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Thanks, that is more focused. My question lead into answering the one you pointed out. I'm trying to classify the effects of magic items, and it is proving difficult. They aren't spell-like, or supernatural, or extraordinary. So a dwarf's "hardy" racial ability wouldn't give them any bonus to saves against say, a circlet of blasting, even though it's replicating a spell, or the last ability of the gauntlets above (The chain lightning ability). It is clearly magic, but it's not enough magic? Sorry if this seems clear to other folks, but lack of definition in these type of areas bothers me.

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Basic question in the title. I have a player who has gotten his hands on some Galvanic Gauntlets, which are extremely thematic for his character. The question is, he's wondering if he gets the Conductive quality on his weapon, if he can use it with any of the abilities of the gauntlets. The gauntlets (shown below) have several abilities, one that functions like a shocking grasp, one that gives your unarmed strikes shocking, and later shocking burst. The main question is, Conductive states that you can channel supernatural and spell-like abilities through your weapon, so do any of the galvanic gauntlet abilities count? This lead to me asking, are magic item abilities like this supernatural, or spell-like, or neither?

Secondary question. The activation of the electric tough ability is a standard action, correct?

Galvanic Gauntlets

Price 1,882 gp; Slot hands CL 5th; Weight 2 lbs.; Aura faint evocation; Scaling prize

These gloves are woven of a fine copper mesh and wire, and infuse the wearer’s hands with an electric charge. The wearer can use the galvanic gauntlets to make a melee touch attack dealing 1d6 points of electricity damage. She gains a +3 bonus on the attack if the target is wearing metal armor or is composed of metal.

7th Level: The touch attack’s damage increases to 2d6 points of electricity damage.

9th Level: If the wearer uses her hands to make unarmed strikes (including when making a combat maneuver check to damage an opponent in a grapple), those attacks deal an additional 1d6 points of electricity damage on each hit, as if she were using a weapon with the shock weapon special ability.

11th Level: Any item held in the wearer’s hands gains a powerful static charge, and any creature attempting to disarm the wearer of an object she is holding (or to make a steal combat maneuver against the gloves themselves) takes 1d6 points of electrical damage and must succeed at a DC 19 Fortitude save or be staggered for 1 round by the shock. This static charge does not harm items the wearer is holding.

13th Level: The shock ability of the gauntlets improves to the shocking burst weapon special ability.

15th Level: Once per day when the wearer hits a creature with the gauntlets’ touch attack, she can create electric arcs that strike nearby creatures. This functions as though the target of the attack had been the primary target of a chain lightning spell (Reflex DC 19 half), though the hit creature doesn’t take any additional damage.

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Sorry, that's my issue. I meant Finesse Training! Not Rogue's Finesse. You thought correct right away Isabelle! You answered my questions right on the nose.

@Zarius

As I said in the original post, I'm going into Westcrown devil. I need to use long swords. Secondly, I'm dual wielding them, so Finesse training is WAY more efficient and effective than all of those options.

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Zarius wrote:
Frankly, though, Slashing Grace would be better.

How would grace be better? It costs a feat and cant be used with two-weapon fighting and the class feature can.

Thanks Isabelle!

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Here is the original thread I am basing some of my thoughts off of...
http://paizo.com/threads/rzs2tv1s?UnRogue-Finesse-Training-and-NonStandard- Weapons#1

Now, in the above thread, to cut a long-story short (it's not that long actually), you need to have a TYPE Of weapon that can have weapon finesse applied to it to gain dex to damage. They came to a basic consensus (sort of) that effortless lace wont do the job, which is fine, but my question becomes can a class feature change that?

Alright, so I am playing a Westcrown Devil, that has the ability "Classically Trained" at 1st level, which states:

Classically Trained (Ex)

A Guild Devil can use Weapon Finesse with a longsword sized for him when he wields it one-handed, even though it is not a light weapon.

this is the EXACT same type of verbiage that is used for weapons like the rapier that read:

Benefit: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon.

