So, a player in my campaign has a Large awakened polar bear as his PC. Everyone else in the party has access to mounts either through animal companions or the use of a marvelous mount spell. From the spell description it would seem only medium or smaller creatures can make use of the spell. Any suggestions on a mount for a Large creature ? Marvelous Mount
Heightened (3rd) The mount can walk on water, but it must end its turn on solid ground or sink. Heightened (4th) The mount has a Speed of 60 feet and can walk on water. Heightened (5th) The mount has a Speed of 60 feet and can walk on water. It also has a fly Speed of 60 feet, but it must end its turn on a surface or fall. Heightened (6th) The mount has a Speed and fly Speed of 80 feet.
If a PC Thaumaturge is attacking a snow monster with fire weakness 10, the PC does his esoteric lore and pazow - his sword does +10 bonus damage due to flame peppers! My question is if he has a flame brand sword that already does fire damage does the Thaumaturge weakness damage stack with the fire from his sword for +20 damage?
What if any are the rules for vehicles and terrain difficulties? A wagon traveling down a road seems simple enough. Even moving across some grasslands like in the America's wild west would seem to be possible. However, how do you handle the PC's deciding they want to drive their wagon up a mountain or through a forest? I looked for some rules on this but did not find anything? It would seem counter-intuitive for a wagon to be maneuverable up a mountain or through a forest?
I am a little confused on the Counteract action. Please let me know if this is right or wrong? Example 1) Caster 1 casts magic missile at caster 2. Caster 2 has the Counterspell feat but does NOT have magic missile prepared. They can use dispel magic to counterspell as a reaction? The DC is Caster 1's Spell DC, and the counteract roll is caster 2's spell attack roll? Example 2) A Caster is fighting a big mean barbarian with a glowy magic sword. They can use dispel magic with a counteract check to suppress the swords magic for 10 minutes. The sword is level 12. The counteract rank is 6, the table lists a success 7 (13 to 14) - what does that mean? LOL Counteract Critical
So I was wondering about the Chalice implement of the Thaumaturge. What happens if they are knocked prone or disarmed of their Chalice? Wouldn't the chalice's liquid splash out? How exactly do you swap your chalice implement as a free action to another? It clips to your belt? Wouldn't it just slosh everywhere? If you where taking it from a dimensional space i suppose that would make some sense as you could say it wouldn't spill from in there. It just seems like a bad interaction that makes little sense?
Does the kineticist feat Metal Carapace stack with your unarmored defence proficiency? Metal Carapace
When you use this impulse, you can also create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2.
So what exactly is a Thaumaturge's Esoterica ? It states: "You constantly collect and carry various smaller mystic objects, bits of materials with paranormal affinities, and items used in folk practices: your esoterica. These might include cold iron nails, scraps of scrolls and scriptures, fragments of bones purportedly from a saint, and other similar objects. You keep your esoterica in easy-to-access places on your person and are well practiced in brandishing your implement and esoterica together, so you can draw and use esoterica with the same hand you're using to wield an implement." So, first off. If a thaumaturge 'looses' his gear, they can no longer attempt to Exploit Vulnerabilities i assume until they replace their nick-nacks of supernatural power? What if a thaumaturges supply of Esoterica is destroyed, say he fell into lava and they all melted. How would this "Esoterica" be replaced ? Do these items take up encumbrance ? How many of these items are there supposed to be ? Do they need to be tracked ? what if they don't have silver shavings, how would you know? Do they need to list their different items..ugh! Mortal Weakness: After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver. - This right here makes me go... Umm, really? So, does the class just assume that the thamaturge has basically an unlimited supply of weired shit they can apply to every situation they come across? It almost seems like they need a bag of holding for all the varities of supernatural gee-jaws that they would need to apply to every situation. Anyone able to explain this for me, or it simply a situation where you turn your brain off and that it is just what happens, for because thats what happens?
With raging thrower does your Instinct rage bonus apply to any thrown weapon you hurl at something? Raging ThrowerFeat 1
My Query is if a raging barbarian makes a long jump wearing boots of bounding that has the Raging Athlete feat...exactly how far can he jump in total and per action?
Raging Athlete
BOOTS OF BOUNDING
LONG JUMP
I have a query concerning the mechanics of Rage / Instincts & specialization
Weapon Specialization LEVEL 7
INSTINCTS
Also...
