Ice Troll

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5 posts. Alias of Seraphimpunk.



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The Exchange

Pathfinder Rulebook Subscriber

So, a rather unfriendly ghost posessed my character. A friendly companion cast protetion from evil to try and oust the ghost. I failed my second save.

Protection from evil says "This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. "

So doesnt that mean that it cannot control my character, and would need to vacate the host in order to do anything other than go for a ride along?

The Exchange

Pathfinder Rulebook Subscriber

Imentish proteans have an inflict warpweave ability.

The wording seems a little vague. Does it effect any one single target within 100ft? Or every elligible (corporeal) creature within 100ft?

inflict warpweave wrote:
As a standard action, an imentesh can inflict a warpwave upon any corporeal creature within 100 feet. The target can resist the warpwave's effects with a DC 20 Fortitude save. If the imentesh wishes, it can use this ability as a swift action, but if it does so, it is affected by the warpwave as well unless it resists the effects with its own Fortitude save. See page 213 for a list of possible effects caused by a warpwave. The save DC is Constitution-based.

The Exchange

Pathfinder Rulebook Subscriber

mon morning / brain fart time, but its odd as a potion.

you force the subject to drink it , and then interrogate them?
or you drink it, and then touch the subject, and interrogate them?


>> horn level 1 << -- Way of the Wicked

fly you fools


1 person marked this as a favorite.

semi -closed recruitment. just listing for my players to chime in and confirm enrollment.

The Exchange

male human? delittante

.

The Exchange

Pathfinder Rulebook Subscriber

the fly spell has the bit about being able to descend at double speed. but the fly skill doesn't, and nothing gets mentioned about it in the universal monster rules for flight.

is there anything in the rules that lets creatures with a fly speed descend at double speed ? or is it just the magic of the spell that lets casters get away with it?

The Exchange

1 person marked this as FAQ candidate.
Pathfinder Rulebook Subscriber

I was trying to figure out how this would mesh. Players detect a magical trap inside a room that'll trigger ( proximity trigger: alarm ) when they enter the room. Barbarian with rage cycle and Spell Sunder wants to sunder the trap. Can he sunder the proximity alarm from outside the area? or does he need to enter the area, and trigger the trap to try and sunder it ?

can it be sundered as the trap doesn't have a caster level, but the instantaneous flame strike within the trap does have a caster level?

The Exchange

Pathfinder Rulebook Subscriber

hi, sorry, checkout went by fast. i didn't get a chance to apply the taxfest boon, or change my payment method. can you cancel this subscription order and i'll re-do my cart and checkout?

thanks.

The Exchange 5/5

3 people marked this as a favorite.
Pathfinder Rulebook Subscriber

I'm proud to announce the first native 5 Star GM in the Netherlands:

VC of the Netherlands, Auke Teeninga!

he flooded the archives for his 150th table of credit

The Exchange

Pathfinder Rulebook Subscriber

a wand, or any item really. the try again line says

use magical device wrote:
Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours.

is that a general "you" meaning no-one can activate that item again for 24 hours, even someone with the spell on their spell list ( like a cleric trying to use a wand of cure light wounds that the party's rogue just rolled a 1 on )

or is it the specific "you", meaing "your character" cannot use "that item" again for 24 hours, but you could hand "that item" to the cleric, and they could use it without problem, or hand it to another UMD'er who could try to activate that item.


>> horn level 1 << -- Way of the Wicked

Greetings.


>> horn level 1 << -- Way of the Wicked

Discussion thread, for out of character conversations.


>> horn level 1 << -- Way of the Wicked

greetings.


>> horn level 1 << -- Way of the Wicked

Welcome to the discussion thread.
ooc and away from keyboard/table comments can go here.

The Exchange

Pathfinder Rulebook Subscriber

Core pfs Crypt of the Everflame.
recruitment is closed, offering first to local netherlands gamers, if all seats aren't filled , will open recruitment to fill six seats.

The Exchange

Pathfinder Rulebook Subscriber

been a while. forgetting if i'm doing this right.
starting a play by post core pathfinder society module of godsmouth heresy.

