Ancient Vortex Dragon

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So I've had the Emerald Spire Superdungeon in my possession for a good while, and we're looking to delve further into it. We've had a few party members fall off the radar and looking for fellows to help brave the terrors below.

Some basics:

-Hosted on Roll20

-Voice chat through Discord

-Sunday around 12:00 CST. Biweekly/monthly (based on availability / whatever life throws at us)

-Must be a decent human being, and treat others as such.

-Have an adequate understanding of rules and function. We're happy to remind everyone of an obscure rule, but please understand

-Several common-sense houserules that I can explain via PM

-Generally speaking, if it's in a Paizo book, it's free game. Although you may have some mild explaining to do if you're an Aquatic Elf hailing from a desert region.

-Path of War material is available for use.

-Using quite a few rules from Pathfinder Unchained, including poison/disease tracks, Stamina, Action Economy, Skill Unlocks, ABP.

-Usually I stick pretty tight with rules as a GM, but if something "too cool for rules" comes along, I'm happy to throw the books out the window.

I've been GMing for 12+ years, and what strikes me about the Spire is how each floor is done by a different author or game designer that had an impact throughout D&D/PF history. It's like a stroll down RPG memory lane that I would be happy to be a part of.

Any takers?


I came to this idea shortly after Unchained was released, and was curious if there might be any rules in the works for 2E based on what characters -feel-

I've gone and made a list of bane/boons for PF1 via an emotions wheel (https://i.imgur.com/q6hcgsH.jpg), but our table hasn't gotten a chance to use it however.

Would PF2 possibly have something such as this on the horizon? It might encourage more emotional investment in characters, and more interesting interaction with the GM.


I've been curious about this for awhile, but have never bothered to seek an answer since it never came up. However, with a particular Monk player on the rise, it may actually come to the surface.

What happens if a Monk selects an archetype that replaces Stunning Fist (say, Windstep Master getting Hurricane Punch instead), and then later selects Stunning Fist as a feat upon leveling (say, by becoming a 9th level Unchained Monk)?

How many uses per day would this character have?

For simplicity, we're assuming a 9th-level Dwarven Unchained Monk. Would it be twice per day per the feat's entry? Or would it be 9 times per day per the "special" entry?


1 person marked this as FAQ candidate.

If a creature or character readies an action to attack a spellcaster with the phrase "When he starts to cast a spell..," can he or she interrupt a Quickened or Swift spell in doing so? Or is the gesture too quick to react to?


Would an Sacred Huntsmaster Inquisitor that chose the Chivalry Inquisition receive two full-blown animal companions? Surprisingly enough, the archetype does not replace Domain/Inquisition.

Also, if the above is a yes, would he grant both of these animal companions Teamwork feats via Hunter Tactics? And Animal Focus?


Is there a coherent list that makes the distinction between thrown weapons and thrown ammunition? I'm looking for some viable ranged sidearms for a PC. Based on the d20pfsrd, all that I see are Darts and Shurikens.


I'm a little surprised it isn't mentioned anywhere, and that I have to ask this question at all. Can a Hunter with Planar Focus apply one of the Planar Aspects to his Animal Companion?

And as a related question: what alignment -is- an animal companion? Neutral? Same as the master's?


Can a ranged Conductive weapon (i.e. Crossbow) be used to deliver a special ability requiring a melee touch attack?

For example, an Antipaladin channeling Touch of Corruption through a Longbow.

I'm inclined to say no due to the "appropriate type" clause, but I'm not 100% certain that's what it means.


How exactly do these three things interact with each other? Does it matter for the order of application perhaps?

Say we have a Wolf Animal Companion, beyond level 7. He bites for 1d8.
With Improved Natural Attack, that bumps it to 2d6
With Animal Growth, That puts him at 3d6
With Strong Jaw, its... not on that chart. Following Improved Natural Attack's steps, I would be inclined to say 6d6. I cannot say that with full confidence however.


Just stumbled upon some of the Weapon Master's Handbook material on d20pfsrd. Glad to see some new styles out there! However I'm a little confused by the final feat in this particular tree - Startoss Shower

If you follow Startoss Comet, the extra attack is at your highest bonus. With the Shower, are they all at your highest bonus?

This particular tree makes me giddy about creating a Flying Blade character, but I want to know how everything works before I do.


I sat down and made a Merfolk awhile back, and gave him a glance over to make sure everything was correct. I noticed his Swim skill was awfully low.

