divby0's page
Goblin Squad Member. Organized Play Member. 231 posts. No reviews. No lists. 1 wishlist.
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like mentioned above.
The rules mention: SR works like Armor against magical attacks.
But if I want to put Haste, Prayer or any other spell on one of my summoned creatures to buff them, do I have to make a SR check?
How does your GM handle it?
Hello everyone,
my cleric summons Azata Bralani with SM V. Can the Azata with SR benefit from buff spells like heroism, haste and prayer?
Thank you
The fireballs in the staff are empty.
Our Sorceress only has fireball on her spell list not burning hands or wall of fire.
How does it work? Can the sorceress still use those two remaining spells in the staff?
And how can she charge the staff?
Herself or as at a service only somewhere, and how much would that cost and how long would it take?
Sorry for all those questions
markus
Hello everyone,
i am playing a lvl 9 summoning focused / buff cleric (sun/glory-heroism).
I have sacred summons to summon azatas(CG) as a standart action.
But do you guys have any suggestions on tactics how to summon with a full round action?
Our DM uses AOE etc. so I get damage on the first round and loose my SM5/4 .
Which advice would you have for regular full round summons?
thank you
Markus
it Says in Blessing of Fervor it doesnt stack with haste but heroism is a moral bonus.
I would say it stacks?
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3 people marked this as FAQ candidate.
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Or does smiting only work on real attacks and not with the Trample ability?
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1 person marked this as FAQ candidate.
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or do they all appear next to each other?
thank you

Hello everyone,
I am about to start as a player (I have been DMing CC 1-3) now in CC 4-6. I want to play a Cleric of Saranrae with Sun and Glory Domains. He is an Aasimar with Azata blood running in his heritage. I want him to focus on support, channeling and summoning. Especially summoning Azatas (as a standard action) that he has close ties to through his heritage.
Do you have some feedback especially on fluff, traits, spells and equipment. Also on strategy and playstyle? All feedback is welcome.
Aasimar Cleric 9
CG Medium Outsider (native)
Init +3; Senses Darkvision; Perception +10
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 24 (+8 armor, +4 shield, +1 Dex, +2 natural)
hp 84 (9d8+27)
Fort +12, Ref +7, Will +15
--------------------
Offense
--------------------
Speed 20 ft.
Melee Scimitar
Spell-Like Abilities Touch of Glory (9/day)
Cleric Spells Prepared (CL 9, 4 melee touch, 7 ranged touch):
5 (2/day) Flame Strike (DC 21), Wall of Stone (DC 22), Summon Monster V
4 (3/day) Blessing of Fervor (DC 20), Summon Monster IV, Holy Smite (DC 20), Magic Weapon, Greater (DC 20)
3 (4/day) Magic Vestment (DC 19), Magic Circle against Evil (DC 19), Prayer, Dispel Magic, Heroism
2 (6/day) Restoration, Lesser (DC 19), Resist Energy (DC 18), Bless Weapon, Silence (DC 18), Summon Monster II, Shield Other (DC 18), Make Whole
1 (6/day) Divine Favor, Obscuring Mist, Shield of Faith (x4) (DC 17), Bless
0 (at will) Light, Read Magic, Detect Magic, Purify Food and Drink (DC 16)
--------------------
Statistics
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Str 7, Dex 13, Con 14/16, Int 7, Wis 20/22, Cha 16/18
Base Atk +6; CMB +4; CMD 15
Feats Augment Summoning, Sacred Summons, Selective Channeling, Spell Focus (Conjuration), Superior Summoning
Traits Chance Savior, Sacred Conduit
Skills Acrobatics -5, Climb -8, Diplomacy +10, Escape Artist -5, Fly -5, Knowledge (religion) +7, Perception +10, Ride -5, Stealth -5, Swim -8
Languages Celestial, Common
SQ Aura, Cleric Channel Positive Energy 5d6 (7/day) (DC 21), Cleric Domain: Sun, Cleric Domain: Glory(Heroism), Extend metamagic rod (lesser) (3/day), Nimbus of Light (9 rounds/day), Aura of Heroism (9 rounds/day), Spontaneous Casting
Combat Gear Breastplate, Heavy steel shield, Morningstar; Other Gear Amulet of natural armor +2, Belt of mighty constitution +2, Cloak of resistance +3, Extend metamagic rod (lesser) (3/day), Headband of mental prowess (Wis & Cha +2), Pearl of power (3rd level) (1/day), Wand of Cure Light Wounds, Wand of Shield of Faith
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Touch of Glory (9/day) (Sp) Grant a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. Lasts one hour or until used.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Cleric Channel Positive Energy 5d6 (7/day) (DC 21) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Domain: Glory Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Nimbus of Light (9 rounds/day) (Su) You can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus.
