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I've written a document to assist dungeon masters with interesting treasure placement.

It is system neutral, but I'm using it in my Hackmaster game.

It can be found under the Resources list at the right on my blog,
Hack & Slash

or at this post,
Hack & Slash: Treasure

I hope it is of some use. :-)

I don't know if this is the right place for this.

So, I let my players use expanded 3.5 material. Player comes to the table with a psion/warblade. This is fine but I've never had either of these (or any character from xpsi or book of 9 swords) in play.

Round one: expands focus, Linked power Synchronicity[synchronicity] takes his readied action.
Round two: Two actions.

Clearly you can also quicken it and such for the extra standard. My question is, is this what this first level power is supposed to do? Give you extra actions?

I searched the internet and was unable to find anything regarding this power at all. Any ideas?

2 people marked this as FAQ candidate.

Assuming Strict RAW,

Each character gets a Standard, move, and swift action. They declare what their actions for the turn are, (one at a time) and attempt to resolve each.

What happens in each of these cases?

A) Character moves any value less than 30' (half his 'fly spell' fly speed) and fails his fly check?

B) Character declares no movement in the air (say casting a full round action or making a full attack) and fails his hover check?

C) Character attempts to turn more than 45 degrees and fails his fly check.

D) Character attempts to fly straight up.

My understanding per RAW, is that the character falls out of the air, takes falling damage and lands prone in each of these cases. Possibly in case C) and D) The characters movement ends, possibly making him make another fly check per A).

Is this correct? Yes? No?

Does using a swift action require concentration?

If you're subject to motion (vigorous, violent, or extreme) and you cast a quickened spell do you have to make a concentration check?

How about in a grapple?

Some questions:

if I cast fly do I have to move half my movement or make the DC 15 hover check?
In combat can I take ten on the hover check?
Is half my movement (if my base is 60') 30'? 5' if I'm gaining altitude? 60' if I'm decending? Or just 30' in all cases.

So is everyone fighting hundreds of combats over the weekend and they are all on normal terrain? 10x10 rooms?

Players better not read this. Here is some of what I have planned.

A combat against a red dragon on floating stone platforms in a sea of lava.
Ghoul and ghast monks in a stone maze
a fight on an airship that is falling out of the sky
a fight against a giant construct that has men on it and a charging cannon with two arms, one that heals and one that attacks a'la final fantasy
a trap filled multi-level room with constructs and convayer belts
a fight against mounted opponents on a road in the middle of a forest
escaping a lava flow by grappling and jumping flying opponents
a combat against waves of demons while the players are falling miles
and two seperate three form/stage boss battles.

Someone please tell me they have more interesting encounters than dungeon corridors and the occasional patch of rough terrain.

So, we're playing a lower level human only game. So light is a bigger deal than normal. The "plan" to avoid having to weild a torch in an actual hand is to cast light on a helmet. Is this a valid plan? Would it blind the user? Could they cast light on something else like a gauntlet? Is the intent of the spell a hands-free torch?

If you are grappled and you attempt to cast a quickened spell do you have to make the concentration check to successfully cast the spell?

Is there any reason ever why the Eidolon would not take all of it's armor bonus as natural armor?

Can someone explain how the heck this works?

If I'm an enlarged human and a cat uses a move action to move next to me and I use my aoo to grapple the cat, does the cat get to use it's rake or no? What if the cat is an eidolon with grab and rake and the opponent is a beblith?

Can you use a single natural attack in a grapple withou making a cmb check?
What conditions can rake be used outside of pounce?
Is there a distinction between "grappler" and "grapplee"? Some sort of sub-condition? When the text says something like "when you are grappling a foe" does that refer to either party in the grapple if both have the grappled condition, or only the one that initiated the grapple?

Does a target grappled and in the AOE of black tentacles count as engaged in melée for the purposes of friendly archers? If they fire into combat are they subject to the -4 penalty for shooting into melée?

If a monster doesn't have any languages listed In it's entry, and it doesn't have linguistics as a skill, what languages does it speak? One per int bonus? Any? None? I ask because some creatures should be able to speak but don't seem to be able to.

The spell says "arrows and bolts are deflected upwards and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a seige weapon projectile, and other massive ranged weapons are not affected)."

what projectiles beside arrows and bolts are there? Doesn't this only affect arrows/ bolts? Or can a dart magically make it through the wall?

