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![]() I often put items in my cart and I have to track their prices manually until I get within some magic number where the page tells me I can add X dollars to qualify for the shipping discount. So the page is tracking the total value of objects in my cart so it can display the "Add X dollars to purchase for $10 off shipping" but it doesn't display that total to the shopper. So the request is straight forward: Display the total dollar amount of all items in the cart. In the past I have initiated a check-out to see what my total is, but this can be problematic when I back out of the transaction and I've put in a coupon code. I had to go through a whole customer service experience to get my coupon applied to my eventual purchase. Please at a subtotal (pre-shipping, pre-tax) on the cart page.
(Though I presently have ~$106 in physical materials (no pre-orders, no PDFs) in my cart and it doesn't tell me I qualify for a shipping discount. Was the shipping discount removed or has the threshold been raised from the previous $100?) ![]()
![]() I'm just posting to suggest that a blog post of 2022 Going, Going, Gone be listed. I use the annual Going, Going, Gone list each year to determine what to buy first as supplies of older stock dwindle. Usually I think it's posted after the annual winter warehouse stock inventory is done, but I haven't seen one posted this year. Without that list, I am flying blind about what I need to buy before it becomes physically unavailable. Last year the list was posted in January but I didn't want to ask too soon about it if labor shortages have put inventory behind, but as it's April now, I figured I'd post about it. I hope you guys haven't decided to discontinue providing that information. ![]()
![]() I'd love to see the Pathfinder bogeyman or Pathfinder Gug done in the Reaper Pathfinder Miniatures metal line, but I'm curious about any upcoming Reaper Pathfinder metal releases. Seems like they've kind of dried up. The Pathfinder-style monsters are more interesting to me than NPCs from APs, but is there any movement at all? ![]()
![]() Looking at my shopping cart, I'm trying to budget my purchases and there's no sub-totals for everything in the cart. For instance, I have to manually add everything up to see how much over $100 I am presently. (It will say how much I can add to my cart to get up to $100 for the shipping discount.) I know that taxes and shipping aren't calculated until check-out, but it would be good to be able to see how much my baseline items are costing. I thought it said this information before, but I actually can't remember. In order to get a price estimate, I usually start a check-out and back out of it when it reaches the payment phase of check-out. This is not desirable behavior on either side of the transaction, I expect. Ideally the cart itself would show a running total of items in the cart, as well as have a tax calculator and options to estimate shipping. But just a running total for the items in the cart would be a good start. ![]()
![]() Wasn't sure which section to put this in. It's not Website Feedback, but a question about where to find something on the website. Short and to the point: Where is the Pathfinder 1e FAQ?
Is it still on the site? I'm not sure where to look. ![]()
![]() I'm looking at giving the vrykolakas (Bestiary 6) wings and a fly speed. Currently, I'm considering 80 ft. (average). It would retain its 40 ft. base speed. I've made other changes to the vrykolakas already. It has the advanced simple template, and I added some of the 2e vrykolakas stuff (lair dependent, vulnerable to decapitation) that made it more flavorful. I also made its charm animal ability at-will instead of 3/day. With it now being lair dependent, I also added a ritual it can use to dedicate a new location as its lair. In addition, I added 1d6 bleed on its bite attack, as well as gave it a variant fast healing ability (sanguine healing) that only functions when it is adjacent to a bleeding creature or a creature covered in or made primarily of blood (such as a bloody skeleton, vampiric ooze, or a blood knight). Standard vrykolakas is CR 10. Advanced Simple Template by itself bumps it to 11. With the additional changes above, I'm looking at also giving it two more hitdice and bumping it to CR 12. Doing a side-by-side comparison with the recommended damage/AC/hitpoints/etc. from the back of the Bestiary, it looks like CR 12 is about right. The wings will just be for arriving/fleeing a fight, or giving chase, as it is still not an aerial combatant. I think they'll also help differentiate it appearance-wise from festrogs. I only have plans for one vrykolakas in my campaign, unless it creates more, so I'm looking at this being the "standard" vrykolakas for my game. I'm prettymuch have it worked out at this point, but I haven't decided what new feat to give it. ![]()
![]() I have a berbalang (from Pathfinder Bestiary 3 [First Edition]) in my campaign, set in Ustalav. I don't know if there are any mentions of berbalangs in the canon materials for Golarion, or in the canon fiction (novels or short stories) of Golarion. If there are, I'd like to know where so I can read-up on the way they're handled canonically. I'm considering home-brewing berbalangs in my game as a kind of ghoul (giving their bite attack ghoul fever, or possibly ghoul distemper [from Horror Adventures], and allowing them to qualify for ghoul-only feats) but I don't want to do that if it conflicts with any of their published appearances. So, you know, are there any instances of berbalangs in Golarion in the canon materials, either for First Edition, or Second Edition, or the fiction line? ![]()
