Dr Lucky

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Organized Play Member. 1,573 posts (1,942 including aliases). No reviews. No lists. 1 wishlist. 10 aliases.




I've got a game tonight with a trip brawler ready, but I got the idea of combining Pummeling Charge and bull rushes to deliver my flurries and push opponents away so try don't get to full-attack me in return. I've got a level five character, who wants to give me some pointers for bull rushing? Is there a way to bull rush for free after a charge?


I've got a game tonight with a trip brawler ready, but I got the idea of combining Pummeling Charge and bull rushes to deliver my flurries and push opponents away so try don't get to full-attack me in return. I've got a level five character, who wants to give me some pointers for bull rushing? Is there a way to bull rush for free after a charge?


I'm running a Reign of Winter game for my friends and have come across something I don't quite get within first adventure. I'll make it vague to avoid spoilers.

When dealing with some fey, the book says they're diminutive sized and their shortbow attacks deal 1d2-2 damage. Does this essentially mean that these things can't hurt the PCs?


We start the scene in the sleepy town of Heldren, a village in the nation of Taldor. Despite hosting such a varied populace, such as yourselves, there hasn't been much of interest to sate your restless spirits. In a word, it's boring. The only shadow of anything terribly interesting are the criers and bards telling stories from far off.

Until today.

Today, the news comes from hunters. The Border Wood by your town has recorded some disturbing cold, despite the middle of summer. Snowfall had come, despite all odds, and with it some strange beasts! Old Mother Theodora says this is an oncoming sign of ill tidings, as she is wont to comment her prophecies.

If not only that would raise eyebrows, a badly injured mercenary shambled into town just as news was starting to hit fever pitch. The man claimed to be a bodyguard of Lady Argentea Malassene and that their caravan was attacked by strange creatures, somehow touched by ice. These things stole the Lady into the depths of the Border Wood!

What secrets lie in the trees? What terrible creatures could be waiting in the Border Wood? And could they be headed toward your safe, but sleepy village?

If you want to find out more, y'all can make some Diplomacy or Knowledge (Local) checks. Otherwise, time to start!


Gathering point for my peoples.


Does an armored kilt's AC bonus stack with armor it's combined with? If so, can it be separately enhanced?


If I move after casting Line in the Sand, does the 5-ft. burst also move? It should last for 1 round/level, but does the line only exist as five feet from the origin or from me?


What should a bloodrager's caster level be set as? In the ACG, the only mention of a caster level is that a bloodrager's spell-like abilities gained from their bloodlines use their bloodrager level as their caster level. Should this be applied to spells in general, or should we treat them like paladins and rangers where their caster level is equal to their class level - 3?


Does anyone have any suggestions of what spells would be useful for a Rageshaper bloodrager? It seems like the class's access to polymorph spells is very limited.

Plus, what kind of polymorph spells can I grab scrolls of that wouldn't take away my sword for the spell's duration?


How much should it be to upgrade specific weapons? For example, if I wanted to take a Sun Blade from +2 to +3 or +4, how much should it theoretically cost?


The Fly spell mentions that you gain a movement speed of 40' instead of 60' if you're wearing medium or heavy armor. A fighter's Armor Training class ability, as well as a dwarven racial trait I can't remember the name of, allows them to move in medium and heavy armor at normal move speed. Should casting Fly on a dwarf or fighter give them a 40' or 60' fly speed?


8 people marked this as FAQ candidate.

I've been thinking about grabbing Celestial Plate Armor for my barbarian, so I can gain the benefits of fast movement. However, I realized that the armor never says it's made of mithral. Were I to get this armor in mithril, would it count as light armor and allow for a faster move speed?


Does the Vital Strike feat tree allow for twice your modifiers to be added to damage? I would think not, based on this quote.

Vital Strike Tree wrote:
before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

It looks like you just add weapon damage twice, but the modifiers stay normal. Is this so?


Checking out some of the Witch Queen's works, one would think that she's a scheming mastermind. But recently, I looked at Reign of Winter and it seems more like Baba Yaga, for all her ruthlessness and cunning, is just a giant child. Does anyone else think this?

