Contract Devil

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Simple question:
Does a +1 flaming, acidic weapon count as a +3 weapon for overcoming DR, or do you need to have a simple +3 bonus?


Thanks for all your answers! :)


I've got a Kobold Draconic Bloodline Sorcerer (8th)/ Dragon Disciple (9th), and recently noticed that I am not sure how to calculate his Nat-AC.

1) Kobolds have a Nat AC of +1
2) From his Bloodline (Bloodline Power level 17) he gains +4 Nat AC
3) From his Dragon Disciple levels he gains an additional +3 Nat AC, it is stated that these are additive to the characters existing Nat AC.

Question 1:
Is the Nat AC +7 (since the Bloodline AC 'overrides' the racial Nat AC, or is it +8, because racial and bloodline Nat ACs do stack.

Question 2:
Since I am completly confused now, would a Amulet of Natural Armor raise the Nat AC further?

Draconic Bloodline / Dragon Resistances (Ex):
Dragon Resistances (Ex)

At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Dragon Disciple / Natural Armor Increase (Ex):
Natural Armor Increase (Ex)

As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.


Basically Rogue + Full Attack + Two Handed Fighting Feats + Greater Invisibility = Death Machine

..which is not a bad thing, it is supposed to be the way rogues deal damage.


On another note:
In our campaign we house-ruled that the shadowdancer can "detach" and "reattach" his shadow within a standard action. When the shadow is "attached" it acts like a normal shadow, thus it dosen't exists as a creature and can't be harmed. If it is detached the shadowdancer has no shadow at all. Which can be noticed by a perception roll (DC depending on the environment).

We ran into a lot of questions like "does the shadowdancer has a shadow while his shadow is summoned", "can his shadow mimic all his movements when he is basically a creature of it's own" ?


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I never understood that, people have enough time to ponder about their options and the situation while the other characters and monsters have their turn. Even if some options fall flat because something changed on the battlefield, they at least shouldn't have a hard time to figure out quickly what to do on their turn...

...but some players I knew and know seem to phase out until their turn comes up, then they start to ponder what to do, even hit the books and then take 5 minutes or more... to take then the most face-palming action possible.

There is however an idea to counter that.

At the beginning of every normal round, make people announce in inverted order (lowest initiative first) what they intend to do in the current situation - just let them announce, not discuss their decisions. You can even allow perception checks or tell the players outright what their enemies are apparently doing. Although this is a bit "meta", the players with high initiative are now able to adapt to the slower characters. This doesn't prevent one player with high initiative to run where the wizards fireball will go down, but in that case the wizard has to reconsider what he is going to do on his turn. Also with this trick, you force the players to think earlier about what they are going to do.


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Oh well then:

18) Jump from your chair and onto the table.
19) Exercise the "roleplayers dance of joy" as taught by the ancients.
20) Gain the power to unnerve everyone on the next con, by boasting that you managed it to kill the Tarrasque - for realsies.


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Does this work?

1) Become a Level 20 Spellcaster.
2) Gather a Kick-Ass-Party.
3) Learn Interplanetary Teleport.
4) Learn Planetary Adaption.
5) Learn Fiery Body.
6) Buy Greater Metamagic Rod, Piercing.
7) Cast Planetary Adaption.
8) Bring Tarrasque to 0 Hit Points.
9) Cast Fiery Body.
10) Touch still unconscious Tarrasque.
11) Cast Interplanetary Teleport, Piercing.
12) Add Hero Point to overcome Spell Resistance.
13) Roll at least a 3 to overcome SR.
14) Set Destination: Sun.
15) Drop Tarrasque.
16) Teleport back.
17) Grin at DM as he sees the Tarrasque crushed by gravity on it's way to the center of the sun.


Sounds fine to me, having a pair of gloves that returns ONLY darts, throwing daggers, throwing axes, shuriken and the like (as well as any other weapon that has the throwing ability) back to your hands was my intention.


Glutton wrote:

3) CR 18 Dragon, Red, Very Old, CMD 49

Our stalwart rogue managed to worm his way to 18 and now has 26 dex max ranks and a +5 chain shirt and now needs a 21, a 0% chance.(+28)

I am pretty sure that every rogue would've switched to a mithral chain shirt +X by that point.

So you got an additional +1 and probably another +5 competence bonus from another source. Even a +10 competence bonus sounds realistic. So he would have a skill between +33 and +39, Which would put the success-rate between 25% and 50% in case of the dragon.

But I still see the problem.

