Chained Spirit

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Fold Trap (Su): A cryptic can ‘fold’ the pattern of a trap she has personally crafted, compressing the trap into a light-weight projectile which can be thrown at a later time. As a standard action, the cryptic can throw the folded trap at an unoccupied square up to 30 feet away. No attack roll is necessary and the trap is immediately ‘unfolded’ and ready to be triggered as normal. The trap affected must have a CR no greater than half the cryptic’s level (minimum 1). A trap that has been folded cannot be folded again, even if it was not triggered after being thrown. The cryptic must have the Quick Trapsmith insight before selecting this insight.

If I make a pit trap buy digging a hole and fold it up could I fold it up and later deploy it say in a building on the second floor. Would it rip a hole in the floor expossing the first floor to me or would it create an extrademensional space for the traps function?

Liberty's Edge

My question goes out to you on the building of traps. The relevant data below is built using the guides of d20pfsrd.com

http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/tr aps#Table-CR-Modifiers-for-Mechanical-Traps

I am playing a Cryptic (psionic character that is an additional source add-on for pathfinder game.)

The character has the ability to build traps and can deploy a trap as a standard action whose CR is = half char level

I am working on a character that would deploy turret like traps. Traps that are not hidden and would sit in plan sight and shoot. I understand that the trap would be magic in nature using the alarm spell like all other traps so it targets foe rather than friend.

Turret trap:CR2
Feature ************************CR Modifier
0 DC Perception ****************–1
Disable Device DC 15**** *******-1
Attack +10***********************0
Average Damage 20 (4d10)*********+2
Automatic Reset *****************+1
Proximity or visual trigger******+1

using this guide is this correct?

Liberty's Edge

I am running a magic outlawed campaign where my players will be in a society that is very predudice against magic or magic effects. I am not making my players take non spell classes or not use magic items I am actually encouraging it for the interest in role play. However when I was evaluating how my NPC may evaluate a piece of gear belonging to the part. Seeing as spellcraft is used for identifying magic items and their properties I became confused when I looked into this deeper today.
There are two entries for discerning the properties of a magic item under spellcraft the skill and I want to clarify if they are separate uses or if they are in support of each other.

**the reason why this question is relevant is my magic outlawed NPC can’t use magic to determine so is detect magic or identify required to ID a magic item or can a NPC simply evaluate a piece of gear physically and determine if it is in fact magic.

Determine Properties of Magic Item
Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.

Determine Properties of Magic Item
When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.

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If a player has the goal to become a lich what is the best way of doing this? Are there rules and how does the CR adjust to the character

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At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.

So some questions came up during my last gaming session. The wording on this ability is extreamly vague and allows for multiple different interpertation. The term “cannot be detected by any means.” Can the Ninja talk to the party while he is invisible and if so is it a choice like with SR you turn it off for a turn? Also can scent pick them up or other abilites that would only indicate the square they are in like tremeor sense? Also what if I hit them with glidder dust it outlines them I can see the glitter not them. Does that count? The generic phrase cannot be detected by any means is loaded.

If any please provide examples that an enemey would be able to detect them.

If any please provide examples of the type of control the player has over the ability if any to allow allies to preceive him (sound)

Liberty's Edge

Question about evolutions and feats.

Evolution:
Improved Damage (Ex)
One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack. Source: Advanced Player's Guide

Feat:
Improved Natural Attack (Monster)
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

could you use both of these in conjunction? I cant find any rule that would not premit. "Its effects do not stack"- pertains to same source and these are each different sources.

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Please answer ASAP.

excuse spelling and grammer sending from smart phone.

Manuever master monk makes a full attack action which says u can make 2 manuevers that can require a standard action to complete can I make bull rush or overrun during these actions taken during my full attack action.

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my question pretains to the 3 point ability it seems that I dont even need to know the location of my target. the arrow needs to be within flight range but other than that it seems that arrows are seeking?

does this mean that the arrow can navagate a maze to hit my target?

Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.

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The rules for poison are a little unclear. A question arises with inhaled poisons it says that multiple doses may be administered at one time and that they take a 10ft square of space. What is not addressed is how long they last and do the doses in the air get used up or do they persist for new victims.

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Under the current rules is it possible with feats/ items to be able to move and still have the ability to make a full attack? In 3.5 there were items and feats that premitted movement as a swift action.

I have a 9 level monk and I want to max my potential. Any suggested feats/items that allow for this with current rules and items.

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My DM is running a ravenloft campaign and has allowed us to create pathfinder gestalt characters. I was thinking up a character idea that involves lots of sneak attack. I was thinking of mixing two classes that both have sneak attack together in order to maximize my dice does this work

Would the sneak attack stack from any of these combinations?
Ninja/rogue
Rogue / vivisectionist

as there is a current dispute with another player if this does stack please support with evidence.

