Ilarris Zeleshi

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Organized Play Member. 4,018 posts (4,137 including aliases). No reviews. 1 list. No wishlists. 12 Organized Play characters. 5 aliases.



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So, I'm considering including leather armour made from a [protected intellectual property] that is naturally bouyant. If I make it so that it has no maximum dex am I right that you need +10 dex modifier to better Mithral Breast Plate (+6 AC +5 max dex)? Is there any other effect of no max dex that I'm overlooking?

I know I could just give it a +9 or +10 max dex, but no max dex sounds way more awesome...

I'm also thinking of adding a minor bonus to fly checks to hover/not fall. or maybe a boost to saves vs gaze and ray attacks? any better ideas out there?

Thanks

DHq


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It is an 80 mile journey to get to B1. The game indicates the average group will take 5 days. They also give you camels with a speed of 35' - I'm assuming that the average group will accept them.

35', according to page 316, is a daily travel rate of 28 miles. A critical failure on the survival check reduces your progress by 8 miles. 28-8 = 20 miles per day. By my maths that is an absolute maximum of 4 days if you crit fail every survival check.

How does the average group complete that section in 5 days?


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Am I right in that a paladin requires a hand free to lay on hands? even with the warded touch feat?

So with a two handed weapon it's two actions to lay on hands (free action remove hand, LoH, action to grip), with a shield and weapon 3 actions (sheathe, LoH, draw weapon)?


initiative p.304 wrote:
If your initiative roll result is tied with an opponent’s result, that opponent goes first.

NPCs win all ties no matter the relative modifier.


Racer spec grants master fort saves, but you get master on all saves when you select your first spec - should this grant legendary fort saves or does it need to be replaced with another ability?


doubling damage wrote:
How you double damage depends on the effect’s delivery. If the damage comes from an effect with an attack roll, you roll double the normal number of dice and apply all damage modifiers, bonuses, and penalties twice. If the damage comes from an effect allowing a creature to attempt a saving throw, you double the damage total instead, rather than rolling more dice.

I know it's a relatively minor thing, but why the distinction? As one of the goals is streamlining, why not just use one method?


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So, with all the talk on resonance and the big 6 I have been giving some thought to magic items.

I've been playing a loooong time, same as many here, and way back in 1e and 2e before the big 6 were a thing, when it came time to split the treasure the forerunners of the big 6 were always the first to be snapped up. One of the reasons is reliability. You want your magic items to matter as much as possible, you didn't always get many. I lost track of the number of magic items we carried, but simply did not use because the chance of it not working was just too high, or it didn't do enough even if it took effect.

3.x made the mistake of not only codifying the big 6 so encounters assumed you had them (or maybe it developed that wat because people sought out the big 6 so encounter design had to adapt?), but they did nothing to make other items any more desirable, many of them are an incredible investment with very little in the way of reliable returns.

PF did nothing significant to redress that, and even released FAQs that made some non big 6 items even less useful (hat of disguise durations - I'm looking at you).

So should one of the aims for PF2 include redressing the balance. Cost magic items according to effect? and make the DCs relevant?
Should use activated items be active until shut off and thus actually useful? What else would be relevant to make all magic items worth the investment?


Anyone know an easy way to get to the PRD and FAQs?
currently for FAQs I'm going though organised play. PRD I keep forgetting how to get to.
I really don't want to start bookmarking every page I want to use.


Psychofeedback

augments wrote:

1) if you spend 2 additional power points, the ability damage you suffer to increase another score is delayed until the power fades.

2) If you spend 4 additional power points, the power’s duration increases to 1 minute/level (D).
3) If you spend 6 additional power points, the ability damage you suffer to increase another score fades when the power’s duration expires.

Can you spend 8 points on augments 1 and 3 to effectively negate the ability damage?

I suspect not due to timing. Augment 3 would trigger first and try to remove the damage before the delayed damage from augment 1 actually kicks in, but I thought a double check might be worth it.


I am seeing a lot of posts that want to change some of the default assumptions of PF1 - things like easy access to magic, wand use and out of combat healing, the accumulation of multiple small bonuses, and so on - these all give the game a distinctive feel - one that I actually like.

I hope that PF2 has enough flexibility and the guidelines to handle a game that matches what I'm looking for and the things that someone looking for a different feeling game is seeking.

Will PF handle the transition from low to high magic? Heroic fantasy to grim and gritty?

Should it have that kind of flexibility?


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Such as the distance you fall in a single round.


