Hello everybody,
I have a question. If a character wears a Ring of rat Fangs (the wearer gains a bite attack, from Advanced Race Guide), is he automatically proficient with this bite attack? Or has he to learn it by other ways (like a Druid level)?
Hello everybody,
I have two question for a charachter building:
1.If I have a Belt of Giant Strength and a Headband of Alluring Charisma, can I improve both Strenght and Charisma or does the enhancement bonus amplify only one of these abilities?
2.Does any magic object which gives a bite attack exist?
Hello everybody!
I have a question wich obsesses me. I'm not an arcane spellcaster. If I wear an Undead Controlling armor, how many times per day can I use his magic effect? The description is not so clear, since it says only that I can control 26 HD undeads per day, but doesn't tell about uses per day.
For example, if I use the magic effect on an undead target and if he wins his Will Save, can I use again the magic effect (so the magic armor allows more uses per day) or must I wait the following day (so it allows only one use per day)?
Since this armor costs 49.000 gp, I think that only one use per day makes it very weak for his high price.
Hello everybody!
I have a strange question. Does a way to cast a touch spell through an object exist? Accurately: a caster who (instead of touching a target with his hand) touches a target with any object (for example a stave or whatever thing).
Hello everybody!
I have two question.
1. If a non wizard/sorcerer (for example an oracle) wears an Undead Controlling armor, can she use the magic effect? This question comes to me because Undead Controlling armor description talks about Control Undead spell, which dorsn't appear in Cleric/Oracle spells list.
2. If a charachter uses the magic effect of an Undead Controlling armor and the undead target wins his Will Save, can the character use again the magic effect or must he wait the following dau?
Hello everybody!
I have a question: if I use the magic effects of an Undead Controlling armor, have undead targets to make a Will save to don't be controlled (like Control Undead spell)? Or are they automatically controlled since I activate the magic effect?
Thank you
Thank you Rocky! I have another question: if I use the magic effects of an Undead Controlling armor, have undead targets to make a Will save to don't be controlled (like Control Undead spell)? Or are they automatically controlled?
Thank you
Hello everybody!
I have a question. Does magic effect of an Undead Controlling Armor last for 24 hours or does it last for 1 minute/level like Control Undead spell?
Hello everybody,
I have a question. Can a caster use combat maneuver feats (like Improved Drag etc..) when he casts Chain of Perdition (3d level spell from Ultimate Combat)?
Thank you
Hello everybody!
I have a question: the description of "create undead" says "Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms". I know that command undead (by a cleric or a necromancer) last 1 minute per caster level. This means that undeads created with "create undead" will not be ever controlled by the caster, but when command undead effect finishes they are free and dangerous for everybody (even the caster). Am I right?
Thank you
Hello everybody,
I have a question: could a non aasimar oracle (like human or an other race) take Wolfscarred Face curse (presented in Blood of Angels book)?
I have a roleplaying question: what happens (in a visual way) to a target when a cleric casts Inflict Wounds spells on him? Does he simply feel bad? Or does he bleed with visible wounds?
Hi James Jacobs!
I have a question about the supplement "Devine Favor: The Oracle". Do you support these rules? In particular, I like Grottesque curse for my new character. Do you support this curse?
I read about the supplement "Devine Favor: The Oracle", and I wondered about new curses. I have a question: is this supplement official? Are these rules supported by Jason Bulmahn, James Jacobs and other Pathfinder creators?
Hello everybody!
I have two questions:
1. If I make a Life Oracle/Cleric (multiclassing) do their channel positive energy abilities stack (about uses per day and healed damage)?
2. Can a life oracle, who wants to multiclass with cleric class, only become a Pharasma, Gozreh or Sarenrae cleric? Or can he select an other deity?
Hello everybody!
I have three questions:
1. Can touch spells be stored in Spell Storing Weapons?
2. Can even distance touch spells be stored in them?
3. Finally, can Searing Light spell be stored?
Hello everybody!
