![]()
![]()
![]() Magic Aura contains this text "A caster using detect magic or read aura of an equal or higher spell level can attempt to disbelieve the illusion from magic aura." whereas both of those spells contain this text "You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic/read aura spell." Which is correct? ![]()
![]() Husk of Xhamen-Dor's Dread Decay is supposed to automatically happen on any tentacle hit, or only Rend? Spoiler:
Special Attacks constrict (2d8+12), rend (2 tentacles, dread decay), trample (6d8+18, DC 33) Spoiler: Dread Decay (Su) The Husk of Xhamen-Dor's tentacles inflict a horrible affliction that withers the flesh, digesting the victims with sickening speed. This catastrophic withering begins when the tentacle deals damage and continues for 4 rounds thereafter. Each round the rot persists, the target must succeed at a DC 27 Fortitude save or take 2 points of Constitution damage and 2 points of Wisdom damage. If the target succeeds at two consecutive saving throws, the effect is cured. Heal also ends the effect. ![]()
![]() For Upianshe, is Perfect Strike usable with Teralindar's Honor? I would think no because there is no weapon damage being done. Spoiler: At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1. ![]()
![]() Shouldn't Hoshbagh have four additional focus powers? I see the resonant and base focus powers for his 3 implements, but that's it. According to the Focus Powers class feature: Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus). I don't see anything in Tome Eater that changes that, unless I'm missing something. ![]()
![]() I don't think I would look to Eidolons to determine how long-term summons like the Fiendish Servant work. Eidolons are much more like animal companions and phantoms than summoned monsters. Also, I would not assume that a creature summoned as a result of an antipaladin class feature would work the same way as a Summoner class feature. For summoners, this is their specialty after all, not so for the antipaladin. But that's just my opinion. ![]()
![]() This mainly applies to command-word activated items, as wands, scrolls and potions are pretty obvious how rule. I have an anti-paladin in my game with a Fiendish Servant, which uses the summoning rules. Since it is a semi-permanent summons, it makes sense to give it magic items to buff it up a little. I assume it would follow the items slots for animals chart using the closest form that applies. First of all, is it legal to equip summoned monsters with magic items? I can find nothing in the rules preventing it, so it veers into house rule territory. If the Fiendish Servant is slain though, do equipped magic items remain behind, or disappear with the creature? ![]()
![]()
![]() I don't think that's true. My reading is that Sethic is more loyal to the Queen and House Thrune than the Archcountess is. Spoiler: There are many rumors regarding Sethic’s arrest, imprisonment, and torture by the Order of the Scourge, but the most compelling involves his relationship with Queen Abrogail. The paraduke is a patriotic man, and when granted his title, he swore never to lie to his queen. Sethic supposedly confessed to some terrible crime during a conversation with the queen, and she ordered his arrest. Interestingly, she also ordered his release. ![]()
![]() My party aligned with Sethic, but are having real reservations about event 2, Murder For Hire. As predicted, they initially had qualms about murder because most of them are LE. But after Sethic spun his treason lie they decided "we'll only kill him if we can prove he's a traitor" and I think they might actually just try to bring him in instead of killing him. Since the traitor story was false, there is no evidence. If they don't kill him, does that end their alliance with Sethic? Thoughts on how to handle this? ![]()
![]() Quote: Divine grace... Is not good but it's not the worst having +2 on every save for a reaction is pretty great it's like getting +rank on it. It's not all saves, just vs. spells. Spoiler: DIVINE GRACE [REACTION]FEAT 2 Champion Trigger You attempt a save against a spell, before you roll. You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.
