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![]() Does Cackle extend the duration of Bouda's Eye when the Witch also has the Evil Eye hex? Bouda's Eye A bouda’s gaze can bestow ill fortune on her enemies. This hex can affect a creature within 30 feet that the bouda can see. The target takes a –2 penalty on one of the following (bouda’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. The hex lasts for a number of rounds equal to 3 + the bouda’s Intelligence modifier. A successful Will saving throw reduces the duration of the hex to 1 round. Once per day when the bouda uses this hex, she can impose two different penalties on the target instead of just one. If the bouda takes the evil eye hex, it increases the number of different penalties she can impose on the hex’s target by 1. At 8th level, the penalties imposed by this hex increase to –4. This is a mind-affecting effect. Evil Eye The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4. Cackle A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. ![]()
![]() The Fetish ability of the Bouda archetype replaces the Familiar class feature of the Witch. Does this also prevent the Witch from selecting a Patron? Bouda Archtype
Witch Patron Spells
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![]() Using Windows 10 and Firefox 88.0.1 (64-bit) When I click the + for "Add this post as a favorite", the webpage snaps to the top of the page. This happens on any post on different webpages. I also tried logging off and signing in my Paizo.com account and restarting Firefox (I'm always in incognito mode). ![]()
![]() An enemy successfully casts mislead adjacent to a PC rogue with see invisibility and Combat Reflexes feat. The rogue is entitled up to 5 attacks of opportunity per round. Does the rogue get 2 attacks of opportunity, one each against the illusion AND the enemy, or must the rogue only get 1 attack of opportunity against either the illusion OR the enemy? If the latter, does the rogue decide which to attack or is it determined randomly, similar to mirror image? TIA ![]()
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![]() Is a character allowed to use an item while it's being upgraded via crafting? For example, a fighter has his wizard buddy with Craft Magic Arms and Armor to upgrade his +1 greatsword to +2 greatsword. It will take the Wizard 3 days to complete while they are out adventuring. Can the fighter still use this greatsword while it's being upgraded? Or the greatsword "unavailable" while it's being upgraded? Thank you. ![]()
![]() I've been finding in my games that players are quick to obtain this special ability on their weapons. While officially, this enchant isn't any more powerful than the other alignment-based enchants, it does give the PCs a significant advantage in a standard campaign. Most of the enemies they face will have evil alignments, and thus be receiving +2d6 and bypassing DR/good with every attack. Seems too powerful for a +2 bonus, but not powerful enough for a +3 bonus. I wanted to get some outside opinions on possible changes I'm considering on how I would change this enchant. The change I decide upon would affect all alignment-based +2 enchantments. 1. Eliminate this enchant making it unavailable. Seems drastic but doable.
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![]() Starting to prep for my next campaign, I'm looking at changing (limiting) the max score for starting characters. 20 point buy, ability scores must be 10 to 16 before racial adjustment. How would this look for new characters? Would players be more likely to create MAD characters since they can't get a 20 stat? Thanks. ![]()
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![]() Would heal also provide its other benefits if used to remove feeblemind? Feeblemind: Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw. My understanding is heal is being use in a specific method called out in feeblemind. This would prevent the target from gaining the other benefits of heal, i.e. curing hit point damage, remove debilitating effects, etc. ![]()
![]() If a large creature using natural weapons (or a weapon without reach), and there are 2 medium creatures (#1 is adjacent, #2 is behind his ally). L L 1 2
I understand that weapons with reach are treated as ranged weapons when determining cover. Does this rule also apply to large or larger creatures with natural reach? Would #1 provide cover for #2 against the large creature's attacks? ![]()
![]() Again creating a new post because I don't want to "lose" my place in the Customer Service queue. I received an email that my order was processed and ready to ship. Yay! However, I was still charged more than when I placed the original order. The original order total was $158.31, and yet the final total was $153.70. Why did my total increase $4.61? Was this because your warehouse decided to divide this into 2 shipments? Why should I have to cover the additional fee for this decision when this was a single order of multiple items? Further, why wasn't the total processed in a single transaction? Why did your system get authorization for the $153.70, then process a $19.48 charge and then attempt another $139.99 charge without using the original authorization approval? Breaking it up into multiple transactions caused the payment to fail. Effectively, your system processed 3 different authorizations. The final $139.99 was finally authorized today because the original $153.70 authorization dropped off my account. So many questions on this order on how it was handled, along with unable to reach Customer Service to get this resolved in a timely manner, that it's made me extremely sour to future purchases from Paizo. ![]()
![]() Again creating a new post because I don't want to "lose" my place in the Customer Service queue.