Here Spell Storing weapon description: "A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it."
My question is about the last sentence. When a spellcaster castes a targeted spell into a weapon, is this a standard action or a free action?
Hello everybody!
I'd like to ask you an advice. I have a Life Oracle (neutral good or chaotic good). Since in Oracle description there isn't the title "Chaotic, Evil, Good, and Lawful Spells" (otherwise Cleric description) he can cast evil spells (like Animate Dead), even if he is good. I'd like to direct him to Necromancy spells, especially Animate Dead, Inflict Wounds and similar. Also, I can give him feats like Spell Focus (necromancy) and Undead Master. So the figure I am making is a Necromancer who has a very great power in healing.
In my opinion this is a way to play a Necromancer in a party who needs a powerful healer.
What are your opinions about this character?
Thank you
Hello everybody!
If I have a neutral good Oracle, can I cast evil spells (like Animate Dead)? I suppose yes, becuase in Oracle description there isn't the title "Chaotic, Evil, Good, and Lawful Spells", otherwise Cleric description.
Hello everybody!
Can a chatacter withouth "martial weapons proficiency" (for example a cleric) hit with a shield in melee (withouth penality)?
Thank you
Hello everybody, I am playing a dwarven cleric of Torag. For all my player career I saw dwarves as far far away from magic in general, since they are famous to be strong warriors and, if someone images a dwarf, he images him with a warhammer or a hax while him is hitting an enemy, instead of imaging him casting a spell from his hands. But on all D&D and Pathfinder handbooks dwarves are descripted also as very religious creatures and with a strong tradition of powerful clerics. I have difficult to roleplay a dwarven cleric when I have to cast spells (and a cleric casts spells a lot of times).
What do you think about harmonize a figure of caster dwarf with his nature of fighter?
Thank you :)
Hello everybody, I have a little question. If I have a level 7 cleric/ holy vindicator 10 I lose 3 LI. If, after level 10 of HV, I grow up as cleric (level 8), Does my LI increase(taking more level 9 spells etc..) or do simply level 8 cleric and domain power increase withouth increasing LI?
Thank you
Thank all of you! For StrangePachage: yes, it's a 15 points build. I allocated 10 to CHA and 8 to DEX because since I'm a cleric I have to take my companions at least 3 channeling energy per day.
I understand I have to take power attack. Now, what are best melee spells? Quick spells is a good idea but it's so difficult to use..
Hello everybody! I'm playing a level 7 Dwarven Cleric of Torag. I ask you some advices about feats, spell and combinations of them to make my charachter a Battle Cleric (focused on melee).
Here my description:
Melee equipment: Complete Armor +1, Heavy Shield +1, Warhammer +1
STR 14
DEX 8
CON 15
INT 10
WIS 20 (18+object)
CHA 10
feats:
1. heavy armor proficiency
3. channeling smithe (to take guided hand)
5. guided hand (I can use WIS to hit with warhammer)
7. Ironhide (+1 natural armor)
Hi James Jacobs, I have a little question: in Dwarves handbook some deities have "hammer" as favoured weapon. It means "light hammer" or "warhammer"? I supposed warhammer, since in the section of feats in this manual a requisite of a feat is "proficiency with hammer" and the description talks about warhammer. Thank you
Hi James Jacobs, I am a new member of this site, so I'm writing in this topic only at this time. Can you help me defining Trudd (the strenght dwarven deity) subdomains? Thank you so much
Hello everybody! I would like to play a dwarven cleric of Trudd, a strenght deity founded in the Golarion Dwarves handbook, with Good and Strenght domains. In this book there aren't subdomains. Can you help me finding specific subdomains for this deity? Thank you so much
Hello everybody! I would like to play a dwarven cleric of Trudd, a strenght deity founded in the Golarion Dwarves handbook, with Good and Strenght domains. In this book there aren't subdomains. Can you help me finding specific subdomains for this deity? Thank you so much
Mumbling Charley
Male human ranger 7 (Advanced Player's Guide)
Medium, Human, Humanoid Heritage versatile human
Background animal wrangler
Perception +14
Languages Common, Draconic, Halfling, Orcish
Skills Acrobatics +13, Athletics +13, Bear +11, Circus Lore +11, Crafting +15, Medicine +12, Nature +10, Performance +9, Stealth +13, Survival +11 (On Subsist critical success, can feed twice as many extra people.)
