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Thanks for the answers.

I really thought there was limit on the number of times the rod could be used in a single round besides the daily use charge limit of three times per day.

This makes the rods more powerful than I thought and makes an number of players in my group happy.


Is it possible to activate the same metamagic rod twice in the same round?
Example:
Wizard has a rod of intensify.

He has prepared a quickened snowball spell, which uses a 5th level spell slot. He then casts this spell using the rod of intensify.

He then uses his standard action to cast prepared snowball spell and wants to use the same rod of intensify on this spell as well.

Is there a rule that prevents the use of the same metamagic rod twice in the same round?


I regret I need to cancel my adventure path subscription.

Thank you,

Judy Esterle


If Dimensional Anchor used against a creature under the effect of a Blink spell is there a 20% chance that the Blinking creature is trapped on the ethereal plane?

Dimensional Anchor is a abjuration spell so it affects creatures on the ethereal plane.

Blink state that if you can see invisible creatures there is a 20% miss chance. I am assuming this miss chance is because they are on the ethereal plane.


Does using the paladin mercy to remove fatigue remove the need for sleep?

Does using this ability remove the need for 8 hours sleep before recovering spells?
(Note I am not trying to get around the rule that you can only regain spells once per 24 hours)


Do rods, staves, and wands use up a magic item slot for a character?

If they are slotless items than the cost of inscribing a magical tattoo version of one of these items should be the same as creating the item through the normal feat.

Magical tattoos are treated as slotless magical items for pricing purposes.


Since the spell is an illusion and the caster knows it is not real is the caster unaffected by this spell.

Twilight Haze

School illusion (shadow) [darkness]; Level sorcerer/wizard 2, witch 2

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Effect fog spreads in 20-ft. radius

Duration 1 round/level

Saving Throw none; Spell Resistance no

You create a gray haze that obscures sight (as fog cloud) and causes the illumination level within it to drop one step (as darkness). Since this spell produces an illusion rather than a true physical fog, it is unaffected by wind and can be cast underwater.


Your cost to research the spell do not appear to match the rules listed in the core books. If your research cost are a house rule that Ok but the Core Rule book and the Ultimate Campaign list the following concerning spell research:

Core Rule Book
Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.

Ultimate Campaign Book
Research a Spell
The Core Rulebook allows you to perform spell research, either to create a new spell or learn an existing spell from another source. In the downtime system, the steps for spell research each day are as follows.
1.Pay 100 gp × the spell's level for research costs and rare ingredients. You may spend Goods or Magic toward this cost.
2.Determine the total days of progress required to complete the research, which is 7 × the spell level.
3.Determine the spell research DC, which is 10 + twice the spell's level.
4.Attempt a Spellcraft check and a Knowledge check (arcana for an arcane spell, religion for a divine spell) against the spell research DC. You can't take 10 on these checks. You may spend Magic to modify a check result, with 1 point of Magic adding 2 to your total (maximum +10). If both checks succeed, you make 1 day's progress toward completing the spell. When your days of progress equal the total number of days needed, the spell is completed and added to your spellbook or list of spells known.
If either or both spell research checks fail by 4 or less, you make no progress. For each check that fails by 5 or more, your research has led to poor results and you lose a day of progress toward completing the spell.
If you're an alchemist, you can use this downtime option to research a new extract formula. Instead of a Spellcraft check, attempt a Craft (alchemy) check. For Knowledge (arcana) checks, you may attempt a Knowledge (nature) check instead.


How often do you roll for random encounters on the ethereal plane and what is the percentage chance of an encounter occurring?

I am considering giving my cohort a suit of armor with the etherealness property. The cohort will go ethereal in the morning and follow his leader until the evening. I am trying to decide how dangerous this is for my cohort.


You are allowed to use a free or swift action while performing a full round action and in most cases you can take a 5-foot step.

"Full-Round Action: A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions and swift actions (see below). See Table: Actions in Combat for a list of full-round actions.

Some full-round actions do not allow you to take a 5-foot step.

Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions detail which actions allow this option."


I am total serious about the fact that Paizo's published material clearly has established a precedent that allows the creations of magic items that do not require an activation to use, only a condition to be meet.