How can you tell if a creature's natural attacks count as a magical weapon for purposes of overcoming the incorporal special quality.

At tenth level can my summoner use aspect to give himself a fifth level spell if he has a charisma of 22?

Does Empower give you more missles/rays/ etc?

Or does it only affect damage dice?

Reworded, are damage dice considered the only variable numeric effects, or is number of magic missles, rays or what have you also considered a variable numeric effect?

1 person marked this as FAQ candidate.

Ok, here's what I don't understand. Almost 10 years now and some of these things still don't have an official answer. Can I get some help please?

1.) Perception, versus stealth, versus cover, versus concealment, verus HiPS, versus Magical Traps, versus Abjuration effects, verus dim light, versus sneak attack, versus etc.

Can we get a little faq or addendum to clear up how this works, or does nobody really know?

2) Weapons with the (trip) descriptor.

Do you need them to trip? Can you trip with any weapon? Who knows, everyone should just make something up.

3) Does fire resistance apply to each ray in the scorching ray?

Already with another thread.

4) What is the deal with grapple? How does this actually work?

The specific questions probably require a thread of their own, but since I'm listing golden sacred delicious cows of ignorance which cannot be officially answered, I'll just leave the general thrust of the statement.

5) Spring attack and the 'attack action' (and cleave and vital strike), how do these officially interact, what exactly is an attack action?

Did I forget any?

I'm not looking to restart the endless threads that go on about these things. I'm looking to itemize a list of stuff that we know is a problem. Wouldn't it be nice if there were something like a list of questions that were asked frequently that were collected where these things could be explained? like in a nice little booklet? or possibly an informative video.

also, if anyone has any official answers. . .

Does fire resistance apply to each Ray or to the total damage of all rays?

I *know* it applies separately to each Ray, but my DM is manical and needs the offical proof. Can I get some offical answer or a definative page number?

Is it just me, or is this skill and mechanic poorly defined.

Are spells that don't contain text about visible effects invisible? For instance, is there any way to perceive a buff like 'heroism'? Or more importantly a zone that has 'Forbiddance' up? Consecrate or Desecrate?

Since forbiddance can be 'shaped' what's to prevent the caster from setting the 10x10 blocks underground and creating a maze of the blocks shaped upon the solid base (mind you, one you can't see)?

What counts as a magical trap? (Which *does* have rules about spotting, DC20+Spell level+4 if no visible effect)

Aren't you glad this thread isn't about stealth?

Hey, I dunno if this is the right place for this thread, but I had a question.

I have a level 8 summoner. His eidolon has 11 evolution points. quadraped

He has claws, pounce, large, grab(claws), rake and resist fire 10.

This gives me 3 attacks at +15, and if one of 2 of them hit (and I make a trivial CMB check), I get 2 more rolls for the raking, also at +15. His AC hovers around 20 normally, and almost reaches 30 with barkskin and mage armor. His bonus to damage (from his base 28 strength and amulet of natural attacks is +10. This is not counting a likely bull's strength and enlarge.

Basically if he hits with all five attacks, he does a minimum of 55 damage, possibly much more, and it is quite often he hits with all five attacks.

Oh, are you saying, gosh, he has to make a grapple check? His CMB for grapple? +6 + 9 + 1 + (4) = +20 *without* buffs - not much has a CMD to compete.

Granted his will save is +2. And he's linked to me (who now is often flying *and* invisible.)

How is this equal *at* *all* with a barbarian, fighter, or other class? Cause not only can I make a full attack on a charge, but I can cast a spell the same round *and* flank to give the eidolon a +2 to hit.

Am I missing something here, because the party barbarian is feeling pretty useless.

If I have a large eidlion and I cast enlarge person on it, does the damage it's claws and bite do go up because of the increased size? Or is that only an artifact of 'evolution' size increases?

Hi. Does the Heat ability do 8d6 to any person that attacks it with a hand or weapon per *round* or per *attack*?

pfrd wrote:
Heat (Su) An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. The heat can melt or burn weapons; any weapon that strikes a remorhaz is allowed a DC 19 Fortitude save to avoid taking damage. The save DC is Constitution-based.

i.e. if I have a full attack with an axe that hits three times, do I make three saves and take 24d6 damage to the weapon?

If I natural attack five times, do I take 40d6 damage?