I think instead of CR +10, you could add a bonus to the tumble attempt depending on the size difference of the creature.

Either:
Add +2 for every step the creature is larger than the tumbler.
Add -2 for every step the creature is smaller than the tumbler.

Or:
Apply the inverted size modifier to the tumble roll.

Assuming that the rogue has a +5 competence bonus on acrobatics, you would add either a additional +6 or +4. That would be a +39 (50%) or +37 (40%) for a medium sized rogue. Make that a +10 competence bonus and he is at +44 (75%) or +42 (65%).

Everyone, who unsuccessfully tried to swat an insect that passed by, knows where I got that idea from.


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Oliver McShade wrote:

2nd Incarnation = Rogue

3rd Incarnation = Wizard

Don't forget the one or two monk-levels! Venusian Aikido remember? ;)


I allow 3.5 stuff occasionally, but as a GM I really want to have to last word on that. My group used some of the enchants found in the ''Magic Item Compendium". But after Ultimate Equipment I ask them to look there first.


Are there already gloves around, that add the 'rerturning' ability to every light or simple weapon thrown with them (for one round)?

If not, what would be the price on that? The same as your ordinary +1 weapon (+50%)?


Some GMs might now that problem:

You would really love to give your firearm proficient character a revolver or other advanced firearm at some point, but you hesitate.

Handing out an advanced firearm makes it difficult, not to include some kind of twist into any major encounter, that is tailored around the question: “What does this enemy do, not to get hit by bullets?”. The reason for this is, that advanced firearm hits 'on touch' within it's first five range increments.

A GM will inevitably encounter times, when revolver-wielding character with a high or even medium BAB progression only rolls his attacks to see, if he either made a critical threat or if he bodged/misfired.

Although I had in my time a lot of ideas and twists up my sleeve (a magnetic pull that made impossible to shoot anything further than 30 feet away, War-Golems that the gunslinger couldn't attack on touch, because their armor was made bullet-proof, defensive training for firearms and bullet shield armor, ninjas that could dodge bullets with Snake Style, aso.) many encounters aren't much of a challenge for a gunslinger/firearm proficient character. It is either hit or misfire, the player even told me that it is 'too easy' for him.

I could continue with this, putting spells on him, enemies disarming him or hiding in cover... but I think this would get frustrating, if I do that in nearly ever encounter.

So my idea is to change the way firearms attack (picked that up from another post):
Instead of attacking on touch as described, a firearm lowers the AC of an target by -4, but the AC can't fall below the touch AC of that target. The reason is that a bullet is able to penetrate armor but does not completely negate it, you can still a spot where the armor swallows the entire impact.

Example: The bullet penetrates a shield (shield bonus), is slowed down even more by the armor (armor bonus) but then doesn't penetrate the thick hide of the creature (natural armor). In other words: The Gunslinger tried to hit with a +21 but, the giant in front of him has an AC of 26.

So, if you shoot someone whose combined natural, shield and regular armor bonus is +3 AC, you only lower his AC by 3, hence the enemy dosen't fall below touch AC.

Of course, after the first range increment (early firearms) or fifth (advanced) the attack is resolved normally.

With this mechanic you can even introduce new firearm specific enchantments and bullets.

Piercing Enchantment:
+1 Enchantment
You lower the AC of an target for an additional -2. The AC of your target still can't be lower than his touch AC. This enchantment does not stack.

Piercing, Alchemical Charges/Bullets:
(Same as the enchantment, 50 bullets)

Feat, Finding the weak spot
Prerequisites, Weapon Focus (Firearms), BAB +6
You are proficient in finding the weak and soft spots of your enemies. While using a firearm you lower the AC of your enemy for an additional -2. This stacks with magical enchantments. The AC of your target still can't be lower than his touch AC.

( Add: You could also handle this feat like Deadly Aim / Power Attack. )


Of course a lot of ways to dodge a bullet in the RAW....

...but if you want to have more than just a few encounters in your campaign, you will need to come up with something new at some point. Also I assume, that you don't want to build every encounter around the fact, that some one wielding an advanced firearm has an fairly easy job to hit his enemies.

Just assume that there are some types of armor that were specifically made to protect the wearer from bullets, so their armor bonus also applies for bullets. Assume that the price to create an Amulets of Bullet Protection is a lot cheaper, because people developed techniques to create them faster and cheaper. Assume that most of the constructs are so heavily armored that you can't hit them on touch with a gun.


