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3 people marked this as FAQ candidate.
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Had a look around for an answer to this but could not find one so over to those in the know for advice. :)
Under the class description for Unchained Monk, among the Ki Powers a monk can choose from is Empty Body. (I am referencing the D20pfsrd online). It does not though, have a level mentioned as to when this Ki power becomes available for selection.
Other references to this Ki power under Qinggong and Monk offer this Ki power at 20th level and 19th level respectively, and if a sorcerer was to get access to the spell Eternalness (which Empty Body references for its effects) he or she would need to be able to cast 9th level spells.
So can it be right, that as there is no level requirement mentioned in Unchained Monk that the monk can access this at 4th level?
Thanks in advance for the help.
Thanks for the replies. Appreciate it.
Kazumetsa, I have allowed those books as build sources so I'll allow the access.
and, Claxon, why do you say an unchained monk would not have access to all Ki powers? Just curious.
Thanks again.
Thought I'd throw this out to those that know.
I have a player who wants to play an unchained quiningong monk.
My question is (two actually): as he is referencing the Unchained rules material can he choose ki powers from Ultimate Magic, Ultimate combat and other etc? Or is he limited to the Ki Powers from unchained only?
Second question: If he chooses the Ki power barkskin, it uses one ki point right? How long does the bark skin last? Rounds? Minutes etc.
Thanks in advance!
Thanks for the input all. Appreciate the advice. Very helpful.
And thanks for the pick up Mathmuse.
Saw that, thanks.
So his progression would go something like this (below)then right?
Just looking at feats and bloodline powers here (swapped out for Barb rage powers) not the other class improvements that seem pretty clear.
I am referencing the section on character advancement and Ability
scores from CORE for the standard feat progression for all classes and the class description for the other feats, bloodline powers (rage powers)
1st 2 feats + Bloodline power
2nd -
3rd +1 Feat
4th Blood Line power (2 rage powers)
5th +1 feat
6th Blood Line Feat (from the class description)
7th +1 feat
8th Bloodline power (2 rage powers)
9th Bloodline feat and +1 feat
10th -
11th +1 feat
12th Bloodline feat and Bloodline power (2 rage powers)
13th +1 feat
14th -
15th Blood Line feat
16th Bloodline Power (2 rage powers)
Do I have that correct? Not sure our game will get past 16th. :)
Thanks again.
Rysky wrote: For the Primalist he's not getting "barbarian" feats, he's getting Rage Powers that Barbarians and Skalds get.
And the Bonus Bloodline feats can only be selected from the bonus selection mentioned.
Yep, correct Rysky, i used the wrong terminology. Thanks for the correction, it is the rage powers I meant.

Need some advice please.
I am DMing a new player and was helping build his Bloodrager recently. I am looking for clarification on what feats are available to him and at what level.
He is Level 5, Human, Acarne Blood Line, Primalist archetype.
As a Human he gets 2 feats at first, then one feat at 3rd,5th, 7th, 9th and so on right? And these can be chosen from the general feats all classes can access.
He can also as he is a primalist, swap out a blood line power for 2 barbarian feats at 4th, 8th, 12th, 16th and so on right? Where are these chosen from?
Then he also has access to Bloodline feats at 6th, 9th, 12th, 15th and so on. And these bloodline feats can only be taken from the 'bonus' feats mentioned in his bloodline description right?
It seems to me that this class gets a massive bunch of feats, like wow, thats a lot of feat goodness. I might have it wrong, and that's why I am asking for someone who knows to give me a little guidance.
I am not interested in nerfing the class for my player, I just want to ensure I have it right.
thanks in advance.
Thanks everyone for your input. Really appreciate it.
Aestereal wrote: In Kingmaker, there's
** spoiler omitted **
Other than that, I don't think there's anything RAW that could really work for something that powerful.
Interesting, that a one mile effect is so powerful, and when I think about it, it definitely is. So a 200 mile effect is crazy powerful.
Perhaps it is due to an artifact. Just thinking here... Just brain storming. Still looking for a legit reason. Your reference though is spot on.
Thanks for the reply Aestereal.
I am running a sandbox.
...And, in a particular area of the world map, say, 200 miles square, a mage, or whatever (some potential foe), in that area, has in place an effect that at certain times causes all mammals and humanoids to drop everything they are doing and walk off in the direction of the mages' lair.