The Exchange

Pathfinder Rulebook Subscriber

Working out a magic item for a way of the wicked game to give PCs that want it a way to be healed by negative energy.

there's a number of ways to get it:
necromantic affinity : feat, requires con 15
oracle ( black blood curse, or bones - resist life revelation )
be a dhampyr.
cleric with the right domain at higher levels ( and undeath domain death's kiss at low levels )

so i'm considering some options:

a ring that gives the effect of undeath domain on you 3/day as an immediate action for about 6,000gp.

an ioun stone that grants the effect of the necromantic affinity feat for 10,000gp

or a belt like a belt of dhampyrkind which gives dhampyr like abilities for 12,000gp

or a wondrous item that gives effects of the spell Undead Anatomy for a few minutes a day, maybe a cloak or something

advice on these? sound too powerful? too pricey? too cheap?

The Exchange

Pathfinder Rulebook Subscriber

$subject

as a GM or Player, is Dazing metamagic as annoying for anyone else? it seems like any time the players can pull out a metamagic Dazing rod, spin up their DC real high, and daze creatures for 3 rounds, the game just shuts down.

that's nice and all. But if any module did that to the players, they'd scream bloody murder. meanwhile they can do it at least 3x per session if that's the type of character build it is.

did the designers not see a balance flaw in this??


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

will post up some custom char gen info soon.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Street-Level play

    Modify the resources column on the Priority Table as follows:
    • Priority A: 75,000 nuyen
    • Priority B: 50,000 nuyen
    • Priority C: 25,000 nuyen
    • Priority D: 15,000 nuyen
    • Priority E: 6,000 nuyen

• Karma: Each player receives 13 Karma to customize characters
(maximum of 26 Karma).

• Gear Restrictions: Device Ratings must be rated at 4 or less.
Maximum Availability is limited to 10 or less.

• Nuyen Restrictions: Characters may only convert up to 5
Karma into nuyen (10,000 nuyen).

• Follow all other rules for Character Creation/Advancement
as laid out in Section 3 of Shadowrun 5's core book (beginning pg 62.)

The Exchange

Pathfinder Rulebook Subscriber

semi closed recruitment. just listing this to have a place to direct my players to.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

:: tiny bang ::

The Exchange

Pathfinder Rulebook Subscriber

private game. just listing a recruitment thread to direct my players to.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

:: tiny bang ::

The Exchange

Pathfinder Rulebook Subscriber

we didn't have one b/c we formed whole cloth.
but you can roll your stats here A.

ask Z.

Quote:

Choose a Focus, an ability score at which you excel.

You receive an 18 in that score.
Choose a Foible, an ability score that is your weakness.
You receive an 8 in that score.
The other four, roll 1d10+7 four times in order. There
are no rerolls or moving of ability scores. Those are your
other four scores.

ex:

strength: 1d10 + 7 ⇒ (2) + 7 = 9
dexterity: 18 = 18
con: 1d10 + 7 ⇒ (1) + 7 = 8

*bracket* dice= roll name *close* formula *bracket* slash dice *close*
=D

The Exchange

Pathfinder Rulebook Subscriber

when using a readied magic missile to interrupt, its the total damage that the target has to make a concentration check vs. right?

Magic section prd wrote:

njury: If you take damage while trying to cast a spell, you must make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).

If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell. You must make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you're casting. If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you.

Spell: If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting.

If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score).

so , throwing multiple daggers at a caster, would be "injury" and make a check vs. each dagger that hits.

but a spell like magic missile is once, for the damage the spell deals, and scorching ray is once for the spell, not per attack used in the spell ( at higher levels , 2 rays, 3 rays etc ).

right?

The Exchange

Pathfinder Rulebook Subscriber

i've got a 5th level character, barbarian 2/dual cursed oracle 3

if i want to retrain to abandon the archetype, what count as the class features he's already attained?

i figure the oracle's curse was altered, so that's a class feature.
dual cursed don't get bonus skills from their mystery so that's a class feature.
the bonus spells get altered, is that a class feature?
he's not 5th level in oracle yet, so he hasn't taken a bonus 5th level revelation, but the revelations entry is altered to allow them to take two different revelations, is that a class feature to replace?

so basically is it 10 days for two class features ( bonus skills and dual curse ) or 20 days for him to retrain ( bonus skills, dual curse, bonus spells, revelations ) ?