Considering this, AFTER you gain your first level in Westcrown Devil, can you then take (or retrain) your Rogue's finesse to apply to the longsword, since now, it is a TYPE of weapon that (at least for you) can have the weapon finesse feat applied to it? I feel this falls within the rules understanding that the others came to above, as for the Devil, the longsword is a type of weapon that has the ability to have weapon finesse applied to it, and it is not getting it from an temporary item. Since both of the abilities are class skills, I see no reason why it would not work. I agree you cannot take it BEFORE you get Classically trained, but I say you can after. Thoughts/reasons?

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Yes. The Fey-speaker druid archetype uses charisma.

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Hi! One of the players here. What we ended up doing was going with an Inquisitor, Cleric and Fighter. And we're taking a Wizard Leadership mook. This is the only time we've ever had a leadership mook (we usually outlaw the feat for obvious reasonS). The cleric is a summoner type (sacred summons, augment, the like), and we have an improved famliar. We've got the bases covered and so far things are going pretty well. I think if we can get past the early levels and get this wizard cohort, we might just be okay. Thanks for the advice folks, It was a big help!

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Awesome, thanks for the input!

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Agreed. Rules as written, as long as it is held against your breast, or clasped in your hand, you're good. So (in my opinion) 100% RAW allowances are...

1. Just simply holding it in your and.
2. installing it in the hilt of a weapon and grasping it
3. sewing or installing it into the palm of your glove, and as long as you keep your fist closed (or closed raound something) it will work.
4. hold it against your breast with your hand.
5. embed it into your chest armor. so having it as a sort of iron-man esque center piece on your chest piece it would work as well.

Am I leaving any out? or any you disagree with?

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I also figure, that you could use the ion stone implantation process to embed the stone in your chest, so that it works for good. You'd ignore the part where you have to bond with the stone, since it is NOT an ion stone, but being embedded in your chest means that it is certainly 'Held against the breast'.

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So, it says held to the breast, or clasped firmly in the hand. So you could sew it into the palm of a glove, and still hold other things, you could also embed it in your chest armor or shirt, or embed it in yourself like an ion stone most likely, as long as it's in the palm or the chest. Since it says clasped firmly in the hand OR held to the breast, that seems to indicate you don't have to hold it in your hand while it's being held to your breast. You could also most likely embed it in the hilt of a weapon, or something of that nature. Since it's slotless, it's a bit more flexible. At least that's how I read it. It has to be in in one of those two places, and must either bed "held against your breast" or "Clasped firmly in your hand", the rest of the details are up to you.

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Simple question. Being a slotless magic item, I assume that you only need to have it on your person in order to gain the benefits?

Pearl of the Sirines

Aura moderate abjuration and transmutation; CL 8th

Slot —; Price 15,300 gp; Weight —

DESCRIPTION

This pearl is worth at least 1,000 gp for its beauty alone, yet if it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl’s powers, she understands and is able to employ the item.

The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, freedom of movement, water breathing; Cost 8,150 g

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Sorry for Thread necro, but I have to comment. I'll throw in my two cents based on how I ran it in my game.

1) It doesnt say that it does, but it also does not say that it doesn't, so it's up to the GM. My guess? Yes.
2) Other sources are a living grimoire spellbook, or any divine scrolls of the spells he can find. You might have to go looking for an inquisitor with scribe scroll.
3) I would say copying spells between classes is fine (except for alchemists which specifically states otherwise), but a wizard and a magus can swap spells just fine.
4) going between casting types, usually not allowed. No.
5) Yes.

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On further thought, to distill the ideas of what she would venerate, and I'm thinking Order of the Rack would be better, turn her into an investigator, which honestly suits how she's turning out better.

Crocodile Domain
Venerates: So, the stuff she venerates: The hunt. The patience and wisdom of reptiles. The stealth and ambush tactics of reptiles. Their power.

