Cold Iron Blanch requires one hand to use and two actions to apply. Silversheen requires two hands to use and one action to apply. Is this intentional? Does the Silversheen just... come out of the bottle faster than the Cold Iron Blanch? Is the cap on the Cold Iron Blanch easier to open with one hand?
This is a really nitpicky question, but here goes. Tthe Manifestation of Dahak has "Draconic Momentum: As young red dragon." A young red dragon's Draconic Momentum recharges its Wreath Weapon whenever it scores a critical hit with a Strike. Naturally, it also has an ability called "Breath Weapon". But the Manifestation doesn't have an ability exactly called "Breath Weapon". It has "Dragonstorm Breath", which has a 1d4 round recharge time (and is almost completely nullified if the PCs do well on the modified Anima Invocation), and "Focused Breath Weapon", which has a 2 round recharge time. Which one of them does the Manifestation's Draconic Momentum affect? Or does it affect both?
I'm looking specifically at the Acidic Needle Launcher from here. Although, I see what you're saying about other hazards specifically calling out that they don't suffer from MAP, or that they have the agile trait. So I guess this one probably does have the full -5/-10.
thenobledrake wrote: Generally speaking you haven't encountered a complex hazard unless it's reaction has triggered, as that is how how they are designed - you approach their area, they activate, you interact. Without giving away spoilers for Age of Ashes, I've found it has some complex hazards where it's implausible to say combat doesn't start before the hazard activates.
I don't understand how complex hazards roll initiative when triggered while already in encounter mode. Suppose the players have already rolled initiative. We're on initiative count 15 and half the PCs have already taken their turn. Then the complex hazard's reaction is triggered. It takes its reaction, then rolls initiative. Does it really go on the initiative it rolls? This leads to some bizarre outcomes. For example, the hazard would rather get a 14 than a 16. On a 14, the hazard gets to do its routine almost immediately, basically as soon as the current player finishes their turn. On a 16, the hazard goes only after all PCs have had a chance to take their turns. Is the initiative rolling only for when the hazard is triggered from exploration mode? Or is the hazard really in this strange position where lower initiative might be better?
I do not understand how the Wellspring Gnome feat works with First World Magic. Wellspring Gnome wrote: Choose arcane, divine, or occult. [...] Whenever you gain a primal innate spell from a gnome ancestry feat, change its tradition from primal to your chosen tradition. First World Magic wrote: Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. Supposing you choose "arcane", do you choose a cantrip from the primal list and cast it as arcane? Or do you choose a cantrip from the arcane spell list? And does this cantrip serve as a prerequisite for First World Adept (which requires "at least one primal innate spell"?
DrParty06 wrote:
That's the shorter version for kids. Also, Genta omits the epilogue (which you missed, Nathan) - the gnomes take over the Academae with a plan to run it much as it once was, except with one new rule: All wizards must wear full plate at all times.
Fun facts from Anonycon:
I've worked out how to set up RSS feeds so you get an email on thread update. You can use https://blogtrottr.com. For the URL of the feed you wish to subscribe to, put http://paizo.com/campaigns/SiegeOfSerpents/gameplay&xml=atom for updates to the Gameplay thread, or http://paizo.com/campaigns/SiegeOfSerpents/discussion&xml=atom for updates to the Discussion thread. (I did it twice, once for each thread.) You will have to confirm your subscription by email, but that's all there is to it. Be advised that when you first sign up, you'll get something like 20-30 emails from each thread, because the system doesn't know what's "new" yet. But otherwise it seems pretty good.
It's the other way around. Sleep wrote: A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. I'd use this rule for banishment. The two succubi are affected, the kalavakus is unaffected.