![]() I like the corruptions in Horror Adventures, but one thing that bothers me is that vampirism corruption has the Fangs manifestation, and that manifestation gives the character with the vampirism corruption the ability to grow fangs as a swift action. Those fangs can then be used as a primary natural bite attack that deals 1d6 piercing damage for medium creatures, 1d4 piercing damage for small creatures. The fangs can also be used so the character with the vampirism corruption can make blood drain attacks against helpless or pinned targets. However, actual vampires, built with the vampire template, do not have a bite attack. They have fangs, of course, but they're only used to make blood drain attacks while grappling, not to make bite attacks. So is it a problem if I just give my game's vampire template the ability to manifest a bite attack as a swift action that functions like the bite attack from the vampirism corruption? Vampires already have a primary slam attack that deals energy drain, so I figure a couple reasons they might not use their bite attack are 1.) It requires a swift action to manifest, and 2.) it doesn't do energy drain like their slam attack. I've also considered nerfing the vampirism corruption fangs so they're a secondary natural attack instead of a primary natural attack, then giving it to the vampire template, but I don't know if that would hurt the vampirism corruption too much. if it's changed to a secondary attack, will it negatively impact the vampirism corruption's ability to drain blood? That's a CMB action, so I'm not sure if the attack penalty of the secondary attack comes into play. ![]()
![]() I've been getting Error 500 (Internal Server Error) on the main page since last night (I'm on Firefox 82.0.2 on Windows 10.) The error code is accompanied by a picture of a ysoki/ratfolk tinkering. Anyway, the menu banner (with search and links to my account and cart) still appears and I can browse the shop and the forum, but the main page content (the big ads about upcoming stuff, and anything else on that page) at paizo.com isn't showing. ![]()
![]() I ordered:
My order processed and I received my confirmation email that lists these three products. However, when I went back to my cart, it still had the items in it and said I had purchased them today. I removed them manually and added Anti-hero's Handbook to my cart, with the intention of adding a few more items as well. (I usually leave several items in my cart.) However, the cart then indicated I had purchased Anti-hero's Handbook today, and I most certainly did not. I went to my order history and it lists the only item in the order as the Anti-Hero's Handbook, with no mention of my actual pending order products. I have added the three items I actually purchased (or was trying to purchase) back to my cart. It does not list them as having been purchased now. :-( ![]()
![]() I ordered the Beast of Lepidstat miniature and received it today. It does require assembly, which is fine and expected, but I am trying to confirm it has all the parts without opening the blister-pack, since I'm not ready to assemble it yet. I see it has the body, two arms, and a head piece, but I can't tell if the head is the whole head or only part of the head. Can anyone tell me what parts should be in the package? ![]()
![]() I'm considering applying trompe l'oeil (from Horror Adventures) to a vampire in my campaign, so that she's a trompe l'oeil painting of a vampire, but I don't know how the trompe l'oeil template will interact with the vampire template. Trompe l'oeil template can be applied to any corporeal creature with an intelligence score. It would change the vampire's type from undead to construct. I think the vampire would still have all the normal -vampire- weaknesses (sunlight, garlic, holy symbols, etc.), but would no longer be undead, so wouldn't have the standard undead weaknesses (harmed by positive energy, and so on). Is that right? (For my own game, I might homebrew it and give it negative energy affinity anyway though.) If the vampire doesn't lose vampire features, could a trompe l'oeil vampire create spawn? As I interpret it, it would be able to, and they'd be standard vampires/vampire spawn. ![]()
![]() I have a bogeyman in my campaign that the players haven't encountered yet.
He actually has the implacable stalker template, so he's kind of like a bogeyman with the volume turned up. Since he's named Mister Redfingers, and bogeymen have claw attacks, I am looking for a clawed figure. I kind of want him to look big (but still medium-sized), like a horror movie slasher, but without the hockey mask or machete/cleaver/chainsaw. You guys know any metal minis that might fit that bill? If he has a mouth full of teeth like the Bestiary 3's bogeyman art, that's even better. I looked at the male minis on Reaper's website, but I didn't see anything I liked that didn't seem like it was going to require replacing the hands. ![]()
![]() The standard bogeyman from Bestiary 3 lists its caster level for its spell-like abilities as 16. Its Concentration modifier is +17. It's a 17 HD creature.
