Pathfinder SRD wrote: Wild Shape (Su): An aquatic druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2. I don't quite understand this. It looks to me that the aquatic druid doesn't get Wild Shape until two levels after a normal druid does and when they do, it's two levels worse than a normal druid's version of the ability. All of which would be fine if there were some sort of payoff but I don't see one in the rest of the archetype description. What am I missing?
David knott 242 wrote: I just did a lookup on "Ultimate Races" (the originally intended name of the "Advanced Race Guide"). It appears that this book got renamed after less controversy than I have seen about the title "Bastards of Golarion". So my guess is that this book will ultimately get a new title. So -- does anyone have any good ideas for what the new title should be? Obviously "Advanced Golarion Bastard Guide" won't work. It is clear that the only sensible option would be Ultimate Bastards.
Quote: A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. Quote:
So does a bonded item already count as a magic item for these purposes? If my wizard has a bonded amulet and wants to add a continuous mage armour effect to it, how much does that cost? I'm thinking it's 2000gp less the price of a masterwork amulet, but I'm not sure I'm right.
Simple enough question, or is it? A cleric needs to show their holy symbol in order to channel energy, so they cannot do so while paralysed, but a necromancer doesn't seem to have such a restriction. Pathfinder SRD wrote: A paralyzed character cannot move, speak, or take any physical action. He is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as casting a spell with no components. Is a necromancer's turning a "purely mental action"?
Creighton Broadhurst wrote: Have you got the Dark is Rising series (or whatever it is called, set in Irralian? [sp]). That always looked fun to run. The whole set is collected in The Best of White Dwarf Scenarios III, which is a nice handy format for it. I have a copy I managed to get for a cheap price a few years ago. I still haven't managed to run it though.
Oceanshieldwolf wrote: Love to see the Barbarian, Houri and Lew Pulsipher's Necromancer (if he ever published it - it's referenced in the Halls of Tizun Thane). Pulsipher posted the necromancer to his website, although it's in its original AD&D1 form, so will need updating. Oh, and you can use the Wayback Machine to access the conversions; here's The Halls of Tizun Thane. I'm sure you could access the rest without too much trouble.
Sekret_One wrote:
A good tip, thanks! My previous Pathfinder character was a monk, so this is all very new to me.
Abraham spalding wrote: A first level wizard with an Int of 16 would have 3 cantrips prepared that he can cast an unlimited number of times and 2 first level spells he could cast one time each (or the same spell twice). If you specialize you would get another first level spell slot that you could cast a spell from your specialist school from. And with the addition of an arcane bonded object, the specialist wizard could cast a fourth first-level spell? Apologies if it's a silly question; I have just started playing a wizard in Pathfinder having not played one since the 1983 Red Box, so I'm a bit rusty on the basics.
Gorbacz wrote: They get the Qinggong Monk archetype, which is pretty cool. It allows you swap out several monk class abilities (mostly the wonky ones such as diamond soul or slow fall) for new ki powers chosen from a long list. Some emulate feats, some emulate spells. Interesting. Is this something which can be switched to after first level, or do you need to pick it at character generation? I have a twelfth level monk and while I like some of the abilities, some of them have never been used.
Ben Ferguson wrote: PLUS: would improved natural attack be possible for a monk as well? Or has this been changed too (as a result of the above wording?) I know the answer to this one at least; improved natural attack is a monster feat so it's not available to player-characters. That said, we're not using improved natural attack for the monk, although one of the animal companions might be using it.
Bear in mind that brass knuckles have been semi-officially semi-revised here, although the fix has not made it into either the SRD or the recent printings of the rulebook. One thing I found useful at lower levels with my monk was to arm him with a crossbow or shuriken, but flurry with his feet, giving him a bit of flexibility; with the shuriken he could flurry at range too. Now our party's magicicans are more powerful, we've got less need for missile weapons, but it was useful earlier on.
Thanks all. I'd like to avoid the cestus and brass knuckles, as while they count as unarmed under the rules, they are weapons, and that clashes with my character concept. Also, the brass knuckles damage output has been clarified here. They can be enhanced, but monks don't get their unarmed damage with them. So that's a potential rules headache I'd want to avoid either way. It looks like Improved Critical it is then! Thanks again.
snags wrote: Does a fighter's fist count as natural weapons for the point of feats, like eldritch claws and rend No, but a monk's does: PRD wrote: A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. This is one of the unique class features of the monk, so it would seem unfair to extend it to other classes.