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Just an idle thought in reaction to another's comment, but in general I think I agree that it is easier to houserule something out than to houserule something in - I'm sure there are exceptions.

It's not going to stop me from telling you you the things I really don't want to see in 'my' pathfinder 2! :)

.. but I think I would rather see the rules for something I don't like that I can then ignore than have to try and create something - judging by past experience that won't turn out so well!


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Just having another listen to the glass cannon guys and I was just wondering what the general view was on jumping being a separate action to movement rather than being a part of movement?

I'll set out my stall early that feels awkward. jumping should be a part of movement. you should be able to leap over a log half way through your 30' movement rather than move 10', leap the log and then take your 3rd action to complete the movement.


Shouldn't the ghost have no bonus to stealth to bring it in line with the Daredevil and the thief?


I'm playing a warder with the zweihander sentinel archetype and I was wanting to come up with an item to increase the aegis aura back up to 30' I've had a look and I realised I have no idea where to start to value such an item.

I've found this paladin spell, widen auras and if I use that as a base I get 2(spell level)x7(minimum caster level)x2000x2(minutes/level duration)= 56000gp which feels way too high but it does affect all auras - even at half that it feels a little high at 28K.

IS 10k/10' increase a reasonable start point? how would you go about pricing such an item?
Would a feat be a better idea?

Thanks for your help

DHq


Normally adding a +5 skill to an item is 3750gp, I believe (2500+50%).
Boots of striding and springing already grant +5 to acrobatics to jump.
How would you price the boots upgraded to +5 to all uses of acrobatics?

Thanks

DHq


In the PoW errata (page 6, LH column, bottom third) there is this modifying the Silver Crane manoeuvers:

PoW errata wrote:

A character may also

choose to strike incorporeal foes with strikes made from
this discipline as if they were made manifest...

I do not recall coming across the term "made manifest". I've probably missed it, but if you could point me in the right direction, or advise what it means and how it differs from "ghost touch" and similar properties that would be awesome.

Thanks
DHq


Link - wall of suppression
After walking through a wall of suppression is there any way to reduce the duration of the anti-magic effect other than wish?

If you did use a wish how many people could you affect with it? it doesn't seem that much more powerful than full healing everyone.

Thank you


Visualisation of the body and similar spells have an exceedingly long cast time. What can I do to reduce it?
It's personal so I can't potion it. Wand/staff doesn't alter casting time.
Quicken will reduce it to 30 minutes, but that +4 levels is a little steep for the effect I think, and 30 minutes is still a little long.
I could magic item it - it's going to be expensive - especially for a dex boost (+5 to 7 skills, that you can 'burn out' until the next day for a short burst of power = 15-20k?).

Are there any other methods that escape me at the moment?

[edited to correct brain misfiring]


I have not exactly kept my love of rolled stats to myself, nor my love of 1st level, but in the interests of remaining open minded I have managed to let myself be talked into my personal nightmare of a campaign that should run to 7th level.
Core only, 3d6 in order for stats, first level must be commoner. Oh! and only 35 starting gold - so if you buy a light x-bow you can't buy any bolts.
My dice rolls are Str 6, Dex 10, Con 16, Int 9, Wis 13, Cha 14.

I am thinking going towards dwarf druid or cleric, or human sorceror.

But what do I do for 1st level. With 1 skill rank, 1 simple weapon, 1-2 feats and no combat spells what are my options in a fight?
And what feat/skill choices enhance or at least don't impede my 2nd level options?
Is there a better class at second level to aim for?

Intimidate seems an option.
Carry a melee weapon and trying to generate flank opportunities. (armour up in hide and a large shield as a dwarf gives me AC 16 and 10 hp but does also give me a -11 to hit though, -7 if I take proficiency)
What other options do I have?


One of my games has been on downtime for 6-8 weeks. Players have slept since them, but in character no significant time has passed. There were a few snippets of information that was presented in passing or as background that can become very relevant. The sort of thing you can reasonably expect players to remember while invested and active in the game, but maybe not after having time off.
How do you handle reminding players of what was 'incidental' information without tipping them off that it is now relevant?


Eldritch Guardian archetype so my familiar shares my feats. I'd like my familiar to be able to use dazzling display. My research indicates I may be out of luck but I was hoping someone knew of a way to gain proficiency (if required) and weapon focus with a natural attack that I've missed.

Or a way for a familiar to gain weapon focus as a feat would work.

Thanks for your help.