Now when discussing a specific new magic item one must return to the rules for the creation of new magic items. Any new item must be reviewed and approved by your GM. The GM needs to review the item and compare it to other items of comparable power and effect when determining if item should be allowed and how expensive the item would cost.

Now consider the Cube of Force which in my opinion is a more versatile and in many ways a more powerful item. I think an item that in acts an Emergency Force Sphere around you upon certain condition being meet could be produced if it was sufficiently costly, has restrictions on the number of uses per day, or more realistically as a single use item.

Emergency Force Sphere always create a sphere centered around the item/you. Thus you can not attempt to target another creature. Although it is conceivable that the 10 ft diameter sphere you create may actual trap you inside the sphere with the very creature you were attempting to escape.


You can create a magic item similar to "Snapleaf" that would be something extremely close to what you are looking for.

Snapleaf

Price 750 gp; Aura faint transmutation; CL 5th; Weight —

This crystalline carving looks like a hand-sized tree leaf. It is usually worn around the neck on a strap so it is within easy reach, but can be affixed to a belt or clothing just like a badge. Activating a snapleaf is an immediate action and gives the bearer the benefits of feather fall and invisibility. The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously.

Construction Requirements

Cost 375 gp

Craft Wondrous Item, feather fall, invisibility


The following post provides a good means of making rulings concerning stealth.

ZenFox42 Oct 25, 2013, 12:22 PM | Flag |

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C/C = Cover or Concealment (of any kind). Cover is something big enough to hide behind (wall, pillar, desk, etc.). Concealment is something that obscures vision (darkness, underbrush, fog, etc.). C/C can be “Regular” or “Total”. You cannot be seen with Total C/C!

Lighting and C/C
* Objects (underbrush, crowds, pillars, fog) can provide C/C even in Normal and Bright lighting conditions.
---- Invisibility is the only (magical) condition that allows you to use Stealth in Normal or Bright lighting
* Dim and Dark lighting (as perceived by the viewer) automatically provide C/C from that viewer.

Rule #1 : Stealth is not invisibility! Everyone with line-of-sight to you has a chance to notice you any time you're not in Total C/C. All such observers get a Stealth/Perception check ("S/P check") to notice you. However, if you succeed, they are not at all aware of your presence, and even if they happen to attack the square you’re in, you still get a 50% miss chance on all attacks except area and targeted spells (which thus acts very much like invisibility).

To be able to enter Stealth
* If there are no observers, “using Stealth” means moving silently (which may prevent the guards around the corner that you don’t know about from hearing you).
---- But, if you’re just walking down a hall "using Stealth" in this way and someone comes around the corner unexpectedly, they will see you
* If there are no observers, you can also get in C/C as preparation (or use a special ability like Camouflage).
---- For example, if you hear a guard coming you can try to get in C/C before he turns the corner
* If there are observers, and you’re already in C/C : you can use Stealth on your next action (see below).
* If there are observers, and you’re not in C/C : you must “break” the observation AND get in C/C :
---– Create a diversion (Bluff), or
---- Use a special ability like Hide in Plain Sight, or
---- Temporarily blind the observer, or
---- Get to Total C/C (which accomplishes both goals at once, but note your opponent could move to see you before you can use Stealth next round), etc.
---- From a PF developer : “having a blurry outline or displacement is not enough to enter Stealth” [with observers present]

Once in C/C AND using Stealth
* If you move from C/C to C/C (even with no C/C in-between, even thru Normal or Bright lighting), make a S/P check to remain unnoticed. Per observer, you will end your action :
---- In regular C/C and observed : standard C/C attack rules apply; you cannot use Stealth next round
---- In regular C/C and un-observed : observer doesn't know you’re there, so you can't be attacked; you can use Stealth next round
---- In Total C/C and observed : standard C/C attack rules apply; you can use Stealth next round if the observer does not move to keep you in sight
---- In Total C/C and un-observed : observer doesn't know you’re there, so you can't be attacked; you can use Stealth next round
---- If you do not end your move in C/C, your Stealth ends at the end of your action, and everyone can see you.
* If you leave C/C to attack someone, make a S/P check to approach them unnoticed.
---- Your target loses their DEX bonus to AC (this has been confirmed by a PF developer), and you add Sneak Attack damage, but your Stealth ends after your first attack.
* In both of the above cases, all observers with line-of-sight get a S/P check to notice you while moving, and if they see you they may shout a warning, or use a Readied attack or AoO, etc.
* Even if you do absolutely nothing (stay behind C/C), all observers with line-of-sight get a S/P check to notice you, unless the C/C itself is Total (around the corner from the guards, very heavy fog, etc.). If noticed, standard C/C attack rules apply.