Sun's Blessing (Su) Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Aura of Heroism (9 rounds/day) (Su) you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Superior Summoning When summoning more than one creature, summon an extra one
DM had restricted Resistances and Daylight Aasimar features.
I might also get a +2 breastplate to not have to cast magic vestment every day as well as a ring of protection. I am not sure if to get the +2 CHA/WIS Headband or a +4 WIS headband.
Thank you for your feedback!
Markus
Hello everyone,
I was wondering, if I take the Campaign Trait Inspired by greatness
http://paizo.com/threads/rzs2n79b?Bard-Inspire-Greatness
and I am a lvl 9 Cleric and choose Summon Monster V - with this feat I will cast summon monster V as +1 Caster lvl - does this mean I will cast Summon Monster VI?
Thank you
Markus

Hello everyone,
I am about to start as a player (I have been DMing CC 1-3) now in CC 4-6. I want to play a Cleric of Saranrae. He is an Aasimar with Azata blood running in his heritage. I want him to focus on support, channeling and summoning. Especially summoning Azatas that he has close ties to through his heritage.
Do you have some feedback especially on fluff, traits, spells and equipment. Also on strategy and playstyle? All feedback is welcome.
Aasimar Cleric 9
CG Medium Outsider (native)
Init +3; Senses Darkvision; Perception +10
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 24 (+8 armor, +4 shield, +1 Dex, +2 natural)
hp 84 (9d8+27)
Fort +12, Ref +7, Will +15
--------------------
Offense
--------------------
Speed 20 ft.
Melee Scimitar
Spell-Like Abilities Touch of Glory (9/day)
Cleric Spells Prepared (CL 9, 4 melee touch, 7 ranged touch):
5 (2/day) Flame Strike (DC 21), Wall of Stone (DC 22), Summon Monster V
4 (3/day) Blessing of Fervor (DC 20), Summon Monster IV, Holy Smite (DC 20), Magic Weapon, Greater (DC 20)
3 (4/day) Magic Vestment (DC 19), Magic Circle against Evil (DC 19), Prayer, Dispel Magic, Heroism
2 (6/day) Restoration, Lesser (DC 19), Resist Energy (DC 18), Bless Weapon, Silence (DC 18), Summon Monster II, Shield Other (DC 18), Make Whole
1 (6/day) Divine Favor, Obscuring Mist, Shield of Faith (x4) (DC 17), Bless
0 (at will) Light, Read Magic, Detect Magic, Purify Food and Drink (DC 16)
--------------------
Statistics
--------------------
Str 7, Dex 13, Con 14/16, Int 7, Wis 20/22, Cha 16/18
Base Atk +6; CMB +4; CMD 15
Feats Augment Summoning, Sacred Summons, Selective Channeling, Spell Focus (Conjuration), Superior Summoning
Traits Chance Savior, Sacred Conduit
Skills Acrobatics -5, Climb -8, Diplomacy +10, Escape Artist -5, Fly -5, Knowledge (religion) +7, Perception +10, Ride -5, Stealth -5, Swim -8
Languages Celestial, Common
SQ Aura, Cleric Channel Positive Energy 5d6 (7/day) (DC 21), Cleric Domain: Sun, Cleric Domain: Glory(Heroism), Extend metamagic rod (lesser) (3/day), Nimbus of Light (9 rounds/day), Aura of Heroism (9 rounds/day), Spontaneous Casting
Combat Gear Breastplate, Heavy steel shield, Morningstar; Other Gear Amulet of natural armor +2, Belt of mighty constitution +2, Cloak of resistance +3, Extend metamagic rod (lesser) (3/day), Headband of mental prowess (Wis & Cha +2), Pearl of power (3rd level) (1/day), Wand of Cure Light Wounds, Wand of Shield of Faith
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Touch of Glory (9/day) (Sp) Grant a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. Lasts one hour or until used.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Cleric Channel Positive Energy 5d6 (7/day) (DC 21) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Domain: Glory Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Nimbus of Light (9 rounds/day) (Su) You can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus.