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Last night at the gamming table we ran into a situation that really warrants the question of bonuses and penalties. The situation is that a ranger was firing into combat in which his path went straight through the ranger’s animal companion (M) square. The ranger has precise shot and point blank shot and was within 30ft. What bonuses to AC does the target get and what penalties does the ranger take. The DM was giving victim +4 because of the soft cover of the animal companion. Since ranger had feat did not take -4 to attack. Ranger ended up missing by 2 so in 3.5 he would have hit his animal companion. If the target is getting ac from the animal companion and he missed by that bonus does the arrow hit the companion. When firing into combat is it really an 8 difference without feats.

A clear ruling on the scenario would be great. (Display proof if able)

Thank you in advance

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As a DM its always decissions, decissions....

I am in a little delema right now, the module that i am running calls for some harsh punshment on players. I can be comfortable with it but in was hoping to get a little 3rd person feed back on it before running it. Currently the party is on a ship and on the ship are some under-cover agents of the big bad evil. One openly betrays the party by sabatoging the ship to operate at half speed. The rest are perpared to Coup de grâce the party while sleep. Which gives them 3 saves before dieing. (sneaking into room, stealth check, fort save)....

I feel I could do it to them as a DM but should I is the question?

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I am a Dm of an Eberron campaign that is on-going and I have a situation. The group’s paladin had caught a spy that was ease dropping on as storyline. The paladin had subdued the spy and later awoke tied to a chair. The Paladin said tell me what you know or I am going to leave you in the room with him {ref to CN ranger who prides off hurting other's I think he needs to adjust alignment =)}
I have a slight issue and not sure if I should. The paladin had threatened the spy who he had no evidence was any more evil then a begger stealing for family, with death. He told the spy, “If you don’t tell me I am going to leave the room and not protect you from the crazy lunatic.”

Now game wise this was not a bluff they did not due this as a scare tactic if the ranger would have got to him he was going to ‘CUT HIM IN HALF’

I don’t feel completely comfortable about the paladin’s threat. What do you think?

Liberty's Edge

Is there any way to capture a creature in gaseous form? Using any pathfinder item or combination of items, or any items from 3.5?

gaseous form

Spoiler:

The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.

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I am in need of help*

I am attempting to build a Lvl 8 monk using the iron born

Using point buy system for ability score 20points

Ability:
a +2 racial bonus to any two ability scores other
than Strength in return for a –2 penalty to any
other score.
Natural Armor: +1

Feats:
4 General feats

I am interested in seeing what the paizo community can come up with. Please build a character and post.

Liberty's Edge

I was just looking through the PHB and the DMG and i noticed somthing funny. Continuous + 20 to attack.

DMG- Making magic item pg.285

Spoiler:

Use-activated or continuous---
Spell level x caster level x 2,000 gp (*NOTE2)
True Strike 1 x Caster min 1 x 2,000 gp = 2,000 GP
-or-
True Strike 1 x Caster min 1 x 2,000 gp x 4(duration) = 8,000 GP

Note--
2) If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

PHB-- TRUE STRIKE Spell pg.296

Spoiler:

True Strike
Divination
Level: Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain temporary, intuitive insight into
the immediate future during your next
attack. Your next single attack roll (if it is
made before the end of the next round)
gains a +20 insight bonus. Additionally,
you are not affected by the miss chance
that applies to attackers trying to strike a
concealed target.

(use spoilers to read i didnt wanna clump information)

well this would be a wonderous item that would theoretically give you a +20 to attack rolls all the time. The true strike spell duration is the next attack by the next round so i see that as a duration of 1/round. Let me know if i did this right

Liberty's Edge

---Complete Scoundrel pg.85
Prerequisite: Concentration 1 rank, Sleight of Hand 5
ranks, Spellcraft 1 rank.

Benefit: You can cast a spell without revealing that you
are doing so. Make a Sleight of Hand check as part of the
action used to cast the spell, opposed by the Spot checks
of onlookers. If you are successful, an observer can’t tell
that you’re casting a spell. That observer cannot make an
attack of opportunity against you for casting, nor can it
attempt to counter your spell.

I was wondering the other possible uses for this skill trick. I was looking into possible uses of this skill trick. I view it as a person is trained in disguising thier hand movements and words while concentrating on a target.

I was thinking of the activation of wands which is pretty straight forward, point and activate. With that in mind using the training from this skill trick hiding the wand under thick cloathing or out of sight slipping the activation words.

