I am working on putting together 4 (or 3 or 5) loosely connected one-session adventures and would like to share my ideas here for others' comments or suggestions and perhaps to ask questions too. Hopefully, this is the correct forum for this sort of thing.
The first spoiler is an explanation as to why I am putting together the campaign this way. The other spoilers present the overarching background stories connecting the adventures.
Campaign Structure:
Part of the reason I want these adventures to be only loosely connected is that players in our gaming group have much less time to game these days, so I expect that each session may have some different players at the table (and even some of the same players might play a different character each time). Therefore, I don't want players to need to know all the details of adventure #1 to play or enjoy adventure #3. Each adventure should be able to stand alone well enough.
I decided that the "hook" for the players will be that they are part of the Pathfinder Society (either members or somehow connected). That way the adventures don't require continuity. The players will just go on whatever mission is given by their venture captain. This will be nice because I can send them to completely different parts of the world each time without there being a direct connection (at least not obvious to the players) in the story, and I know they will enjoy sampling the diversity of the Inner Sea region in terms of different cultures, creatures, environment, etc.
Another aspect of this mini-campaign is that months (or even years) will pass between adventures. Players might get the chance to level up during a session, but they will definitely gain multiple levels in between adventures. The first adventure might be Level 2 or 3, followed by Level 5 or 6, followed by level 8 or 9. Also, as I mentioned above, players can play different characters in each adventure. Maybe someone has never played a Bard and wants to try that for the first adventure, but maybe that same someone has played a Druid but never a Level 9 Druid and creates a new Druid character for the last adventure.
The Bones of Founder Raccona, Osirian Spirit Jars, and Talisman of the Orc Mother's Fury presented in the back of Pathfinder 27 (What Lies In Dust) sparked the overarching story connecting these adventures. The super short story of this mini-campaign is that a half-orc venture captain named Haav'ork wishes to regain his prominence in the Hold of Belkzen and reestablish a long lost Pathfinder Lodge that once existed there in secret. His plan is to bring together the scattered bones of an orc hero...to call forth her spirit...to learn the location of the secret lodge...then, he will return the bones for a proper burial in the Hold of Belkzen in order to be welcomed back into the fold, and thus, gain permission to establish a lodge (which really means finding the long lost lodge). Also, his initial fall from grace debilitated him physically, so that is why he needs others (Pathfinder agents) to do the legwork.
Founder Raconna:
In this campaign, Founder Raccona was an orc in the Hold of Belkzen who gained much notoriety at a young age. She fought for her beliefs/tribe/?? but was more of a loner and didn't want to be a leader, so when things died down, she went off on her own into the wild. It was here that she came across the secret Pathfinder Lodge, which had just been established. The Pathfinders knew her of her fame and convinced her to keep their secret and assist their mission of discovery. She agreed to help as long any orc relics were kept in this lodge and not sent to Absalom. Over the next two or three decades, Raconna finally grew into a leader and took charge of the lodge. She filled it with agents loyal to her and did all that she could to keep the lodge location secret (including the destruction and/or altering of records in Absalom and noting which people not under her sway knew its location). During this time, she also became a fervent follower of Aroden (perhaps due to the discovery of a relic) and eventually went to Cheliax to await his return. She left her second-in-command in charge of the lodge with secret orders to remove and hide all the orc relics until she returned. This was done, but without her strong leadership, the lodge eventually fell to in-fighting and most/all members went back to their tribes when hostilities between orcs broke out once again (perhaps when Aroden dies and the Inner Sea region is wracked with turmoil) and none returned, so the lodge was effectively lost since so much work was done to keep secret its location. Meanwhile, in Cheliax - as detailed in the Bones of Founder Raconna entry - Raconna dies as a famous martyr battling the might of Hell.
Venture Captain Haav'ork:
This half-orc will be the NPC guiding the PCs. He is a venture captain who wants to find the lost Pathfinder lodge (and its treasures) in the Hold of Belkzen for both personal and professional reasons.
Haav'ork belonged to one of the most prominent warbands in Belkzen but joined what became the losing side during a power struggle within it. His own prominence meant that humiliation and exile served as better bargaining chip and punishment than execution. He brokered a deal that would allow the most powerful warriors on his losing side to be taken back into the fold in exchange for serving as a living example of shame to detract others from rising up. In a play on words of the phrase "Might makes right," his punishment was the loss of his right eye, right ear, right hand, and right foot, and this was done in public display.
Years later, Haav'ork is a member of the Pathfinder Society, learns of the lost lodge in Belkzen, sees its rediscovery as a way to return home, and through much study, devises a plan.
.
Most of the Bones of Founder Raconna have already been found (probably by previous missions created by Haav'ork as well as other venture captains). The few remaining ones are thought to be in Cheliax, which is not friendly to true Pathfinders, especially not to those looking to uncover links to Aroden. However, the disturbance in Westcrown (Council of Thieves) provides a good distraction to send in agents.