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...Draconic Words of power? Mhh, where did I already hear th... FUS ROH DAH!
No but seriously, if you don't mind to borrow some things from a computer-game, just look at this:

http://elderscrolls.wikia.com/wiki/Dragon_Shouts

In fact, I think "Fus Yol Dah" would be "Burst Fire Blast".


I see no reason why he shouldn't be able to use his claws (and bite) all day long, when he can do the same thing with his wings, as soon as he gets them.


GM: "And then you see something that is not of this world! It is a geometrical form, for which even the great god Notch would scarcely find a name. It is an uniform arrangements of matter and mad grotesqueness. Looking at it boggles your mind, its shape seem to twist and turn before your eyes, although it is barely moving or transforming into something different. This thing that must have come from a realm, further away than even the "Nether", because it has neither edges nor corners, but still exists! Now you remember the ramblings of the mad townsman, who lived alone in a church in a desert: “That is not block which can eternal roll!”

And then you realise... this thing is ROUND!

(Sorry, totally cool idea to use minecraft, but I just had to...)


I would limit that to one use of a single skill per hand. Otherwise you literally have to run around the table all the time and the game becomes busywork.


The draconic bloodline grants the sorcerer the power to grow claws as a free action, for 3 + CH rounds. These rounds don't need to be consecutive.

If you enchant one or both claws with "magic fang" or "greater magic fang":

1) Does the spell end prematurely, if you choose not to use the claws for one round during its the duration?

Example:
First round: Grow claws, then enchant the claws on the right hand with "magic fang".
Second round: De-grow claws, do something else.
Third round: Grow claws back again. Attack with previously enchanted claw. Is the "magic fang"-spell still active?

There are three explanations I came up with, why or why not the spell could be still active:

The spell has stopped, because the claws do not exist in the second round, so the magic is gone too.

The spell is still active, because if you drop or sheathe an weapon, which was enchanted with the "magic weapon"-spell, it dosen't loose it's magic either. Likewise you could consider your claws "sheathed" inside your fingers.

The spell is still active, because you do not enchant your claws, but your hands. Your claws are part of your hands, if you grow them you just change the type and base-damage of your attacks. See 2) to for more on this.

2) If the spell does not end prematurely, does the bonus "slip" to your unarmed strikes, whenever you are not using your claws?

3) If you keep the enchantments on your claws (for on reason or another), do these enchantments also transfer to other forms, for instance when you are using spells like "form of the dragon", which grants you claw attacks?


111. You've inherited the small town house of your late uncle Geralt Lambsbottom. Unfortunately he neglected his humble estate so much over the past ten years, that it will be demolished as soon as the lease for the plot it stands on has expired. Repairing and renewing the lease it might be an (expensive or time-consuming) option, but at first you have get rid of all the junk your uncle hoarded and deal with the vermin in the basement, the attic and anything in between.

The only remarkable thing is the room where you stayed as a child all those years ago for a few days. Now it is sealed with a big padlock and unlike the rest of the house it is tidy and untouched, but very dusty. Even that ancient and horrible thing of a wardrobe is still there. Back in the day you couldn't close an eye at night, because you believed that the boogeyman waited behind those dark wooden doors and that he would come and take you into a nightmare, if you fall asleep before dawn... but that was just the over-imagination of a child, right?

Addendum:
112. You've inherited “Frank”.

“Frank” is the Clockwork Servant (see Bestiary 3) of you “aunt” Ami Wrenchpiler, who was not really your aunt, but for some reason you were always her favorite “nephew”/”niece”. Before she died, she was a skilled savant, engineer and alchemist, until her last experiment lead to some unexpected and very final results. Although the other heirs already bagged everything of value from her house (no matter if it was left to them or not) Frank seems refuse to serve anyone else but his new master – you. To a trained eye the brazen construct seems to be very elaborate, even for a clockwork servant and soon enough will exhibit behaviors a mindless automaton shouldn't be able to....


@Diego Rossi
My bad, it was late at my end of the world, I had only an iPhone to check that... and the line about the CL slipped me. Nevertheless, there repair-cost of a weapon is half it's price and it takes half the time of it's creation. And since I haven't found any clue, that you actually need magical talent or feats to repair such a weapon, you could probably hand it over to a very talented blacksmith, reducing the cost to half. (Note me if I am mistaken here.) But that isn't the topic here. ^^'

@Kolokotroni

Okey... just assume the alchemist has not a truckload of pockets spread all over his body, each one containing one or two bombs/extracts each, but instead all of them in once place:

If the vials are stored inside an more or less "normal" backpack or bag the alchemist would spend a move-action to pull them out, which would render (for instance) throwing multiple bombs via the "Fast Bombs"-Discovery impossible, as well as other movement actions, if he throws a bomb on his turn.