Str +4, Dex +4, Con +2, Int +2, Wis +1, Cha +0
Items hide armor, wooden shield, +1 longbow (20 arrows), dagger, whip, backpack, bedroll, biting snare (4), chalk (10), coyote cloak, flint and steel, monkey pin, rations (1 week) (2), rope (foot) (50), soap, spike snare, torch (5), waterskin, animal companion, light barding, purse (6 gp, 7 sp, 2 cp)
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AC 24 (26 with shield raised); Fort +13; Ref +17 (Successes are crit successes instead.); Will +12
HP 99
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Speed 25 feet
Melee [1] dagger +15 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+6 P
Melee [1] shield bash +15, Damage 1d4+6 B
Melee [1] whip +15 (disarm, nonlethal, finesse, trip, reach 10 feet), Damage 1d4+6 S
Ranged [1][i]+1 longbow[/i] +16 (magical, volley 30, deadly d10, range increment 100 feet, reload 0), Damage 1d8+2 P
Ranged [1] dagger +15 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+6 P
Focus Spells 1 Focus Point, DC 20; 4thHeal Companion Ancestry Feats Clever Improviser, General Training
Class Feats Animal Companion, Heal Companion[APG], Mature Animal Companion, Snarecrafter Dedication[APG]
General Feats Ride, Shield Block, Toughness, Untrained Improvisation
Skill Feats Magical Crafting, Natural Medicine, Risky Surgery[APG], Snare Crafting, Titan Wrestler
Other Abilities animal companion, hunt prey, hunter's edge, trackless journey, weapon specialization
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Mumbling charlie stutters which is why he works with animals. he doesn't have to talk much.
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Goliath
Male bear
Medium, Animal, Minion
low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +12, Athletics +13, Intimidation +11, Stealth +12, Survival +11
Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0
Items light barding
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AC 23; Fort +14; Ref +14; Will +13
HP 71
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Speed 35 feet
Melee [1] claw +13 (agile), Damage 2d6+4 S
Melee [1] jaws +13, Damage 2d8+4 P
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Sun Bear
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Abilities:
Hunt Prey [One action] - You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
Heal Companion - Heal companion
You harness positive energy to heal your animal companion’s wounds. You restore 1d10 Hit Points to your animal companion. The number of actions you spend Casting this Spell determines range and other parameters.
[one-action] (somatic) The spell has a range of touch.
[two-actions] (verbal) The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.
Heightened (+1) The amount of healing increases by 1d10, and the additional healing for the 2-action version increases by 8.
Hunter's Edge - You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
Shield Block [Reaction] - You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Command an Animal [one action] - Most animals know the Leap, Seek, Stand, Stride, and Strike basic actions. An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the minion trait, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this is in place of the usual effects of Command an Animal. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.
Bear Support Benefit [One action] - Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can’t Support you.
Bear Your bear mauls your enemies when you create an opening. Until your next turn, all your weapon Strikes against a creature your bear threatens deal 1d8 additional slashing damage. If your bear has a specialization, the additional slashing damage increases to 2d8.
Snare crafting - You can use the Craft activity to create snares, using the rules from page 244. When you select this feat, you add the formulas for four common snares to your formula book.
Clown Hunting. Ranger stalks clowns throughout circus tent, catching them in snares and hanging them from the ceiling. The final event is he must hunt and trap a bear that gets loose, scaring away the rest of the clowns. (Stealth)