3/5

Are 3.5 FAQs in anyway binding for rules disputes in PFS?


Scouring the boards and there seems to be a (albeit not unanimous) consensus that a mithral breatplate has a -1 ACP, and the masterwork -1 is already subsumed into that. I cannot see the rules support for this anywhere. An inference can be drawn from the mithral full plate of speed, but that is not an actual rule.

CRB wrote:
Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below

It tells us the cost is inclded in the price, but doesn't mention the effect being included. If you had a mithral dagger, you would expect it to get +1 to hit, despite not being spelt out.

They are not the same source (one is material and one is craftmanship) so stacking shouldn't be an issue.

Can anyone explain why mithral breastplate does not have 0ACP?


The situation, half of the players are nauseated because of a magical trap, and fighting a giant. I've clearly told them the effects. However neither I nor the players remember to enforce the effects of nauseated.

Would you attempt to fix this? How? or just let it stand and try to be more diligent?


Just making sure I haven't missed something, but is there any way to change my favoured class?

retraining


Nagaji Paladin (chosen one) 5
S:19 D:12 C:14 I:5 W:12 Ch:16
Power attack, Intimidating prowess, Weapon focus.
Heavy on the intimidation with a peacock familiar.

Built with GM credit, now locked in but discovered in that game that paladin doesn't gel with the other characters locally.
Considering retraining, ideally to inquisitor and retaining the intimidate focus, but I'm concerned about the low wisdom.
Is there a Cha casting inquisitor archetype that I have missed?
Is there a solid fighter archetype that would translate well?
Anything else I need to consider that I've overlooked?


Does having a class (or race) ability that grants you proficiency with a weapon or armour type work the same way as the feat of the same name?

More specifically, if a class ability grants you proficiency with heavy armour, but not with medium or light armour (unusual, but there is at least one way to do this), can you use heavy armour as if proficient? or do you need light and medium armour proficiency before you can use the heavy armour proficiently?

This faq makes it clear that they aren't actually feats.


I'm pretty sure I know the answer to these, but I want to be sure before I shut a player of mine down. Your help is appreciated.

1) Can a human druid wildshaped into an earth elemental breathe while earth gliding or do they need to hold their breath?

2) If they have to hold their breath, does natural spell feat allow them to cast spells with verbal components?

3) If casting a summon spell while earth gliding do you need line of effect to where you want your summoned critters to appear?

4) If you do need line of effect, how much of your body needs to be above ground to have line of effect?


1 person marked this as FAQ candidate.

There are a number of things that we love to moan don't work. I like to think we moan because we care.
I also think there are a lot of smart people out there - some of whom might pass by this board eventually, but until they do - I thought between us can we re-edit some of these abilities to the point that they work. The goal will be to fix them without increasing the word count by more than a word or two.
I figured I'd start with one that seemed easy to fix, and see what happens.

Is the primary problem with overrun fixed by simply moving a comma?

overrun wrote:
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver.

becomes:

fixed? wrote:
As a standard action taken during your move, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver.

We now have 2 separate clauses, one allowing you to take a standard action in the middle of your move, or as part of a charge.

If this doesn't get shot down in flames I'll move onto charge next. Feel free to suggest other specific problems if you like this idea.


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Scroll down to Saving Throws and Illusions (Disbelief)

Would the caster of the spell telling you it is an illusion count as proof that the spell isn't real, or would it just grant the +4 from someone else disbelieving it and telling you it isn't real?


At higher levels death can be just another minor setback to a player, little worse than blindness or petrification. This does not sit comfortably with some gamers.

So if you have made death more significant, with heavy penalties or flat out impossible how have you balanced that out in game and out?

How have you dealt with the player who cannot play because the party need to go on a side quest to get the maguffin to bring them back?

How do you keep your core narrative intact when the party is now comprised of no original party members, just their second cousins, prisoners who wanted to join the party after being freed and random strangers your party felt a strange affinity for?

Where do you prefer to sit on the 'deaths revolving door' to 'hello, insta-buddy' spectrum?

Me, I find 'deaths revolving door' far less disruptive to the narrative than 'insta-buddy'. I find that it is far more player friendly too. I can live with the difficulties this causes. I use a baseline assumption that no-one wants to return from death, but PCs are PCs and I have no control over that. This means that nobles don't customarily horde 5000gp diamonds and raise dead is not cast often as it is known it usually fails.

