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![]() 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? ![]()
![]() 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? ![]()
![]() 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.
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![]() When I enable Occult Skill Unlocks in Hero Lab, it gives the Gatekeeper Occult Skill unlock to characters with Kn.Planes. However, I can't find any documentation of Gatekeeper anywhere except Hero Lab. It isn't on the Occult Skill Unlocks page of either the PRD or d20pfsrd. Does anyone know which book this skill unlock can be found in? ![]()
![]() A player in my game wants to take Aasimar Archon-Blooded, which gives CON/WIS for stat bonuses, and also take number 70 from the Variant abilities list to replace his spell like ability with an additional +2 racial bonus to CON. Is this legal, should those CON bonuses stack? Are normal stat bonuses from race technically counted as racial bonuses? In case you couldn't guess, he's playing a Kineticist. ![]()
![]() I am currently running Hell's Vengeance and there's a strong undead focus in my player group, with one player playing an Undead Lord and another wishing to become a Vampire. I thought that introducing an anti-undead faction to the campaign to occasionally antagonize the players would be interesting, so naturally Pharasma came to mind. Researching a little more I came across a reference to the Voices of the Spire militant wing of the church, so I immediately began digging to figure out how much information I could get on this group. I have found references in the following books: Mummy's Mask Book 1
Is there anywhere else that I can find more information? Faiths of Balance seems to have the most information, but even that is a little sketchy. Are they referenced in any of the Pathfinder Tales/Comics/Legends fiction? Thanks,
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![]() Since I play mostly on VTT, I am very sensitive to having nice regular grids on maps. The Hellfire Compact, while the maps look nice, the grids are very inconsistent. I would attach screenshots if I could, but I've never had this problem with Paizo APs, Modules, or PFS scenarios before. I don't if you have some new software, or new map-making personnel, but I'm see grid squares vary in size, both horizontally and vertically, from one square to the next making it impossible to line up a regular grid on top of them. I hope this is a one book anomaly and you get back to producing the high quality maps I'm used to. ![]()
![]() I was reading the Longacre chapter in The Hellfire Compact this morning, specifically about the town being a dumping ground for soldiers who ended up on the wrong side of the civil war. Specifically, this section: Spoiler:
Yet these weren’t retiring heroes claiming dubious dues. Rather, House Thrune pardoned countless soldiers fighting on the side of the old monarchy. A condition of their amnesty, however, barred them from the capital of Egorian and the cities of the cosmopolitan south, sending the defeated into scattered, semi-official exile. Now that got me thinking, what is actually preventing these exiles from returning to Egorian or the other cosmopolitan cities? There are too many soldiers for there to just be a big roster that guards check when people enter town, and that would be too easy to spoof anyway. No, they would have to give these soldiers something permanent and obvious, something like a brand, scar, or tattoo. And it would have to be somewhere obvious like the face or forearms. So in my campaign, a sizeable percentage of the populace of Longacre will be these 'marked' soldiers wearing reminders of the war they lost. And there would be a local slur used to refer to these unfortunate veterans. Later on, as the rebellion starts to take hold, these marks might start to take on a sense of pride, and maybe non-veterans would start giving themselves these marks as well, as an act of solidarity/rebellion. Thoughts? ![]()
![]() Can someone give me a good explanation for the treatment that Spell Combat and Spellstrike got in the Revised Action Economy rules in Pathfinder Unchained? For reference: Spoiler:
Spell Combat (Attack, Complex): You make an attack roll with a light or one-handed melee weapon, then cast a spell on the magusUM spell list with a casting time of 1 standard action. You take a –2 penalty on the melee attack, but the spell is cast regardless of whether the attack hits. If you cast the spell defensively, you can subtract your Intelligence bonus from the result of the attack roll to add the same value as a circumstance bonus on the concentration check. You must have the spell combatUM class feature to take this action, and can take this action only once per turn. To take this action, you must have one hand free. You can’t also take the following actions this turn: cast a standard-action spell or cast a 1-round-action spell. Spellstrike (Complex; 2 Acts): You cast a spell from the
The questions I have are:
Why is Spellstrike 2 acts? Why is Spellstrike any actions at all, since it doesn't take an action itself in the old rules (it's just part of the spell being cast)? ![]()
![]() The description: Demonic Bulk:
Demonic Bulk (Su)