"IMO the moment (A) put her feet on the ground (B) will observe her, thus making her Stealth impossible."

This statement is incorrect. "A" could remain in stealth unobserved if she ends her turn with cover or concealment. For example "A" begins her turn flying (has C/C from tremorsense), she lands and makes her stealth check and walks a few feet and begins flying at the end of her turn (has C/C from tremorsense) . She will have remained in stealth through out her turn. "B" will still be unaware of her presence or location.

This is based on the Breaking Stealth rule portion of the stealth skill.

You are correct in that the manner you use to observe your surroundings does not matter the basic rules for stealth do not change.


Stealth does not require you to maintain cover during your entire turn.

"Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below)."

The requirement is that you begin your turn with cover or concealment and end your turn (not your movement action but your turn) with cover or concealment.


Janni Rush clearly indicates that you can jump as part of a charge.

"Janni Rush (Combat)
When you leap to the attack, your blows are like bolts from on high.
Prerequisites: Improved Unarmed Strike, Janni Style, Janni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks.
Benefit: While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike's damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical hit."

Also under the skill description of Acrobatics the action to use any of the acrobatic skill is listed as "none. An Acrobatics check is made as part of another action or as a reaction to a situation."


"Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion."

The dragon needs to spend a standard action to study carefully the illusion it be allowed a disbelief roll. If the dragon stops and spends a standard action to study the illusion to decide which item to caste its dispel magic on then I would allow the disbelief roll at that time.

If the dragon does not spend a standard action to study it carefully then the first disbelief roll should occur when the dragon physically attacks the illusion.

Unfortunately illusion magic is one of the area's in the game that many people disagree on how to play. Your gaming group should discuss how you are going to treat illusions in your game before you begin to play.


Sorry about the confusion I did mean Planar Ally.

My sorceress is considering researching Planar Ally instead of Planar Binding. She does not believe in enslaving other beings and thus does not like Planar Binding.


Can you use Blood Money to pay the component cost of Planar Binding?

Note the offering of 500 gp and the payment are listed in the Components line of the spell description. This seems to indicate that you could use Blood Money but it just feels wrong.

"Components V, S, M (offerings worth 500 gp plus payment, see text), DF"

Blood Money

"When you cast another spell in that same round, your blood transforms into one material component of your choice required by that second spell. Even valuable components worth more than 1 gp can be created, but creating such material components requires an additional cost of 1 point of Strength damage, plus a further point of damage for every full 500 gp of the component's value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.)."


I am looking for spells that cause the caster to lose hit points as part of the casting. The spell that I know of is Spectral Hand. Do you all know of any other spells?


I agree with James statement about looking for magical similar items that are similar first for determining the cost. I even like and agree with Shadowkraws steps but once you are going to use the chart then you are stuck using the 2x for slotless items.


I can see reading this effect in this manner and it does make it less overpowered. It is still extremely powerful effect.

I have a question though how would you duplicate "Scorching Ray" using the Word spell rules?

Note Scorching Ray is the only spell that I have found that provides multiple rays and thus I was basing the effect of the boosted selected target word on its applications but I can see the difference in the wording of the two effects.


In the magic item creation rules there is the following rules:

"3 An item that does not take up one of the spaces on a body costs double."

Does the phrase 'take up one of the spaces on a body' refer to a slotless magic items as listed in the Ultimate Equipment book?


[That is incorrect.

from the prd wrote:


Boost: Instead of one target, the wordspell affects up to one target per caster level, no two of which can be more than 30 feet apart. The range increases to medium (100 ft. + 10 ft./level). If used with an effect word that deals energy damage, the wordcaster must make multiple ray attacks for each target (they cannot be made as melee touch attacks). This boosted target word increases the level of all the effect words in the spell by 3 levels.
It adds a ray per additional target, not a number of rays that can be fired at a single target.