If the alchemist has some kind of specialsed bag, bandolier or similar container, where he can draw all his bombs and extracts from with a free action (like a wizard draws material components from his spell component pouch), it would be possible to sunder this container and make the alchemist loose a larger number of catalyst vials and/or extracts with a single attack - as opposed to one.

Btw. the "Alchemists Kit" (or Alchemy Crafting Kit), mentioned earlier in this discussion, only stores the components for extract/bomb creation, not the items themselves.

Basically:
Enemy sunders pouch or bandolier,
it slides to the floor,
then the bad guy just steps on it with his remaining attacks and
crushes the vials inside with his boot or
he picks it up and, during his next turn, throws it somewhere unreachable for the alchemist.

If you still want to have all vials in one place, but you don't want such loss to happen within a single sunder attack, you could impose after the first successful sunder a -2 on all bomb throws (i.e. it slides half-way down, but it still clings with one end/string to the body of the alchemist and thus the vials are harder to reach) and only after the second attempt it falls to the floor.

Multiple, different pouches (like paranoid wizards own them) would keep such "total losses" at bay, but in that case I would roll wether the enemy hit the pouch with the extracts/bombs, or how many were contained in the pouch he sundered.

With that logic:
Even if the alchemist has catalyst vials/extracts stored away in pockets on the inside of his coat, you could just assume that the successful sundering of that coat makes it more difficult for the alchemist to reach them (-2) and another one cuts down the part of the coat which contained the vials - which would have pretty much the same effect, as if they were stored in a before-mentioned bomb/extract pouch.

But I don't want to do that.

I neither want an 'arms race', where the alchemist starts to carry around fake-bomb-bandoliers, or sticks up the most important extracts up his nose- just in case the GM has the intention to sunder his materials... nor do I want to be able, to strip a player completely off a mayor ability with just one or two successful combat maneuvers.

More Bombs:
Of course the alchemist can prepare a larger number of bombs and store them away, so he dosen't have to prepare each day his daily amount of bombs, but now many? And how many does he carry in an easy to reach spot? I can see that an alchemist puts one, two or even five bombs more in his pockets as he could throw that day...

...but at one point he would have more than 20, 30, 40+ vials somewhere on his body, easy to reach. If he dosen't put them into pouches/bandoliers or other containers, he has to spread them in little pockets all over his body (coat, pants, scarf, vest, hat, aso.). People can wave their "it is just an concept"-card here, but with 30+ vials all over your body, an GM could easily justify things: like "Oh well, lets see if this bashing attack accidentally hit one vial of yours."

...so again no, I am fine to assume that the vials don't break unless specifically targeted - one per sunder, or if something really bad happens.


Touché Tarantula!
I nearly put fun into the game there!


@Karse
My previous comment referred to the broken, magic sword of a warrior.

When the campaign takes place in Golarion (or any other world where adventurers with magic swords are "not that unusual") it is safe to assume that every temple with enough staff as well as nearly every mage, who set up a shop, knows this spell and can at least prepare it within a day. So yes, your sword is not gone, just get the pieces to the next city. Of course at the end of the world that might be not that easy.

Also:
I wouldn't allow any spell or action that shatters all vials of an alchemist at once, that goes way to far in my opinion. If at all, it should only be allowed if the player is doing something so AWESOME to an enemy-NPC, that it would be a crime not to let him at least roll on it. Or... the other way around, if the enemy-NPC has a really big healthbar over his head, with the letters "BOSS" in the middle.

Repairing a vial dosen`t make sense either: To pick up the pieces of a bomb-vial, which was shattered by an explosion and then use mending on it, is ... well impossible, or at least takes a long, long time.

By the way, if you really want to get pedantic, you can assume that each time an alchemist throws a bomb he also throws away one vial. Which would put the price for one bomb at 1 GP... I usually tell the players to write off a some GP (varies from class to class) when they enter a city and restock, after that I just assume that they have enough _normal_ bolts, arrows, bullets, vials or ammunition for the coming adventure.