Without spoiling too much, I think it was the line "No! It's mine! They can't have it!" that changed my vision of the character irrevokably.


As the title states, how can we pump up theoretical enhancements for weapons? Most enhancements stop at +5, but how about we see if we can get beyond that?

In the hands of a Rage Prophet who took the life mystery, a +5 Furious, Grayflame, Bane sword has an effective +10 enhancement bonus while the RP is raging, after channeling energy, and whilst striking it's favored foe.


Mythic Adventures wrote:

Fleet Warrior (Ex)

When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.

Correct me if I'm wrong, but doesn't this path ability essentially give you Pounce? I've got a 2nd tier paladin in a game and I'm thinking of getting this when we grab the next tier.


Does the language of Raging Brutality seem to convey that you can't take your Constitution bonus damage on attacks of opportunity? Would the phrasing be "for one round" instead of "on your turn" if you would be able to use the bonus damage on AoOs?

Also, slightly unrelated, but why the +12 base attack bonus as a prereq? Seems off for a class specific feat to have an even BAB requirement when that class has no bonus feats, if you ask me.


I just got a new Furious Couraeous sword on my barbarian, and it was wondering if anything gave a Morale Bonus to AC. All I've been able to find is Ghost Rager and I don't have Superstition.


I'm playing with a barbarian, and I'm curious what my speed should actually be while I'm wearing chainmail. Because of Fast Movement and the Boots of Striding and Springing, I have a 50' base speed. The Fast Movement applies before dealing with Armor, but does the effect of the Boots turn on before or after the armor when calculating my speed? I'm not sure if I should have 40' or 35' base speed now.


I may be joining a campaign soon and I've come up with a character idea I'm curious how I'd get it to work. The background would be that a young boy picks up his fallen brother's paladin armor and longsword and follows in his footsteps. The detail being that his own rage isn't exactly holy or divinely bent.

I was thinking of picking up the Spirit Totem line for fluff's sake and Renewed Vigor to imitate Lay on Hands, but other than that, I'm not entirely certain how I should build it. The campaign is still in the works, so I don't know what level we'd start at, but builds considering 20 point buy and anywhere between 5th and 10th level will give me an idea on how to look ahead.


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Since the Shaman class is still not out yet, this is probably a moot question until August. But can a Shaman gain the Extra Hex feat? Furthermore, could a Shaman use the Extra Hex feat to gain another use of Wandering Hex each day?


I'm building a Roughrider fighter in a friend's game, but I'm uncertain how I should pick my mount so it won't end up dead within a round of combat. I would like a griffon, but I'm not at a high enough level for Leadership to kick in. I also have gone for the Mounted Combat and Indomitable Mount feats. What can I do further to have a reliable mount?


I'm not sure whether or not to ask this forum or the Rules forum, but I'm curious if a weapon quality exists. Is there a paladin exclusive version of the Valiant quality?


I'm starting up a game with some college buddies soon and I'm taking to a more support role right now. I'm picking up a Gravewalker Witch, but I'd also like to know what options I can pick up for buffs and debuffs. I'm grabbing the Ancestor patron for Blessings of Fervor and (Mis)Fortune with Cackle. Any other advice?

The game is starting at level 10 for reference's sake.


I was thinking of a possibility for Alchemists recently. However, it seems like my idea wouldn't quite fall through. Am I reading correctly that the Explosive Missile discovery cannot be used in conjunction with Fast Bombs to let an alchemist fire ranged missiles as a full attack action?


I was recently invited to a game and I was thinking of using an Imperious bloodline sorcerer. Mostly, I'd like to do support spells, which I think the bloodline is good for. The game starts at level 10. Does anyone have any suggestions for me?

20 point buy if it matters.


I was thinking of building a Staff Magus for a game, but I'm not sure if I want to get a staff or just enhance a quarterstaff. I remember reading something that if you enhance a double weapon, you need to enhance both sides. However, looking for that rule again, I can't seem to find it. Is this true, or am I making this up?