Do creatures with a Swim speed get a bonus to Swim, similar to Climb Speeds with Climb?

The only actual reference to the "standard" bonus I could locate was from the Touch of the Sea spell.

Touch of the Sea wrote:
You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered.


So stumbling across the Ring of Continuation, it seemed pretty cool! However I am completely stumped as to what spells can be used with its limit of personal spells that are 10 minutes per level or greater.

How many personal spells actually apply to this ring?


Quote:

Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.

My question emphasizes on the last sentence really. A player at our table is interested in the Shield Champion archetype, and was curious to ask if he could use all granted attacks for his shield bash.

Since it states you don't need two different weapons, the point in question is does a brawler using his flurry in this manner suffer the -2/-2 two-weapon fighting penalties, even though he is not actually fighting with two weapons?


This has always been one of the most open-ended spells I've ever seen. What are some of the best ways to utilize this spell? What are some of your most memorable moments using or being subjected to a Suggestion?


per d20pfsrd,

In this system, magic weapons, armor, and shields never have enhancement bonuses of their own; those bonuses are granted only through attunement. Any weapon, armor, or shield special abilities on attuned items count against a character's enhancement bonus from attunement. To determine an attuned magic item's enhancement bonus, subtract the cost of its special ability from the enhancement bonus granted by attunement. (This applies only to special abilities whose cost is equivalent to an enhancement bonus, not to those that cost a flat amount of gold pieces.) For example, if a character with a +3 enhancement bonus from weapon attunement wields a keen scimitar, she subtracts 1 point of her enhancement bonus (for the cost of keen), leaving her with a +2 keen scimitar. If a character doesn't have enough of an enhancement bonus to afford the special ability (such as a 4th-level character with a vorpal longsword), she can still use the weapon's power on its own, but the weapon gains no enhancement bonus.

Does this mean you essentially "spend/give up" some of your attunement to acquire the weapon/armor special ability that the item has?

Also, I don't follow the last sentence at all. A 4th level character should most definitely not have a Vorpal Weapon.


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Another dumb question, but I couldn't locate any information on it. Can you take the "run action" with other types of movement speeds? (Fly, Swim, Burrow, etc)


Hey! Probably a dumb question, but it's been at the back of my mind awhile. Since you add any attack bonuses to combat maneuvers, would you add them to spells such as hydraulic push and others?

I'm inclined to say no, since it's not quite an attack roll (since they mostly use caster level + INT/WIS/CHA mod).


1 person marked this as a favorite.

Unchained has hit things off very well in our group. The new rules and ways to make tweaks to the game are very eye-opening, almost making it feel brand new again. In light of this, our heads got to spinning as to where else may have things gone, had Paizo had more pages to spare in this book

One player decided to go out on a branch and attempt to, essentially, make the classic prestige classes (Arcane Archer, Shadowdancer, etc) into a Variant Multiclassing option. The basis for his decision to try this is that Prestige Classes are slightly lackluster (at least in our group), and a handful of them require you to "burn" feats just to enter them anyway. So why not VMC?

If he gets somewhere with this, I may make a separate thread elsewhere sparing some details. What would be some concerns or issues on going about this?


To be more specific, I have a Samsaran Winter Oracle and looking for really neat winter-themed spells but having trouble picking a few.

What are some neat water/wind/Ice spells that could go well with such a character?


Does the Stone Servant from the Stonelord archetype behave like the typical Mount bond?

"At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is Lawful Good in alignment and possesses the celestial template, and it increases in size as the stonelord gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level."

A typical Mount bond would follow the rules for a Druid's animal companion (Bonus hit dice, feats, Natural Armor, etc). Does the stone servant do so as well? Or is it stuck on 3 level increments?


Title kind of says it all.

What is the cleanest format for creating a character online, so that others can view it? I'm interested in some play-by-posts, and looking for something effective for Pathfinder.


I've been running a session from 1-14 so far, and I've -always- tried to include some sort of chase scene. Lately, my writer's block has turned to adamantine and left me stumped.

What are some ideas you may have thought of during one of these?

For instance, in pursuit of a criminal through a dungeon, players came to a three way split. Their options included:
-Knowledge (Dungeoneering), to predict the layout, and where he would go
-Appraise, to correctly identify fake from real gems that were embedded above the doorways (and probably leading to the correct pathway)

Has anyone else come up with creative ideas for chase scenes? Bonus points if you can use some of the skills that don't get much love.


I've been pondering using this rule for awhile now. Kind of makes sense, kind of changes the game a bit.