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My group is on our way to a capital city and we will have some down time. Me (Level 4 Tiefling Rogue) and a level 4 Gnome beguiler plan on robbing a magic item shop. What recommendations would you have about going about it. How you would do it in detail, or if you don’t have a suggestion what would you believe could be some possible defenses we would come across.

Any suggestions will be welcomed as we are trying to plan for everything.

We have thought about alarm spells and such but not exactly how we would get around them at our level.

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My dm is getting ready to start a forgotten realms campaign, but he made the mistake of allowing a player be a were-wolf exulted Monk. The vow of poverty is going to send his stats and abilities through the roof. I don’t enjoy walking around watching the were-wolf half-godlike character to just charge in and shred all the enemies before I can do anything. I was looking for possible options of characters that metagame out similar to a character with the exulted feats. The vow of poverty is so amazingly broken to the game.

Any suggestions will be welcomed. I was looking for particular things that have to do with evil, and anything that has a role-playing requirement wont be a problem.

Thanks

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I am going to be using the afflicted lycanthrope template. I was wondering if anyone could offer the location on feats that i could use for the development of this character.

It is going to be a chaotic Netrual Were-Tiger. I was looking mainly for any feats that will aid in my shape change, either making it quicker or such.

Thank You For All Your Assistance,

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I was wondering if i could call on the help of all of you in the paizo community.

i am looking for an interesting template to add to a human. The ECL must be +1 at max. I need help to either make a template or if you know of an already existing one.

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I have been kicking around a campaign based off overpowered characters of horror. I have been trying to put together some races;
So far-
Vampire
snake people
werewolf
bat people
Ogre

I was looking for more creatures in mythology that feed of Sustenance like blood suckers/ life force drinkers.

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I have tried to search out races i have not tried and vampires came to mind. i have found all the ones made by homebrew but has there ever been a D&D playable vampire race.

I was wondering if any of you have heard of one, or if we could put together a balanced race for it here.

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Me and a friend love d&d sadly our group has fallen apart due to people moving on in life, moving away, millitary, etc.

PITTSBURGH, PA 15210

let me know if any are local

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in an up coming campaign that i will be playing in i have decided to go rogue for this one. I wanna know what you would do as a rogue.

The campaign setting is in eberron.

we start with an auto-18, and the remainder of the stats are 6d6 drop low 3.

so its already geared for power. I have chosen the race Changeling
{details about them in the spoiler}

Spoiler:

Shapechanger Subtype: Changelings are humanoids
with the shapechanger subtype.

• Medium: As Medium creatures, changelings have
no special bonuses or penalties due to their size.
• Changeling base land speed is 30 feet.

• +2 racial bonus on saving throws against sleep and
charm effects: Changelings have slippery minds.

• +2 racial bonus on Bluff, Intimidate, and Sense
Motive checks: Changelings are inherently skilled
in deception and intimidation; though they
cannot actually detect thoughts as doppelgangers
can, they can intuitively read body language and
attitude with surprising accuracy.

• Natural Linguist: Changelings add Speak Language
to their list of class skills for any class
they adopt.

• Minor Change Shape (Su): Changelings have the
supernatural ability to alter their appearance as
though using a disguise self spell that affects their
bodies but not their possessions. This ability is not
an illusory effect but a minor physical alteration
of a changeling’s facial features, skin color and
texture, and size, within the limits described
for the spell. A changeling can use this ability
at will, and the alteration lasts until he changes
shape again. A changeling reverts to his natural
form when killed. A true seeing spell reveals
his natural form. When using this ability to
create a disguise, a changeling receives a +10
circumstance bonus on Disguise checks.
Using this ability is a full-round action.

• Automatic Languages: Common. Bonus Languages:
Auran, Dwarven, Elven, Giant, Gnome,
Halfling, and Terran.

• Favored Class: Rogue. A multiclass changeling’s
rogue class does not count when determining
whether he takes an experience point penalty for
multiclassing.

What would you do with this kind of power.?

Liberty's Edge

i am creating a rouge in a campaign that will be stating sometime soon and i was thinking of what kind of personality i would be role playing. I have come to the conclusion that the character will be working toward assassin in the long run. I am basing this character off poisons in a way of saying an i am bringing the the question to all you at paizo, i am asking for unique ideas of different devices i could possible use to deliver doses of poisons.

>Like hollow chambers within a bolt to deliver poison through a tip

>a small hand-held device that can spray a mist into the 5ft space in front of a person with poison or acid.

>injection needles

etc.. i am open to any ideas you may have.

Liberty's Edge

hey ive been running a campaign for a short time we are only 5 sessions in. I am relitivly new to dming.. and i got some questions.