3/5

Seeking a deeper understanding:
I have just read in another thread that GMs are not bound by the additional resources. I was under the impression that GMs were bound by the AR except where the scenario breaks that rule for us.
Am I wrong?
In what way can we go beyond the AR?
Where does it state we are not bound by the AR?

Is this a situation where we can go beyond the AR to adjudicate unusual situations, but not to alter (as in the linked thread) the monster summoning list?


Can she fire her K.blast?
Does the "when prone most ranged weapons can't be used unless x-bow" rule apply to spells/SLAs and Su abilities?

I'm inclined to say it doesn't because they aren't weapons, but thought it worth double checking.


Once again checking in with the collective wisdom as to whether I understand this right.
If:
Larry has stealth synergy and solo tactics
Moe has stealth synergy
Curly has neither.

And if all three are sneaking down a corridor and roll for stealth then:
Larry can choose any of the 3 rolls
Moe can choose whether to use his own roll or Larry's roll
Curly is stuck with whatever they roll.

Is that right?
thanks all


Pack intimidation
and
solo tactics

+2 to intimidate for each ally within 30'. Seems good, but have I missed something that means this does not work?


How do(es) the following character's Tactician ability(-ies) work?
How many bonus teamwork feats does it gain?
Cavalier 1
vanguard 2 gains tactician as a cavalier
divine commander 3 gains battle tactician
Drill sergeant 2 gains tactician as a cavalier.

a)they all stack, I have one bonus feat

b) only battle tactician doesn't stack, but that all of the others would form a singe ability of level 5.
If that is right I would only have 2 teamwork feats.

alternatively, c) all are separate abilities and tracked individually.
and I would have 4 teamwork feats

Compare with:
Tactician 5 which explicitly stacks with cavalier.

RelevantChannel Energy FAQ

Bonus question:
If they do not stack, would practised tactician add to each of them?


Tremor Boots. How strictly would you interpret the "standing on solid ground" clause.
A druid wildshaped into an earth elemental can earthglide, but is effectively blind. Would you allow tremor boots to work while earthgliding within solid ground?


Just double checking my understanding on bonus feats. I misread an archetype earlier and the question occurred to me, and I got to wondering:-

If a class grants a bonus feat you have to meet the prerequisites, unless it specifically tells you you don't need to, right?

The part I am failing to find:

If you don't meet the prerequisites at the time the feat is available, do you gain that feat after you've gained a level or 2 and now meet the prerequisites? Or if you miss the opportunity, it is lost forever?


I am playing a typical rascist (Specist?Speciesist?) borderline evil elf mage, who is researching a secret project and adventures to fund said research, barely tolerating his "minions" as a necessary evil. I am torn on the specifics of said project.

Should the project be totally ridiculous: Something like "When I am done I will remove the facial hair of all humanoids in the world - no more smelly dwarf beards!" [cue maniacal laughter!]

Or more straightforwardly genocidal: "When I am done I will remove all dwarves from the world - no more smelly dwarves!"[cue maniacal laughter!]

Something more twisted?


1 person marked this as FAQ candidate.
PRD Spell Failure wrote:

Spell Failure

If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.

Is there any point at which you can stop casting a 1 round casting time spell and not lose the spell slot, or once you start are you committed to seeing it through to the end?


Chosen One Paladin

Familiars

Improved Familiar

At 7th level does a Chosen Ones familiar still grant it's special ability?
As I see it there are 3 possible answers, each with varying degrees of validity, but I am unsure which is correct.

a) The special ability is tied to the creature. It is the same creature - you don't dismiss it and/or replace it like a normal improved familiar - and the ability doesn't indicate that you lose the special ability.

b) It is now an improved familiar and there are no improved familiars that grant special abilities, so you no longer gain the special ability. At all. Ever.

c) It is tied to the form. So when it is in it's original form you gain the special ability, but when in it's true form you don't.

help!


Hurtful is no longer legal and I have no idea what to replace it with. I have an intimidate/Melee focused Nagaji paladin (Chosen One). Mechanically he was always built to use hurtful and cornugon smash.
He is childlike and naive, and adorably simplistic out of combat, relentless and scary in a fight, with a knack for making people feel like a small prey animal. I'll be honest hadn't really thought about what I was going to do after 7th level - see what fit at the time I guess. The downside to this focus is that I have no idea what direction to go now.

Askaji
Chosen One Paladin 5
S 19
D 12
C 14
I 5 (Taking Lawful Stupid literally)
W 12
CH 16

Feats: Power Attack, Intimidating Prowess, Hurtful.