So far, I've come up with

explosive runes
snake sigil
secret page
(contingency?) triggered spells (such as disintegrate)
or Extra-planar summons.

Any other suggestions. . .

I need about 31. ;-p

What are the rules regarding firing a bow while prone? I ask simply because, you know, I've fired a compound bow before, and it seems neigh impossible to do so A) while on your back, or B) while lying down on your stomach.

We have conceived that it *might* be possible to fire one down the length of your body, but I was wondering what the official call was on the topic.

You walk in to sit down at a new pathfinder game. You pull out your sheet, to create your character.

The DM says, "3d6, straight down the line. Oh, and by the way, I don't allow the 5' step as an option in combat."

What changes when you remove the ability of characters to take a 5' step?

So, the natural armor bonus for increased size has been removed in pathfinder?

Per RAW what are the average number of encounters per day - does it remain 3-5 as in 3.5?

What is the average length (per RAW) in rounds of each of those combats? 2 rounds? 10?

Are concentration spells the only spells that cancel upon the casters death? How about spells that can be dismissed? all spells?

I made a statement in a discussion I'm having with someone on these boards over e-mail that I'd like to be able to back up.

I hope I don't get into trouble for this, let's keep the debate in the other thread, in this thread, if you were starting in a new campaign, and you *had* to pick either Wizard or Sorcerer, which would you pick?

Also, what would your final build look like (just classes/levels)


We were discussing Wizard Vs. Sorcerer this weekend.

The general consensus of people who are not me is that Wizard is more powerful and clearly a better option to play and pick in (almost) all situations.

Here were the relevant points disscussed.

1) Sorcerer and Wizard (of identical levels) were somewhat equal on the levels where they can both cast the same level highest level spell. But the level where wizard gets the spell first, he effectively gets 3 spells, (one for the level, one for the bonded item, and one for intelligence) making him far superior to a Sorcerer of his level.

2) His key stat being intelligence makes him a huge skill point powerhouse at a reduced cost compared to the sorcerer. The efficacy of skills being improved in Pathfinder makes this an even bigger boost.

3) The wizard is not limited in the number of spells he can learn.

An outlier was discussed. In a campaign that did not allow a wizard to buy scrolls the sorcerer would get some additional advantage. In a campaign that forced the wizard to travel a long way between getting an opportunity to memorize his spells, the additional spells the sorcerer gets would be some advantage.

I should note that I run a 1st edition game where this is the case (wizards have to pay out the wazoo for scrolls when they can buy them at all, and generally for half the adventure they are totally out of spells) but it was generally agreed that *most* campaigns allow resting far far before spell exhaustion occurs *and* they allow wizards to purchase scrolls.

I'm convinced they wouldn't have a spell casting class that's strictly worse then another spell casting class. Assuming no "worst case comparisons" (a touch attack focused aberrant bloodline sorcerer vs. a diviner wizard for example) what other positive aspects of the sorcerer class make them equal to the wizard in power and efficacy?

How does the animal companion Wolf Trip work? Does it provoke an AoO? When tripped do the wolf and target occupy the same square? Does the wolf use his attack roll for his CMB check, or does he make a separate roll? Can an opponent trip the wolf if he fails?

PRD says

A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

"beyond 5 feet"

So am I to understand the square this is centered on, if a tiny creature is in the square, or someone is grappling with the caster they have full visibility?
A tiny creature, or someone grappling with the caster is not beyond 5 feet, so their vision is not obscured, is this correct?

Then people standing around the point of origin (i.e. the 9 squares surrounding the center of the spell, 1 square in every direction) have concealment, and everyone 10' (2 squares) or more away to the border of the spell has total concealment?

Am I misunderstanding something?

Why not play the game as it is?

Many, many of the threads I read talk about pages and pages and pages of house rules. I understand if you've been playing something for six months and want to make a small change, or if after a year or two you have an idea you'd like to try. But how can you have fifty pages of house rules based on 'the way you think things should be' until you see the way things are (which takes more than a month).

If I played Risk with you and you started complaining about how it doesn't accurately model supply lines, and pulled out a thirty page rule addendum, I'd finish my beer and leave.

Sometimes with some setups, I can understand rule changes made for speed and convenience after testing in play(In my hackmaster game, we use the 1e system, because each person runs multiple characters. Tracking initiative for 2 PC's and 4 henchmen is too time consuming.), Or suggestions made to increase or decrease randomness dependent on play style. I'm not suggesting never house rule.