There's nothing that says your religion has to be law-focused. So she can venerate these things, but equally venerate the measure and the chain, and direct her 'holy hunting' toward criminals.

I'm hoping this is making sense, i'm liking it more the more I think about it. Does this line up do you think?

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My thought was that some noble had one imported or his personal zoo or as a pet, and it either escaped or he tossed it into the sewers when it became a pain/too expensive.

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Zhayne wrote:
I, personally would require the domain to relate to the ideal, since the faith/belief in that is what provides the power.

Hmmm fair enough. I'm trying to balance the two. I'm starting to lean toward the idea of her hunter instinct being the origination of her power, and her desire to uphold law and society is how she uses that power. her ideals are those learned on the fringes of society, to survive, hunt, and strike suddenly. What she hunts is irreverent, she lives for the hunt. She has just learned slowly over time that upholding law and order will help society survive. I say this because she developed her powers and abilities before joining the hellknights as an Armiger, and has decided to use them to uphold society by turning her hunting instincts toward cults and subversive ideas. Would that satisfy (I know you're not my GM but this helps).

I'm not trying to find a 'workaround' here, i'm trying to have the character mesh with the fluff mesh with the rules.

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I won't go into a bunch of details, as they are in another thread and you can read them if you like, as it has some important info about the situation. Thanks for helping with this!

http://paizo.com/threads/rzs2up9v?Could-a-Tiefling-Inquisitor-be-a-Hellknig ht

The main question is (and this is not a rules question, but a character question): Does a domain have to be directly related to the ideal that the inquisitor follows, or can the domain/powers be something that personally resonates with her and her life, and helps her further her goals?

Example, a reptilian looking tiefling, who's ideal is law and fighting the cults and different mystic organizations that gnaw at the hidden areas of society (Hellknight of the Pyre), who grew up in the sewers and developed a deep kinship with the other reptiles that were there, and has the crocodile domain. It suits her fighting style of ambush and hunting silently with explosive action, and feeds directly into her pursuing of law and hunting cults. The 'ideal' stuff seems very vague on purpose, and I want to do this right and not feel like i'm munchkining. It's against her character to actually worship a deity, having lost patience with the gods.

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Klorox,

There's actually a third level spell that summons a bearded devil specifically for this purpose. Ironically enough. Turns out the Hellknights thought of this.

David,

Yeah! I've read it. Mild inspiration. Does my character idea sound too far-fetched or good? My main concern is the domain (crocodile) alongside her belief system (law and such, see above). while crocodile's arent inherently lawful, the domain is something that resonates with her in particular, not necessarily with 'law'.

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In short, she spent most of her time as a young child living in the sewers of westcrown, and struggling to keep lights going all night to keep the shadows from draining her life away. she saw lots of cults, lots of strange 'magicians' and others lead people astray. She was cast out by her tiefling mother due to her scaled skin, tail and reptilian look (her mother could 'pass' and this child would have given her away). So seh sees herself as living on the fringes of society, and found a companionship with the other reptiles down there (getting the crocodile domain and a dwarf caiman familiar). She gains her power from belief in law, and stability, and out of a hate for religious cults. She wants to protect society from them by lurking on the fringes and attacking suddenly and viciously. She wants to earn acceptance (in a way) in society by becoming a hellknight, as she sees that as the only way this can be done.

She is a living gromoire, and spent much of her time gathering and studying cast-off books and talking to everyone she could (that would talk to her) and asking them questions. She gathered bits and pieces of holy texts from those she found in trash heaps, and compiled a holy book based on scriptures from all of the lawful religions in Chellish society that she feels support it. She is not anti-religion or an atheist, but she does not personally prescribe to them, feeling like they made her this way as a way to cast her into the fires so she could forge herself, through her own will and focus.

That may be too 'special snowflake' but it seems like a relatively common story in Chellish society. Not the details, but the "tiefling trying to earn her place" story.