I disagree it allows you to target up to one target per level but it never states that you can't choose the same target multiple times.


Musical instruments are listed in the slotless category in the Ultimate Equipment book. The rule quoted above is clear if the item does not fill one of the body slots it costs to make doubles. Personally I think this rule is a little extreme but unless you are going to house rule we are stuck with it.


Note also that a lute does not take up a space on the body and thus the base price is doubled.

"3 An item that does not take up one of the spaces on a body costs double."


KapaaIan wrote:
That makes sense with the distinction between a "roll" and "per die rolled." That actually makes things easier because part of me really didn't want to take PBS. Without the potential extra 60 damage, it's not quite worth always standing that close. Corrosive bolt would still have its purpose (As Jesterle just detailed) for the ultimate crowd damage spell.

Note there is nothing in the rules that says you can not target all the bolts at one creature.

Personally I think the Boost to the Selective rule is broken but it is awesome.


Corrosive Bolt
Duration: 2 Rounds
Saving Throw none; Spell Resistance no
A wordspell with this effect word deals 1d4 points of acid damage per level of the wordcaster (maximum 5d4). On the following round, the target takes this damage again. Hitting a target with a wordspell with this effect word requires a ranged touch attack.
Level 2.

So this is level 2 with a 2 round duration. For free, I can add the lengthy meta word. Now this is 4 rounds of damage, still level 2 (limited by meta words per day).

I'm crossblooded with Orc/Draconic. This gives me +2 to each hit die. If I also take point blank shot, I can get another +1 due to the nature of wordcaster spells:

"If the wordspell deals energy damage, this word creates a ray that requires a ranged touch attack to hit"

So now I'm doing 5d4+11 damage for 4 rounds from a level 2 slot (or 3 if I need to change the element type to match my bloodline).

Throw Intensify on for + 1 level (10d4+30) for 4 rounds.

Once you can cast a fifth level spell skip the intensify and empower and instead apply the Boost meta word to the target word select.

Boost: Instead of one target, the wordspell affects up to one target per caster level, no two of which can be more than 30 feet apart. The range increases to medium (100 ft. + 10 ft./ level). If used with an effect word that deals energy damage, the wordcaster must make multiple ray attacks for each target (they cannot be made as melee touch attacks). This boosted target word increases the level of all the effect words in the spell by 3 levels.

Your fifth level Corrosive Bolt + Lengthy + Boost Selective spell now allows you to fire at 10th level 10 rays each doing 5d4+11 each round for four rounds. Each ray does 20d4+44 and you have 10 rays. So if all your rays hit you could inflict 200d4+440 points of damage.


yes you can add a +1 and keen at 5th level.

Also note if you are applying this power to a weapon that already has a +1 enchantment bonus you could apply both keen and flaming.


Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Does this power work if you are wearing armor?

The brambles burst from your skin. So they burst through the armor damaging your armor or they are trapped inside your armor or magically ignore your armor, clothing, etc?


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Petty Alchemy wrote:

Remembering a scene from a book I've read, a character basically goes looking for trouble in order kill some criminals.

She walks through a rough part of town in her finery, and when some armed thugs try their luck, she dispatches them.

Thinking about this in in-game alignment, what sort of action is this? I'm thinking CG, maybe just CN.

In order to answer this question everyone needs to agree to a few basic facts.

1: Is the act of killing something an evil act?

I believe the answer to be no. The act of killing something is neither good nor evil in itself. Almost all creatures must kill to survive. In order determine any act to be evil or good requires you to look at the reason or purpose the act is being committed.

In the example above the intent of the PC was to go looking for a situation that would allow her to kill someone. The intent here is not to bring anyone to justice, an act of vengeance, or to make the world a better place. It was to find someone to kill. The PC is looking for something to kill for his own enjoyment. The intent here is to commit murder.

Note the character from the actual book may be more complex but notin the example given.

The fact she targeted criminals is because this will make it easier to justify her blood thirsty desire.


I think the real problem with the alignment system in Pathfinder is that the game has failed to clearly define what constitutes good, evil, law, and chaos. The game should have provide examples of actions that represent each of these aspects.