At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren't humanoid. This can only be activated when you start bloodraging, and cannot be activated on any subsequent rounds of rage, correct? Is it part of the free action to enter rage, or does it have a casting time? What is the duration? If it was (Sp) it is covered by the rule saying to use the Bloodrager's level, but it isn't. The description says "(as enlarge person)" therefore I would expect it to last at least one minute. If it only lasts while raging, could you quote the rule that governs that? Is it Dismissable, either while maintaining bloodrage and/or after leaving bloodrage? Thanks,
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![]() Looking through some of the animals available, I see that some of them either have expanded critical threat ranges or higher critical multipliers on their natural attacks. In some cases these are tied to specific Special Abilities, and in some cases they are not. For instance, the Velociraptors melee attacks are: Velociraptor:
Melee bite +6 (1d4+1), 2 talons +6 (1d6+1/19-20) And in this case, there is no special ability. However, in the case of the Thylacine, its melee attacks have an expanded threat range and it has a special ability describing why: Thylacine:
Melee bite +2 (1d4+1/19-20)
Powerful Jaws (Ex) A thylacine's muscular jaws threaten a critical hit on a natural roll of 19 or 20. Likewise, the Iguanadon: Iguanadon:
Melee 2 claws +13 (1d8+8/x3)
Thumb Spikes (Ex) An iguanodon's thumb spikes can inflict grievous wounds-they deal triple damage on a successful critical hit. Normally when using Beast Shape/Wild Shape, you don't get any Special Abilities of the animal, other than those specifically called out in the description of Beast Shape. However, the Polymorph section says you get any natural attacks of the creature and the proficiency to use them. So, when using Beast Shape/Wild Shape to become a creature do I receive the increased threat range/multiplier always, or only if there isn't a corresponding special ability? ![]()
![]() Blade Lash Spell wrote: Your weapon elongates and becomes whip-like. As part of casting this spell, you can use this weapon to attempt a trip combat maneuver against one creature within 20 feet, and you gain a +10 bonus on your roll, after which the weapon returns to its previous form. The spell doesn't state what you're adding 10 to. I'm assuming it would just be your CMB i.e. don't include any enhancement/masterwork bonuses on the weapon you're lashing with. Thoughts? ![]()
![]() A player of mine wants to play a Spirit Whisperer Wizard archetype. From reading the description of this archetype, it seems to me that such a wizard would be incapable of learning spells from scrolls and spellbooks, and only gets new spells when leveling up. Am I missing something or is that correct? ![]()
![]() If a spellcaster readies an action to cast a spell in response to some condition (I think the condition is irrelevant to this question), how much does the caster need to commit to? In other words, is it sufficient to say "I ready an action to cast a spell in response to X", and then when X occurs they can choose which spell to cast? Or do they need to also specify which spell? And if the latter, do they then lose the spell if X does not occur (i.e. partial cast of a spell) ? I looked through many posts here on this topic, and these specific questions are not answered definitively that I could find. ![]()
![]() Brawler's Flurry contains the following line: Quote: 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. If I haven't actually taken Two-Weapon Fighting as a permanent feat, could I use Martial Flexibility to take a Combat Feat that has Two-Weapon Fighting as a prerequisite as long as I only used that feat as part of a Brawler's Flurry? Specifically I'm thinking of Break Guard. Or, if I'm at least 6th level, could I do the same thing in between the flurry attacks as a swift action (can swift and free actions happen in between iterative attacks, not sure about that one)? Of course this would probably be a waste of a Martial Flexibility use since the feat would go away immediately after the flurry ended. ![]()
![]() Is it intentional that the Brawler Bonus Combat Feats class feature includes the following sentence, while Martial Flexibility does not? Quote: These bonus feats must be ones that affect or improve her defenses or melee attacks. It doesn't make sense to me that one source of bonus combat feats would be treated differently than the other. ![]()
![]() First here's the text of the feat: Lookout:
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round. So if my inquisitor (3rd level with Solo Tactics) takes this feat, and is adjacent to an ally, and said ally rolls a good enough perception check to not be surprised but my inquisitor doesn't, does that mean that my inquisitor still gets to act in the surprise round on his ally's initiative? ![]()
![]() If a large creature, such as a Minotaur, has two medium size foes in front of it, can it bull rush, and if so, how should that be resolved? A single CMB roll compared to both CMDs? Or two separate rolls? I'm assuming if one or both of the bull rushes fail, then the Minotaur cannot advance (not that he'd want to, 10 Ft reach for the win). |