Is there any way to gain an extra Bloodline Arcana? Or even just switch one out? From what I can gather, the Eldritch Heritage feat chain only gives Bloodline Powers, not Arcana.

I'm aware of the Ampoule of False Blood, but I wouldn't want to change out my bonus spells or bloodline powers necessarily. Is there anything I could do to gain another Bloodline Arcana by itself?


Are there any communities that have a more open acceptance of Tengu in Golarion? The ARG says that they often live in slums and ghettos, often looked down upon by non-humans. Is there a place they might see a bit more love? Or are they expected to stick in tribal lines?


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My GM ruled that I shouldn't be able to craft the Crown of the Kobold King, due to the adventure this item is from sharing it's name. Right now, we'll be playing some Witchwar Legacy and about 40k to spend. I've still got to grab spell components, but does anyone recommend an item to replace the Crown?


My GM said that I couldn't have the party Paladin cast Holy Sword on a Mage's Sword spell I might use. He said that the text of Holy Sword stated the spell negated all magic on the target sword, which would dispel the Mage's Sword. I said that Mage's Sword has an enhancement bonus of +3, and only that would get overwritten, but he wasn't having any part of it. Should I press this further or drop the subject?


I've got a friend who's thinking of running a gestalt game using Witchwar Legacy. I'm thinking up a Sorcerer/Oracle to do the general nuking and some light healing. Does anyone want to help me think of some fun spells for this module? Here's what my spell list is looking like right now:

Spoiler:
Sorcerer

Lvl 0
Mage Hand
Detect Magic
Read Magic
Light
Ghost Sound
Arcane Mark
Prestidigitation
Open/Close
Mending

Lvl 1
Endure Elements
Mage Armor
Shield
Snowball
Swift Girding

Lvl 2
Blur
Burning Arc
Knock
Arcane Lock
Pyrotechnics

Lvl 3
Battering Blast
Dispel Magic
Haste
Fireball
Lightning Bolt

Lvl 4
Black Tentacles
Confusion
Dimension Door
Enervation

Lvl 5
Cone of Cold
Fabricate
Icy Prison
Telekinesis

Lvl 6
Battlemind Link
Chain Lightning
Disintegrate

Lvl 7
Finger of Death
Mage’s Magnificent Mansion
Mass Fly

Lvl 8
Polymorph Any Object
Horrid Wilting

Oracle

Lvl 0
Create Water
Enhanced Diplomacy
Guidance
Purify Food and Drink
Spark

Lvl 1
Bless
Comprehend Languages
Embrace Destiny
Shield of Faith
Weapons Against Evil

Lvl 2
Spiritual Weapon
Early Judgement
Grace
Make Whole
Weapon of Awe

Lvl 3
Bestow Curse
Create Food and Water
Magic Circle Against Evil
Magic Vestments

Lvl 4
Freedom Of Movement
Holy Smite
Terrible Remorse
Tongues

Lvl 5
Boneshatter
Break Enchantment
Major Curse
Flame Strike

Lvl 6
Banishment
Heroes’ Feast
Heal

Lvl 7
Bestow Grace of the Champion
Holy Word
Ressurection

Lvl 8
Fire Storm
Stormbolts

If anyone wants to know, I'm thinking up a Starsoul bloodline and Lore mystery. I've just not added those bonus spells yet.


As it says above, I'm curious if a caster can start the area of their spell 5' back and choose to be affected by cone and line spells. Would anyone know if this is possible?


Greetings everyone, I'm here to hopefully throw my lot in with a group around here. I've been looking for something to wet my appetite for some mid to high level material. It's a bit hard to find people recruiting that sort of thing, so I hoped this might set up some interest for someone to possibly run a game a bit above the E6 paradigm. Preferably, I'd like to pull off a blaster caster sorcerer, but I'm open to any sort of niche a group would need if a group is already started play.

As for settings, I'd be up for anything but I would like to try out the Wardens of the Reborn Forge module that came out recently. I hope that someone here may be inspired to play or run something a bit above the normal power level the recruitment boards advertise.