The Exchange

Pathfinder Rulebook Subscriber

does retraining work level by level, or with the big picture?
if i have a barbarian 2/oracle 3 that was going for rage prophet, and i decide to retrain away into shadow dancer instead, does it matter what order i took my classes in?

1. barbarian
2. oracle
3. barbarian
4. oracle
5. oracle

?

or would you just retrain the barbarian levels away, and not care if they were taken at 1st level or 5th level, they're just swapped out? ( not swapped out for shadowdancer, i'm not delving into the retraining regular levels into a prestige class before you could legally qualify for it nonsense , say it swaps out for oracle first and then take shadowdancer at 6th level or something. )


I like the change in design in the arcanist. The class has become more flexible and each character can be shaped differently according to the player's whims. (Additionally it is really easy in future supplements such as Player Companions to add a few more arcane exploits.)

If I am allowed, I urge the developers to apply the same design paradigms onto other classes that lack such a design currently (such as the brawler and hunter).

The Exchange

2 people marked this as FAQ candidate.
Pathfinder Rulebook Subscriber

... what does happen if you :

1. create a pit on the deck of a ship.
2. explode said deck from below ( say with a cannon that gets pointed up ).

The Exchange

Pathfinder Rulebook Subscriber

For the typos , and errors in the text? I've noticed a few, I'm sure there's more. I know it's a play test, but wouldn't you rather crowd source it and not miss something that might slip through the printing otherwise?

The Exchange

1 person marked this as FAQ candidate.
Pathfinder Rulebook Subscriber

I don't want to start a thread for FAQ requests only. I just see this pop up now and then, and I see a lot of posts on both sides of the trenches.

then I see things like this post from SKR , that even though its a ranged touch attack, penalties for firing into melee apply.

i'm sure the RAW people will say : the penalties only apply for weapons. ranged touch attacks like acid splash are "ranged touch" attacks not weapons, like a Ray, so the penalty doesn't apply. But here's someone confirming that the penalty does indeed apply. and damage bonuses apply ( to hit point damage, like from acid splash. not negative levels like enervation )

so when I fire an acid splash at 1st level as a human wizard with point blank shot and precise shot. In my games, I do 1d3+1, and i get a +1 to hit within 30 ft, and ignore the penalty for firing into combat ( but still take penalties for soft cover if allies are in the way )

and if the party bard inspire's courage, i will have a +2 to bonus to hit, and 1d3+2 damage.
I can't eventually take a feat like weapon specialization to aid Ranged Touch spells, but I can for Ray spells ( because that calls out rays as specifically allowed ).

but people from the RAW camp say ranged touch spells aren't weapons. they don't get bonuses from bard, or point blank shot, because they're not using a weapon.

I know how I do it. I know many people do it because of confusion. I know many people don't do it. I just want to know if the feats and bonuses SHOULD be applied or not. This seems to come up pretty frequently on the boards, which would kind of make it a frequently asked question. But I just really want to know what is the proper way to handle ranged touch attacks from spells/spell-like abilities etc, and point blank shot, precise shot, and damage bonuses from inspire courage, good hope, arcane strike, etc.

The Exchange

male human? delittante

Opening discussion.

We've got a dhampyr cleric?
A dhampyr summoner?
A barbarian?
And I don't know what else.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Here's the Way of the Wicked gameplay thread. I'm your gaymaster, a goat. Because I couldn't find an icon that looked like the little dwarf wizard from the old D&D cartoon.

The Exchange

Pathfinder Rulebook Subscriber

Since it seems to be a free action to draw an arrow, or load a gun (with the right feats/equipment. ) I'm just wondering if a flurry or TWF attack counts as free actions, so I only get three punches per round, or three sword swings per round.