Sun's Blessing (Su) Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Aura of Heroism (9 rounds/day) (Su) you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Superior Summoning When summoning more than one creature, summon an extra one
DM had restricted Resistances and Daylight Aasimar features.
I might also get a +2 breastplate to not have to cast magic vestment every day as well as a ring of protection. I am not sure if to get the +2 CHA/WIS Headband or a +4 WIS headband.
Thank you for your feedback!
Markus

Hello everyone,
I am planning to join our Carrion Crown campaign as a player. I have DMed the first 3 modules and a former player will DM the last 3.
The group consists of Paladin/Rogue/Ranger/Sorcerer 9th lvl
I am joining in as Cleric 9th lvl (Sun/Heroism)
The cleric is an Aasimar from an Osirian Family. His Grandmother mated with an Azata Bralani. He came to Ustalav with his parents focusing on bringing the light to Ustalav. As he still has some ties to the outside planes he can summon celestial creatures to help him in his course.
Aasimar Cleric (GM nerved resistances and daylight ability)
favored class cleric +1/2 dmg to undead
STR 8
DEX 12
CON 12
INT 8
WIS 16 + 2 (race) +2 (lvl)
CHA 14 + 2 (race)
feats: selective channel, spell focus conjuration, augmented summoning, sacred summons, (improved summons or extra channels - not sure yet!!)
traits: not sure yet
- sacred conduit: +1 channel DC
- +2 initiative
- reroll d6 when 1 is rolled on channel dmg against undead
I dont plan on doing a lot of melee as we have a paladin, rogue and switch hit ranger in the group. I want to be able to stay back and maybe protect the sorcererss. If necessary I would draw a good scimitar and step up with some buffs though.
I want to buff / support the group, and summon celestial monsters or Azatas even as a standart action. 1 Azata Bralani at 9th lvl. 1d3+1 at 11th.
Equipment. 46k available. Breastplate, Shield, Scimitar, Ring of Prot, Ring of NAtural Armor Headband of Wisdom, Belt of Con, Cloak of Restance, rods ..?
What do you think of the Fluff and the build?
Any suggestions?
I am developing a Concept for a 9th lvl Aasimar Cleric of Saranrae (CG) that is the sun of a human saranrae priest and an Azata Bralani.
He has the sacred summons feat and can summon an Azata as a standart action.
What do you think?
Hello everyone,
are summoned monsters considered allies? My Cleric has a 30 foot aura of granting heroism. I was wondering if I (sacred summon) Azata Bralanis if they will get the buff?
Thank you
Hello everyone,
the Sacred Summons feat lets me summon outsiders according to my exact alignment.
This leaves for LG the Archons and for CN the Azatas. The options are really limited but which ones would you suggest? I am scared the Archons Lanterns and Hounds are too low in lvl soon. We are all lvl 9 now and I am starting as an Aasimar Cleric in the group. Campaign ist Carrion Crown.
Thank you
Hello everyone,
our group for Carrion Crown (all 9th lvl starting book 4) consists of
paladin (undead scourge), rogue, ranger(switch hitter) and sorceress (bf control)
I am wanting to join in as a Support Cleric and was thinking about an Aasimar or Human Cleric of Saranrae (Sun & Glory (Heroism)). As i dont plan on focusing on Meele with our Party setup I thought about Summoning. We have never really used summoning much. Another option would be to focus on channeling maybe but thats really going only to focus on undead..
What do you think? What would be a nice concept for our Group?
STR 8 CON 12 DEX 12 INT 8 WIS 16+2+2 CHA +2
were the Stats I was thinking about
Thank you

Hello everyone,
for Carrion Crown I am building a lvl 9 Aasimar Sun/Glory(Heroism) Cleric.
STR 10 CON 12 DEX 10 INT 8 WIS 16+2+2 CHA +2
Our Group consists out of
Sorceress (battlefield Control), Paladin, Switch Hit Ranger and Rogue
I am debating what feats to take. One Option would be to focus the Cleric on Channeling and Improve the Channels with extra, improved, quick, selective and maybe the outsider option.
Our group already has a good amount of Damage. I like both ideas but was wondering what would be more fun. The summoning feat line with augmented, sacred summons, superior summons would also be interesting as the aasimar is already an outsider. Making the cleric Human might make more sense in the summoning line with one more feat thought the Channeling line the Aasimar would be nicer with +2CHA.