@Tarantula
Player: "I take a ready action. Standard if he tries something funny or want`s to cast a spell!"
GM: "The mage raises his hands to an arcane gesture and pulls out a small cube of butter from beneath his robe."
Player: "I try to hit the cube with my club!" *rolls CMB*
GM: "You smear the butter all over his fingers, part of it lands on the floor, his spell fizzles because he hasn't got enough butter anymore - also, he receives now a -2 on grappling attempts with that hand."

As you see: It is totally legit to sunder butter. *prints that sentence and puts it into a frame*


trollbill wrote:
I suppose it depends on how you look at it. A fighter with a masterwork backup for his +2 sword who gets his sword sundered isn't as gimped in combat as a wizard who gets his spell component pouch sundered. On the other hand, the fighter is out 8,000 gp while the wizard is only out 5 gp.

Not exactly, just walk into the magicshop or temple of your deity of honor, pay a fee of 150 GP and get your weapon (at least partly) restored by a "Make Whole" spell.

Seriously, why do people never think of that option?


Shadowborn wrote:
One should be very careful not to allow "how can I keep the game challenging for this powerful PC" change to "this PC is really powerful; how can I totally hose him?" Otherwise, you're likely to have players think you're picking on them.

...the best way to make sure that you don't frustrate a player of a PC by picking on him, is to put their names into a hat, pull them out... and pick on each one in the order you have pulled them out... but always leave them a door open so they can 'circumvent' the picking by acting clever. ;)

-

Anyway, I decided that I will (house-)rule that it is okey to sunder bombs and extracts (or steal them) - until a dev says otherwise.

What finally made my decision is, on one hand, the fact that an alchemist is a very flexible prepared spellcaster. He can learn all formulae, can mix up new extracts quickly between encounter, casts effectively every spell silent and is not subject to arcane spell failure... so I think a little drawback for being such a allrounder isn't bad idea.

( The thought of an alchemist in medium armor and with a shield sounds like it could be the perfect nightmare fuel for a GM...)

The second reason is that, after I sat down and simulated how a fight work out, if some enemies try to sunder the bombs/extracts, I noticed that the number of bombs/extracts the alchemist looses ranges (per fight) between "fairly low" and "probably slightly annoying if there will be two or more other battles on the same day.". So yeah, it isn't that powerful at all... like I predicted.


@tomorrow
Dear tomorrow, I will ignore you for now on.

@Troubleshooter
You have no idea! I really love this group, best one I ever had... but that is also the problem. Just to show you how good my players are, and what I am dealing with:

Once I had a bunch eight ninjas attacking them on APL+1 or +2... in their home, while most of them where asleep, when they were mostly unprepared and had to equip themselves first. It was the "suddenly ninjas" start-encounter of the one part of my long-running campaign. ...and I really wanted to have ninjas at some point and start the adventure off with a "bang". I wanted to have something special, something out of the ordinary, something where the players were supposed to say: "He did WHAT?".

Because the ninjas took quite some time to shadow their targets and were well prepared, I took the liberty to add something, that should have given a little extra to this encounter: “Snatch Arrows” and “Snake Style”.

I ruled, “Yes Alchemist, they can throw your bombs back and they explode at your feet. And yes Gunslinger, they can also deflect you bullets. They are ninjas, ninjas are awesome. Period.” That might sound like I didn't put much reasoning into that decision, but I had a rather lengthy discussion with a few other GMs wether “Snatch Arrows” makes this possible or not. We came to the conclusion that it should, otherwise a bomb would never explode...

Also, you only have 'so much' options, if you have got two massive damage dealers in the player group, both of who attack their targets 'on touch' most of the time. And the rest isn't easier on the damage either, don't get me started on the ranger... I already tend to give the most enemies max HP, because otherwise the encounter is a smoldering arrow-spiked, half-way-disintergrated swiss cheese, before I am even done with noting down the initiative in the right order.

My idea was, if a ninja had snatched an bomb or deflected a bullet and sill had his immediate action, he could dodge the next bullet, bomb, ray or arrow with his "Snake Style".

“Ha!” I, the evil GM, said, “I finally found a realistic encounter that fits neatly into the story, will pose a challenge to them and will force them to come up with something out of the ordinary! But not before they took their part of the beating! HahaHa-HAhahaha!”

The ninjas died.
Horribly.

The players adapted, but were only slightly scratched. And (again) I was frustrated and proud at the same time. It didn't help that I was rolling crap on my end of the table. After the third bodge of my the 'deadly badass ninja assassins' I decided to roll the rest behind the screen... but their badassitude didn't improved from that.

...so to answer your question, I already tried to have more guys (with evasion).