Missions:
The first mission will be to investigate maybe 3 locations in Cheliax but probably not all will have bones. Also, these might not even be the last of the bones.
Another mission will be to locate the Osirian Spirit Jars - this might be dungeon delving in a pyramid.
Once all the bones are collected (perhaps by the PCs as a side story but not another actual mission, or perhaps by other agents) and jars obtained, Haav'ork will combine the bones to release the spirit of Raconna, but use the spirit jars (which I may tweak to just do what is needed for this campaign) to temporarily capture her soul and transfer it into another body for communication - to learn the location of the Belkzen lodge and hidden away orc relics.
The next mission will be much more on the diplomatic side with Haav'ork bringing the PCs to Belkzen to present the bones of the orc hero Raconna to the warband leaders and use them as leverage for Haav'ork to return from exile and possibly establish a Pathfinder lodge.
The last mission will be locating the lodge and/or hidden away orc relics. This may be more difficult if Haav'ork and the PCs are able to end his exile but don't do well enough with diplomacy to allow the establishment of a Pathfinder lodge, so they may have to search for it in secret, or with less help from the orcs, or with more resistance from the orcs.
One other thing to note is the Haav'ork will only provide the PCs with the info they need for each specific mission. He won't divulge his master plan or even the connections between missions - unless he is somehow convinced to do so or sees it necessary for the success of a mission, but even then, he will say as little as possible. Though, he may warm up more to orcish PCs.
This seems like plenty of info to start. Thoughts? Questions? Advice? Ideas on other missions? I will present the specific mission details in future posts.
I am tweaking parts of the Asmodean Knot and am hoping to get feedback others who have ran or played it already. Our group only has 3 players, so I gave them the option of starting with an extra NPC level or extra gold to give them a boost. Also, I added a few extra encounters/challenges, some of which I didn't expect them to fully defeat, so they've wound up even more ahead of the curve (which didn't prevent one PC death during the play). The PCs are:
Ftr4/Brb1/War1 with a focus on sunder and adamantine lucrene hammer
Alch5/Exp1
Clr5 (about to level up) with Wisdom 23 from starting middle-aged
1. Grey Metal Entry Doors
Spoiler:
The first addition is going to be with transportation into the Knot. The description says that touching the metal doors gives a feeling of vertigo, and that is where this idea comes from, along with the notion that the Knot has been damaged by Sian. PCs who touch the doors will have to make a Will save. Success means they are instantly transported to the Knot, as normal. Failure means they find themselves falling through a void of darkness (those with darkvision will be able to see masses of shadowy tendrils reaching for them – this corresponds to the depiction of shadow beasts in our campaign), and each round another Will save can be made to escape the void and enter the Knot. Initially, each round in the void was going to inflict 1 point of Wisdom damage (a little bit of madness from being in the void), plus 1d6 points of falling damage per round upon exiting the void and falling into the Knot. However, the Cornucopia meal already did Wisdom damage, so I may change this to Charisma damage and change the falling damage to 1d6 per two rounds (or 1d6 nonlethal for the first round which turns into 1d6 lethal in the second round, and repeat – so the damage gets more real the longer you are in the void). For the Will save, I'm thinking DC 15 (since I think all the PCs can make this by rolling 10) or DC 17 to make it a bit harder. Also, I'm guessing that conjugation would be the school of magic given off by the metal doors because I know they will cast detect magic on them.
2. Elandriu
Spoiler:
Sian placed him in the entry hall, but to do so, she would have had to carry him (or I guess place him in the handy haversack – which I may keep with Sian or remove entirely) and sneak past the shadows and howlers. It seems like she got past these guardians on her way in by being in gaseous form, so I'm not sure if it would make sense for her to sneak his body back to the entry hall – especially since there are no threats there and she's trying to make it look like he was killed by something in the Knot. Instead, I may have her dump the body just inside the western door of B2 with the used scrolls, runecurse, and pack of unused scrolls. The howlers will chew him up (eat flesh, crunch bones), which will help to cover up the fact he was killed by her blade. This may prevent speak with dead from working, but I doubt my players would take that approach, and if they do, I'll just fudge it by saying there is enough of the body left intact for this instance.