I think its a little sad that there are only like 4 outsiders in the summons list and all are form B1. Lanters, Hounds and the 2 Azati that I would be able to summon with a standard action. Also can all good summons be "sacred" summoned ?
What would be your advice? Channeling Focused to harm undead or summing focused? Are there any feats that would help with summoning?
Thank you!
I am a newbie DM and my PCs when they go shopping would like to upgrade their weapons like "i go to a wizard and buy an enchantment "holy" for my keen longsword +1"
Is this stuff randomly available in bigger towns?

Hello everyone,
for Carrion Crown I want to built a Sarenrae Cleric focused on support and blasting undead.
I was thinking a Aasimar might be a nice fit as the group is mostly human. The alternate favourite class option of 1/2 cleric lvl to damage in combination with Sun/Glory(Heroism) Domains sounded good to me.
The DM thinks the +2 to two abilities, darkvision, daylight, resistances and two languages are to much.
He would reduce it to +2 to one ability and darksivision or daylight.
Is that than underpowered? what do you think? I might suggest to give +2 to WIS and CHA and -2 to CON.
My current built looks like this: (medium age 1-STR/CON/DEX +1 INT/WIS/CHA)
STR: 8
CON: 10 (+2 Belt)
DEX: 9
INT: 10
WIS:18 (+2+2+4 Headband)
CHA: 14
Domains SUN / Heroism
Feats:
Improved Channel
Extra Channel
Quick Channel
Selective Channel
Scribe Scroll or Turn Undead
traits:
sacred conduit +1 DC Channel
suject of study +1 dmg undead
breastplate +1 / shield +1
ring of protection +1 / amulet of natural armor +1
cloak of resistance +2
what do you think? Any Advice

Hello everyone,
i ran the first 3 books of CC as a DM. A player that was killed by Auren Vrood (Circle of Death) is going to take over as the DM now.
The party current setup:
Human Paladin / Iomadea / Undead Scourge
Half Elf Sorceress / Celestial
Half Elf Ranger / Switch Hitter
Human Rogue
The Human Witch just was just slayn.
I am thinking of playing a cleric starting 9th lvl. I have never played a cleric and looking at our group would tend to play a casting-heavy cleric. I was thinking on support / buffs / debuffs and some Damage spells?
What do you think? It seems to me that mosed clerics wade after some spells into melee. We have not yet played at such high levels and i thought it could be an option to directly focus on casting and take a low strength score.
I had a Desna (luck / freedom) or Saranrea (good/glory) cleric in mind. Human, half elf or Aasimar.
What feats would you choose? Does a cleric have at this tier enough spells for a whole battle to be built like a wizard/sorcerer or witch?
Or would it make more sense to go the regular route with some armor and battle centered feats as a cleric can also buff itself for melee?
Thank you
Markus
Hello everyone,
i was wondering if every PC that wants to take part in the ritual have to do a UMD 25 check? or just the one PC (Sorcerer in our Group) that starts it?
Thank you
Markus
Is a Paladine immune ? he is immune to diseases.. so also to lycantrophy?
Hey everyone,
last night i had a "witchfire" attack my players.
http://paizo.com/pathfinderRPG/prd/additionalMonsters/witchfire.html
it states a ranged (touch?) attack. I could no where find the range of this attack?
i treated it like a "ray" with 25ft + cl.
Markus Teich
Hi everyone,
I am about to Start Broken Moon, and was wondering how the PCs can force out the Vilkacis of a posessed NPC without killing the NPC.
The adventure mentions this possibility but i Dont know how they might do that?
thank you
Markus
Hey everonye,
what can this creature do as a full round attack?
Melee 1 bite +9 (2d6+7), 2 claw +9 (1d8+7 plus paralytic nails)
can it do both bite and 2 claws or either?
as a standart action it can either do a melee or 1 claw.
I am a little confused as sometimes it states and / or between the two attacks
thanks you.
Can anyone explain to me how I use Rend with a 4 armed golem:
Melee 4 claws +15 (1d4+7 plus rend)
Special Attacks berserk, rend (4 claws, 1d4+10)
Do all the 4 reglar attacks need to hit (and do damage 4d4+28) to do then an additional 4d4+40 damage?
I am thinking of buying some, how do you print them so they are in the right scale?