The cracked dusty rose prism ioun stone from Pathfinder Campaign Setting: Seekers of Secrets (2009) costs 500 gp, and grants a +1 competence bonus to initiative. It really gets on my nerve that this item, from a PFS-centric book in 2009 in a larger section on ioun stones, is now a virtually standard buy for adventurers. I can understand items like the ring of protection, cloak of resistance, and so forth being commonplace, but does every adventurer really walk around with a cracked ioun stone? As an alternative for my homebrew campaign, I'm thinking of making a slotted item that provides the same thing, a competence bonus to initiative checks. If a slotless +1 bonus is 500 gp, I figure a version that takes up a slot should be 250 gp for a +1 bonus, 1000 gp for a +2 bonus, and generally 250x^2 gp for a +x competence bonus to initiative. Does this sound reasonable? Furthermore, what slot should it be? I'm thinking shoulders slot, or maybe neck slot. Definitely should be one of the good ones.
This spell is from the Advanced Class Guide, pp. 181-182: Feast on Fear wrote:
Question: What kind of action is it to target a new creature? Is it a swift action like eyebite, a free action like analyze dweomer, or a standard action to concentrate like implosion? EDIT: Quoted the entire spell entry.
It doesn't even come from the polymorph spell, which does not say anything about the spell granting attacks. Rather, it comes from the general polymorph rules: Quote: In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses. The question is whether the acid damage counts as part of the natural attack, since normally bites do not do acid damage.
One of my players asked me this question, and I'm kind of interested in finding an answer. Suppose someone uses a polymorph effect, such as wild shape, to turn into a creature whose melee attack line includes elemental damage. The example is a Viper Vine - its melee attack line says Bestiary 2 wrote: Melee bite +23 (2d6+8/19–20 plus 3d6 acid), 4 tentacles +21 (1d6+4 plus grab) This acid damage is never explained, not under "Special Attacks" nor anywhere else in the stat block. So, suppose I used plant shape III to turn into a Viper Vine - am I granted a bite attack that does acid damage, or not?
Enera's elven ears do not miss Stanley's words from a neighboring table. She also sits alone, with three containers in front of her. There's a mug of the bartender's finest, but also a mismatched pair of beakers containing a runny red substance. She idly pours the alchemical formula from one beaker to the other and back again. The elven lady gives Stanley a curious look. "Ants and wasps fight often, you know," she says, in a tone of detached, academic interest. "I've read studies. In Barrowood, the bugs often compete over the same food sources. The ants fight by swarming, of course, and some varieties can spray a mild acid. "Do you know what the wasps do to the ants?" Enera puts the beakers down. "The wasp picks up the ant, flies it half a mile away, and lets it fall, never to be seen by its fellow ants again." Never one to speak up too loudly, she lowers her voice even more. "Sound familiar? You might not talk about it, but chances are you know people who've gone missing. Just disappeared, as though they'd never existed. Gone... like ants." She nods, knowingly. "We've all had our troubles with the political climate around here. But there's more than just dottari and hellknights to be afraid of. I think we should acknowledge it." Enera turns to look around at the assembled dissidents, and idly starts mixing her alchemical solution again. Accidentally, she pours some of the runny red into her ale. A big puff of black smoke erupts from the mug. "Oops!" she coughs, trying to clear the air above her table.
For your consideration. Let me know if there's anything in the stats I need to change. Stats:
Enera Aracelsa Female elf alchemist 1 N Medium humanoid (elf) Init +2; Senses low-light vision; Perception +4 Defense
Offense
Statistics
Planning for this alchemist to focus on melee more than bombs, especially after the first couple of levels. Will probably take Master Chymist at 8th level.