The only notion that I may be worried about is, eventually as the game progresses to later levels, -every- character can land hits. Could be fun, could be lethal, could be awesome.

Has anyone given this a shot, and if so, how did it go?


7 people marked this as FAQ candidate. Staff response: no reply required. 2 people marked this as a favorite.

How exactly does Heighten Spell interact with other metamagic feats applied?

For example, we prepare a maximized fireball (6th), and we also want to slap on Heighten Spell as well.

1. If said spell is prepared in the 6th slot, does it behave like a 6th level spell? (Save DC, Punching through Globe of Invulnerability, etc)

2. Or does it require a higher spell slot on a 1-for-1 basis?
i.e. Said spell is maximized and heightened by 1 (7th), but behaves like a 4th level spell.


1st post!

I've been buzzing around the Magus class and I want to be fully aware of everything it has to offer. So I have a bit of a nitpicking question.

When using the arcane pool to enchant a currently wielded weapon, can the magus (assuming he is high enough level and has the arcana points to spend) enchant his blade with multiple abilities in one action?

i.e. If a 17th level magus is packing a masterwork longsword, could he spend 6 points to suddenly wield a +5 Vorpal Longsword?
(1 arcana for the enhancement, 5 more for the vorpal property)

Full Name

Ohm-Eran

Race

HP: 11/11, Init: +2, Perception: +4, Concentration +7

Classes/Levels

Fort: +0, Ref: +3, Will: +2 AC: 14, Touch: 12, FF: 12

Gender

Tricks: 7/7, Level 1: 3/3, DM Reroll 5* 1/1

Strength 8
Dexterity 12
Constitution 10
Intelligence 13
Wisdom 10
Charisma 22

About Ohm-Eran

Initiative: +2
Perception: +4
Concentration: +7

Physical Description:

Languages:
Taldane, Vudrani, Kelish, Tien

Defense:
  • Armor Class: xx (Touch xx, FF xx)
  • HP: 11
  • Fort: +0 Ref: +3 Will: +2

Offense:
  • Speed: 30' (8 Squares)
  • Ranged:
  • +
  • Melee: +

Statistics:
  • BAB: +0
  • CMB: -1
  • CMD: 10
  • Concentration: +7

Class Abilities:

  • Hypnotic Stare: [Swift] Creature within 30' takes -2 on WILL.
  • Bleeding Stare:[/b] If target of Hypnotic Stare takes damage, add +1
  • Mesmerist Tricks:

    7/Day (Standard to implant, Free to Activate. DC 17.)
  • False Flanker: Illusory Copy flanks for 1 Round
  • Spells:


    • Concentration +7
    • 1st: (DC 17, Enchantment 18), 3/Day Charm Person, Mental Block
    • Knacks (DC 16, Enchantment 17) Daze, Dancing Light, Detect Magic, Message

    Boons and Accolades:

    Feats:

    • Trait Soul Drinker (1/Day when foe is killed gain HP = HD for 1 minute.)
    • Trait Arcane Temper (+1 Initiative, +1 Concentration)
    • Human Toughness
    • Level 1 Spell Focus: Enchantment

    Skills:

    • Acrobatics +1
    • Appraise +1
    • Bluff +11
    • Climb -1
    • Craft (Alchemy)
    • Diplomacy +10
    • Disable Device
    • Disguise +6
    • Escape Artist +1
    • Fly
    • Handle Animal
    • Heal +0
    • Intimidate +10
    • Knowledge (Arcana) +6
    • Knowledge (Dungeoneering)
    • Knowledge (Engineering)
    • Knowledge (Geography)
    • Knowledge (History)
    • Knowledge (Local)
    • Knowledge (Nature)
    • Knowledge (Nobility)
    • Knowledge (Planes)
    • Knowledge (Religion)
    • Linguistics +6
    • Perception +4
    • Perform (Untrained) +6
    • Perform (Oratory)
    • Ride +1
    • Sense Motive +4
    • Sleight of Hand +5
    • Spellcraft
    • Stealth +1
    • Survival +0
    • Swim -1
    • Use Magic Device +10

    Slot and Magic Gear:

    Head: None
    Headband: None
    Eyes: None
    Neck: None
    Shoulders: None
    Chest: None
    Body: None
    Armor: None
    Shield: None
    Belt: None
    Wrist: None
    Hands: None
    Left Ring: None
    Right Ring: None
    Feet: None
    Slotless: None

    Consumables:


  • Backpack and person:

  • Belt Pouches: