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Adventure Path Charter Subscriber. Organized Play Member. 578 posts. No reviews. No lists. No wishlists.



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seeming is a close-range spell that disguises a group of creatures for 12 hours.

veil is a long-range spell that disguises a group of creatures for concentration+1 hour/level.

these spells seem awfully similar. why do both exist? why are they different levels?


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the hell hound is lawful evil and the nightmare is neutral evil, but is there a chaotic evil horse-like creature for demons to ride?


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no generalities here. i want specific examples, please. :-)


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a number of guides (this one, this one, and this one) make it sound like sneak attacking with ranged attacks is very difficult.

but between stealth, smokesticks, and blur (from an ally or a wand), there seem to be many ways to sneak attack with a rogue's full attack.

am i missing something?


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a human paladin with strength 14 and charisma 14 using power attack, mounted combat, ride-by attack, spirited charge, smite evil can charge and make a single attack.

attack bonus is +9 (5base+2strength+2charge+2smiteevil-2powerattack).

damage is 3d8+42 (1d8lance+3strength+6powerattack+5smiteevilx3spiritedcharge), for a range of 45 to 66.

wow.

on a critical hit our paladin does triple damage, or 9d8+126, for a range of 135 to 198.

wow.

have i made a mistake or overlooked something?


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does shield stack with an actual light/heavy/wood/steel shield?


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the description of disjunction says "All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined."

but it says nothing of a dispel check, such as is required by dispel magic.

so does disjunction require a die roll?


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how might a high-constitution wizard be visualized/role-played?


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i'm trying to determine the cost of making a potion of heal.

brew potion only works on spells up to level 3, so this feat isn't an option. if it were an option, a potion of heal at level 11 would cost 3300 gp -- spell level 6 x caster level 11 x 50.

so presumably it would need to be created as a wondrous item. using craft wondrous item and the estimating magic item gold piece values table, the cost would be 1320 gp - spell level 6 x caster level 11 x 2000 for use-activated item /2 for 50 charge item /50 for one charge.

does this creation method seem reasonable? does 1320 seem like a reasonable price for an 11th level potion of heal?


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i read somewhere that a gnome is the offspring of an elf and dwarf. has anyone else heard this? does anyone know whose idea it is?


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what's the origin of the wolf's ability to trip? it seems to be in every edition of d&d. do wolves do this in real life or something?


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the barbarian has some skills and abilities that seem more appropriate for a ranger or rogue than a strong, clumsy barbarian. specifically, acrobatics, uncanny dodge, and trap sense.

why does the barbarian get these abilities?

i'm hoping for something other than:
"because that's what the designers decided."


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has anyone combined this with this into a single character effectively?


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what's the formula for determining the cost of a (non-magical) item that gives a competence bonus to a skill?

for example, there are numerous examples of libraries that give a competence bonus to one knowledge skill. what would be the value of such a library?


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a monk can use special monk weapons with flurry of blows. he can also use weapon finesse with flurry of blows.

but what if the weapon used (say, a quarterstaff) doesn't normally work with weapon finesse?

in other words, if bob the monk uses a quarterstaff with flurry of blows, does weapon finesse apply to his attack rolls?


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the ranger can select greater two-weapon fighting as a bonus feat at level 10. this gives him a third secondary attack.

but he doesn't get his third primary attack until level 11!

so the ranger can have three secondary attacks before having three primary attacks.

is this correct?


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a list of what this contains would be really helpful. not buying if i don't know what i'm getting.


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just make it "weapon training." i.e., the bonus applies to all weapons.

sure, this would remove some of the customization, but it would make the fighter truly the master of combat.

smart? silly? stinky?


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i would assume that if it says it does then it does (like fireball), but otherwise doesn't (like flame strike), but you know what they say about assuming...


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"A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures."

is this choice made when the character is created or each time the ability is used?


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plane shift is a 5th level spell for clerics, a 7th level spell for wizards, is a standard action to cast, doesn't involve the danger of having a silver cord, and goes to any plane chosen.

astral projection is a 9th level spell for clerics, a 9th level spell for wizards, takes 30 minutes to cast, involves the danger of having a silver cord, and only goes to the astral plane.

plane shift seems to be superior to astral projection in every way. so why is it lower level?


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when did pathfinder modules start? how many have there been?

when did gamemastery modules start? how many have there been?

what's the difference between the two?


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alter self seems to assume that the caster is a humanoid, otherwise it would be called "humanoid shape" or something.

does alter self work the same regardless of the caster's creature type?


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for example, can an interposing hand be affected by haste?

also, if the caster has a false life in effect, is this taken into account then the hand's hit points are determined?


1 person marked this as FAQ candidate.
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this thread doesn't seem to answer the question.

an official ruling would be wonderful, but here's what seems sensible:

summon monster: yes.

planar ally/binding: yes.

summon nature's ally: no.


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somehow i missed the humble bundle. will it ever be available again?


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when i first saw harsk in the pathfinder core rulebook, i thought, "hmmm, that's odd. you don't see a dwarf ranger every day."

some time later, "well, that picture is kinda cool. he certainly looks ready for anything. crossbow, dagger, battle axe... small pouch, large pouch... good grief, how many belts does he have? bedroll... a tea kettle?? jeez, harsk has everything!"

even later, "well, his race and class abilities seem to work well together... defensive training and hatred plus favored enemy..."

later still, "animal companion could act as a mount... like... a wolf? a dwarf ranger riding a wolf??"

i think i just had a nerdgasm.


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1. since most of the game takes place in dungeons isn't there a temptation to choose underground for a ranger's favored terrain, regardless of if it fits the character?

2. underground isn't really a terrain; it's an artificial structure. a dungeon is no more a terrain than a house. so why is underground a choice of favored terrains?


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if bob the ranger has favored enemy +2 (orc) and favored terrain +2 (forest), does he get +4 to perception and survival checks against orcs in forests? they are unnamed bonuses, after all.


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when subjected to binding, in what condition is the victim?

1. chaining- helpless?
2. slumber- helpless?
3. bound slumber- helpless?
4. hedged prison- trapped but otherwise fully capable?
5. metamorphosis- conscious but harmless?
6. minimus containment- conscious but harmless?


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1. why did prohibited schools change to opposition schools? making spells from two schools take two spell slots seems to make school specialization a no-brainer, whereas having two schools completely off-limits makes it a much tougher decision.

2. is there any restriction on using magic items from one's opposition schools?


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can a spell be readied with the trigger "when opponent casts a spell?"

in other words, can bob the wizard wait to see what spell chuck the wizard casts before deciding which energy type to choose when he casts resist energy?


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the idea of armor making it harder to hit a target has never quite worked for me. on the other hand, the armor as damage reduction adds another step to bookkeeping.

so what about adding an armor's armor bonus as bonus hit points per die (like constitution modifiers) instead? whether damage is absorbed by damage reduction or extra hit points amounts to (approximately) the same thing.

for example, bob the first level fighter has a constitution of 14 (+2) and wears chainmail (+6 armor), giving him 18 (10 base +2 constitution +6 armor) hit points. at 20th level bob would have 360 (18 per levelx20) hit points.

for another example, chuck the first level wizard has a constitution of 10 (+0) and casts mage armor (+4 armor), giving him 10 (6 base +0 constitution +4 armor) hit points. at 20th level chuck would have 200 (10 per levelx20) hit points.

note that, assuming both bob and chuck have a dexterity of 10 and no dodge/deflection/etc. bonuses to armor class, both characters would have an armor class of 10, so all those extra hit points might not last as long as one would expect.


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faerie fire states, "Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects."

does this mean that faerie fire prevents invisibility from having any effect whatsoever?


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can a sorcerer (or other class with limited spells known) use a higher level spell slot to learn a lower level spell?

for example, bob the 11th level sorcerer has learned the four 3rd level spells he's allowed, but wants to learn fireball, too. can he learn fireball as a 4th level spell?

if so, is the spell treated as 3rd or 4th level for the purposes of saving throws, etc.?


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for effective use of the "power word" spells.

i'm hoping for something other than:
"it's impossible."


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it is a natury spell, after all.

i'm hoping for something other than:
"because that's what the designers decided."


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not sure if this is the right forum...

how would you stat this guy?

ranger seems like a good choice since it allows two-weapon fighting without the necessary dexterity, but without armor our dim-witted friend seems doomed to a low armor class.


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why do dark elves get +2 to charisma rather than intelligence? all of their plotting, scheming, and double-crossing seems to indicate a highly intelligent race, whereas few drow have a winning personality.

their wikipedia page describes them as "highly intelligent... extraordinarily dexterous and intelligent... their personalities are described as grating at best" but also "extremely intelligent, charismatic and dexterous."

ok, maybe they have strong personalities. but still, high intelligence seems to be a far more prominent trait than high charisma. so what's the deal?


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to put it another way, are there any enchantment spells that aren't charm or compulsion effects?


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is there a spell sort of like this, except that it turns a humanoid into a hybrid creature, sort of like frog or raffendorf?

i suppose this effect could be a variation of this, but i'm curious if there's a specific spell that has this effect.


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on the afflictions page is says a comatose creature cannot be woken by any means, but is there any way to wake a creature rendered comatose by eyebite, sequester, or similar methods?


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a 17th level mobile fighter uses horn of the criosphinx with leaping attack gets +6 (+2 charge +4 leaping attack) to the attack roll and +4 (+4 leaping attack) to damage on the attack with a two-handed weapon at the end of his charge.

is this correct?

is there any way to further strengthen this maneuver?


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in one of the malhavoc press books is a suit of armor called the definitive harness. this heavy armor costs 10,000 gp, gives +12 to armor or +8 when flat-footed, has a maximum dexterity bonus of +3, an armor check penalty of -4, an arcane spell failure chance 25%, weighs 50 pounds, and requires the exotic armor proficiency feat.

make this armor out of mithral, and the price increases by 9,000 gp, the maximum dexterity bonus increases by 2, the armor check penalty is reduced by 3, the arcane spell failure chance is reduced by 10%, the weight is cut in half, and the armor is treated as medium.

thus we have the super armor!

the mithral definitive harness costs 19,000 gp, has an armor bonus of +12 or +8 when flat-footed, a maximum dexterity bonus of +5, an armor check penalty of -1, an arcane spell failure chance 15%, weighs 25 pounds, and since it's medium armor a fighter can move full speed when wearing it!

i wish i had this armor in real life.


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does a melee touch against a willing ally require an attack roll?

what about a ranged touch against a willing ally?


1 person marked this as FAQ candidate.
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daze affects one humanoid creature of 4 hit dice or less. is mass daze restricted to humanoid creatures of 4 hit dice or less?

command affects one living creature. is greater command restricted to living creatures?


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when making a single-classed arcane spellcaster who can cast spells while wearing armor without the use of still spell, the following would be helpful:

feats- light armor proficiency, medium armor proficiency, heavy armor proficiency, arcane armor training, arcane armor mastery.
traits- armor expert.

what else would help such a character?


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can a wizard use spell mastery feats to eliminate the need for a spellbook?

in other words, the wizard would choose spell mastery multiple times, effectively making the spells chosen into a "spells known" list.


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prompted by treantmonk's outstanding wizard guide.

here's my issue with conjuration battlefield control spells: they affect allies as well as enemies.

many of the conjuration spells that treantmonk rates well, such as grease, web, sleet storm, stinking cloud, and black tentacles, affect anyone, friend or foe.

on the other hand, spells like haste and slow affect exactly who you choose, making them much better options, IMO.

are conjuration spells really all that good for battlefield control?

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