Quote: 2. Do not bump your threads on the CS forums. This one helps you more than it helps us! Customer Service replies to forum posts in the order they are received - that means from the bottom up. When you reply to your post, that thread gets moved to the top of the forum AKA the end of the line. Likewise, if you reply to someone else's post, you'll send them to the end of the line. It's best practice to always start your own thread, even if you see that someone else needs help with the same issue! My order still has not shipped. The payment was authorized last Thursday. What is the delay (in addition to the other issues with this order)? Thank you.![]()
![]() What has the CS team been doing for the last week? They have been working through the June 23 emails since last Wed (that's a week for those keeping track). Is everyone on the team on vacation? The good news is that the number of emails are going down (60) since last Wed, and that's obviously including all the new emails the team received since then. I've resigned myself to not expect a reply to my order issue that I submitted last week until November 2020. ![]()
![]() I have an Unchained Rogue with the Rogue's Edge (Sleight of Hand) and Improved Steal. If my rogue wants to perform a Steal combat maneuver, how many actions will that take? Does he get a free Sleight of Hand check? Is he required to perform the Sleight of Hand as a move action and then the Steal as a standard action? Unchained Slight of Hand: When attempting a disarm or steal maneuver, a successful Sleight of Hand check against your target’s CMD grants a +2 circumstance bonus on your combat maneuver check. Improved Steal: You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you. ![]()
![]() Well... I don't dare post this update to my original post or I'll never receive a response. :( Quote: 2. Do not bump your threads on the CS forums. This one helps you more than it helps us! Customer Service replies to forum posts in the order they are received - that means from the bottom up. When you reply to your post, that thread gets moved to the top of the forum AKA the end of the line. Likewise, if you reply to someone else's post, you'll send them to the end of the line. It's best practice to always start your own thread, even if you see that someone else needs help with the same issue! It would seem that enough time has passed that the original charge approval was removed by my bank, and I was able to submit another payment authorization on this order. The order now shows as payment authorized on the remaining balance. Hopefully it'll be shipped in the next couple of days. HOWEVER.... there is a problem with the amount. The original order total was $153.70. $19.48 was approved and the balance that should have been charged would be $134.22. The authorization on the order is for $139.99. Why did this increase of $5.77? Further, my order was for over $100 so I should have received a $10 discount on the shipping. The order shows a discount of $5.97. What is going on? I didn't want $5 to hold up this order because I expect you to run out of stock on the dragons (surprised you hadn't yet actually), but this all seems suspect, especially when we can't reach Customer Service directly. And being forced to wait almost 2 months for a response to our concerns only makes it feel worse. ![]()
![]() I don't know how this happened but this charging for this order was messed up, and now the transaction was declined. I placed an order last night and my card was charged $153.70. I had enough funds on this card to cover this purchase. Now I received a notification that another charge for $139.99 was declined and my order isn't going to be processed. What is going on? Possible to have someone call me? My contact number should be on my account. Thank you. And looking at your latest update, CS is 2 months behind on responding to these posts.... so now I have to wait to receive a response. I hope I get a reply before the order is automatically cancelled, as per the declined notification, by Oct 11, or you run out of stock. ![]()
![]() Hi, hope you are all healthy and safe. I had both the City of Lost Omens Premium Sets in my cart (Adult Red & Black Dragons and Thieves Guild). Come in this morning and found the Dragons disappeared from my cart, and I can't place an order as they are "unavailable". The same is true for the base battles set for CoLO. Did these get cancelled? Did you run out of stock with pre-orders? Will they be available later this month? Thanks. ![]()
![]() If a creature has the following in its attack block: Melee bite +5 (1d3-4 plus poison) How would this creature ever deliver its poison without some type of damage buff? This is a Tiny creature that would never get such a buff. And I understand RAW that if the damage is negated, then any additional effects that result from that damage are also negated. The creature would always only do 1 point of non-lethal with no poison. ![]()
![]() If a character successfully grapples a flesh golem, does the flesh golem get both of its slam attacks? Or is it limited to one slam because it's limited to one-handed attacks. A flesh golem has 2 slam attacks (one slam each hand, or 2 slams with one hand?). What if a character is grappling another character with a longsword and shield? Does the character with shield lose the shield bonus to his AC because "it's tied up in the grapple"? ![]()
![]() Can a character perform other actions, such as move, move action, swift, or immediate action after the character has declared a Readied Action but before that Readied Action occurs (or the start of the character's next turn)? For example, a PC is has declared a Readied Action to attack an enemy when in range as a Standard Action. Can that PC also move to complete his turn (i.e. Readied Action and move 30 feet or Readied Action and Retrieve an Item Move Action? Can that PC perform an Immediate Action before his Readied Action is triggered? Or is the PC locked into the Readied Action, and cannot perform any other actions unless it wants to cancelled his Readied Action? ![]()
![]() Does the Strangler (Brawler archtype) actually do sneak attack damage with a pin after a successful grapple? Strangle (Ex): At 1st level, a strangler deals +1d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability. This damage increases by +1d6 at 2nd, 8th and 15th levels. I ask only because sneak attack damage is usually a rider to another attack that does damage. And the pin action does not do any damage normally. ![]()
![]() An interesting event happened during my session yesterday regarding Shield Slam. So, I have some questions. Player A was attacking Enemy with Shield Slam, with Players B, C, and D lined up behind them in a row. Player D had his back to a wall.