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I wont go into the extended backstory for this character that I am setting up, but the short of it is that she is a Tiefling (strike one) inquisitor that gains her powers from an ideal not a major deity (strike two).

My idea is that she has honest conviction and desire to see cultists, subversive ideas, and the like stamped out so that society can be protected. She has the crocodile domain (GM approved this), and has a scaley look about her, making her parentage obvious. After researching the order of the Pyre, they dont like those who gain powers from unclear sources, and they dont like tieflings. However, she wouldn't go away, applying to be an armiger over and over. FInally they took her in, interrogated her, tortured her, questioned her powers and how she got them, and determined they came from a firm conviction in the ideals of the measure and the chain, and that she sees this as an ability to rise above her accursed body.

My idea was that they would send her off as a questing armiger, having determined that she is sound of spirit, mind, and heart, only questioning her parentage, and not thrilled that she doesnt worship a particular god (though the lictor is an atheist, and this character isnt far behind, finding religion a drug for the weak, gaining her powers from her own hate/belief/desire to protect society). SO they would allow her to become an armiger, and send her off as a questing armiger, to gain prestige, or die.

It's just the surface, but my real question is, does this sound like something that could happen in the Order of the Pyre? My research says that the order is more concerned with upholding the beliefs and values of Chellish society, and keeping out subversive and manipulative ideals, not specifically ideal-focused divine casters. They also dont like Tieflings, but it doesnt say they would never allow one, just that it is extremely unlikely. They are probably hoping she'll just go off and get herself killed.

Opinions?

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Ah, okay. SO it's an interpretation of the rule, not a strict iron-clad RAW. Alright, I can see that interpretation.

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I know anything is technically 'legal' in non PFS, but I'm talking about raw/balanced/etc. A player wants to play a Wyrwood, but likes the flavor of the clockwork template better. +2 dodge to AC, Lightning reflexes for free as a bonus feat, but electric vulnerability. It's a +0 template, so what are the thoughts on players adding those to their race choices to try something new? I wouldn't allow one that actually has a CR adjustment, but this one seems like a clean swap.

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I feel that the stranger spells could be recreated. Vomit swarm could be a box that you put a button on and a bunch of bugs come out. It could take some convincing and creativity. I agree some of them are harder than most.

As for the magical schools, I don't know if I follow your reasoning. Why is it that being made with a part of the alchemist's magical aura causes them to have a school? Or am I misunderstanding what you mean?

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I'm actually very curious about this myself and would love to know what people think.

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So the physical blasts would take the penalty, and the energy blasts wouldnt. Check.

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Except that it specifically says the flat 20 is there and is modified by the following chart. and ON that chart is "stealth +20". So that means the flat 20 is if they aren't sneaking (aka big bob in his full plate). Seems cut and dry to me.

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RumpinRufus wrote:
Xavier319 wrote:
If someone is invisible, walks into a room, does the guard get a perception check? It doesn't matter if he CAN make the check, does he GET one? My contention is that barring any details that would give the guard some way to notice the invisible creature visibly, he would not. Sound is a completely different question.
I don't think I understand the question. Is the guard deaf? If the guard is deaf and the invisible creature is walking on a clean stone surface, I could see the argument that the guard does not get any check. But if either the guard is not deaf, or if the surface is at all dusty or pliable (like wood, rug, etc.) then the guard gets a check.

I was talking about JUST visibility. Nothing else. As I stated in my original post. Thanks or the input though! :)

Hmm flat DC 20 to detect something invisible is within 30 feet? That seems asinine. But if it's RAW it's RAW. They would still take penalties for things like being distracted, bad conditions, etc, but not distance. And it only says "something invisible is within 30 feet". curious.

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It's that simple. Do kineticist blasts of any type suffer the attack penalty for being used under water? Or is it just the physical ones? What about the ones that do physical damage but have no physical projectile, like the void gravity blast?