Hey Everyone,
I am DMing my first Campaign with Carrion Crown. My PCs are now lvl 7 and in Lepidstadt. Lepidstadt is a small prosperous town with 10k inhabitants.
Now is about the first time the PCs have some more serious cash at hand, items to sell and buy.
I was wondering if you have in your games the items available the PCs want or if you roll them out. I mean a regular +1 shield should be available everyhwere like a +2 amulet of charisma, +2 headband of intelligence, +1 ring of protection. They bought those things at the start of the adventure (lvl 4)
They are equiped with that. I was wondering now, as they are lvl 7 how I should handle magic itmes. The descriptions of lepidstadt says
Base Value 6k
Purchase Limit 32,5k
Minor items 4d4, medium and major itmes 3d4.
Should i actually roll out which items are available in the shops ahead of time? And allow a purchase limit of 32,5k?
What does the Base value mean?
How do you handle it?
Thanks
Markus
I am a fairly new DM and in my last game my Golem was immune to magic. (Trial of the Beast). The player cast Glitterdust - and said as it creates (conjuration) real "glitter" the creature is not immune to that.
The same he said about the fire from his fireball effect.
Is that right?
It is hard for me, and the players to understand and visualize the Schloss with the towers and buildings on seperate levels!
Thanks
Markus
Could anyone please outline how many arrows a 6th lvl Ranger with those 2 Feats could send flying in one full attack round?
rapidshot gives 2 arrows in one attack at -2. Manyshot gives 2 as one attack on the first attack.. The ranger has BAB +6/+1
I dont really understand how to connect those two feats..
thanks
Hello everyone,
I have a enemy creature from the CC AP that can cast darkness on himself therefore gaining concealment or total concealment depending on the light source.
It says the creature uses its ranged poisened throwing axes and tries to sneack attack.
Do I understand it right that, to use a snack attack (roge RAW) the defender has to loose its DEX Bonus to AC (or be flanked).
This leeds to the assumption that when you are attacked by a creature that has concealment or total concealment the defender looses its DEX Bonus. But I can not find that rule anywhere?
It would make sense that if you cant see the attacker its hard for you to react.
Thanks
Markus
Hey everyone,
I am thinking the Erinyes Encounter CR 8 might be too hard for my party.
This thing is flying and the Paladin tank will not be able to hit it?
The Sorcerer has scorching ray which doesnt help either... I am thinking if this encounter may be a little too hard?
what do you think?
How did your group handle it?
According to the rules you need "trapfinding" only the rogue has to disarm the magic trap.
we have a paladin, sorcerer, witch and ranger in our group.
is there any other way to deal with that? can the ranger take a feat or is a dip into rogue absolutely necessary?
Hello everyone,
in the Chymic Workshop how do you set the light lvl? I understand that
if its normal light in the workshop Grine has concealment through the darkness spell (and can use sneaks). If its dim light he has total concealment.
do I understand that right? how do you set the light lvl?
hello everyone,
If a paladin uses detect evil it says he can use detect evil as the spell as a move action. Does that mean detect evil is "only" a move action?
Or is "casting" detect evil a move action and the spell is as described in the spell a standart action?
thank you!
Another Map question.
Can anybody tell me how to get to E5/E6/E7 etc?
I understand that the ground level in the Vats leats down to the basement lvl. But I do not see anywhere stairs or something up to the rooms of the bad guys.
The only Entrance is in the courtyard through door of the loading bay? the loading bay has a crane in it but I do not see stairs or a ladder?
Also how does V&G get to the Vats lvl ? It says the would go there to draw the PCs to fight but it seems to be one floor above? Also as the vats stretch also under those rooms.
Thanks
Markus
Hello Paizo Team,
I love your Products, yet I received Ultimate Magic (and also ordered Ultimate Combat).
Somehow it feels to me that the quality of paper you used on Ultimate Combat is far worse then I am used too from Core Rulebook, APG etc. Is this also the case for Ultimate Combat?
I really hope you will go back to the good paper quality!!
Markus
Hello everyone,
i have some questions on the Schloss.
How are the PCs supposed to get in the drowned Menangerie up to the K11 bridge? They need to go into the containment Chambers and climb the 40 feet up to the K9 bridge connecting to K11? Therefore they would only have to go into 1 containment room (K4 or K7)?
Also what is above those 4 containment rooms that are 40 feet tall, as it says the towers are 200 feet tall?