Just, up an leave with no care for their safety, as if hypnotized. Thereby bringing to the mage, lots of slaves, servants, food, whatever, (fill in diabolical plan here).
That, above, is the scenario I want to create, and I want it to be based on the rules. Want it to be legit if the players delve deep enough and find out how the mage did this thing. Want the PCs to have saving throws to work with.
My question is, What kinds of spells, or other trickery could cause this?
My initial thoughts are some sort of compulsion effect.
all feed back appreciated.
Jinki.
Gwen Smith wrote: Basically, start with a reach weapon and get Combat Reflexes and/or Uncanny Dodge. You can use trip at reach without Improved Trip (but improved trip is still nice for a reach/battlefield control build).
2 levels of barbarian will get you Uncanny Dodge and +10 to your movement
1 level of Brawler will let you learn feats as a move action and qualify for combat maneuvers without an int of 13.
thank you very much Gwen Smith.
Hi All,
am trying to come up with a build for a fighter class which has good reach, and can take a few hits easily too.
We are about to enter an arena in a team of 2 to fight other NPC teams of 2. So I am picturing a build that increases my threatened squares, has a good AC, and is reasonably mobile.
I am thinking something like a Phalanx Soldier (still reading up on that class at the moment)
Using a 25 point buy
Starting Level 3rd.
all advice appreciated.
Good example Yronimos: 'In a pen-and-paper game and other forms of face-to-face storytelling, there are many more options available: "You sense that the source of this darkness is magical, and that magic feels strongest somewhere in the heart of the darkest shadows, about 15 to 20 feet past the door northeast of your position...." Or, consider the way William Hope Hodgson describes Carnacki's astral detections of spirits and objects hidden in darkness.
My players have stumbled on some Dark Stalkers who have not yet bought out their DD trick. I want to make sure I understand how I should determine if they can find the source of the DD if the stalkers start placing it on object. I don't care if they find the source or not, thats up to them, I just want to be fair. Your example is great.
Thanks everyone for the input as well. Much appreciated.
Thanks for your responses. 'preciate it!
So to clarify, if I was to use detect magic to locate the source of a deeper darkness spell that had been cast on an object. I can.
To do this though, it would take more time or concentration on the detect magic spell to narrow down the location of the DD source. Have I got that right?
Or do I still need arcane sight as Nefreet mentioned to actually see or pin point the exact source?
Thanks again..
Ok, should have re-read the Darkenss spell description. It states this:
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.
Which answers both 1 and 2. My bad.
Any ideas on question 3?
Thanks again,

Been going through the forums for an answer to this and a couple other questions. Can't find them, so thought I'd ask the community.
Scenario: So, Lets say I am in a room 30' x 30' with dim light, all window and doors are closed. I cast deeper darkness on a coin that is on the floor in the middle of the room. The light drops 2 levels to supernatural darkness.
1. Does the deeper darkness affect the area outside the room? If I flip the question and think in terms of light, I would think that light does not penetrate the physical walls of the room. Does this apply for deeper darkness?
2. If I cast deeper darkness outside of the room that is all sealed up, and the room is within the 60' radius area of effect of the spell. Does the deeper darkness affect the light level within that room?
3. If I cast deeper darkness on again, say a coin, and someone casts detect magic to try to locate the source of the deeper darkness will the coin glow, or ping? Will that glow be suppressed by the DD? Or does the fact that detect magic being a lower level spell than DD, and one of detect magic's main effects is the glowing (lighting up) of a thing that is magic, does that mean that the detect magic's glow is suppressed?
Thanks in advance for your help.
Nargemn wrote: Yep. They trigger their death throes when they hit negative Con. Thanks Nargemn. What I thought too. Just needed a second opinion. Appreciate your confirmation.
Afternoon all,
my question is, when is a creature slain? Dead? The way I understand it, it is the same as for a PC. Once a creature reaches -hp equal or greater to its Cons score it is slain. Dead. Can't be stabilized, needs some cool magic to bring it back. Or some such.
Context: My players are up against some Dark Stalkers which have a Death Throes special attack. the creature description states;
'When a dark stalker is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC 15 Reflex save halves this damage.'
So, will the Death Throes trigger when the creature drops into unconsciousness (no one is going to heal it a this point in my game). Or must I wait until it bleeds to death and reaches -hp equal to its Cons score, before the nasty surprise triggers. I think the latter, but I would like some others opinions.
With thanks,
Jinki.
