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The tiefling variant ability "You are invisible to all unintelligent undead. This is a supernatural ability" sounds like it is either A) Works like 2nd level invisibility. It goes away when you attack the undead creature. B) Works like greater invisibility. Doesn't go away when you attack. C) Works like Hide From Undead. Includes all senses, not just sight, but goes away if you attack. D) Works like Natural Invisibility. Glitterdust works but not Invisibility Purge. E) Something else Which is it?
It's not clear from the description of Fearsome Duplicate what stops the duplicate. Can it walk through walls? Fly? Swim? Go through the ground to a cavern below? Is it blocked by a thin sheet of lead and so on? It says you don't need to maintain line of sight or line of effect but it doesn't seem to say what can stop the duplicate itself.
I remade Tunuak from Jade Regent 3: The Hungry Storm as a shaman class. While he is called a "shaman" in his description, he was statted as an oracle because the shaman class did not exist at that time. I tried to stick as close to the spirit of the original as I could except for making him an actual shaman class. I gave him dust of disappearance because shamans don't get the invisibility spell or ability and it seems important to his strategy. I made his spirit animal familiar an artic hare named Amarok with the mauler template. It's actually an Inuit word for "wolf" and I though it was funny for him to have a cute white bunny named "wolf" that turns into a Rottweiler-sized nightmare-fuel lagomorph. TUNUAK Chaotic Evil Medium Human Shaman 9; Init 4; Senses Perception: +8 (+10 with familiar) Defense AC 21, touch 13, flat-footed 21 (+6 armor, +3 deflection, +2 natural) hp 84 Fort 8, Ref 5, Will 15 Offense Speed 30 ft. Melee Staff of Journeys +3/-2 (1d6-3 ), Ranged Ranged Touch Attack +6 Shaman spells prepared (CL 9; concentration +16) 5th (2/day)- Baleful Polymorph (DC 22); Summon Nature's Ally V (DC 22); 4th (3/day)- Air Geyser (DC 21); Cure Critical Wounds (DC 21); Rope Tornado (DC 21); 3rd (5/day)- Cure Serious Wounds (DC 20); Dispel Magic (DC 20); Protection from Energy (DC 20); Stinking Cloud (DC 20); Wind Wall (DC 20); 2nd (6/day)- Bear's Endurance (DC 19); Cure Moderate Wounds (DC 19); Eagle's Splendor (DC 19); Hold Person (DC 19); Spiritual Weapon (DC 19); Winter Grasp (DC 19); 1st (6/day)- Cure Light Wounds (DC 18); Doom (DC 18); Endure Elements (DC 18); Obscuring Mist (DC 18); Produce Flame (DC 18); Thorn Javelin (DC 18); 0th (at will)- Create Water (DC 17); Detect Magic (DC 17); Light (DC 17); Purify Food and Drink (DC 17); Spirit Magic Known (spontaneous) (CL 9; concentration +16) 5th (1/day)- control winds (DC 22); beast shape III
Statistics Str 5, Dex 10, Con 16, Int 14, Wis 24, Cha 12 Base Atk +6; CMB +3; CMD 16 Feats Combat Expertise; Defensive Combat Training; Eschew Materials; Extra Hex x2; SQ Familiar; Greater Spirit Ability: Spark Soul; Spirit Ability: Powerful Smash; Spirit Ability: Shocking Touch; Spirit Animal; Spirit Magic; Shaman Spirits: Mammoth; Wind; Witch Hexes: Flight; Familiar: Familiar: Initiative checks +4 bonus; Shaman Hexes: Air Barrier; Chant; Evil Eye; Misfortune; Phantom Stampede; Wind Sight; Witch Hex; Skills Bluff +10; Diplomacy +10; Fly +10; Intimidate +6; Knowledge (history) +8; Knowledge (planes) +6; Knowledge (religion) +11; Perception +8 (+10 with familiar); Sense Motive +13; Spellcraft +12; Stealth +9 Equipment 2x Potion of Barkskin +2; Potion of Shield of Faith; Cloak of resistance +2; 2x Dust of Disappearance; Outfit, Cold-Weather; Ring of Mind Shielding; Staff of Journeys; Unholy Symbol of Sithhud AMAROK (MAULER) Neutral Tiny magical beast Init 3; Senses low-light vision; Perception +5 DEFENSE AC 20, touch 15, flat-footed 17 (+5 Natural Armor, +3 Dex, +2 Size) hp 42 Fort +2, Ref +6, Will +7 SR 0; OFFENSE Speed 50 ft. Melee bite +11 (1d3-2 ); Space 2-1/2 ft.; Reach 0 ft.; STATISTICS Str 7, Dex 16, Con 9, Int 6, Wis 12, Cha 5, Base Atk +6; CMB 7; CMD 15 Feats Run Skills Acrobatics+3 (+11 when jumping), Climb+3, Diplomacy+3, Intimidate+5, Sense Motive+7, Swim+3, Fly+17, Bluff+6, Knowledge (religion)+4, Knowledge (history)+4, Knowledge (planes)-1, Perception+5, Spellcraft+5, , Stealth+23 (+27 in snow) Bond Forged in Blood (Su) A mauler isn’t impressed by fancy words—only furious battle. A mauler can’t speak or communicate via language in any way, even if it’s a type of creature that normally could. At 5th level, whenever the mauler’s master drops a foe whose Hit Dice are at least half its level to below 0 hit points, the mauler’s empathic link surges with power, granting both the mauler and its master a +2 morale bonus on attack and damage rolls for 1 round. This replaces speak with master and speak with animals of its kind. Increased Strength (Ex) At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6. This alters the familiar’s Intelligence score advancement. Battle Form (Su) At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back as a standard action three times per day. In battle form, the mauler’s size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium. This is a polymorph effect. This replaces deliver touch spells. Battle Form for Amarok
