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3 people marked this as FAQ candidate.

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.


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!


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.


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.


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.


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.


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.


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


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


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


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