![]()
![]() In the Terrain Stalker feat: Spoiler:
While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. Is that 5 feet in a single action, or 5 feet for your entire turn? Since Sneak is an action, I would assume the former. ![]()
![]() Last night, my group was in the midst of their second foray into the Dreamlands, doing Last Night of Sarnath. The barbarian in the party managed to disarm the priest of the idol and grab it, but had trouble waking up the next round, even after voluntarily taking 14d6 damage to his physical body to get a +7 on the concentration check. Winter's turn came around (I'm playing her) and I ruled that Dismissal would work to wake up the barbarian if he failed his saving throw, which he did, and she saved the day. Winter and the other remaining character were able to easily make their concentration checks the next round and they won the game (the other characters 'died'.) My question is, does my ruling on Dismissal seem reasonable? ![]()
![]() What is the point of handing out items such as the five enormous emeralds in area H6 (just one example)? They can't take these back to their waking bodies, and even there were somewhere to sell them in the Dreamlands, the coin that they received wouldn't come back with them either. Is it just to frustrate the players? ![]()
![]() Am I the only one having trouble reconciling this... "At the end of the first round of combat with the ghosts of Ib in area L3, the PCs spy a vast, heaving bulk 300 feet away in the lake. This is the Great Old One Bokrug, rising from his torpor." ...with the fact that Bokrug is only listed as size large. Am I missing something? ![]()
![]() I'm trying to figure out how a Bookmark of Deception actually works, and how a party can circumvent or disable it. The nondetection mechanics apply to attempts to Detect Magic on it, that much is clear. The bookmark itself has an illusion aura, but the two spells it is based on are abjuration and transmutation. Does reading the book trigger a Will Save to disbelieve? And if so, would that merely let the reader perceive the real text of the book, or would it also allow locating and removing the bookmark? If you manage to succeed your CL check to detect magic and spend three rounds, does that allow you to pinpoint the location of the bookmark and remove it? Finally, I'm assuming a successful Dispel Magic would suppress the bookmark long enough to find it and remove it? ![]()
![]() I wouldn't worry about it. Shaken is not a huge debuff, and the player's would typically be using their standard action to demoralize other, which only affects a single opponent. If they end up getting Dazzling Display, then they're sacrificing their entire to affect all enemies within range. I have always thought that Intimidation and Demoralization is pretty balanced. ![]()
![]() A player in my campaign is playing a vampire and wants to craft a custom item that provides protective penumbra. That part is pretty easy: 2 (spell level) * 3 (caster level) * 2000 * 1.5 (10 min/lvl duration) = 18,000gp Now the player is asking whether or not he could change that item to have a 12h duration, once per day, instead of continuous, in order to save a little cash. The magic item creation rules don't seem to have any way to compute that in any way that makes sense to me. Other than just saying 'no', how would you smart folks handle it? ![]()
![]() That article really highlights one of the main problems with trying to instill horror in a fantasy RPG. So many of the stereotypical foes that players face during the course of the game fall into the transgressive realm, but in this particular context, we the players have largely become desensitized to this transgressiveness. We are literally "ready for anything" and nothing surprises us. ![]()
![]() If you're worried about the player being able to ride the Roc, don't forget that flying creatures can only fly when carrying a light load or less. In the case of the Roc, that's 43 lbs (until level 7, when it jumps up considerably) which would include the characters weight as well as all the gear they are carrying. Halfling weight is 32-38lbs for males, 27-33lbs for females, which doesn't leave much left over for gear. ![]()
![]() benthic wrote:
very nice! ![]()
![]() benthic wrote:
Except that it looks nothing at all like the Yellow Sign (at least in the picture of Zandalus I mentioned), which is why I asked. ![]()
![]() What are the symbols on the foreheads of the Apostles in Orpiment and Zandalus supposed to be? A couple spots in the book (B13, F3) describe them as "flame-shaped", and the close-up portrait of Zandalus on p.5 seems to agree with that. I was wondering if Zandalus just plucked that symbol out of thin air, or does it have some deeper significance? ![]()
![]() GM has disallowed Grenadier unfortunately, and I argued passionately for it. There's either the version in PFS, which isn't in the set of allowed sources, or Hobgoblin-specific, which isn't an allowed race. C'est la vie. Everything else is great advice that I will take under advisement. Thanks everyone. ![]()
![]() @avr I'll dig in deeper on Combine Extracts. I was thinking not for myself, but in concert with Infusion to give the other players useful buffs. Greater Mutagen, yes. I don't like the post-buff ability damage component of the Cognatogen discoveries, otherwise I would enjoy the bonus to damage that an INT bump would provide. Any idea why they are asymmetrical like that? Seems like a strange design decision. @JulianW Thanks, I may need to reconsider the smoke/stink route. And thanks for pointing out underwater combat. I haven't considered what I'm going to do in those cases, yikes. ![]()
![]() Looking for feedback on my Gnome Alchemist for an upcoming Skull and Shackles game. Legal sources: Only stuff on paizo.com/prd (no player companions or campaign settings), or explicitly listed in the SnS Player's Guide. Roles: Bomb-chucker, skill monkey, trap breaker, alchemy/potion crafter, comic relief. Ignoring the Poison feature entirely, unless some good poisons become available via loot. But I will be crafting various useful alchemical items as needed. I'm staying away from the Smoke Bomb/Stink Bomb path. I know it's a powerful path to go down, but I worry they won't be effective during ship encounters (am I over-thinking?). Instead, I'm focusing on straight up bomb damage. I haven't taken any alternate bomb damage types in the current design, but I could swap out Wings (which also would be of limited value on ships) for an alternate damage type, or any of the later feats could be Extra Discovery to get more damage types. Here's what I have so far:
NOTE: We're using a funky scheme for determining point buy. I won't go into the details here, but the upshot is I have 19 points, and only two traits (one from SnS list):
Taking 1/2 bomb/day as my FCB at every (or most) level. If I ever feel like I have enough bombs, I'll switch that to HP instead. 1: Point-Blank Shot, Eye for Plunder, Rapscallion
Skill Foci: Craft (Alchemy), Disable Device, Perception, Knowledge (Arcana, Nature), Spellcraft Seems like a pretty standard alchemist build to me.
|