You can gain a few examples of what constitutes each by looking at the spell descriptions. For example all spells in the books that are specifically for torturing are listed as evil. Thus we can see the designers obvious consider torture for any reason to be an evil act. As individuals we may disagree with this but for this game that is the way it is.

The way to resolve these issues at least in a non PFS game is for the gaming group to have discussed what is considered good, evil, law, and chaos. In addition everyone must agree that the GM is the final judge. I would expect the GM to provide a warning that an intended action my shift your alignment but then allow you to make the decision to continue with the action or choose another path.


Neros: You could make it a Healing Domain spell. This would limit it to characters dedicated to healing and still make Stabilize a useful spell for clerics without the Healing Domain.


Deadmanwalking wrote:
jesterle wrote:

Based on the responses I have seen so far the character of Dexter would not be considered evil! Really!

In case you do not know the tv reference:

"Dexter is an American television drama series. The series centers on Dexter Morgan (Michael C. Hall), a blood spatter pattern analyst for Miami Metro Police Department who also leads a secret life as a serial killer, hunting down criminals who have slipped through the cracks of the justice system." from Wikipedia

Dexter's Evil. It partially comes down to why you kill, and Dexter doesn't kill to protect people, or make the world a better place or anything like that. He kills people because he enjoys it. His target selection is 'killers'...but that's incidental to why he kills. Hell, he's been known to make sure evidence vanished so a killer was released just so he could kill them.

In other words, different situation.

I do not believe that this situation is really any different. The character in question has decided she wants to kill a certain type of person and has set in motion a plan to locate those people in order to kill them.

Nothing in the original indicates that the character is in anyway interested in bringing a specific person or group to justice. She just wants to find some people to kill. This is the essences of evil


Personally I think they should have left the cure minor wound orison in the game but include a limitation of being able to heal a maximum of 4 hit points per day to the same character. Virtue is just a bad spell. Compared to Resistance, Detect Magic, Create Water, or Light it is a horrible spell.


Based on the responses I have seen so far the character of Dexter would not be considered evil! Really!

In case you do not know the tv reference:

"Dexter is an American television drama series. The series centers on Dexter Morgan (Michael C. Hall), a blood spatter pattern analyst for Miami Metro Police Department who also leads a secret life as a serial killer, hunting down criminals who have slipped through the cracks of the justice system." from Wikipedia


A couple of questions:

1: Are you completely removing the craft magic arms & armor feat? If you are how are the special weapon properties added to weapons and armor?

2: Are you completely removing the craft magic arms & armor feat? If you are how do spells like magic weapon, greater magic weapon, and Magical Vestment work when added to your master work items?

3: If you are not removing the craft arms & armor feat do the mundane plus' from your master smith ability stack with the plus' from magical arms and armor? (If they stack I would think it would be extremely unbalancing.)

If you are just looking for a way for non magic using smiths to craft magic weapons and armor than the Master Craftsmen feat already exist.

In regards to crafting time and costs I would simple apply the current rules for crafting magic items. First require the smith to craft a mundane masterwork arm or armor using the crafting rules. Then use the regular rules for crafting magic arms and armor. You can use the Master Craftsmen feat to determine the rules for for the magical crafting DC and level requirements (ranks equals level). Using this approach you will not have to adjust the wealth build by level that is built into the Pathfinder.


you could add the Called property to the weapons.

A called weapon can be teleported to the wielder's hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A called weapon must be in a creature's possession for at least 24 hours for this ability to function.


Gregory Connolly wrote:
If you are high level it shouldn't make too much difference, but between 7-9 it will be way overpowered.

I don't think you can obtain the dragon form power before 12th level. You must have 5 ranks in knowledge arcane to enter the DD class and the dragon form power is obtained as a 7th level DD. Thus the character would have to be 12th level.


MechE_ wrote:

I'm currently playing a Sorc 3 / Fighter 3 / DD 10 and I would say that being able to stay in dragon form 100% of the time would probably be unbalanced - 6 natural attacks is pretty strong. As is, Form of the Dragon II is pretty strong, but since one can't stay in it all day, you are forced to build your character's gear for combat in both forms, causing you to split your money a bit. I'd advise against this change unless you're planning to take away something else to balance out this boost.

Just my 2 cp.