1. Does Player A need to roll a d20 for the Bull Rush as a separate combat manuever, or does he use the same roll he made with his Shield Bash? 2. The Bull Rush attempt against Player B use the same Bull Rush roll as he made against Enemy? 3. Does Player A need to make Bull Rush attempts against Players C and D? 4. Is the -4 penalty to Bull Rush for the character behind the creature being bull rushed supposed to be cumulative for each character? Is this penalty applied to all Bull Rush attempts after the 1st or cumulative (-4 vs Player B, -8 vs Player C, -12 vs Player D). 5. Who falls prone is this scenario? Everyone in the same square at the wall? The square they are currently occupy if the Bull Rush is successful?
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![]() Some of these I found from other posters. Most are carry-over from my previous campaigns. Character Creation Books Allowed: Core Rulebook, plus Ultimate, Advanced, Inner Sea, Campaign Setting, and Player Companion books (excluding GM-only books, such as Inner Sea NPC Codex and Monster Codex). Races: Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling, Human Statistics: 20 points; no stat below 10 before racial adjustments Hit Points: max at 1st level; high average thereafter Traits: 2 traits; 1 must be from Player’s Guide of Adventure Path Feats: Free bonus feat and Toughness FCB: Bonus skill point only Gold: Average allowed for class at 1st level Magic Items: May be purchased at crafting cost with appropriate ability or feat Pathfinder Unchained versions of the Barbarian, Rogue, and Summoner Prohibited Classes: APG Summoner, Gunslinger, Ninja, Samurai Skills: Fly Traits: Magical Lineage (if Magus) Feats: Clustered Shots, Dazing Spell, Improved Familiar, Leadership, Manyshot, Sacred Geometry Items: Firearms Feats Power Attack: -1/+2 with primary attacks (including 2-handed weapons), -1/+1 with secondary attacks Improved Precise Shot: Does not ignore the AC bonus granted by hard cover Abilities Debilitating Injury: Penalties to attack and AC are halved Trap Spotter: Included with trap finding Adaptation: Requires a standard action to activate/change and is a free action to deactivate. Adaptations are selected at same levels as the replaced Favored Terrain ability. Life Link: As described with the Shaman’s Life Spirit Hex. Prestige Classes: Increases to spell casting level adds the appropriate number of new spells for the selected spellcasting class but does not gain any other benefits that spellcasting class would have gained. Smite: Damage reduction does not bypass DR/— or DR/epic. Spellstrike: The touch spell delivered results in a critical threat only with a natural 20 on the attack roll, regardless of the weapon’s threat range (the weapon still uses its normal critical threat range). Use the same critical threat roll for both weapon and spell. Miscellaneous Coins, gems, and potions have no weight. Potions, scrolls, and spellbooks radiate faint universal magic. Magic effects do not leave lingering auras. NPC town crafters will always use accelerated crafting when making or upgrading magic items. Potion crafting time may be combined when creating multiples of the same potion. Potion of cure wounds restore hit points with max results. Fly Movement Flight no longer requires skill checks to complete complicated maneuvers. Flight rule from Dungeons and Dragons 3.5 will be used. What a flyer can and cannot do is dependent upon their maneuverability.
Communal Spells The duration of communal spells will be divided evenly among all targets in 1 minute increments. Spells with duration of 1 minute/level, the duration is rounded up among all targets if the caster level is higher than the number of targets. Spells with duration of 10 minutes/level, the duration is rounded down. Excess remaining minutes are ignored.
Hero Points Character will be provided 1 Hero Point at each level, and as deemed by the GM during the campaign. Hero Points can be spent on the following options: Act Out of Turn, Bonus (only “before roll is made” for yourself or another player [+8/+4]), Extra Action, Inspiration, Recall, Reroll, Cheat Death. Feats, items, and spells cannot allow for additional Hero Points. Combat Ability damage and penalties apply to everything based on that ability score. Riders may spend a move action to keep their non-combat-trained mount from bolting in combat, keeping the mount from moving from its current location. No skill check is required for this action. Ammunition is destroyed after striking its target, regardless of enchantment or material. Weapon enhancement to bypass DR is based on actual “plus” enchantments.