The Exchange

Pathfinder Rulebook Subscriber

That's it. Simple question.

I seem to be limited to 3 bullets a round for guns,
And three bolts per round for crossbows.

The Exchange 5/5

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

continuing a discussion brought up in the Old Gods thread

PFS Guide on Religions:
Religion: Characters can elect to worship any deity

listed in a table of gods in the Core Rulebook, The Inner
Sea World Guide, Pathfinder Campaign Setting: Gods and
Magic, or any other source listed as an official Additional
Resource. Characters may elect to worship an evil god,
but must always be within one alignment step of their
chosen deity. For clerics, this is an especially important
choice, since the deity’s alignment determines whether
the cleric channels positive or negative energy, a decision
with significant tactical implications for the cleric and
her allies. Clerics, inquisitors, paladins, cavaliers of the
order of the star, and samurai of the order of the star must
choose a deity as all classes in Golarion that receive spells
and abilities from a specific divine source receive their
powers from a deity. Druids, oracles, and rangers are
the exception to this rule.
The list is not exhaustive, and
divine spellcasters of any future classes whose sources are
added as additional resources to the Pathfinder Society
Organized Play campaign will be required to choose a
deity unless otherwise specified. Otherwise, characters
who do not receive powers from a divine source may
choose to be atheists or to have no deity at all.

I understand the need for a defined set of what's legal for Divine classes to worship, as presented in the PFS Guide. It provides choices to players about how they can build their characters that still fit within the scope of pathfinder society. My Cleric can't worship Lissala, and I can't be a devotee of the Old Gods and draw on divine power in Pathfinder Society play.

That said, for character classes that don't have a divine spark, the fighter, the rogue, the monk. Who or What a player places his faith in shouldn't be restricted, as the current wording on faiths is limited in the Guidebook.

Its currently feeling a bit "worship only these, or worship nothing." as your only choices.
What about playing a non-atheist character that still carries a momento of his parents, a holy symbol of Aroden or something.

I'd like a little more freedom of religion for my characters. A freedom to choose what to worship, when it has no ties to game mechanics. Is that too much to ask?

I personally think a non-deity you show devotion to is just a false idol and isn't precluded by the wording in the PFS Guide. just like you can have devotion to a particular Ruler in Golarion, roleplay it, and still be a Pathfinder. Worshipping an idol like Lissala right now would be more about , "what if they're a double agent working against us?" and i could see, in game, characters that do worship her, not being admitted into society, or being actively expelled.
Some have suggested though that worshipping a non-standard deity like Aroden would get you called out by some GMs. What the effect of this would be , or the repercussions, boggle my mind. Because I can't imagine a GM saying "choose your god! now! or you're not playing!"

the PFS FAQ leads to this as the updated list of what are the allowed deities in pathfinder society.

I don't even see an entry for the Green Faith. So as a Druid or Ranger, if you want to worship any deity, are you required to choose from the listed deities, not allowed to worship the Green Faith, as presented in the Inner Sea World Guide?

The Exchange

Pathfinder Rulebook Subscriber

so, channel variants. first time caller , recent listener.

if my character channels negative energy, and has the weather portfolio
he can take the weather variant: harm, do convert half of the damage to either electricity or sonic damage.

so is that
channel 1d6. only deal 1/2 damage because its a variant, and then convert half of that to sonic or electricity? and it only effects living creatures.

or
channel 1d6, half of the damage is electricity or sonic, and half the damage is negative energy? and it only effects living creatures.

The Exchange

4 people marked this as FAQ candidate.
Pathfinder Rulebook Subscriber

classes that can fly, get Fly as a class skill from 1st level.
sorcerer ( fly spell at 6th, class skill at 1st level, can put ranks in once she gets a means of flying), wizard ( fly spell at 5th, class skill at 1st level, etc. )druid ( wild shape bird at 4th level, possible fly spell via domain at 5th level, fly as a class skill from 1st level. )
witch, magus, alchemist, summoner

Oracle of Heavens ( fly at 10th level with the right revelation, or overland flight from mystery spell at 10th)

Oracle of Nature ( though i don't see any revelation or mystery spell that grants flight )

Oracle of Wind ( Wings of Air revelation available at 7th )

But the Oracle of Fire doesn't get Fly as a class skill.
Please correct this oversight

  • add flight to the class skills for the Flame mystery
  • add flight as a class skill when selecting Wings of Fire , or
  • clarify the Fly skill from the core book as to how long you have to be able to fly each day, in order to automatically treat Fly as a class skill.

skill descriptions, core rulebook wrote:
Creatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8. Creatures without a listed maneuverability rating are assumed to have average maneuverability.