I believe your character could maintain the dragon from for 13 hours and would be in their human form for 11 hours. Even at 20th level the DD would not be able to remain in dragon form for 24 hours. I do understand that you could maintain the form for what most people consider the adventuring day.

I agree it is a powerful ability but I believe it is not as powerful as the wild shape power of the druid. The druids ability to choose multiple forms from animals (huge to dimitive) Plant creatures (small to Huge), and Elementals (small to Huge). In addition the druid is able to use the power multiple times per day. I am not suggesting that the DD get the multiple uses per day like the druid class.

Please keep in mind that to me the ability to change into a dragon is cap stone power of this prestige class.

If you believe the this would be over powered would changing the duration to 30 minutes per level or 1 hour per two levels be enough of a change?


I think the DD Dragon Form should function more like the Druid Wild Shape ability in that it should be a SU ability and function for 1 hour per level of DD. I feel that the SU ability more accurately reflects the tapping into your dragon heritage than acquiring the ability to cast a polymorph spell on your self.

The problem with this might be that it makes the DD overly powerful. I was wondering what you think of this change? This is of course for a home brew game.

Although I do wonder why the developers didn't reuse the Wild Shape ability mechanics for this in the first place. The druid classes Wild Shape ability was the established method for a shape changing class ability. I would have expected any new classes that have a shape changing ability to follow the same rules as previously established classes especially a core classes.


I have not been able to find if this metamagic rod has been listed in a pathfinder publication. If it is listed could you point out the publication that it is in? If it is not a currently an item how would you have such an item function?


If a Wyvern uses Flyby Attack to attack a person on the ground does the person on the ground get an attack of opportunity (AOO) on the Wyvern when it flies off after its attack? Oh lets assume the person on the ground has a reach weapon since the Wyvern has reach.

I believe you would get the AOO since Flyby Attack does not indicate that the AOO for movement is negated by this ability.

"Flyby Attack

This creature can make an attack before and after it moves while flying.

Prerequisite: Fly speed.

Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Normal: Without this feat, the creature takes a standard action either before or after its move."


Majuba wrote:
jesterle wrote:
I am mainly looking for a weapon property that can be used against a creature using the Blink spell. If the weapon can affect an ethereal creature the miss chance drops from 50% to 20%.

Gotcha. Best way might be scrolls or a wand of see invisibility. Or buy a basilisk.

CrystalSpellblade: blink isn't concealment at all.

It appears there may be no way for a pure fighter type to overcome or at least lessen the power of the Blink spell. I am beginning to believe this spell may be over powered when compared to the other spells of its level.


Nefreet wrote:

As an NPC, or PC, sure.

But not as a Familiar.

Why not as a familiar?

Adding the familiar quality to a creature does not indicate it loses any options that a regular creature possess. The faerie dragon specifically states that it is a 3rd level sorcerer and can gain additional levels.

"Faerie dragons grow in power as spellcasters as they age (typically gaining levels in sorcerer), learning more powerful spells to complement their innate abilities."


Majuba wrote:
This isn't an undead ethereal creature right? Because then it would go right through them...

No it is not an undead creature. I am mainly looking for a weapon property that can be used against a creature using the Blink spell. If the weapon can affect an ethereal creature the miss chance drops from 50% to 20%.


There are many examples of creatures that possess class levels and I was wondering if it is possible for a pseudodragon (a pet or familiar) to acquire class levels and how would one go about doing so in a game?

Pseudodragons have a 12 Wisdom and thus could cast second level cleric spells if they can acquire class levels.


I don't believe the Sword of Planes would work. Its description indicates it works better on various planes and against creatures from other planes but never states it reaches into those other planes from the prime material.


Does the Brilliant Energy weapon make the the weapon a force effect?

If so would such a weapon able to affect creatures that are ethereal?

If not are there any weapon property's that can make a weapon capable of harming an ethereal creature while the wielder is on prime material plane?

The Ethereal Jaunt spell states:
"Force effects and abjurations affect an ethereal creature normally."


If my archer uses her first ranged attack to shot an opponent and her second attack to shot her square with a smoke arrow and then makes a stealth check to hide. Is the stealth check made without penalty or does is suffer the -20 penalty like sniping?

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