I'm guessing not, due to the fact that they are not 'ranged weapon' but ranged attacks gained via class abilities. I just want to make sure and verify RAW however.

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I'm sure this has been discussed, but my search has not answered the question I have. Many seem to accept that everyone gets an automatic perception checks against invisible targets. IF that's RAW, I'm fine with it, but what bothers me is the word "invisible". It means, by definition NOT visible.

Now, RAW question is this. The invisibility spells states the following...

"Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. "

It says other conditions can render the recipient detectable, indicating that in the absence of those things (stepping in a puddle, swimming, pushing a curtain aside to walk into a room) you are NOT detectable by sight via the perception skill. As in, you would not even get a skill check to SEE the INvisible creature.

I ask as a GM, not as a player, so no power gaming intended so please keep knee-jerk reactions to yourself. I am curious about actual rules. If someone is invisible, walks into a room, does the guard get a perception check? It doesn't matter if he CAN make the check, does he GET one? My contention is that barring any details that would give the guard some way to notice the invisible creature visibly, he would not. Sound is a completely different question.

What is the RAW here?

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I dont think you can use Shadow evocation to emulate a spell altered with metamagic without actually having the metamagic and applying it to the parent spell.

If I don't have dazing spell, I cannot use shadow evocation to emulate Dazing burning hands. I would have to cast Dazing shadow evocation as an 8th level spell, and emulate burning hands with it.

The spell states....

"You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower."

So my reasoning is "Dazing Burning Hands" is not a wizard evocation spell of 4th level or lower, "burning hands" is, dazing is a metamagic feat added after the fact. If "dazing burning hands" was on the wizard spell list, then more power to you, but it's not.

As for shadow magic with Dazing, Dazing states..

"When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect."

That means the first save the person takes, in the case of Shadow magic, is the will save to disbelieve, is the one tied to the dazing effect. So fail the will, get dazed.

As for Shadow weapon and Dazing, this is my two cents. The weapon is creating a spell, just like say, spiritual weapon. The spell IS the weapon. Now, a spell like ancestral weapon wouldnt work for this, due to the fact that it creates a physical, normal, magical weapon in your hand. With shadow weapon, the the weapon itself is made of pure magic (just like the force weapon from spiritual weapon, which I would argue can have dazing applied to it). So you'd take a will save EACH TIME you get hit by it. Due to the fact that dazing states any time you take damage from it, you make a save to avoid the dazing.

Just my thoughts.

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Outlaw Corwin wrote:

Syringe spear works with infusion discovery, yes. Good thought there, might be great for a half elf or human that can get proficiency with ease.

Poisoner's Gloves works for sure, and outright states with infusions. Shame about the 2/day use. The cost of making them touch attacks.

Ah only infusions, not extracts without the infusion property, damn. Wait a second, where does it say 2/day? does it say once each glove? I thought it just let you do it. hmm

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Syringe spear would work, poisoners gloves as well, correct? Or do you need infusion for that to work?

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From what I can tell, My example of Vampiric touch is a bad one. I looked back over it a few times and since drinking the extract would use the vampiric touch spell on you, the spell is then active, and can be used normally. SO I guess a more apt example would be something like Slay living, or ghoul touch.

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Alright, the Ectoplasm master archetype adds all necromancy sorc/wiz spells up to level 6 to your alch spell list. I have a few questions about interactions.

-Clearly,personal and touch range buffs that you use on yourself do not need infusion
-how about things like animate dead? You're not actually having the infusion leave your person while you administer it (via syringe?) and the like, does it not work?
-Attack spells, such as vampiric touch, same idea, you are not actually having the extract leave her person, is infusion needed?
-how do attack spells with range, like ray of enfeeblement work? does it become touch range? can you just not use it? If you have to throw it, that would require infusion
-does not having infusion have the effects of the extract itself end if it's not on you? I dont think so since it just says the extract itself become inert, not its effects.
-do you have to roll to beat SR with an extract of vampiric touch, for example?

