +3 (1d8/19-20/x2) and . . Ranged Touch Attack +3 (As Spell/20/x2) Special Attacks Fire Jet (1d6+1) (6/day) (DC 14) Spell-Like Abilities Dancing Lights (3/day) Wizard Spells Known (CL 2, 2 melee touch, 3 ranged touch): 1 (3/day) Mage Armor, Color Spray (DC 14), Burning Hands (DC 15), Ill Omen 0 (at will) Disrupt Undead, Read Magic, Light, Detect Magic -------------------- STATISTICS -------------------- Str 12, Dex 15, Con 14, Int 17, Wis 8, Cha 7 Base Atk +1; CMB +2; CMD 14 Feats Scribe Scroll, Spell Focus: Evocation, Varisian Tattoo: Evocation, Wizard Weapon Proficiencies Traits Elemental Pupil: Fire, Focused Mind Skills Appraise +8, Concentration: Wizard +7, Knowledge: Arcana +8, Knowledge: History +7, Knowledge: Local +7, Knowledge: Nature +7, Knowledge: Religion +7, Knowledge: The Planes +7, Perception +1, Spellcraft +8 Languages Goblin, Orc, Thassilonian SQ Bonded Object: Ring (1/day) (Sp), Fire Supremacy (Fire damage 1), Hero Points (2), Water Combat Gear Crossbow, Light, Dagger, Ranged Touch Attack, Quarterstaff, Touch Attack; Other Gear Backpack (12 @ 20.48 lbs), Bedroll, Chalk, 1 piece, Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (3), Rations, trail (per day) (5), Ring, Rope, hempen (50 ft.), Scroll: Darkvision, Vanish, Spell component pouch, Spellbook, wizard's (blank), Waterskin, Wrist sheath, spring loaded -------------------- SPECIAL ABILITIES -------------------- Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free. Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks. Elemental Pupil: Fire +1 dam when cast damaging spells of chosen element. Fire Jet (1d6+1) (6/day) (DC 14) (Su) 20' line deals 1d6+1 Fire damage and sets targets on fire for 1d6/round Ref halves/negates. Fire Supremacy (Fire damage 1) If you are within 5' of a fire at least as large as a campfire, you can draw the fire around you for 1r. Anyone striking you with a non-reach melee attack takes fire damage. Focused Mind +2 to Concentration checks Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses. Spell Focus: Evocation Spells from one school of magic have +1 to their save DC. Varisian Tattoo: Evocation Spells from chosen school gain +1 caster level. Water You must spend 2 slots to cast spells from the Water school. -------------------- Created With Hero Lab® - try it for free at http://www.wolflair.com!
I could have swore that I read SOMEWHERE that when you level (say 1st to 2nd) that extra xp beyond the amount needed to get to level 2 is dropped. Is this correct, or do you level to 2nd and half way to third? Im getting old and memory is kinda going on the blink :). Our dm allowed us to progress from first to 1/2 to 3rd. (fine by me, but i would like to know for sure). It could be something i am picking up from a house rule or older version...