@Xaratherus
Step Up is in fact one thing I considered but didn't came around to use yet.

@Steel Storm
Potion-vials do have stats. Extracts are pretty much the same as a potions, when it comes to how you use and store them. And... speaking about vials:

Quote:
“In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.”
http://www.d20pfsrd.com/classes/base-classes/alchemist

There, he carries vials on his body, ready to sunder... as opposed to “abstracts concepts” … seriously, that really made me chuckle.

@StreamOfTheSky
Can you steal a throwing dagger strapped to a thieves armor?
Same Answer.... or is it?

@ThatInfusionDiscussion
...aw, it would be downright stupid if an alchemist couldn't ever regain an stolen, infused extract. I am pretty sure that it goes inert the next day like the rest, as stated here:

Quote:
“An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day.”
http://www.d20pfsrd.com/classes/base-classes/alchemist

Also if you can't sunder such an extract, how exactly does he put it down then?

And finally:
@BigNoseWolf
No you can't sunder "the Bombs" but very well the vials containing the catalyst, robbing the alchemist of one charge per vial.


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I really do not understand why some guys are raging at this, because...

1) @maguskn
You are of course free to judge me by the impression you got through these two post of mine. But since my campaign just moved into it's fourth year (with the same players since it started, and with only the occasionally negative feedback) I am quite sure that your impression of me is not entirely correct and that my players enjoy my GM-Style. :P

...but I really don't see where "I don't use the normal rules", when I am basically asking if sundering potions and bombs is okey within the normal rules.

2) @tomorrow
A "severe negative outcome" is a spellcaster that turns a player character into a pile of green dust while a severe wind blows, not a few enemies that know what alchemists do and how they can cause them "slight discomfort" for one or two battles.

Even if I would throw three monks at him, that do nothing else but try to bash his extracts and bombs (which I don't, that would be stupid) it would still take several rounds to smash all of them. Rounds the monks don't have, because they would be gunned down, spiked with arrows, scorched by magic and be dead very quickly...


I might be an evil GM but not a bastard - most of the time. Of course he can take preparations, that this kind of attack isn't effective anymore, after he realizes that his stuff is rather exposed to sundering attempts. I am kinda hoping on that, in fact. Which would be a nice RP for the players opportunity to gather some - let's say - darkwood with which he enforces all his pouches.

@trollbill
That might be right for a bunch of neatly ordered extracts inside a box or bag. But I think it is quite difficult if he has multiple bombs, he needs to grab, infuse them with his magic and throw them. Having to use both hands (he uses the TWF-Feats) it would be logical to have them stored somewhere on his body, where he can reach them rather quickly... and I don't want to pull him out of the fight because a NPC can take away ALL his vials with one successful maneuver. Of course he can come up with something else than reinforced pouches.

@Xaratherus No his extracts are "infused" ( http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/alchemist.html#_inf usion ) , they don't go inert if he puts them down and he can give them to other players. Because he can't know upfront which extracts he will give to others and which not (and because that issue never came up), I assume that all extracts are infused "just in case" - so it is possible to snatch one. (At least until he tells me otherwise.) This would make for an interesting twist during one combat. - After one or two encounters I am pretty sure that this won't happen anymore, or he even could put some poison in a very prominent vial on his body - which I would appreciate as a clever move on his side. But that mutagen thing is a nice twist too.

@magnuskn
Well I try to come up with something unexpected and new once in the while, that forces the players to adapt and that might even trigger some interesting RP. But there is nothing wrong in preferring encounters of the rack ... ;)

@blakmane From what I came to understand, his bombs deal (put energy type here) damage on a direct hit as well as splash damage, so he ignores any type of DR.


I am pretty much sure that everything without an INT-score is immune to any kind of fear, like mindless undead or constructs.


1 person marked this as FAQ candidate.

As one of my players told me, that his alchemist can throw five bombs in one turn (Fast Bombs Discovery, high BAB, Two-Weapon-Fighting, Improved Two-Weapon Fighting) I, the evil GM, asked myself: Where does he carry all this stuff?

Counting bombs and prepared extracts, he must have nearly 40 small bottles located all over his body, each of which must be easy to reach. I can see this work: Just strap some to the upper arms, outside of the thighs, put them into pouches on the chestpiece, push them into a belt, carry a bandolier for them, BUT....

Can you sunder these bottles?

If they are all easy to reach, at least some of them must be exposed. I am quite positive that a NPC could steal them during combat (gulping down the infused stoneskin-extract the next round) but do those bombs and bottles count as "worn" for the purpose of sundering?