So questions are:
1) Is it still worth taking Cornugon Smash?
2) What do I replace hurtful with?


If you have to jump across a pit to grab onto a wall would the DC to grab hold be the same as stopping yourself from falling? or just the base DC of the wall?


Specifically Alderns prior to the PCs being called to the mill.

From leaving Sandpoint after the boar hunt he has to:
Return to Misgivings (a matter of hours)
Dig through to the basement and harvest (unlikely to be less than 2 days)
Return to Magnimar (dying) (at least 2 days to finish transforming and learn the ritual)
Return to Misgivings (another day)

Kill Farmer Hambley (first or second day back in Sandpoint sometime before book 2 starts - at least 3 days before)
Kill Mortwell and Co. (2 days before)
Death at the Lumbermill (Last night)

So an absolute minimum of 8 days. with plenty of opportunities to stretch it out as the only ones cast in stone are the last 2 murders.

Does that look right?


I was looking for ways to get Combat Expertise for my reach Hunter when I came upon the Wild Child Brawler that seemed too good to be true.
Unarmed Strike, bonus Teamwork feat 4/day, Full animal companion progression, I can get CE without needing to mess with my ability scores - All upside until I noticed that it's another low will save class...

So is what will effectively be -1 will save and pushing back hunter 1 level too much to pay for a level of brawler?

Or maybe I should change my ability scores and stay pure hunter?

S:18 D: 14 C:12 I:10 W:14 CH:8

I have no idea what to change to get Int 13 though.

Or is there a better way to get the non-negotiable CE?


Teamwork Feats wrote:

Teamwork feats grant large bonuses, but they only function under specific circumstances. In most cases, these feats require an ally who also possesses the feat to be positioned carefully on the battlefield.

Teamwork feats provide no bonus if the listed conditions are not met. Note that allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purposes of these feats.
Feat Prerequisites wrote:

Prerequisites

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.

A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.

If my ally loses the pre-requisites for a feat, he obviously cannot use it, but does he still "possess" it such that I can use my feat? The ally is neither stunned etc and otherwise fulfills the listed conditions (such as being adjacent for Paired Opportunists).


Paladin of Iomedae in my party want to explore themes of falling and redemption. He is planning to fall. He is exhibiting pride, anger and a little too much love of smiting. I am throwing little warning signs, like tarnished armour etc. (he doesn't need them, but it seems appropriate) I am waiting for that one moment where he does that one thing that causes his deity to abandon him. This will likely be when he draws a weapon on an ally in anger. Feel free to suggest possible alternatives.

My questions to you are these:
How to describe/convey this? My current thoughts are towards describing an overwhelming sense of emptiness, sorrow and loss.
Will it be immediate? A deity likely knows whats in your heart. Will a deity of companions and loyalty abandon her champion when he turns on an ally or when that ally lies dead?


I have an idea for an item for an NPC, then figured I should work out how to price it in case my players want to duplicate it.

Bracer/Amulet of protection from arrows that once it has absorbed 30 hp becomes non-magical. It isn't really covered by the rules though (near as I can tell).

For comparison: Potion of arrow prot = 400gp/3 hour duration.

hypothetical permanent version = spell level 2x caster level 3x continuous 2000 = 12000.

1/day item 2x3x1800/5 = 2160, every day but again 3 hour duration.

It should be more than a potion and less than a 1/day item. I was thinking continuous/10 which puts it at 1200gp.

Is that reasonable? Have I missed something that would be more accurate? Has it been done already and I've missed it?

Thanks for your thoughts.

3/5

Ok so I'm running Rise of the Runelords in campaign mode. So, as I understand it I can report this and my players can get credit for one of their PFS characters. This seemed like a good idea even if some of them never go on to play PFS, some of them might and you never know it might take off.

Ok so far. Am I right in that:

1) If they have a PFS account already they must assign this chronicle to a character straight away, but it doesn't need to be applied(activated?) straight away. It can be applied when that character reaches the appropriate level.

2) most of the players will be working off of downloaded ID cards that I will hand out. I believe in this instance I assign the chronicle to the -1 character for that ID card and it marries up when that player formally registers.

Now dumb question on reporting. I just tried starting to report this and it seems that I need character names and factions. How do I do that for accounts that don't have characters yet or in the case of ID cards handed out, even accounts?
Do I have to wait until I get that information before reporting?
Is there a time limit on reporting?

I think that covers it - for now. There may be more dumb questions later...

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