Attacks of opportunity are not triggered by involuntary movement, such as being pushed, pulled, or falling, except when ability indicates otherwise. Retrieving an item from your backpack is full-round action that provokes an attack of opportunity. Bleed effects are applied prior to any healing if both occur at the same time. If a confused character was not attacked since its previous round, the normal confusion effect roll is used to determine his actions for the current round.
Wounded Status: If you have less than half of your total HP, you are 'wounded' and gain the Sickened condition. Same for enemies. (alternately, use Wounds and Vigor rules, haven't decided on this one yet) If you have a Con bonus, you are not "Dying" until your negative HP total exceeds you con bonus. You are 'dead-deceased-done for at negative HP equal to Con score. Example: 15 CON (+2 bonus) is disabled at 0 HP down to -2 HP; and are 'dying' at -3 HP or lower. Dead at -15 as normal. Polearms can be set aside as a move action (stabbed into ground, rested against a wall, etc.) in the same square as the character’s square. This provokes an attack of opportunity. It can then be picked up as a free action if the character is in the same square as the weapon. This rule can used by a character who is both proficient with the weapon and has at least BAB +1. ![]()
![]() If a creature has an ability that will auto-confirm any critical hits, does the critical still have a chance to be negated by effects like Fortification? For example, a Ranger with the Quarry ability used his standard action to study his target. He now has a +2 attack and any critical threats he rolls are automatically confirmed. However, the target is wearing medium fortification breastplate armor. ![]()
![]() Just had a long conversation with my players about how the Fly skill, and flight overall, is poorly worded and can hinder the game with the number of skill checks involved to do most anything in combat while flying, mostly hovering. While this can be easily overcome with either a Headband of Intellect +2 (Flying), or dumping ranks in the Fly skill, overall it becomes another "tax" within the game. So, instead I'm thinking of making a house rule that remove Fly skill from the game, in the similar manner that others have removed Perception. Aside from the obvious change that this skill is no longer used or needed for anything, what other mechanics will be affected by this change? Characters with a fly speed will be able do about everything person on level ground can do, increasing altitude will be treated as difficult terrain, and decreasing altitude will double your speed (5 ft movement to move up to 10 ft). I know Hover will become a unnecessary, and it will be easy enough to replaced as needed. Anything else I should keep my eye out for? ![]()
![]() A creature wants to ascend while flying forward. How much movement is spent to move up 5 ft and forward 5 ft? Is it 15 ft? It has to spend 10 ft to ascend 5 ft and another 5 ft to move forward. -or- Is it 10 ft? It is moving forward as it ascends so it gains 5 ft of altitude as it moves forward 5 ft. Is this specifically referenced in the rulebook? Thanks. ![]()
![]() Character A is standing in a long 5 ft wide hallway. Character B is standing beside the doorway in a larger room, not using Stealth. Normal light throughout the hallway and room. How far away does Character A need to be before he spots Character B? My group has been playing that as long as there is sufficient light, there is no maximum distance in this situation. =============================
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![]() Player A wants to use a charge action to move/attack Enemy X. Player A is 30 ft from the square next to Player B. The 5 ft wide hallway opens into a room 15 ft wide. Can Player A charge to the square next to Player B, and attack Enemy X with cover? Would this be allowed?
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![]() Do opposite spells automatically cancel each other or does the casted spell have to specifically target the active spell to act as a counterspell? For example, a demon casts deeper darkness on itself, adjacent to a character with an active continual flame. Does the deeper darkness spell automatically cancel the continual flame, resulting in normal light conditions? Or does the demon have to specifically cast his spell as a counterspell to continual flame? What if the character's active spell was light instead of continual flame? Another example, the party walks into a room with haste active. Recognizing this, the BBEG casts slow on the party. Is the party's haste automatically negated, removing the buff? Do the PCs get a save against the slow to see if their haste is removed? Or (which I don't think happens, but could be wrong) the party loses haste and is affected by slow if they fail their save? Thanks. ![]()
![]() Cannot find the Bonus Bestiary. I added the free PDF in Oct 2009, and again today. It's not in my list. Was it removed? Thanks.
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![]() Am I reading this right? If a 5 HD character takes 3 points of Constitution damage, his hit points are lowered (current and max) 15 hit points? AoN Ability Damage
Also, does ability damage affect the # of uses per day of an ability? For example, a Monk 6 with a 16 Wisdom has pool of 6 Ki points. If this Monk takes 4 points of Wisdom damage, does his Ki pool reduce by 2 points?
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