I mean, can I put a monk in front of him and say... "Flurry of Blows! Well... there goes your stoneskin, your Detonation... and 3 of your bombs."


Yeah, I am serious. I just need the name, so I can try to dig up some more information about those things. You know, names got power and stuff... and thanks for the link.

Ah Hardwool! Thanks! :)


I know that this isn't exactly Pathfinder related, but I want to convert/design a monster like it so I can use it in my Pathfinder campaign. I am looking for a certain monster I encountered back in the day in "Baldurs Gate" and "Eye of the Beholder".

The Problem: The name of that creature eludes me and Professor Google isn't helping either. I only got the german name for them: “Fyrcht” (which is quite clever, I ensure you).

They are aberrations that are created or composed from parts or remains of nightmares. If I recall correctly they are your standard, abominable mass of mouths, eyes and tentacles. I just want to take a short look at their stats so I don't need to come up with the entire monster from scratch. So well... anyone know their english name?

Why I am looking for them, you ask? As my players are about to enter the “Halls of Reason” on Akiton and will (hopefully) seek out the "basement" there, they will encounter some sort of “psychic manifestations”.


Thank you!


Well yeah, quite simple:

Does killing an enemy with the Iaijutsu Strike ("Sword Saint" archetype) trigger Cleaving Finish?


Thank you! :)


While an alchemist needs to drink a potion in order to mutate (it is a standard action to drink the potion), the master chymist prestige class can change (a few times a day) at will into his 'Mutagenic Form (Ex)'. However it is said that, if the player misses a will check in stressful situations, the character will 'mutate' with his next standard action:

Mutate (Su):
(...)
A chymist may be forced to take her mutagenic form against her will by stress or damage. Anytime the character is in her normal form and has daily uses of the mutate ability available, she may be forced to switch after suffering a critical hit or failing a Fortitude save. In these situations the chymist must make a DC 25 Will save; if she fails, on her next turn she uses a standard action to change to her mutagenic form (which counts as a use of the mutate ability).
(...)

What kind of action is needed to change to the mutagenic from, if the character wants to mutate? I.e. he isn't stressed out or he succeeded on the will check but wants to change anyway.


Ahhhhhh! "opposed charisma check" is what helped me to find the rule. Thanks!


Dominate Person/Monster Problem - I haven't found any answer to the following problem.

Given the following scenario:
The players are facing an evil aboleth, lich, wizard, "Fred from accounting", etc. that has a dominated creature or person accompanying it. Of course the villain throws his dominated minion at the heroes first, as he tries to fight from a distance or flee. The minion misses his will-roll, or dosen't need to roll one, because he would gladly fight the player-characters anyway.

Now a spellcaster of the group has the idea to dominate the minion with a second dominate spell and (of course) the minion fails his will-roll on that one too. After that he player-character orders the minion to attack his former master.

What happens next?

1) The first dominate spell or ability is dispelled and the minion is compelled to attack his former master on his next turn.

2) The second dominate attempt fails, because the target is already under the effect of a compulsion/dominate spell.

3) The player-spellcaster has to roll a casterlevel check vs. the DC ( +x ) of the spell or ability that domineered the minion in the first place, then go to 1).

4) The minion enters a dead-lock unable to do anything, that would conflict with the others of one of the dominators.

5) The minion is always compelled to obey the last command he was given, turning to a new target each time one of the two dominators tells him to, making him effectively run back and forth between the players and the villain.

6) If the minion falls unconscious or his head explodes or whatever renders him helpless... perhaps combined with a fort check vs. the higher DC of the two spells.

7) Roll a D6 and pick a option from points 1) to 6)

Resolving the problem to charm a already charmed person is much easier. But there might be conflicts too. But it would be nice to know if I missed a rule that there can be only one charm/compulsion effect on a person at a time or something.


Ultimate Combat (P.136) states that:
Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves
normally, including taking the normal cumulative –2 penalty for each full-range increment.

My Problem:
What does the final part of the last sentence mean, especially the -2 penalty? Is there no attack penalty within the first five range increments for advanced firearms? I would guess there is, because even if a bullet has (after the first range increment) enough force to hit a enemy at touch AC, the attack roll should be more difficult because the target is further away from the attacker... by looking at the "Early Firearms" entry above this looks like some kind of copy-and-paste laziness.