I have a buddy running this summoner in one of the games i play in. To be honest I was impressed with the build and I am keeping it as a reference if I ever run one. So take a look at let me know what you think. Things that could be improved, etc. Thanks for reading my worthless post! Summoner Build:
ZOLIMON QIX CR 4 Male Human (Varisian) Summoner 5 NN Medium Humanoid (Human) Init +3; Senses Bond Senses (5 rounds/day); Perception +11 -------------------- DEFENSE -------------------- AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex) hp 50 (5d8+10) Fort +3, Ref +4, Will +7 Defensive Abilities Shield Ally (+2 AC/Saves); Resist Shield Ally (+2 AC/Saves) -------------------- OFFENSE -------------------- Spd 30 ft. Melee Dagger +6 (1d4+3/19-20/x2) and . . Dagger +6 (1d4+3/19-20/x2) and . . Masterwork Cold Iron Urumi +7 (1d8+3/19-20/x2) Spell-Like Abilities Summon Monster III (7/day) Summoner Spells Known (CL 5, +6 melee touch, +6 ranged touch): 2 (3/day) Haste (DC 16), Bull's Strength (DC 16), Levitate 1 (5/day) Shield, Mage Armor, Expeditious Retreat, Rejuvenate Eidolon, Lesser 0 (at will) Acid Splash, Read Magic, Light, Detect Magic, Mage Hand, Arcane Mark -------------------- STATISTICS -------------------- Str 16, Dex 16, Con 14, Int 14, Wis 16, Cha 18 Base Atk +3; CMB +6; CMD 19 Feats Augment Summoning, Combat Casting, Exotic Weapon Proficiency: Urumi, Spell Focus: Conjuration Traits Focused Mind, Looking for Work: Perception Skills Acrobatics +1, Climb +1, Escape Artist +1, Fly +1, Handle Animal +11, Knowledge: Dungeoneering +8, Knowledge: Nature +8, Knowledge: The Planes +7, Linguistics +10, Perception +11, Ride +5, Spellcraft +9, Stealth +1, Swim +1, Use Magic Device +11 Languages Abyssal, Aklo, Celestial, Draconic, Kelish, Shoanti, Sylvan SQ Eidolon Link (Ex), Life Link (Su), Share Spells with Eidolon (Ex) Combat Gear Chain Shirt, Dagger (4), Dagger, Masterwork Cold Iron Urumi; Other Gear Bedroll, Caltrops (5), Case, map or scroll (1 @ 0 lbs), Chalk, 1 piece (2), Charcoal Stick (2), Crowbar, Flint and steel, Grappling bolt (2), Handy Haversack (53 @ 66 lbs), Healer's kit (10 uses) (2), Ink (1 oz. vial, black), Inkpen (5), Iron Spike (5), Rations, trail (per day) (7), Rope, silk (50 ft.) (2), Scroll: Rejuvenate Eidolon, Lesser (CL 7), Shaving kit, Soap, Bar (50 uses), Spade or shovel, Spell component pouch, Torch (5), Varisian Idol, Vermin repellent (5), Water purification sponge, Waterskin, Whiskey, Oldlaw (per bottle), Wide Brim with Buckle -------------------- SPECIAL ABILITIES -------------------- Augment Summoning Summoned creatures have +4 to Strength and Constitution. Bond Senses (5 rounds/day) (Ex) Share your Eidolon's senses. Combat Casting +4 to Concentration checks to cast while on the defensive. Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots. Focused Mind +2 to Concentration checks Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon. Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead. Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach. Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC. Summon Monster III (7/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds. -------------------- Created With Hero Lab® - try it for free at http://www.wolflair.com! And his good buddy XiX
Eidolon: XIX CR 4 Biped (Claws) NN Medium Outsider Init +2; Senses Darkvision (60 feet), Scent; Perception +16 -------------------- DEFENSE -------------------- AC 18, touch 12, flat-footed 16. . (+2 Dex, +6 natural) hp 52 (+12) Fort +6, Ref +3, Will +5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Claw x2 (Claws) +8 x2 (1d6+4/20/x2) -------------------- STATISTICS -------------------- Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 10 Base Atk +4; CMB +8; CMD 20 Feats Combat Reflexes (3 AoO/round), Toughness +4 Skills Bluff +7, Craft: Blacksmith +5, Knowledge: The Planes +7, Perception +16, Sense Motive +8, Stealth +17 Languages SQ Evasion (Ex), Magic Attacks (Ex) --------------------
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bigkilla wrote:
As a player in some of Bigkilla's games i second this! Herolab is THE BEST at what it does. (IMHO)of course..
Bobson wrote:
Thank you guys for the replys. I needed this one spelled in black and white.
Ævux wrote:
The part im really interested in is if 2 medium creatures are in melee seperated by 10 feet (assume reach weapon or something), do i still take the -4?
Page 184 Core rule book. Shooting or Throwing into a Melee: If you shoot or
So if that is correct you dont take a -4 if they are 10 feet away and engaged in melee? Does the creature have to be larger than the PC to reduce the -4?