I also have a question on the lightning tower. On floor L2 the PCs figure out that obove the promethean and the trapped Count are located. Once they go into the room they will be immiadiatly attacked by the golem?
I was wondering how they should get to the ladder to open the roof and activate the bondslave thrall?
If they enter the room i am pretty sure they will get killed before getting to the roof and activating the machine.
Thank you
Markus
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7 people marked this as FAQ candidate.
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Hello,
I am quite new to PG and Roleplaying. I am DMing Carrion Crown and one of my PCs thats a veterand 3,5 player told me he left some slots open and will prepare those spells when needed and it would take him 15 Minutes.
is this correct? couldnt find that RAW..
Markus
Ghouls have a 3 chances to git and paralyze (bit and 2 claw attacks) as a full round action and managed to paralyze some of my PCs for a couple of rounds that failed on the paralyze fortitude save.
Now we had the question if those ghouls can do coup de grace on the helpess (for up to 5 rounds!) paralyzed pcs. All of the 4 PCs are lvl 3 and they were fighting 3 ghouls.
The coup de grace would mean double damage right?
thanks for the answer! i wonder if this woud really be the TPK:-)
Sorry guys,
one more question on the attacks of monster.
E.g. Ghouls:
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3
(1d6+1 plus paralysis)
I understand the first part. Regular Melee bite attack +3 that also
has disease and paralysis if the saves for those 2 are missed, right?
The second party i do not completely understand - and 2 claws +3?
does that men that the monster has in total 3 attaks per round? 1 bite +2 claw attacks. Or can the monster either Bite or 2 claw attakcks?
Does each claw attack potentially paralize?.
In case they are seperate attakcks, are the 2 claw attacks a full round action of the creature?
thank you!
Markus
Hello everyone,
i dont really understand the cost calculation of wands.
I was looking for the price of a wand of cure light wounds 50 charges and a wand of cure medium wounds 25 charges.
Also - do those spells hurt all undead as it is positive energy?
Thank you
Markus
Sorry for the beginner question.
I was wondering if the Spell "Magic Weapon" would make a +1 keen longsword into a +2 keen longsword for the duration of the spell.
or does it only work on nonmagic weapons?
Hello everybody!
In our party the "healer" (Oracle of Flame) died in fighting the Splatter Man.
The Rest of the Party consists of
- Paladin
- Celestrial Sorcerer
- Detective Bard
now the former Oracle would like to play a Ranger-Archer (maybe with Animal companion).
the first Reaction was that we will miss some healing output.
We are level 4 now so the bard could take CMW. The ranger could also use a Wand as he gets the spell later on. But do you think it would work?
We are quite a newbie group so I am glad for any feedback?
Helly everyone!
I am a newbie DM and we are playing our first Campaign with CC.
The players just finished Harrowstone and are about 1500XP each short of LVL 4.
I was thinking of putting in one session of travelling from Ravengro to Lepidstadt and built one session on my own with about 6000XP for the 4 players by using the "Clovers Crossing" incident.
Also on Character died fighting the SM and I will have to bring in his new Char.
Do you have any suggestions? some more Story on Clovers Crossing or how to structure it? The only information Rule of Fear has is that the ground sank away and destroyed several buildings and Ghouls are causing trouble there now.
Maybe another idea of a short fitting theme for this in-between-travel trip?
Thank you
Markus
Hello everyone,
my group finished harrowstone and is about 1500xp each short of lvl 4. I read that you should be lvl 4 by the end of the adventure.
The group was fairly quick and left out some enemies like the iron maiden or the townhall meeting.
How should i start now with trial of the beast? I would need an 6000XP encounter to get them to lvl 4!
does anyone have a good suggestion for a sidequest?
Markus
Hello everyone,
I think we will finish Harrowstone tonight!
I have a question on the Haunt - Blood Writ names!
It says to have the players make a DC16 Will save if they fail they take 2points wisdom damage. Then it says to have them make another DC16 Will save - fail they take another 2 wisdom damage and the second letter appears.
So do I do this on the players turn in initiative order?
and
does this mean it goes on forever on ones turn or just 2 checks? Or do I understand it the way that if its the players turn he makes DC16 checks and if he continues rolling below 16 he takes -2 to Wisdom until he drops unconcious? So he might not even have a chance to act at all?
Or is it like is said, maximum of 2 failed DC16 checks per round and therefore -4 per round, then the player has his turn and has to attack the letters?
thank you!
Markus
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