The Exchange

Pathfinder Rulebook Subscriber

so FAQ says silence effects a witch , the witch can't cackle in silence.
and the subject must be able to hear the Cackle. subject can't be in silence.

what about when the subject is effected by the Scar Hex?
they normally get extended with Cackle via Scar. So does it matter if the subject, who can be a mile away, can hear the witch or not? Can a Scar Cackle break through Silence and effect a target as long as the witch is not in Silence?

The Exchange

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

I see the greatest disparity among rulings regarding wild shape.
so i'm wondering how these overlap. I haven't had a case of this, but I've thought about the build a little, and i'm just wondering how these points overlap/interact.
If you have a monk 4/druid 4 in bear shape ( or any wild shape),
and you've got +1 shadow leather armor on:

  • do you count as "wearing armor" as a monk, and lose your speed and monk AC bonuses
  • do all static properties of your armor keep functioning? ( you specifically lose the armor bonus, but does the +5 to stealth from shadow keep working? )
  • do you take an armor check penalty while in wild shape?

and then it begs the question. if it were wild armor

  • I can see it as being a definite yes to wearing armor, but is it worn or are you just gaining the armor bonus and no penalties to movement?
  • but do you take the armor check penalty in this case? it only calls out gaining the armor benefit of the armor you're wearing.
  • does the armor worn impact your speed in wild shape?

and i've seen a lot that if you wear Bracers of Armor, they cease to function in wild shape, unless you can put them on after you wild shape. I've always run them as an armor bonus, but not actual Armor, so as a static magic item, they continue to provide an Armor bonus, similar to someone casting Mage Armor on the druid after they wild shape. But I've heard variance on the boards for that as well.

The Exchange

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9qox

is the rules team overreaching? silencing a supernatural ability? what makes this supernatural ability sonic dependent? can't it be equally plausible that the witch cackles in a void, but her patron still knows she's cackling, and extends the duration of her hexes ( which her patron is already powering ), within 30 ft. of the witch.

if the powers all originate from the witch herself, whats the point of dark covenants?

The Exchange

Pathfinder Rulebook Subscriber

is there any way to get free Still spell applied to your spells, or as a free bonus feat?

Deaf Oracle treats all your spells as Silent for free with no CL increase.
Sorcerer gives you free Eschew Materials feat which doesn't increase CL.

so is there any way to get a free Still spell for all of your spells? just wondering.
looking at a psychic spells flavor build or wildshaped druid build sans natural spell.

The Exchange

Pathfinder Rulebook Subscriber

aside from the Hex Strike feat, which requires improved unarmed strike, and makes you choose a hex you know to apply the Hex Strike to when you take the feat, is there any way to deliver a hex as part of an attack like with Spellstrike?

i know witches can designate their familiar the toucher to deliver their spells and their hexes.
but is there another way? some feat in a suppliment that isn't listed in paizo.com/prd?

The Exchange

Pathfinder Rulebook Subscriber

Hex strike allows you to spend a swift action after hitting with an unarmed strike , to deliver a specific hex chosen with the Hex Strike feat.

could you combine that with spring attack? to move, take your attack, spend the swift action for the round if you hit, and then keep moving , up to your speed in movement?

The Exchange

Pathfinder Rulebook Subscriber

$subject

if a summoner takes Summon Monster as a spell know, and casts it from his regular allotment of spells per day, not using his spell-like ability Summon Monster N, do the creature(s) he summon stay for 1 round per level, or 1 minute per level?

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