I am a new DM, with very experienced players, they are very possibly facing the above situation. I would love some technical input and advice to help me play the situation well if it occurs.
I am not looking to TPK the group but need a logical and firm argument as to what the Slime will do and why IF the events stack up, the the slime hits the Forrest.
:)
From RDM42 Well. Another question .. Presuming the slime eats things at the rate of its con, and that it finishes eating one thing before moving on to another ...
My questions.
SCENARIO: a ceramic flask containing green slime is thrown into a dense Forrest at night, cloudy sky therefore no moon, the flask shatters, the slime is spread about.
How long will it take the slime to expand into a 5foot diameter? And what is its subsequent rate of expansion based upon?
Will it actually discriminate between food sources, (only eat one before, it moves onto another, say different plants). Or will each spatter of slime do its own thing?
If we presume it consumes matter at the rate of its CONS, is that 1 square foot per CONS point per round?
And what is the CONS of a Green Slime.
Thanks in advance all.
Very interesting topic. What rate / speed of expansion would the slime grow at? 5 foot a round? More? Less? I am thinking 5foot. Anyone got a solid idea?
Thanks for the comments, appreciate the feed back. I will read up on defensive casting, And pick when to spell-combat carefully.
Thanks again.
Hi,
I need some clarification. When using spell combat, I can make a full attack and cast a spell right? As long as they fall within the standard action time frame.
So, does the spell cast while using Spell combat provoke an attack of opportunity?
A reference to either errata or core would help. :)
Thanks in advance.
- jinki
Thanks Gauss,
Yep a house rule was involved I think. But your advice is exactly what i was hopping for.
Thanks.
Hi,
I have had a browse through the forums and can't find an answer to my problem.
I cast permanency on an object that was made invisible by another. We cast together, and got a permanently invisible..., say, Dagger. The dagger has been stolen from me and I know exactly where it is. It is in an NPCs belt. The value of this dagger to the NPC is in its invisibility, more to the point, the fact it is permanently invisible.
Now, to quickly remove the value of the item to this NPC, I was hoping to, as the original caster of the permanency, just decide to dispel my permanency, the dagger will then eventually become visible again as the invisibility will run out eventually.
Can I do this as simply as I am thinking?
I know as a wizard I can dispell any spell I cast, can I do this with permanency that I cast as easily?
Thanks in advance.
jinki
blackbloodtroll,
so, you are saying that the verbal component is constant throughout the entire casting / effect period? So I am still using a verbal component whern I arrive?
I would argue that the verbal component expires just before or as the spell takes place.
For example, I make all the sounds, flick around the required material, gesticulate wildly and BAMF!, I teleport out. Spell complete. I don't think that I am still doing all this upon arrival at my destination as my casting round is over.
-jinki
Too Cool man,
Ciaran Barnes wrote: I pondered this today and decided that as part of the spell, matter is displaced just before arrival to make space for the matter being teleported there. There may however be a pop in the place you left, and a creature may detect a sensation just before you arrive. Gotta a love a community that will ponder, through out the day, the question posed by someone they have never met. Spend the time, think, and then help out.
Thanks mate. this is the second time I have posted a question to this community and each time the responses have been outstanding. Too Cool man.
Thanks.
Jinki.

Firstly, thanks for all the responses. Everyone. I am impressed. Thanks again.
Ok,
Aldarionn wrote: Could you perhaps give some more explanation as to what sort of location you are planning to teleport in to? A more detailed scenario of what exactly you are trying to do, and your character level, might provide some context. For example, if you are teleporting into a quiet room with guards on duty late at night, then you are likely making enough noise to be noticed just by breathing, and a stealth check might be necessary to silence the after effects of the spell and your arrival. I need to be skinny on some detail, there may be foes watching. ;)
Environment: Dungeon, stone floor, mabey dust. No rubble, no piles of dirt, no crispy crunchy underfoot stuff.
Level: 12 - 14
Foes: 2 Divine casters and 3 melee characters. Lev 12-14.
I don't have (dont berate me here), I don't have silence, time stop, Delayed Fballs. I plan on using Finger of Death, Teleport, teleport with out error, greater invis.
GrenMeera, yep casters are tricksy, that is their thing, tricks. But I am black and white on finding a fair and reasonable path to my goal. I am not looking for broken, stacked, unfair option. (not that you suggest that by the way) I need a fair, reasonable argument as to why I can do what I hope to do... Jump in, kill, jump out.
I like the silence idea but alas.