I've added some hit dice and a template to it, and I'm trying to figure out its new Concentration mod. The Caster Level of its spell-like abilities has not changed, so is still 16, but its ability scores have changed. The base bogeyman had a Concentration of +17. Concentration is supposed to be caster level plus casting ability score modifier. So does that mean it was using Strength as its concentration modifier? That's the only one that offers a +1 on the base bogeyman. ![]()
![]() The bogeyman's Terrible Rejuvenation ability grants fast healing 5 while someone is affected by a fear effect while within his Deepest Fear aura. The implacable stalker template's Terrifying Inevitability grants fast healing equal to its Hit Dice while the implacable stalker can see or hear someone suffering from a fear effect. (That among many other effects of Terrifying Inevitability.) So my question is do the two sources of conditional fast healing stack, or would the Terrifying Inevitability (17 HD) just override the Terrible Rejuvenation 5? ![]()
![]() As the subject, I received my hardcopy of Advanced Class Guide in the mail today and inside it says it is the second printing from August 2015 but the cover says it's Pathfinder Adventure Path, not Pathfinder Roleplaying Game. I knew this was a printing-wide issue with the first printing. Is it also true of the entire second printing or did I get a random fluke copy? Should I be concerned that other parts of the book don't match with the second printing? ![]()
![]() My question is basically the subject. I'm using the Horror Adventures Sanity system in my game and want to make some NPCs with Sanity stats but I don't know of any Paizo NPCs statted using this system. I could of course make-up my own lay-out (I'd put it near the hitpoints and save bonuses) but I want to know if there's any official examples of sanity on an NPC and/or monster stat block. Questions about NPC stat block arrangement aren't exactly rules questions, but I'm looking for official Paizo examples if there are any, so it's still kind of different from advice in that regard. So, yeah, is there somewhere I can see an example of this on a Paizo stat block? ![]()
![]() As subject, can the Unchained Rogue's Follow Clues rogue talent be used to substitute Perception for Survival to track by scent? Pathfinder Unchained wrote: Follow Clues (Ex): A rogue with this talent can use Perception to follow tracks as per the Survival skill. Universal Monster Rules wrote: A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. My instinct is that it can be used by a rogue with the scent ability to track by scent with Perception instead of Survival, but I feel like it's a little ambiguous. ![]()
![]() I wanted to give my human vampire witch NPC the exsanguinate feat. I realized, as I was re-reading the feat, that it requires both the blood drain and grab universal monster abilities. Vampires use their blood drain while grappling, but the vampire template doesn't grant the grab universal monster ability. They have to initiate grapples the old-fashioned way, with AoOs or with feats to prevent them. So, if it's not for vampires, what creatures best benefit from the Exsanguinate feat? I guess any creature with the grab ability that gains the vampire template, but what about creatures that already have both? I can't think of any off the top of my head. ![]()
![]() I want to make my werewolves a bit more like the old Universal Monsters Wolfman, where he just kept coming back for sequel after sequel. Also, there's a scene in Monster Squad (from the 80s)... Monster Squad Spoiler:
...where a werewolf was blown up and it pulled itself back together. So I want to give my werewolves regeneration as a solution, so they can't just be beaten to death by adventurers that can effectively ignore the 5/silver or 10/silver damage reduction. Right now I'm thinking:
--I know mithral counts as silver for purposes of overcoming damage reduction, but regeneration isn't damage reduction, so I listed mithral specifically.