Sorry if some of these are obvious to you, I'm honestly struggling to mesh these two systems, and their ability description doesnt define how anything works.

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So, let's use "Emergency Force Sphere" which says...

Effect 5-ft.-radius hemisphere of force centered on you

So, does this extend five feet from the caster's square in all directions? or does it make a 10x10 square centered on one of the caster's corners? My instinct tells me it radiates five feet in every direction from the caster's square.

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Title says it all. Does Protective Penumbra prevent the blindness and dazzled from the Shadowbound Oracle Curse (temporarily at least)?

Shadowbound:
"You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet."

Protective Penumbra:
"This spell keeps the target slightly in shadow. A target with light blindness, light sensitivity, or vulnerability to sunlight (such as vampires and wraiths) may ignore penalties from those qualities. The spell gives the target a +2 bonus on saving throws against nonmagical hazards related to bright light, such as glare or sunburn."

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It just seems strange to spend (sometimes up to 15,000) gold of such a huge amount for a one-use spell. But sure, i see your point.

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I know my title is a bit sensationalist, but my point stands. I feel that the symbol spells (such as symbol of death) are so expensive to be unusable. They are great for bad guys to put in their dungeons, but I have seen several classes that seem to want to focus around symbol spells, such as Runeguard and Lore Oracle. These classes encourage you to use SYmbol spells, but they cost so much money just to cast they aren't worth it.

Am I missing something? Does anyone have any ideas how to make them more usable?

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Absolutely. I think of them as prissy cats that are self aware and can talk. They will risk themselves for their 'ward' and they care about them. but they wont be pack animals. I think that what some say, that you must diplomacy them to even get them to fight in every encounter, is foolish, it's just to get them to unduly risk themselves. It's to represent that they are self-aware, and doing this by choice. Not like an animal companion or familiar.

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Drakes seem to have little claw wing hands, like bats, at the 'elbow' of their wing. Bats have surprising manual dexterity. I'd argue they could hold a wand or manipulate a potion. Probably not while flying however, they would need to land to do that.

https://drive.google.com/file/d/0B1gDgAamoxKnc1p5UDRhcTdkS0k/view

Then again, they could hold a wand in their mouth and speak the command word. I've seen people speak around large enough cigars well enough to say a word or two. Just for the sake of argument.

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Drahliana Moonrunner wrote:
Klorox wrote:
player attitude is not necessarily consistent with what a character would logically do... remember that Dwarven cleric of Sarenrae in that other thread that is a Dwarven murder hobo first and a worshiper of Sarenrae little if at all...
Referring to the antics of a amazingly bad player to bolster an argument, is a reach worthy of Reed Richards.

I think you misunderstand what I'm saying. the archetype takes away the ability to wild shape completely and replaces it with the ability at tenth level to wild shape as if form of the dragon I. then form of the dragon II at 12th. Those are the only shapes that the druid can possibly turn into, no beasts, no plants, no elementals. I'm looking at the mechanically, since the dragon polymorph allows casting (not in question, since it mentions exactly that form as an exception to the rule), and the only issue is the spell components melding with the wearer, Natural spell is not required in order to cast as a dragon. The wild shape is hours per level, so there is really no reason to spend the feat, as you can simply put down the pouch, polymorph, and then pick it up and carry it on a little dragon belt or something for the 10+ hours you'll be in the form of a dragon.

It's not really gamey, it's not munchkiny, it's just what the rules say. The level of vitriol confuses me, personally. the character is giving up the immense power and versatility of beast shape, and elemental body, for simplicity (he doesnt want to mess around with dozens of different forms and stat blocks). I'd say the character is already less powerful than a straight druid, ESPECIALLY before level 10. What I was asking for, was a rules answer, not if you approve or not.