Thanks in advance!


I feel as though the Banishment spell may be false advertising. I think of being banished and the first thing that comes to mind is not being allowed to return. What kind of spell do you think would be acceptable for keeping a being out of a particular plane? Or at the very least, force them to make an opposed caster level check to keep them from simply Plane Shifting to where they just were?


51 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

According to Mythic Adventures, you invest a spell and a use of mythic power in order to beef up a spell. Now with two of the Form of the Dragon spells, you get a bonus to your breath weapon. Form of the Dragon I and II have breath weapons of 6d8 and 8d8 respectively. Form of the Dragon III, on the other hand, has a breath weapon of 12d8. This is not bad until you see the mythic version of the spell which states, and I quote.

Mythic Form of the Dragon wrote:
The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the breath weapon damage increases to 10d6. All of the dragon form’s natural attacks increase by one step (see Improved Natural Attack on page 315 of the Pathfinder RPG Bestiary).

Ergo, I ask, why is it that I can memorize or learn Form of the Dragon III, ascend to mythic tiers, pick up Mythic Spell Lore or Mythic Spellcasting, learn the mythic version of the spell, use a mythic power to beef up the spell's abilities, and after all that, my breath weapon would be two dice less powerful than if I had just stopped at step one?


So, I was looking at high level magic items recently and I came across an interesting little number called the Executioner's Hand. However, this one line within it got me scratching my head.

Executioner's Hand wrote:
When wielded in a coup de grace attempt against a helpless target, the executioner’s hand is treated as a vorpal weapon, and if the attack is a critical threat, it is automatically confirmed as a critical hit.

Which I thought was all well and good for flavor text and all. But then I got to thinking, isn't a coup de grace a special combat maneuver that doesn't use attack rolls?

Coup de Grace wrote:
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

So I'm sitting here asking myself what critical threat roll the Executioner's Hand supposed to confirm that doesn't already get from the Coup De Grace action?


Is there a reason that Maw of Chaos opens a portal to the Abyss explicitly? I get that it's from an Adventure Path, so it may fit into the theme, but it doesn't have any [evil] descriptor. Wouldn't it make more sense to say the spell opens a hole to Limbo or some such? I'm not sure how my CG sorcerer would feel about opening a gate to hell, essentially.


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

I'd like to posit a theory that's been on my mind a bit regarding the casting time of Walk Through Space. Many here said that it should be a standard action, but I may have found the inspiration of the spell that throws such a ruling into question. Dimension Jumper from 3.5 is eerily similar to Walk Through Space in practice, save some slight differences.

1) Walk Through Space allows you to stand up from prone without provoking an attack of opportunity.
2) Dimension Jumper has only verbal components, while Walk Through Space has verbal, somatic, and (inexpensive) material components.
3) As you may have noticed, Dimension Jumper is a whole two levels lower than Walk Through Space.

Other than these, the differences in the spells are negligible. I am currently under the impression that Walk Through Space is a nerfed version of Dimension Jumper, though why it needed to be powered down is beyond me. Dimension Jumper states a casting time of a swift action. I propose that this should be considered when judging the casting time of Walk Through Space.

Thoughts? Arguments? If you were a GM, would you allow this at your table?


The Archmage path ability Wild Arcana states that is can recreate any spell of a level the caster could normally be able to cast, but does this ability require expensive material components when dealing with a spell that requires them?


Why is it that Walk Through Space is such a painful spell to deal with?

For one, It's pretty slow when dealing with the sort of speed you would want from a 14-15th level character. Various flight spells, Haste, and even Boots of Striding and Springing pretty much blow this put of the water, speed wise. Though, I do concede that when teleporting to avoid AoO's, speed isn't the issue. Still, it is frustrating.

Furthermore, that spell level. A 7th level spell to move around enemies?! I think that is a tad extreme, at the very least. This spell seems to be modeled after one taken from 3.5 called Dimensional Jumper, which even had a Greater version, if you like that sort of thing. Are you telling me that the express ability to stand up from prone is worth an extra two spell levels? Keep in mind that Walk Through Space does not have a listed casting time, so if we're expected to use a standard action for this thing, my mind reels at how hard this was nerfed.