Query- Would an arcane, divine..etc.. spell cast by an undead also be included in the resistance?
I have been trying for some time now to make a decent Magus. Love the idea. Just not happening tho. The requirement to make a 2nd attack roll for the spell to work is just sad. Spellcasters hardly ever hit anyway with their crappy proficiency, Magus is even worse. Best I have come up with so far is Archer / Magus.
level 14 they get focus haste, which would help a lot - but they is a long way off. Slide casting is really nice - just having trouble creating a decent build around it.
Probably my biggest gripe is that they are consistently several levels behind the curve with their attacks rolls. When they are trained every other class is master for at least 2-3 levels. The wizard in my group has got to the point where he is considering re-rolling a fighter as he sometimes goes through an encounter without hitting anything ! and the cleric has turned into a healbot and just leaves the fighting to the barbarian and ranger. My second gripe on casters is where martial classes get magic weapons to increase their hit chances and are doing significantly more damage than the poor wizard ever does. Even breaking out a fireball can be just plain embarressing. Last game he hurled a fireball for 14 damage, all the enemies saved but one ( because the DCs for casters suck LOL) so they took a whopping 7 dmg ! :( So much for the spellblaster, seems a thing of the past that's for sure. Has anyone had any success or have some pointers for my wizard, because I can't see him playing the class much longer ? ...
A lot of interesting bits in there. Some things that leapt out for me; Aasimar seem like they will be a popular choice, witches look interesting, some very nice Archetypes, and clerics get a new feat called magic hands that is pretty awesome :) MAGIC HANDS FEAT 6
So.. My pcs just encountered their first rust monster and I had to totally wing part of it as I could not find any definitive rules during my quick search (or search after the game) regarding solids rules for item gamage and magical items in particular. I ended up using the rules for cold iron and gave the 2-handed sword 40 hps. It took 14 hp dmg, so I said they could get it repaired back in town and that it was still usable. Any pointers to where there are guidelines for this?
A player of mine has picked up the focus spell
My question is, what is the multiattack penalty if you fire more than one 'dragon missile' per round?
A player of mine has picked up the focus spell
My question is, what is the multiattack penalty if you fire more than one 'dragon missile' per round?
I just finished browsing the GameMaster Guide. Some really nice content in there. I am definitely going to have some fun with RELICS :) The additional HAZARDS look good and the magical item QUIRKS look like a lot of fun. Deck of Many Things - I have this really ornate & cool looking metal d20 - it has a very eldritch demonic look to it :)
STAMINA - This looks interesting. I am definitely going to give this a trial run and see how it plays out. I like the feel of it. How only a core % of your hp's represent physical damage.
Source Core Rulebook pg. 210
How does this feat work for a Universalist Wizard?
Given what I know of the Hellnights now, they remind me a bit of the knights from the Elenium series. Sparhawk and his fellow knights were a bit of a rough bunch lol From my first read I figured being a knighthood that follows Asmodeous they must have been a bunch of evil bastards. Not so much the case now that I have done some more research into them. A very grey bunch. Reminds me of the Clergy of Helm from some of the Realms novels. Some of those characters could be righteous bastards ! Still, I would hate to live in a realm governed by Hellknights. Argh. Cheliax seems like a pretty shitty place to live. Great to be at the top of the pyramid, sucks to be everyone else...
Shisumo wrote:
Absolutely love that LOL. So going to use it in my campaign. Thanks :)Huh SO Hellknights are more LN that evil Asmodeous worshipers. Have to do some background research on the order. Only a recent convert to Pathfinder ...
Now that my group has survived Plaguestone, they are moving onto Age of Ashes. Been doing a read through & I have a query regarding the NPC Alek. He is a LN Armiger (I gather that is kind of like a novice knight) of the Order of the Nail. A Hellknight of Asmodeus. I know the module paints him as LN and that he doesn't specifically 'worship' Asmodeus. He is however a member of the Order of Hellknights, a military organisation dedicated to the tenets of Asmodeus "the Great Lord of Hell". How the heck do you get a group of "good" sane PCs to trust a character or want to deal with him when that person is the equivalent of a freaking Nazi? I just don't see how this is supposed to work. Personally, I would just cut his head off and move on. LOL
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