I'm just suggesting that pathfinder is a whole game. Why not play that game and see what that game is like?

If you've got fifty pages of house rules, then you are not playing pathfinder, you're playing some other game. The key point of what I'm saying here is how can you claim to like or dislike pathfinder ruleset without actually playing through all twenty levels a few times.

Of course, you could always tell me at length about how the part of the elephant *you* saw was like a giant tree. That doesn't make it true.

There is a question here. It's right there at the top. and again in the middle. I'll repeat it: Pathfinder is a whole game. Why not play that game and see what that game is like?


Can you take the Toughness feat more than once?

If not, would it be unbalancing if there were a 3 feat toughness chain (each one doing the same thing as toughness)? Would a 5 feat toughness chain be unbalancing?

What if I took a class, and another class had a marginal advantage! That would be totally unfair!

All this is stupid! I'm going to go back to the way it was before where there was a limited selection of options that made sure no one else could be better than you! Pathfinder sucks!

There is a serious question here. 4th edition is constructed around the premise of a gameboard or battlefield that you fight your way across. Meaning that the above type of balance is relevant. Third edition is more in the classic "I'm a pulp adventurer" vein. (See Reading list)

Are their not campaign factors involved in 3rd edition games?

For example:
Finding a magic weapon that's powerful enough that you end up taking a focus in that?
Being away from a city preventing the sale or purchase of goods?
Having a variety of RP and combat encounters allowing for a variety of spotlight time?

The thing is, you're playing people, and decisions should be made as those people - only *now* with pathfinder, you can play a fighter (TWF, THF, or Sword and Board) and maintain your relevance. You can take this class or that one, or whatever sort of build you want, without there being a broken build. You can again focus on character, instead of saying, "Oh, man, it would be cool to be a fighter, but we're seventh level, and I don't want to gimp the party, so I'll play a druid"

It seems to me that the complaints are not from people who are in campaigns, who find themselves outstripped by their other party members.

Is my impression wrong?
Are people playing 3pf as a series of miniature combats?
Are their not campaign factors? character factors in your game?

Just wondering.
P.S. Bards are useful, TWF is fine, Clerics are plenty powerful, and Smite isn't too strong. ;-p

Page 194, 8th level entry is missing.

In addition to these abilities, each school also grants a
number of bonus spells. Whenever a wizard attains the listed
level, he can choose one spell from his school to prepare every
day as a bonus spell. Instead of gaining a spell of the listed
level, the wizard can instead choose a spell of a lower level,
which he can then prepare twice per day (except for 2nd level).
A universalist can choose spells from any school. Once chosen,
these spells cannot be changed.
2nd Level: The wizard can cast any first level spell from his
chosen school. This spell is prepared once per day for every
two caster levels he possesses.
4th Level: The wizard can cast any second level spell from
his chosen school once per day.
6th Level: The wizard can cast any third level spell from his
chosen school once per day.
10th Level: The wizard can cast any fifth level spell from his
chosen school once per day.

wizard/sorc/druid/cleric dominate 3.5e because spellcasting can't be interrupted.

In 1e/2e/hackmaster, when they start casting the spell takes so long to cast and any damage makes them lose the spell.

Meele in 3e gets a *double* nerf. Most spells are 1 standard action, so fighters have to give up their turn to ready an action to attack casters if they want to interrupt, AND casters get a (fairly easy) DC check when they take damage.

This is the primary reason casters are so overbalanced compared to high level hackmas- I mean 1e/2e play.

The Combat Dynamic was also nice. It was like a football game where the wizard was the QB "protect him till be gets his spell off".

Can this *pretty please* be addressed? People might have more success with higher level games if the casters weren't so dominating.

Ways to address this problem?

1) standard 1 round casting time
2) make it much more difficult to maintain the spell. 15+dam+spell level or 10+2xdam+spell level

other suggestions?

Why is the roll to stabilize a percentile roll instead of a D20 roll? It's a 10% chance, you could just say roll a DC 19 check and then you don't have a special roll.

I just don't understand why the whole point of the D20 system is to standardize the resolution why you'd use a % roll for this.

-Edit: fixed my lousy counting (DC 18 instead of 19)