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Sennje wrote:
vhok wrote:
bags are not clothing so I would say its fine. but up to your dm
I would disagree it even sets belt on the list of things it will not wear, so a bag would be as if not even more intrusive. but as you say in the end it is up to the DM.

I talked to the player about it, and phrased it like this: They like to keep collections of valuables, and are not dumb. Do they trust others to hold onto their valuables found during trips? Or would they want something that they can keep track of? I couldnt give him a good answer. I think the restriction on belts and clothing was more to keep them from wearing the magical versions of these things, not to prevent them from having a bag to put stuff in, dont you think?

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That's a darn good idea, actually. Thanks. That is a good RAW/RAI mishmash to answer a complex question, with a helpful suggestion for how to get the effect the person is looking for. You're an example of a great responder. Thank you!

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I have a player wanting to run a spirit guardian in an upcoming campaign. here's the page for it, you get access to it via a feat.

http://www.d20pfsrd.com/bestiary/monster-listings/templates/guardian-spirit -cr-varies

He is wondering if he gives the guardian armor or a weapon or other things, since it's the SAME creature, does it take it with him wen he disappears,and have them again when he re-summons it?

I'm not asking for if you think this is powerful or not, i'm asking for RAW interpretations.

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Sadly I'll have to disagree. I looked up polymorph again to make sure my thinking was correct. Polymorph states...

"When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon."

Look at the last sentence. You can still cast just fine. you would just need to drop your component pouch on the ground, or have someone else hold one for you until you change. Considering it is 1 hour per level, that's not unreasonable. If the character had access to ANY other wild shaping, I'd agree with you, just get the Feat, but considering they can ONLY turn into dragons, it seems like a waste.

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fair enough. Good point friend.

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So the fluff about them states...

"A drake can be a powerful ally to one who understands how to deal with its surly and obstinate attitude. Such a character is called the drake’s “charge,” as drakes refuse to refer to another being as their master. While drake companions enjoy accumulating hoards of shiny treasure, they adamantly refuse to wear barding, armor, or clothing items of any kind (belts, boots, and so on); they can wear magical jewelry such as amulets or rings but will agree to wear only one such item."

So clearly they did this as a balance attempt to keep them from spiraling out of control, and to limit the number of slot-based magic items (you could give them slotless ones).

The question is thus. The party gives him little stuff to use in combat, wands, alchemy, scrolls. Clearly you'd have to 'give' them to him, since he wouldnt accept a loan, just on the agreement he'd help the party out with those items. Would it be reasonable to say he could be convinced to wear a pair of little pouch things, to carry his shiney bits, treasure, and small magic items in? Otherwise, he wouldnt be able to at all. So I'm talking little saddle bag type things to carry HIS stuff in, not magic backpacks or big packs on his back. I dont think it's unreasonable, and could be very cute/funny.

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Fair Enough! Though polymorph does state that the items that can be worm by the creature, change, they do not meld. So the magic item slots that dragons have, their items wouldnt change significantly. I'm thinking bracers, amulets, rings, and maybe even goggles/glasses. the rest of the stuff most likely would. though he's talking about getting saddle bags XD

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The draconic druid archetype's wildshape is kinda wacky. Until level 10, you just get +1 natural armor and a 1d6 bite attack for each use of wild shape, for the 1 hr per level. At 10, it states that your wild shape, if you use two uses, acts as form of the dragon I. My player wants to make sure that this still lasts for 1hr per level. I'm inclined to say yes, since it gives up a LOT, and it doesn't say otherwise, and wild shape lasts for 1 hour per level.

Second question, since he turns into a dragon, he is asking if he needs natural spell to cast. My inclination again, is that he does not. Dragons are capable of speech, and somatic components, and can still wear various magic items such as belts and rings and bracers, so he could hang his spell component pouch from a belt and be fine.

Just double-checking to make sure I'm not off base here.

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+1

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