This would not replace the damage reduction, but be in addition to it. Alternatively I could replace DR 5/silver with regeneration 5 (silver, mithral, fire) and DR 10/silver with regeneration 10 (silver, mithral, fire). I'm also toying with the idea of requiring both fire AND silver/mithral to actually kill the creature when it's below its normal death threshold. But I'm not sure how I want to handle the "turns back to humanoid form when it dies." Do I have it turn back to humanoid form when it's below 0, below its negative CON score, or not at all? It's not dead yet. I'm thinking it might matter whether it was a full moon or not. If I leave it in its wolf/hybrid form, then that could be a clue to the players that it isn't dead yet. I'm also thinking about giving my werewolves the ferocity and feral counter abilities of the Bestial werewolf variant from Heroes of Horror. If I give regenerating werewolves ferocity, I would have them fall inert at their negative CON score as though dead. Bestial Werewolf Feral Counter:
Feral Counter (Ex) While in animal form, the first time each round that a creature damages a bestial werewolf, the bestial werewolf can take an attack of opportunity against the creature. The werewolf must threaten the triggering creature to use this ability. The other question that arises is how do I handle the humanoid form? Right now I'm thinking in humanoid form the lycanthrope would just have regeneration 0 (silver, mithral, fire). As in they wouldn't regain hitpoints but still wouldn't die. So a humanoid-form werewolf that would otherwise die by hitpoint damage, would just be inert until exposure to the full moon triggered a transformation and the creature began healing again. If it has regeneration 0 while in humanoid form then having it turn back into a humanoid when it passes its negative CON score would mean it's stuck in a death-like state until it is healed or exposed to the moon again. Anyway, what do you guys think? Any suggestions? ![]()
![]() Anyone know of a metal miniature to represent a vrolikai demon? Vrolikai are large four-armed demons that easily resemble 4-armed gargoyles holding curvy daggers. I know that there's actually a history of 4-armed gargoyles in D&D (I believe Tomb of Horrors had one?), but I don't know if it's been done as a mini, nor less a large mini (suitable for a large Pathfinder creature with 10x10 base). So, any suggestions? I know there's a Pathfinder Battles vrolikai demon. I'm looking for something in metal though. ![]()
![]() Hello. I like to look back through the Paizo Blog posts, but this has not been possible for me for quite some time. It seems like they're not being pulled out of the database when the page loads. Whenever I click the Older Posts link at the bottom of the page, it takes me to a page for the previous month, but none of the individual entries load. Currently, if I click "Older Posts" it takes me to a page that says August, but there are no blog entries. It has all the sidebars and even the Older and Newer buttons to go back deeper or forward again. If I click the "Older Posts" on the "August" page, it goes back to one labeled July, but it again has no entries. If I click "Newer Posts," I can get back to "August," but that's still blank. If I click it again, I can get back to the current blog posts. Only the current blog is loading. I am very interested in reading the Paizo blog posts, but can only access the most recent ones. This seems like it might just be a database call in the script that isn't working properly. Is it working for other people? ![]()
![]() I'm trying to stat a creature with the improved stench feat (from Demons Revisited). It's a ghast so its stench aura is normally 10 feet and duration of 1d6+4 minutes. How can I figure out what the roll needs to be for 1d6+4 minutes with an added +50%? How do I express it on the monster stat block? Thank you for looking and for any assistance. ![]()
![]() I used to really enjoy reading the Paizo Blog. Now, and for some time, every post is hidden behind a "Show Post" button and only gives a little bit of the top of the post, so it's impossible to tell whether I want to look at something or not except by what product line it is in. I miss when all the posts were just visible on the same page and I could just scroll to the bottom and click for an older month of posts. I realize this change to using post previews was probably done for some reason, but I'd like to suggest a "Show All Posts" button to restore the ability to scroll and skim the blog without having to expand each individual topic. As it is right now, I mostly don't read the blog anymore because it's cumbersome and I spend most of the time clicking "Show Post" on things I am not that interested in, because I can't tell if I care or not until I do so. A "Show All Posts" button would seem to allow for the best of both worlds. For people who benefit from having a preview, they'd still get their preview, but for those of us who would prefer to scroll down through the full text, stopping when something seems to warrant it, a "Show All Posts" button/link would enable the preferred alternate method. A related suggestion would be to add a series of check boxes at the top so posts of various types could be filtered out. I have no interest in the Adventure Card Game, for instance, so would hide blog posts about that for easier reading of stuff that I do want to read. Anyway, I'm sure there are reasons why both of these suggestions are bad ideas, but as it is, I end-up relying on Google search more to find stuff on paizo.com than I do browsing or the internal search. A few changes would vastly improve my user experience, and I doubt I'm the only one. Thank you for reading this. I hope it proves valuable feedback. ![]()