Example:
So if a PC uses a revolver (advanced firearm, 20ft) to shoot an creature 65 Feet away this would be a -6 on his attack roll, but still a attack on the touch AC of the creature? Right?


5 people marked this as FAQ candidate.

I am confused.

The APG describes (I think) on page 79 that any barbarian who chooses a totem rage power can be considered a "Totem Warrior". So well fine no real new rules there, just a pretty name and set of recommended rage powers to complement the Totem Warrior. I guessed back then that it was more like a roleplay-style then a real archetype, because every "standard" barbarian can choose a totem power.

BUT

The Ultimate Combat book states on page 26 that:

"...a barbarian who selects a beast totem rage power (see the Advanced Player’s Guide) cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title), unless she has the totem warrior archetype."

...so a Totem Warrior can choose ANY totem power, without any drawbacks? Why bother to take a "standard" barbarian at all if you have the opportunity to choose from every set of totem powers?


I don't think he can ready any action before the battle has started. By that logic he would be first in anything because he has always readied a fire ball 'just in case'. Also, casting a fireball takes time and is quite obvious with all the gestures and what not. If he starts to cast the fireball, everyone rolls initiative and he fires it on his turn.


3 people marked this as FAQ candidate.

A 'little' kobold sorcerer, Level 10 becomes paralysed in battle. Because he has a unfortunate history of getting kidnapped and tied up several times, he gained the feats 'Still Spell' as well as 'Silent Spell' (and as a sorcerer he also has 'Eschew Materials').

Would he be able to cast 'Fly' with 'Still Spell' & 'Silent Spell' and fly away (in the next round) although he is paralysed?

In other words, are you able to control flight while paralysed? And can you cast ranged spells while being unable to move, as long as you are able to see your target?


Ah now I get it! The confusion came from the "one handed" term. I shouldn't ponder over RPG rules during lunchtime. ^^' Sorry SunsetPsychosis I realized my second mistake a bit too late, I already deleted that post.


Mergy wrote:
Except a short sword is a light weapon, so it cannot be wielded in both hands.

Nope you can, CRB Page 141.

Core Rule Book wrote:
Light: A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only. An unarmed strike is always considered a light weapon.

It may not grant any Bonus to damage, but I can wield it in both hands.


When I deal damage with a weapon that my character is wielding two-handed, I add 1-1/2 times your Strength bonus, except the weapon is considered light.

Using Power Attack, my bonus to damage is increased by half (+50%), if I am making an attack with a one handed weapon using two hands.

So if I take a short sword in both hands and use Power Attack I won't get a 1-1/2 Str Bonus to damage, but the +50% to the bonus damage of the power attack, right?

Example:
Short Sword +2 wielded in both hands
BAB +6 / +1
Str +4

Normal Attack:
To Hit +12 / +7
Damage 1d6 + 6

Power Attack (-2 Hit / +4 Dmg):
To Hit +10 / +5
Damage 1d6 + 12 = 1d6 + 6 + 4 + 2( <- the +50% )


+4 it is! Thank all of you. :)

Kinithin wrote:
By the rules, no, it doesn't stack. (Notice it doesn't say you get another +1 at 9th, but rather says it's +2 at 9th.) Your DM could rule that it wasn't considered that a PC could have natural AC and give it to you anyway, but that's between you and your DM.

In fact the DM can't rule that.... because I am the DM. That little guy is the "If one of you guys want to be the DM for a while (Pleeeease!), I am going to play this character so we don't need to introduce a new one that mysteriously disappears, when it is my turn to be the DM again."-character. Basically he stands in a corner, is quite good in being cute as hell and does magic missiles, or pushes the chars into the right direction... if they are going to kill themselves.


Does the natural armor bonus, a draconic bloodline sorcerer gains from his "Dragon Resistances (Ex)" stack with natural armor he acquired from his race? I think it dosen't stack, but I am not completely sure.

I a play 5th sorcerer/4th dragon disciple Kobold ('cause kobolds are cool) .

A kobold has a racial natural armor bonus of +1

His effective level for Bloodline powers is 9, so his Dragon Resistances (Ex) give him a natural armor bonus of +2

The 4 levels in DD give him a natural "armor bonus increase" of +2

Is his natural armor now +4 or +5 ?


Thanks guys! :)


I guess this question was asked a lot of times before, but the search function didn't help me much.

Can I pick the rogue-feat "combat trick" more then once, if I select different combat feats? For instance one combat trick for "Two Weapon Fighting" and the other one for "point blank shot"?

Thanks in advance!