Sometimes you add STR mod x2, sometimes you add STR mod x1.5: James Jacobs wrote: Whether or not a creature with powerful charge deals x1.5 or x2 Str mod on a powerful charge depends entirely on the creature, actually. The monster designer picks which one fits the creature's theme and look and style. As a general rule, bigger and stronger and "thicker-legged" monsters get the x2. It also depends on what the monster's other attacks do for damage as compared to where its CR expects its damage to be on table 1–1 in the Bestiary. From this thread.
I'm part of that gang, and this is what I think we're looking at. We're having the problem in two places: my monk, and our druid's elk companion. The issue is that Natural Attacks by Size doesn't agree with Improved Natural Attack or Weapon Damage by Size, but the latter two charts do more or less jibe with each other. So do we ignore Natural Attacks by Size?
gbonehead wrote: Really? When did he invite you into his bedroom so that you could teleport there? Seems kinda dumb of him :) I'm not sure what you mean about an invite, but we used scrying on him beforehand, saw that he was unguarded, and took the opportunity to pay him a visit. His henchman at the battle gave us the information we needed to make the scrying contact -- as well as his name, I believe we had the Baron's seal and some documents he'd given his general -- and the rest followed from there. By the way, don't take this as a criticism of the adventure. We're all having great fun with it, and if anything, there's some disappointment that we've missed some of it by skipping ahead. We are finding that we are good at turning the open-ended sandbox format to our advantage, but it does lead to some shortcuts. For example, after clearing out Fort Drelev, we've stripped the Baron of his title, rescued Numesti from the dungeons and installed him in the Baron's place -- getting him to sign over allegiance to our kingdom first, of course. Then we cleared any remaining pro-barbarian forces from the town itself, and used scrying and teleport again to drop in on the kidnapped daughter in Armag's camp, thus skipping all that tracking and pursuit stuff. ;)
James Fenix wrote: If you're large you ignore a large AE's whirlwind anyway. This came up in our game last night. The party druid had changed into a large air elemental during a fight with some hill giants. We found the whirlwind attack description vague and confusing, in particular this bit: PRD wrote: Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. [...] Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. So what is the effect on a hill giant? There was some discussion, and we came up with two options: first, the giant is caught in the whirlwind, but is not lifted; second, that there is no effect at all on the giant due to its size. The druid's player was arguing that the "one or more size categories smaller" clause only applied to the lifting and damage, but that such creatures would still be caught within the whirlwind, suffering the penalties to mobility. We all conceded that it was not clear -- as you can see above, it starts talking about being caught in the whirlwind before it starts talking about size differences -- and the GM ruled in his favour, but what is the correct interpretation of this rule?
Apologies for the thread necromancy -- although it is rather appropriate here -- but I have a follow up question, more of a clarification really. PRD wrote: A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). If I have a cleric who channels negative energy, he can still cast Cure Light Wounds as a spell choice -- or through a wand-- but not as a spontaneous spell, correct?
Aberzombie wrote: Johns has way more impressive stuff on his resume. Plus, he got his career started by calling up Richard Donner's office and not hanging up until he got to talk to Donner. Then he convinced the dude to give him a job. That's some even bigger stones there. Well, yes, but the job in question was fetching coffee for Richard Donner, so, er, yeah, well done him.
How would you go about generating a viable zombie player-character (don't ask)? The standard zombie template is no good, as it's a subtractive one and doesn't have much, if any, room for advancement, so I was wondering if anyone out there had any ideas or suggestions? Is there a 3.5-era splatbook that enables zombie characters? I'm sure I can build a suitable ruleset for such a character, but I wanted to check to see if any work had already been done. Thanks!
Right, here we go: PRD wrote: Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. PRD wrote: High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. PRD wrote: Acrobatics [...] Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. My monk is eighth level. He has a base speed of 50ft (from fast movement) and a +8 to Acrobatics (from high jump). Does he also get another +8 for having a base speed of 50ft, as per the Acrobatics skill?
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