![]() Ok, I know in some werewolf stories the werewolf is active during the three nights of the full moon (the nights before and after the technical full moon) but I'm not sure if that's the case in Pathfinder Campaign Setting. So, yeah, does anyone know of any canon details on whether afflicted werewolves change involuntarily on all three days or only the one? I know werewolves of Golarion are detailed in a few different places, such as Classic Horrors Revisited, inside the Carrion Crown AP, and in Blood of the Moon, to name a few, just wondering if anyone knows specifically where to look for details on that aspect of the lycanthropy. ![]()
![]() The Nosferatu template seems to break the Universal Monster Rules on Blood Drain. It specifies that it drains Constitution and Wisdom on a successful grapple attack. Nowhere in its entry does it indicate that this drain is actually Constitution and Wisdom damage instead of Constitution and Wisdom drain. So, based on the Universal Monster Rule that Blood Drain actually does Constitution damage, should I treat the Nosferatu's Blood Drain as doing Constitution and Wisdom damage, instead of Con and Wis drain? Or is the Nosferatu template actually dealing Con and Wis drain on a successful grapple? The Nosferatu template doesn't inflict negative levels so having it deal drain instead of damage might be how it compensates. ![]()
![]() I've tried with Firefox 29 and Google Chrome and when I click Older Posts on the Paizo Blog, I get a blank area where the posts would be. I still get the sidebars on both sides and the hyperlinks to older and newer posts at the top, but no actual page content. So, for instance, this page appears to have no body content for me: http://paizo.com/paizo/blog/2014/april Is this something on my end or is it the site? ![]()
![]() Hey, I'm running an Ustalav game and I know Sarkoris was destroyed by the Worldwound like a hundred years ago, but I'd like for some undead and/or other long-lived creatures to be fluent in the language of Sarkoris. Was the regional language of Sarkoris Hallit or Skald? I always have trouble telling where each of those two languages was spoken. Edit: Changed subject for the evolved question. ![]()
![]() Standard ghosts in Pathfinder don't have a means to disappear, since they lost their connection to the ethereal plane/manifest ability from 3.5e. Would it be reasonable to give a ghost natural invisibility as one of its ghostly special attacks? I'd want to give it the ability to switch between visible and invisible at-will as well, possibly as a swift action (so it can do it 1/round, but doesn't lose an attack or move action). In that case I'm not sure if the invisibility could be natural invisibility though, since it would have a visible form. Invisibility as a constant spell-like ability is also an option, but that would be susceptible to Invisibility Purge, I think. What do you guys think? ![]()
![]() Hey, guys, I've wanted to find a suitable miniature for a kere psychopomp for awhile, but I haven't seen anything I'd think would be good for one. Kere psychopomp basically looks like a "ghostly" female mourner in a black dress, with a black veil covering the upper portion of her face. As I'm after unpainted metal minis, the actual color is irrelevant. I feel like I'm describing it poorly, but my quick search failed to turn up a picture on the Internet. I would prefer metal miniatures, 25 to 32 mm and unpainted, so do you know of any unarmed half-veiled mourner miniatures that fit that criteria? I'd prefer not to try to "craft" the veil on myself because I don't trust my talents in that regard and feel bad defacing a mini like that. I'm not looking to buy immediately, but I'd appreciate some pointers in the right direction. Thanks for any suggestions you might have. ![]()
![]() Ok, I don't know if this has been asked before. I looked at the first dozen or so results for poison and didn't see it so here goes: When applying a poison, I get that additional doses add to the DC and the duration of the effect, but how does it work if the poison has a different primary and secondary effect? Take for instance shadow essence.
Now I have an NPC hit a PC with a dart coated in shadow essence.
On the next round:
Then he gets hit with shadow essence again. He fails his DC 17 save again so the DC of the poison increases to 19 and the duration increases to 9 rounds (8 remaining). Does he also take 1 Str drain as a primary effect of the second dose, or does only the first dose have a primary effect? ![]()
![]() With the change such that product is actually shipping in January, I need to go ahead and cancel my remaining subscriptions, including the shipment I just received notice is pending (Order # 2970817). I was postponing it as long as possible while the next expected shipment wasn't until February in the hope that I could afford it by then, but I do need to go ahead and cancel, unfortunately. With any luck I'll be able to resume by March and pick-up some of what I missed. Thank you for your service and I hope to make use of it again soon. ![]()
![]() I'm building an awakened shield guardian electrified flesh golem (named the Prisoner in Stitched Flesh) for my campaign and I want to give it this variant ability that I made-up. I'm just looking for a second opinion on it. Does it sound alright? Slave to None (Ex) The awakened shield guardian flesh golem long ago acquired its shield guardian amulet and embedded it within its own flesh so that the amulet can't be easily gained to control it. It can activate its own shield guardian abilities, designating an individual of its choice to receive the benefits of its protection. It counts as controlled only while protecting another creature with shield guardian abilities. It cannot use these effects on itself. Reference material for variants: Shield Guardian is in Bestiary and on the Paizo PRD.
