kinderschlager's page

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the text of this spell states " Whenever the target confirms a critical hit against or takes damage from a creature, that creature must attempt a Will save."

so my question is, if say, a monk struck you 6 times in a round, would they need to make that save 6 times? im not seeing the usual "once per round" stipulation, but that seems stupidly powerful since the spell allows no spell resistance before dropping an enemy off in super time out


if a shield archon uses transpose ally after being tied up, do they get to trade the tied up penalty with the unconscious person they used thier supernatural ability on?
bonus if the GM rules they use their transpose ally on a dead ally
do they break out of being tied up due to using transpose ally.


so powerless prophecy prevents you from acting in a surprise round, but temporal clarity at level 7 says you ALWAYS act in surprise rounds, even if you dont notice you get to go last. what takes precedence? is this a specific>general and the revelation trumps the curse?


basically are you able to play the infernal bloodline sourcerer as a non-evil PC? particularly in places like pathfinder society? seeing as the bloodline has evil powers built into the chasis is even possible to play them as non-evil? or the second you use a power built into the class you go evil?


do they go out on july 8th? or do the orders get processed on that date?


Are you allowed to do this as the result technically isnt revealed yet?


fighting defensively: "Fighting Defensively as a Standard Action: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn."

casting a spell is a standard action and fighting defensively requires you make a standard action, correct?

and scorching ray requires you to make a ranged touch ATTACK no?

you have now made a standard action and an attack. defensive fighting does not define an attack as an "attack action" but as an "attack" corect? so any and all spells that are a standard action and include a free "Attack" allow you to use it at a -4 on the attack roll, no? when "attacking" not "when taking an attack action"


i read the other day of a capstone for an archetype that mandates autosuccess on any nat 20 for any sort of check. does anyone know what archetype this is and for what class?


the outsider traits blurb says something as cheap as limited wish can restore a dead outsider to life. but elsewhere the only spell i can find that calls out restoring one to life is true resurrection. which is correct?


summons are explicitly banned from using SLA's that require expensive material COMPONENTS. there is no restriction on them using spells that require expensive material focuses, correct?


since nondetection stops divination without first trying a CL check and see invisibility is a divination spell, how would that effect an item that allows see invisibility? the item make the check, or the user of the item?


Main examples are sending and nightmare. does the range:unlimited of the spells actually exist? a single door or rock in the way and the spells fails. Is this a case of paizo not clarifying or exempting unlimited ranges from normal line of effect rules?


Say someone is grappled by an entangle spell and you cast a pit beside them and they cant move away. do they not even have to do a reflex save and automatically cant fall in?


Specifically, do they grant any spell, divine or arcane, to a caster who can cast the spells at the spell level listed, AND do they also allow an additional spell up to lvl 6 for say, even a lvl 1 spell caster, so long as it shows up on the classes spell list?

for example, a lvl 1 wizard could use summon monster 6 via the uniila, OR the could cast a lvl 1 divine spell, but not a lvl 2 divine since they cant cast that spell lvl yet and they dont normally have divine spells on their list


As pact parchment lets you write up a literal contract, are there any terms or conditions expressly forbidden from being added to this wondrous item? Or can you add/demand anything into this item so long as your character would be aware of it?


can a summoner use the spell "summon eidolon" and than use their spell like ability to start summoning monsters? seeing as you didnt utalize the summon monster spell like ability.


as blindsight doesnt state it needs line of effect to function and the flavor text does call out all non-visual senses being used, is there anything stating that in fact it does not work like tremorsense for the purposes of detecting burrowed creatures?


the rules for AMF states a summoned creature poofs out in it and than returns when the AMF stops occupying the space. the AMF is tied to the summoned monster.....so what happens? are we stuck with an infinite loops of it poofing and resummoning in its turn? there a ruling somewhere the a caster is unaffected by that part of AMF?


due to specific > general i have had it explained to me that if low light conditions are present in any form, a person vanishes from sight.....all sight. lowlight vision, darkvision, and see in darkness are all caput and the only way to detect someone is via stuff like blindsight. is that really correct? as that would make it far more powerful than invisibility with a much reduced number of options to counter it


as spell manifestations are stated as always visible, how does this interact with a caster being invisible? a bonus to a perception check to feret them out? instantly allow location of the last occupied spot of the caster? and even more so with SLA's with no audible components or movement


since you and your summon count as a single creature is it able to affect ability damage for all ability scores?


since a synthesist counts as both summoner and eidolon when he summons the eidolon, how does the spell function? as normal or only the physical stats of your character?

Purified Calling.


Can you pull the built in evolutions or just suck up evolution points from the eidolon?


as the rules of a cloud spell explicitly state obscuring even darkvision but making no mention of the monster ability "See in darkness", does that mean it functions in them? similar to how deeper darkness also says even dark vision cant see in the spell, but see in darkness can? a cloud spell obscures vision and "see in darkness" is about bypassing that


compared to the price of weapon and armor bonuses what would you say is a similar price to assign an eidolons evolution point? they can give it anything from additional skill points and energy resistances, to straight up crit immunity and magic resistance. 5000 GP a good point? more? less?


if someone uses an illusion to hide themselves or others from your view, if you had this item and where in it's range from them, would it count as an interaction to disbelieve the illusion? the deathwatc ability specifies
"You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct)"

so you'd be getting some feedback indicating something is there in visual range, you're just being hoodwinked into not believe it. does that not meet the criteria of interacting with the illusion to get a new throw to disbelieve it?


combining the two feats could you pause combat and reposition your party and than immediately use antagonize to drop the truce and pull the aggression of an individual target? Is there anything i'm missing that would stop you from being able to basically reshuffle the actions of a group of enemies?