Does anyone else feel this sort of frustration over this spell? Or am I alone here?


So I love Mage's Sword. I think it's the flavor more than anything else, since it seems pretty underpowered. I mean, if you have long encounters, those extra 14-16 points of damage per round on average is alright, but it's nothing to write home about for a 7th level spell.

But then it hit me. It doesn't say in the RAW that you can only have one MS in effect at a time. So that 14-16 damage can multiply if you're committed. The only problem is that it takes a while to line up those ducks.

Then it hit me again. Time Stop. Depending on your resources, you can bring forth 2 (on an unlucky roll) to 8 (5 rounds plus greater quickening rod) Mage's Swords before anyone knows what hit them. It's costly, but you essentially spend your stopped time to throw swords like a certain enigmatic stand-user. Like I said, not the best use of resources, but it does indeed look cool.

My question is this. Since anything that isn't me is immune to my spells when I've stopped time, does that mean I can target the Swords to hit when time starts again? Or do they use the same rules as me within Time Stop?


Would it be possible to retrain levels from a starting class into a prestige class? I was wondering about the viability of making a pure Shadowdancer in examples where retraining exists.


Has it ever been conclusively stated whether or not Golarion has leap years. I was thinking of pulling a stunt on a player of mine when they picked up Planar Binding.

Dominion over Outsiders (Ex) wrote:

Source Pathfinder Player Companion: Mythic Origins

You have a way with words when dealing with extraplanar forces called to the Material Plane to serve you. When bargaining with outsiders called via a planar binding or similar spell, you add a bonus equal to your tier on Charisma checks against the called creature and on caster level checks to prevent the creature from escaping your magic circle. In addition, you can expend a number of uses of mythic power equal to half the Hit Dice of the outsider to attempt to bind the outsider to perform a task for up to a year and a day. The creature gains a +5 bonus on the opposed Charisma check to refuse this request. If the outsider agrees to carry out this request, it is bound to perform that task for up to a year and a day or until otherwise released (either by completing the task or by your will). You cannot regain that use of mythic power until the outsider is released, effectively decreasing your total number of uses of mythic power per day by the number of uses spent to bind the outsider.

If it were a leap year, an outsider would be forced to serve for an extra day it wouldn't normally need to. That could bring along some unexpected havoc, especially since some outsiders are extremely proud. Thoughts?


How reasonable would it be to assume that there are those in Golarion who could record performances (bardic or otherwise) and sell them to the public? The Clockwork Spy's record audio ability could easily record a good length of audio. While the recorded gemstones in and out might be a bit difficult, they could possibly be sold at profit. There's probably someone who wants to hear music multiple times and all. And as far as I can tell, there aren't many items that allow for musical recording and playback. This could be the next big thing sweeping the world of Golarion as we know it.


I was debating this on another thread, but I thought it might be useful to bring it here.

Spell Perfection

Spell Perfection wrote:

Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.

Does this sort of language entail that you can add several metamagic feats to a spell and one of which is completely free if you decide to invoke Spell Perfection's ability on it? For example, if you take Chain Lightning as your perfect spell and add the Empower and Maximize metamagic feats, can you negate the Maximize by invoking Spell Perfection and cast Chain Lightning as an 8th level spell?

Please let me know what you think, because I'm curious of possible builds that this would allow.


I've been wracking my brain for a while now to try and figure out what any difference between Greater Teleport and Interplanetary Teleport. It seems to me that both of them let you travel without limit and with only having a good idea of where you want to turn up. Interplanetary mentions that you can teleport to a specific point on a planet if you have it in mind, but Greater says that you have no miss chance from where you intend to go. The only difference I can think of is that with Interplanetary Teleport, you can choose to go to a particular world without having your destination be immediately life-threatening. But really, how different is the two spells in practice?


Hey, I've been interested in finding a Pathfinder game in my area. Anyone know of anything going on?