History: (Questions answered in last paragraph) My full, legal name is Enera Anacelsa, but I'd prefer it if you called me Enera, thank you. Anacelsa isn't an elven name, you see. It's just the legal name my masters burdened me with. Oh yes, I was a slave. Not any more, though. Escape? Well... you might not believe me, but I honestly don't remember whether I escaped or not! Let me explain. I was sold into slavery in Cheliax as a young girl of 26. I can barely remember my parents, or my homeland. I remember my father putting a longsword in my hand for the first time, and I remember climbing a tree with my mother. Just... odd bits and pieces. But one day, a bunch of big men took me and brought me to a strange manor, beat me to a pulp, and told me I was a slave for the humans there. Years later, my owners told me that my parents sold me, for the gold. I've never been able to believe that. I think they're still out there somewhere, looking for me. But... maybe it's just wishful thinking. I don't even know my parents' names. Anyway, my first masters were a noble family. They claimed to be a cadet branch of House Oberigo, but I've looked them up since then and I don't think they ever had such good connections. They definitely didn't have that kind of wealth. They bought me because they couldn't afford a halfling, and all they asked me to do was clean up the house. They sole me again when I was 80 because they went deep in debt to an alchemist's guild. I don't know if you've heard of the Anacel Alchemical Alliance? They got kicked out of Brastlewark because of some trade dispute, and relocated to Westcrown. Even here, they were almost all gnomes. Anyway, the lord I worked for had a wicked case of devil chills, and threw himself into debt to Anacel, and they confiscated me as part of collecting his debts. These alchemists made me clean up after their messes, which were many. But they also liked to experiment on me. They tested out all sorts of odd concoctions on me, most of which just made me sick, but some of them were really awful. I learned a lot myself from watching the process, but the experiments were starting to get gruesome, especially when the started with the injections... Then one day, I just remember running away from their burning laboratory as fast as I could go. There were just these bright green flames behind me, and I was holding a bag full of reagents, already legging it down the road, with no memory of how I got there. I guess I blacked out from the explosion? Or did I start that explosion? And if I did, why can't I remember... Anyway, the dottari ruled the explosion an accident, and I was free. I'm currently working as an assistant to an alchemist, Mr. Desdox, who lives in Rego Pena. He's a nice human, and he actually pays me. He knows a lot about Egorian, but there's more going on here that he just refuses to talk about. Someone has some hold over him - not just him, but everyone important around here, it seems like. I've lived in this city for 50 years, about 30 years as a slave, and 20 years as a freewoman. This government... they can be trusted to keep the slaves in line, but if it doesn't have anything to do with oppressing the weak, what do they care? No, it will take someone else to clean up the mess around here... that sounds like my job.
Can a sylph ninja with the Cloud Gazer feat from Advanced Race Guide see through her own smoke bomb? Smoke is not precisely fog, mist, or cloud; but Smoke Bomb creates an non-magical effect like a smokestick, and a smokestick works like fog cloud. Relevant rules: Cloud Gazer wrote: Benefit: You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty. Smoke Bomb wrote: Smoke Bomb (Ex): This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. Each use of this ability uses up 1 ki point. Smokestick wrote: This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.
Ki Focus wrote:
I've seen other threads agonizing over the fact that "special ki attacks" is vague as could be, but I haven't seen a specific response to my question. And that is this: While the Stunning Fist feat is called out specifically by this description, does it still count as a "special ki attack" if it's being used by someone who's not a monk and has no ki pool? Would, say, a fighter with the Stunning Fist feat be able to pick up a ki focus greatsword and Stunning Fist through it?
Curiously, I think the RAW is that the PC remains at the top of the pit. Consider: Moving Through a Square wrote: You can't end your movement in the same square as another creature unless it is helpless. Special Movement Rules wrote: Sometimes a character ends its movement while moving through a space where it's not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there's a legal position that's closer. The closest legal position, unless the PC has a burrow, climb, or fly speed, is on the ground next to the pit. Therefore, RAW, they fall into the pit, bounce on the zombie, and are suddenly next to the pit. Now, if I were the GM, I would simply apply the penalties for squeezing to both the zombie and the PC until the zombie is destroyed or the PC becomes helpless. They could then attack each other normally. But I think this does technically contravene RAW, as Terrain and Obstacles wrote: A creature can squeeze past a creature while moving but it can’t end its movement in an occupied square. As for your question number 1), I would use the falling object rules.
You are correct. The other GM may not like it, but what's his rationale, rules-wise? Universal Monster Rules wrote:
As you pointed out, the bracers of armor create a force effect. So what is the problem?
What type of problem, exactly? It's hard to think of something else quite like this. I agree with Aelrynth. In addition to those reasons, I would add that not only does the text for the fog aspect of guards and wards mention nothing about being dispersed by wind but the stinking cloud aspect of guards and wards specifically does. It doesn't even say the fog is "like fog cloud" or something like that. This shows that if the fog effect were supposed to be so easily dispersed, it would have said so. Organized Play Characters
Alias
|