Zizazat wrote:
So... this makes presice shot almost a must have for any spell caster using range touch.
Darksmokepuncher wrote:
Hit my spoiler in the first post.. I rolled 2 18's with this one :). We are only allowed PF Core or pretty much go by Hero Lab. We do have access to the APG and extra packages for HL.
Darksmokepuncher wrote:
Could you post a build of this? I know very little about multiclassing and really dont want to end up with a high fluff low power build. This game is BRUTAL.
brassbaboon wrote:
The goal or motivation of the character is to be a Wizard that has a few other tricks up his sleeve. Kind of a street figther that learned the power of magic to aid in fighting. Check some of my trait selections and feats. I dont know if the concept is workable as i started with a wizard. But i got to thinking of gravity bow and a lvl of ranger or 2...
Currenly I am running a 1st lvl Wizard in one of the games im in. Is it worth it to bust out and multi class? What are the best classes for a wizard (i want wizard to be a large part of the build)? Any advice is appreciated. Thanks! Wizard:
WAYLORN CR 1/2 Male Human Wizard 1 NG Medium Humanoid (Human) Init +4; Senses Perception +5 -------------------- DEFENSE -------------------- AC 14, touch 14, flat-footed 10. . (+4 Dex) hp 8 (1d6+2) Fort +2, Ref +4, Will +3 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Dagger +2 (1d4+2/19-20/x2) and . . Quarterstaff +2 (1d6+3/20/x2) and . . Touch Attack +2 (As Spell/20/x2) and . . Unarmed Strike +2 (1d3+2/20/x2) Ranged Crossbow, Light +4 (1d8/19-20/x2) and . . Ranged Touch Attack +4 (As Spell/20/x2) Wizard Spells Known (CL 1, 2 melee touch, 4 ranged touch): 1 (3/day) Color Spray (DC 16), Sleep (DC 16), Mage Armor 0 (at will) Disrupt Undead, Light, Sotto Voce (DC 15) -------------------- STATISTICS -------------------- Str 14, Dex 18, Con 14, Int 20, Wis 13, Cha 11 Base Atk +0; CMB +2; CMD 16 Feats Academy Graduate, Cosmopolitan: Sense Motive, Perception, Scribe Scroll, Wizard Weapon Proficiencies Traits Black Sheep - Titus Scarnetti: Stealth, Extremely Fashionable: Intimidate Skills Bluff +5, Concentration: Wizard +6, Diplomacy +1, Intimidate +5, Knowledge: Arcana +9, Knowledge: Dungeoneering +9, Knowledge: Religion +9, Perception +5, Sense Motive +5, Spellcraft +9, Stealth +9 Languages Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Infernal SQ Bonded Object: Ring (1/day) (Sp), Hand of the Apprentice (8/day) (Su) Combat Gear Crossbow, Light, Dagger, Quarterstaff, Touch Attack, Ranged Touch Attack; Other Gear Backpack (13 @ 5 lbs), Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (10), Ring, Rope, silk (50 ft.) -------------------- SPECIAL ABILITIES -------------------- Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free. Hand of the Apprentice (8/day) (Su) Throw the melee weapon you are holding 8/day. Created With Hero Lab® - try it for free at http://www.wolflair.com!
A side note: Do Wizards get to make knowledge checks untrained?
Can someone explain how to calculate the DC for scribing a scroll? Somehow my DM came up with a dc of 21 for mage armor... Somehow that does not sound right. I found this line under magic item creation: The DC to create
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Hello all, Please join us at The Sage's Shoppe in West Lafayette, IN on Wednesday October 8th for the Lafayette, IN area card guild kick off. Start time is 6PM. The first hour is planned for a quick demo for new players and introductions. We hope to start off with #0-0A, On the Horizon, around 7PM. We hope to see you there!