Init 3; Senses low-light vision; Perception +5 DEFENSE AC 19, touch 11, flat-footed 18 (+8 natural armor, +1 Dex) hp 42 Fort +6, Ref +4, Will +7 SR 0; OFFENSE Speed 50 ft. Melee bite +9 (1d6+4 ); Space 5 ft.; Reach 5 ft.; STATISTICS Str 17, Dex 12, Con 17, Int 6, Wis 12, Cha 5, Base Atk +6; CMB 14; CMD 20 Feats Run Skills Acrobatics+1 (+13 when jumping), Climb+8, Diplomacy+3, Intimidate+5, Sense Motive+7, Swim+8, Fly+15, Bluff+6, Knowledge (religion)+4, Knowledge (history)+4, Knowledge (planes)-1, Perception+5, Spellcraft+5, Stealth+13 (+17 in snow)
Just wondering what are the biggest questions about the rules that you have that were not adequately answered via FAQ, errata, or forum post by a Paizo employee or official contributor? I'm looking for those "unanswered" rules question left in Pathfinder 1st edition. Things you feel deserved an official response but never really got one.
Some people believe that familiars ALWAYS go on the same turn as their masters. Other people insist they roll initiative independently. Problem is, nobody has come up with something from RAW that explicitly says one way or another. I seem to recall that familiars don't roll initiative but animal companions do, but I might be conflating a rule from one of the D&D editions.
How do the stairs work? It looks like the spiral stair on level 1 only goes up to the 2nd level. Then it seems the stairs to the right and left go up to level 3. But the right and left curving stairs on level 3 don't line up with the stairs on level 2. Is the 3rd floor of the tower off-center with the floors below it?
Am I reading this spell right? It seems like the intent is that half of the electrical damage you take, minus resistances to electricity and saves for half damage, doesn't actually subtract from your hit points but is instead stored to make a touch attack later. Or do you take all the damage you would normally take and then just get to deliver half of it back as a touch attack? If it is the 2nd way, it seems it less useful than Shocking Grasp of the same level, which makes no sense.
The spell in question was Fire Storm but this applies to all shapeable spells. The player wanted to place the cubes so that it affected bad guys on either side of the party. Putting one cube to the right and then another up on a ridge and few more to the left. I said that "shapeable" meant you can only do one contiguous shape. The player argued she should be able to place her cubes anywhere and that the sides of the cubes did not have to touch each other. She said she can make whatever shapes she wanted within the range of the spell. Who is right by RAW?
Under RAW, is it legal that Trompe L’oeil allows a player to do the equivalent of Summon Planar Ally, create demiplanes, and control vast armies of Elder Gods at just level 5 ? Are all constructs really automatically under the control of the creator?
Does Usain Bolt basically have a monk-like move speed in real life?
100 meters = 328.084 feet
We got to the point in Book 2 where the party finds some spells unique to this adventure path. Problem is, all of her spellcasters just happen to be occult. I know this AP was written before Psychic magic was really a thing, so is there an update on what occult classes should be able to cast them and at what level?
I have a new player who is a huge fan of Neo from RWBY and wants to pattern her Pathfinder character off of her. I need some suggestions on how she should build her. To summarize:
Monk? Brawler? Magus? Something else? This is for a Mummy's Mask campaign at level 5 right now.
I am looking for a Pathfinder equivalent of deadites from the Evil Dead/Ash vs The Evil Dead series. I saw them somewhere in a pathfinder book but I can't remember what they were called or whether it was a supplement, bestiary, adventure path, or module. They were obviously inspired by deadites however. The had the following features:
Can anybody help find it?
I was disappointed to discover that there appears to be no detailed maps of the inside of the outpost's buildings (smithy, tool house, chapel, etc). We get a general area map of the colony and the surrounding area only. Has anybody made maps of the colony buildings or have other maps that will fit? This is for online if it matters.
Can a cavalier voluntarily dismiss his mount and get a new one right away?
Druids can trade-in their animal companions for another one better suited to their current environment. Can cavaliers do that too? For example, when entering a desert, can a cavalier let his horse go and get a camel? Or get an aquatic creature when going underwater?
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