Awakened flesh golem is detailed in Classic Horrors Revisited, and viewable in sidebar of flesh golem entry on d20pfsrd.com. ![]()
![]() I don't want to do this, but I need to. Please cancel my Player Companion and Pathfinder module subscriptions.
At this time I don't want any changes to my other subscriptions. We'll see how things look again in January before I make any other decisions. I'm going to go ahead and cancel these two though, because every time I've suspended Paizo subscriptions I've ended up having to cancel them anyway, so may as well get it over with. So much good stuff upcoming in the Companion line soon though, I'll be chomping at the bit to get it back. (I hate not having PDFs too.) ![]()
![]() In Undead Revisited there is a shadow variant called Shadetouch Shadow that has a CR +0. It replaces the shadow's normal incorporeal touch (1d6 Strength damage) with 2 claw attacks that deal 1d8 damage plus the usual strength damage. It specifies that the shadow is infused with partially real shadowstuff from the Plane of Shadow. So my question is are these claw attacks touch attacks or not? The way I read it they are not touch attacks but made against the target's full AC, since they're partially real. However, the shadow demon also has claw attacks that deal actual hitpoint damage, and they're specified as touch in the Bestiary/PRD. My variant dread shadow is going to have the claw attacks and the incorporeal touch (not usable in the same round) but I'd like to know how the shadetouch shadow variant claws are supposed to work. ![]()
![]() Received my order #2818378 yesterday, which included the Magnificent Egos Iron Heroes miniature Tired Thom. I looked at him in the package and he had no right hand with weapon nor shield on his left arm. So I thought "Maybe his hand is behind the foam" and opened the package. No right hand. So I tried looking up pictures up him on the Internet but the picture I find is the same one on the website here with a morningstar/flail/ball+chain and a shield on his arm. Not only does the miniature not have a weapon, but he doesn't have a right hand. Is this normal, or was he missing parts? (I'm aware that sometimes hands with weapons are sold separately but I'd expect him to have a default hand.) ![]()
![]() A carrionstorm (2 HD undead raven swarm commonly found near ghouls) is normally CR 1. If I add advanced simple temple it increases to CR 2. I also want the swarm to be carriers for ghoul fever. Can I just give it to the creature and still leave it at CR 2, or do you think granting ghoul fever should increases the CR further? Technically ghoul fever doesn't change the difficulty of combat at all since it has a 1 day onset time. ![]()
![]() As the subject says, I have a ghoul rogue with the Civilized Ghoulishness feat from Classic Horrors Revisited. I want to allow him to use rot grubs in combat but I don't want him to have a rot grub infestation all the time because someone might notice, and he frequently interacts with the living so might inadvertently infest someone. Rot grubs are scary, and I'm pretty sure the party has good reason to be afraid of them now. Just want this duplicitous undead to have access to them when he goes up against the party eventually. I've thought about just having them in a vial or bottle he can pour on himself before combat, perhaps kept alive in ground meat or something, but I also would like it if he can get rid of the infestation later too. Could an undead cast remove disease on his own corpse to remove an infestation? Anyway, thoughts? Suggestions? ![]()
![]() So I'm making a gravewalker vampire villain and I was reading this ability: Quote: Aura of Desecration (Su): At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level. This ability replaces the witch's 1st-level hex. So, witches don't normally get channeled energy as a class feature. Is there an archetype or hex somewhere that I'm missing that will grant the witch the ability to channel negative energy, or is this benefit of the aura purely meant for allies? ![]()
![]() Vilkacis is incorporeal, so it takes no damage from non-magical weapons and only 50% of damage from magical weapons that lack the ghost touch property. Vilkacis has vulnerability to silver.
Quote: Vilkacis are particularly susceptible to silver. A vilkacis struck with a silver weapon takes an additional 2d6 points of damage. If a creature under the effects of a vilkacis’s bestial possession is damaged by a silver weapon, it also takes this extra damage and receives another saving throw to resist the bestial possession. If successful, the possession ends, and the vilkacis is driven into an adjacent square and cannot use its bestial possession ability again until the following day. Does the additional 2d6 points of damage from the weapon being silver get halved when the vilkacis is incorporeal too? |