Over to you all again. Can't wait.
Thanks guys,
As I plan on being Greater Invisible, I should avoid being seen upon arrival. But I do feel that there would be some displacement of air at least, as Tamago says. I would prefer not as it creates a potential gap in the plan but I tend to agree.
Astral Wanderer, that is not a bad idea either. Thanks again,
jinki
Hi All,
Help needed, any advice or firm rulings appreciated.
For this scenario I'll be using greater invis pre teleport. I want to arrive unnoticed, cast some pain and leave quickly (using teleport again)
My questions are;
1. When you arrive in a location using teleport does your arrival make a sound? Any sound? Is there some kind of magical arrival sound, or do your feet slap the floor, like you took a jump?
2. Does your arrival provoke an automatic perception check from your foes?
I plan on arriving 50 feet from my enemies, (not sure if this will help with perception checks) which is within casting range of my follow up spells.
Thanks in advance,
jinki
Will do dude, if I don't get back straight away I will soon. Cheers,
-Vapormane
Gauss,
Nope, the encounter I am in, with this character is 14th level. So, I wish i posted questions to this board a long time ago, the advice has been top notch. But I expect that this campaign will run its course in the next 3-4 sessions so, I have limited time to enjoy flicking manna around. But if you have ideas i'd love to hear them. Perhaps start a new thread so i can keep this one on topic for a while. Send me the link and I'd be grateful to get ideas from another player on wizard tips. Really appreciate your help. Thanks mate.
-vapormane
Gauss,
Yep, that passes the requirements to deliver manna on time and safely with a quick get away... Thanks. Nice tip.
Gauss, Mojorat,
thanks guys. What I thought. Gonna look up 'shift' now, love a good get out of jail free option. ;)
Umbranus,
I just re-read the conjuration school ability for Dimensional Steps in the core rules, I am not sure if there is errata on this topic so I am going with the core rules. It does not say anywhere that Dimensional Steps acts the same as Dimension Door. The chapter does say it is a type of teleport, but it does not refer to the teleport spell or any of its requirements or special conditions. So, the way I read it, Dimensional Steps is a standard action and you can act after the dimensional step takes place if you have time. It is a type of teleport but it is not subject to the constraints of either Dimension Door or Teleport. It is its own thing.
If I am missing something please, point me in the right direction. If I can't act after Dimensionaly Stepping into a combat, in this case, it changes everything...!
And as Midnight_Angel said, my head might just explode!
-Vapormane
Thanks all for your comments. Really appreciate the quick responses. It is looking like it will be a house rule issue. So I am at the mercy of the GM.
I got some very constructive insights on how others play. Really appreciate it.
Vapormane.
wraithstrike,
thanks mate, that suits me better, but what about the spell? Do i loose it? Do i also loose a charge off the Rod of Quickened Spell?
Midnight_Angel, thanks for the quick reply mate. You pose some interesting ideas.
To clarify, in my turn I used Dimensional Step to get into the area of the boss (standard action) so I only had a very limited time to act up my sleeve. I made the call with the rod and a spell that just does not work and that is where I am left.
Thanks for the thoughts, they pose more issues than I even imagined would be involved.
My GM is forgiving but not in critical moments, which I really enjoy. A win is not a win unless you achieve it within the rules... That is how we play.
Of course I want to retain my spell and rod charge but I am not interested in operating outside the rules. Not that you suggest that by the way.
The overload / broken condition is definitely sub optimal but hey, I never thought of that, and my GM would probably love it, and so goes the learning curve...
Thanks again,
vapormane

Hi, I need help from those in the know...
In a recent game my wizard cast a quickened Finger of Death Spell using a 'normal' rod of quickened spell. Finger of death is 7th, you can only use a rod of quickened spell 'normal' to cast up to 6th level spells.
So, I made a mistake attempting this action, I accept that. The DM missed the error too and we played out the encounter... It was the last combat of the night and I took out the boss using this technique.
Upon reflection I realized my error and told the DM, we will go back to the start of the encounter and try again. Although he has ruled that I loose my surprise round that I acted in. I have no prob with that either.
So, my question is; If i have attempted to cast a quickened spell with a rod, and the spell level is too high for the attempt to work do I:
a) lose the spell and or;
b) lose a charge on my rod of quickened spell
or is it just a failed attempt at something I should have known better about and I still have that juicy spell and that neat quickened charge to use later?
All advice appreciated.
Vapormane
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