>is it wrong to let pc's die with bad choices?

the group 2 fighters, 2 wizzy, and a cleric where in prohibited area and 15 known enemies came along. First of all they walked right up to them, when they could of just hid but thats not the problem. They where outnumbered and during their evaluation period i explained the image of the situation and their highly trained opponents. even with the knowledge and the suddle hints that these guys are stronger, they decide its a good time to fight. one of the fighters pulls a bow 15ft away and there surrounded. they instruct the group to drop their weapons, everyone does except the one with the bow. He holds it drawn at them, well long story short they engage now the enemies have no reason to keep them alive so i had to pull dm magic and quickly tone down the enemies so the group wasnt swashed.

-- was i right or wrong to do that--

(another one.)

The group manages to keep one of the enemies alive and decides to take it hostage. They knock it out and precede, carrying it with them, till they come to a village. They decide to enter the village with this hostage hidden under a cloak in an area where this race is considered royalty. (Acts of violence against this race, "Nightshade Elves"'custom' is punishable by death.)

now secretly i had to roll out the spot checks to see if they where discovered, as they walked into the tavern where they wanted to get a room they where spotted. A Village snitch seen the cloaked nightshade elf. The group rested for the night now when they awake its only gunna be logical for the place to be surrounded or so. Now i know they could get away but knowing my group they are gunna try to engage, should i tone it down to let them win again... or should i keep it at its current difficulty which would be "<OMFG RUN RUN ITS COMING RUN>" <<- that is the difficulty = )

------------

Any help would be great = ) Thx

Liberty's Edge

hey i wanted to get everyones input on a rule.

the rules say that when a person is wielding a weapon in 2 hands they get to use 1.5 strength bonus.

now should a character get that with a weapon that can only be wielded in 2 hands? Or is the damage already calculated for it being 2handed.

need help asap.

Liberty's Edge

Players: 4-6

Time: Weekly/ Saturday night 6pm.-10 eastern standard time.

Text: 3.0 Player's Handbook, Arms and Equipment guide, Master's of the wild, and Song and Silence. (i can supply PDF netbooks if you dont have text)

if you are interested email me at playbypostdnd@yahoo.com the first 6 will be accepted, and please do not commit if you do not believe you will be able to attend sessions on a regular basis.

Please post if you have questions!

Liberty's Edge

my question is;
Is it possible to play D&D online?
are there sites, or could threads be used?

please put you insite i was wondering, my selection of players is limited and the dm's in my area are not very good, AND I NEED D&D = )

Liberty's Edge

actually i have a campaign to play 2night and we have a debate on a dumb dm moment.

i have an elf ranger/wizard. i read scroll of true strike and i am attempting to shot into a tent at a shadow with a +20 to hit.

I am attempting to shoot into a tent at a shadow of a person with my long bow for 40ft.

my dm is arguing that the rules on true-sight detail that you must have a line of site to the target. my point is the shadow is that target, should i get the +20 or not?

please state your point and explain = )Ty

Liberty's Edge

Please dont post any stories that you really didnt do you just read about on line. if you gunna do that just tell us you read this funny story then post it... = )

me and my group where on a mission to sneak into this fortress and capture some rare artifact. so we snatched a guard and the story starts from there. we took him from his post 4 miles up the road.

The group consist of 3 rouges and 1 barbarian.

rouge #1: slaps the tied up guard around, to wake him up.

rouge #2: is finishing up on the knots at his feet.

Guard: wiggles and tries to scream but cant has been gaged.

rouge #3: starts demanding information from him, removes the gage

Guard: refuses to talk and swears at the group

rouge #2: threatens to catch him on fire and watch him burn if he didn't tell them how to get through a secret door he was guarding.

Guard: refuses still with only more swearing then insults the second rouge

rouge #2: catches the left pant leg on fire.

Group: watches for a while till the guard is screaming and begging, then they try to put it out,with no success. The fire is drawling up the guards leg to fast, and the group panics.

Barbarian: in a desperate attempt to put the fire on the guard out, withdraws his great axe and attacks the leg. (roll's a 20) severs the leg, cutting the part on fire off.

Rouge's: panicing now from all the blood pouring from the leg.

Group: panic's more as rouge #1 runs off.

Group: is trying to shove cloth and stuff into the limb to slow the bleeding, not trying to kill the guard before they got the information.

Guard: screaming that he will talk just to stop all the pain

rouge #1: returns with a hot skillet, slaps the skillet onto the end of the severed leg burning the flesh and stopping the bleeding.

after tying a Tunicate to the wound the guard screems all the information they wanted.

*a way a bad situation turned good*