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![]() I was just rereading some items as I am DMing a home game in the first time in a long time. I was wondering how long does it take to disable a trap? Usually from playing PFS they always treated it as a standard action however rereading the disable device description is swaying my opinion. I attached a sample trap description to help us with the discussion. Note it doesn't give a time frame. Type magic; Perception DC 27; Disable Device DC 27
Reading the description of disable device it says:
But does not give any guidelines for magical traps. ![]()
![]() So I have a new player who has been watching The Last Air Bender and wants to play monk of the four winds. Sadly our group already has a monk of the four winds and it wouldn't really fit the party composition for the world I am creating. I honestly didn't want any monks in my game. Do you have any suggestions for other class archtypes which might fit what this player is looking for? ![]()
![]() We want to animate a keelboat (the smaller one from skulls and shackles) and make it fly. http://www.d20pfsrd.com/equipment---final/vehicles/water-vehicles/keelboat http://www.d20pfsrd.com/magic/all-spells/a/animate-objects Based on this it keeps its HP when animated. Using the animate object rules I am having trouble calculating the cost. ![]()
![]() Making a Cruoromancer cohort and had a few questions. Character will be starting as 5th level and is a cohort. I have read multiple guides on here regarding animating dead but still feel like I am missing something. 1. Blood Command Ability: What is the point of this ability at 5th level if they don't get animate undead until 7th level? 2. What are the best feats, traits and cheap items to raise:
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![]() I am currently playing in a kingdom builder campaign where my DM has decided to give us all Leadership at 7th level. We all just leveled and are trying to decide what cohorts to build. One thing my entire party decided is all of our followers and cohorts are going to be builds designed to either help with building an army of building a city/castle. We know the two obvious routes with Undead creation and crafting constructs but haven't been able to figure out much more than this. Anyone have any nifty builds or ideas that could help us? ![]()
![]() I am playing in a kingdom builder home campaign and will be playing a 6th level kitsune mesmerist spirit walker. Feats: realistic likeness, fox shape, cunning caster I plan on spending a lot of the time pretending to be someone's familiar. Any suggestions for equipment for this build? We have 16k to spend. Only definite so far is mule cords. ![]()
![]() I am worried about my region. This reorganization has caused our Captain and 2 Luitentants in my area to quit. So far I have not seen come from it other than weaken the reach and potential for the game in my area. What is going on that is causing so many people to quit and the need for so many people to be promoted? ![]()
![]() Am I the only one who thinks this game may have sustainability issues in the near future? -If they do not release new and approved character decks with a wrath of the righteous I believe people may get frustrated and bored.
I know there is discussion that both will come sometime but for this game sooner will be a lot better than later. ![]()
![]() So we all know the first part of the impossible domain that it allows us to use mind affecting spells on constructs. I am more interested in the next part: "Constructs are treated as living creatures for the purposes of determining which spells affect them" So I was hoping for a little brainstorming help for some fun ways we could use this little additional ability it gives! ![]()
![]() For Druids: Deliquescent Gloves. 8,000gp Designed to fit any hand, claw, tentacle, or alien limb. The grant you the corrosive weapon ability with a weapon, unarmed strike or natural weapon. Stack this with Amulet of Mighty fists and choose your flavor. Makes Octopus and Dire Tiger an even better choice. I really want to say Scarab Breastplate but I have yet to find a vermin form to make it worth it. ![]()
![]() Teamwork Feat Suggestion: Distracting shot: If you hit a target with a ranged attack while someone with distracting shot is adjacent to your target your ally may make a free trip or disarm against your target. Mounted coordination: if both mount and rider have this feat: If one does not attack this turn the other gains the benefits of pounce at a -2 to hit on all attacks. ![]()
![]() Kolokotroni wrote:
If I remember correctly flanking is a trick you have to teach your companion per the animal archive and then make a free action via link ability to make him use the trick (on your turn.) ![]()
![]() Did a playtest with a build idea i have considered for a while. A wayaang with a roc companion. He lives in the shadows as he stalks and hunts his prey waiting to swoop down upon them. Playtest was a level 6th and found a few issues. A. Prerequisites- Really wasnt able to switch teamwork feats as I didnt meet the prereqs for the majority of the feats. Also the animal companion gets so few skill points it makes this near impossible. B. Animal Focus- too short of duration. I blew through my uses way too quickly. the bonuses did not have much affect (other then stealthing). Overall I can see the vision and definitely need to reserve judgment till they open up more teamwork feats next month. I do think they need to just state you can ignore X prerequisite for the teamwork feats. make it much more useful.
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