I recently received an email stating that my PDF was available for download for this order that is being picked up at GenCon. However, only the AP PDF was released and not the Campaign Setting one, and didn't know if there was something funky with the order? No rush, as I know it is the busy time of the year, but wanted to get in queue with the question. Thanks,
Hello, From the other thread, Sara Marie asked that we report any wonkiness of their September subscription orders. Well, mine is that there is no order. My order history indicates that there is one pending order...but there is no pending order shown. Also, when I look at my subscriptions page, I see all of September's items jammed into October making it a very large month. Can we get this separated out please? Thank you.
Your 10 year anniversary sale has been particularly alluring to me since I found out about it last night... First, I had to complete my Planet Stories collection, picking up nearly the first half of the line. Then, I realized it was a perfect time for Christmas shopping and bought some games. Of course, after I hit submit the second time, I realized how close I was to getting to $100 for the postage discount, so I went back again. Can you please combine orders #2143357, 2144311, and 2144340? Your assistance is greatly appreciated. I'll try and just keep adding till I get to $100 next time ;)
I was wondering if anyone could point me towards a good low level adventure from the 3.5 days of Dungeon magazine. I have them all, but never really read them past somewhere around issue 70. Back then, I played 1st Ed. or nothing. Now my friend is getting his son involved in the game, and I thought there might be some good short adventures lurking in the pages for him to run him through. Any help, suggestions, or if anyone knows of a list of the various adventures by level it would be most appreciated. Thanks in advance.
Hi Sara or Cosmo, I just placed order #1427807 this morning, and one item "Sunken Empires" was in backorder at that time, and split from the majority of the order to ship separately. However, just a few minutes later, the store appears to have updated "Sunken Empires" as being in stock and available for order. Could you please add the copy of the book to the order that is in pending status if that is truly the case? Thanks for all your help. Sincerely,
Hi guys, I just received my order today, and most everything came correctly and in great shape. However, there was one mix-up in the variety of miniatures I received. The package was missing the Underdark: Loyal Earth Elemental miniature, and instead had a LG: Battle Plate Marshal miniature. Can you help me out please? Thanks,
I have a player wanting to use shrink item on the body left behind during use of a magic jar spell, so that the body is easier for the remaining party members to transport. I was wondering what others opinions maybe on allowing something like this to go on. First, would the spell in question be valid for corpse transportation in of itself. Is a body considered an 'object' of the same nature as a box or a rock? Second, is the body under the effect of the magic jar truly a corpse? To my mind, there would have to be some residual magic maintaining the body to keep from having organ damage on return (brain damage starts shortly after lack of oxygen, but magic jar allows the caster to be out of body for hours). Also, there is some magical connection to the body with the caster's soul to have it 'spring' back to the body upon the ending of the spell (if the body is in range). Personally, I don't like the idea of having the party walk around with the tiny body in a sack and gem to allow the caster to dominate target after target after target for hours on end for a single spell. It seems kind of cheesy and exploitative. But I can't find any solid answer against it, other than it's my world, so no, and I hate going that route if at all possible. Thank you in advance for your thoughts on the subject.
Hi Sara or Cosmo, I have just received my order, but unfortunately, the set of Munchkin cards on the order were not in the box. Also, as these are for a Christmas gift, I do not know if I can actually wait until AP #28 ships for these. Can you possibly expedite the replacement please? Many thanks for you assistance. Sincerely,
I was reading the Hellknight PrC (excellent stuff), and I came across a question in regards to one of the disciplines. Spoiler:
The Summon Devil ability for the Order of the Gate says that you can summon an ice devil at Hellknight level 17th, but the max level is 15th for the PrC. Since there are devils for every other level starting at 5th, I didn't know how this was supposed to apply. Any clarification would be appreciated. Thanks.
Hi Cosmo, I know you're getting hammered here with requests like this, but it appears that my order might be held up by the Seekers of Secret chronicles. Would it be possible to release the rest of my order for shipment please? A couple of the maps I need for a game I'm running the weekend of the 24th. Thank you for any help you can offer. Kevin
Sniggevert wrote:
On Saturday, I received copies 3 and 4, and emailed customer service in regards to this. This morning I've received an email from the warehouse that copy #5 is being shipped today. Can someone look into this please? Thank you,
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