3. Entry Hall Alcoves
Spoiler:
These seems to be totally aesthetic and otherwise pointless, but I may give them a purpose. The background info says that Mayor Anvengen expanded the Knot, and later, Mayor Vheed filled the Knot with monsters and used it for sadistic entertainment. I'm thinking that each alcove held a reflective metal sheet (similar to the reflective metal doors to enter the Knot and black metal mirrors that spawn shadows) and were used to look into the various areas of the Knot – like mirrors of clairvoyance attuned to specific locations and perhaps activated by something like Channel Energy. Although, I'd probably have it be that most of these mirrors have been destroyed with maybe one that gives a look into the Hall of Special Guests (perhaps the others looked into Jabe's Pool, the Kyton's room, and the room with the chests) and maybe one that never got attuned since it was going to be for a feature that Anvengen intended to build but didn't do before he died. Or maybe half will not be attuned because they were supposed to look into the second story that was never built.. Alternatively, the alcoves may have once displayed all the stuff that is now stored in the mummy room.
4. Howlers
Spoiler:
If anyone gets cursed, I may give them a vision from Anvengen with each failed save. Just a fragment of a memory but something that will shed some light on the backstory which doesn't get revealed much. Maybe memories of his appointment by House Thrune, installation of the Nessian Spiral, creation and expansion of the Knot, etc.
There is more, but this seems like plenty for one post.
This is a very minor question, but I was wondering if anyone had thoughts on the mechanics and costs of a pyrahje (man-sized torch that lights major areas of Westcrown by night)?
Quote:
Oil (1 sp): A pint of oil burns for 6 hours in a lantern or lamp.
Torch (1 cp): A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light).
Lamp, Common (1 sp): A lamp illuminates a small area, providing normal light in a 15-foot radius and increasing the light level by one step for an additional 15 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A lamp does not increase the light level in normal light or bright light. A lamp burns for 6 hours on one pint of oil. You can carry a lamp in one hand.
I imagine that a pyrahje operates similar to a lamp but illuminates a larger area because it is so big, and therefore, also requires more oil.
The reason I am curious about this is because I could see the Mayor citing cost as the reason why the entire city can't be lit up at night.
My gaming group has recently started this adventure path, and I only have the first 2 books right now. The other books are coming in the mail, but it will probably be several weeks before I can read through all of them. Therefore, I was wondering if people had ideas for laying the ground work early on challenges and characters that won't come into play until later in the adventure path?
I have read a few of the summary threads, which have given me a few ideas, and the party has met the Children of Westcrown and just rescued their leader from the Hellknights. Next up is Thesing and the Bastards... and maybe a little side venture with bandits targeting the PCs directly.
I am curious if there more info comes out later about who is on the Council of Thieves, aside from the Drovenge family? It would be good to perhaps work in some of the other families into the early adventures.
Secondly, I do hope to give more life to the Children of Westcrown. I like the ideas presented in other threads about the individual members having their own goals that they are bringing to the group or doing on their own. Also, I have tweaked the group slightly. Arael is a female half-elf (Rielle the Mother) who started things with her younger sister (Neela the Moon) and Javi the Falcon (a male human instead of Janiven) - who are the highest level members of the group. All the group members have code names and only some have revealed their real name to the PCs. The PCs are dwarves from the same clan which owns an ale house along the docks. Larko (the Woodsman) is a regular, and it was through him that the group learned of the PCs. Fiosa (the Torch) is a local who was raised in the Dhaenfens, and her nieces & nephews came to Westcrown to get out of the bogs. They signed up for an indentured apprenticeship, but when their contract was up, the noble family moved them into enslavement in an underground factory. The first leg of the story was Fiosa and her grandfather coming to the PCs for help. The toughest Children of Westcrown (Moon leading others who died during the rescue or quit after it - none of these are from the book) freed the halflings and took them through the sewers to the docks. They needed the PCs to house the halflings until their ship was ready to depart a couple days later, but of course, the PCs wound up having to help with the rescue since the CoW and halflings were being chased. Anyway, I got this idea from the write-up of how Fiosa joined the CoW... I just had it be that the PCs were involved with the freeing of halfling slaves, and these were illegal slaves, so it technically wasn't breaking the law to get them out.
Wow, I wound up typing much more than expected, so this is probably enough for now, but a few other things to note about the PCs:
-Fighter dwarf who took a campaign trait to have a sheriff contact - which is Durotas Arik Tuornos of the Rundottari. He came to Westcrown to help protect his family's holdings during this time of increased banditry (in part due to the younger Drovenges' scheming)
-Alchemist dwarf who took a campaign trait that gives him a place to stay and person to sell goods at +10%, so the PCs' cousin own the ale house, and it is where they live while in the city.
-Cleric dwarf who is a local who worshipped Asmodeus but fell from "grace" and now reveres Cayden. Also, he took the AP campaign trait that gives him a Pathfinder contact. It is going to be the priest of Cayden that showed him the light (after his fall from evil), and this NPC will probably replace the Pathfinder contact in the Sixfold Trial.
Oh, and I've been happy that the party hasn't concerned itself much with getting paid for their help, but to help give them a boost in that department, the Bastards will have several weapons from the weaponsmith they murdered that can be used by the PCs (and maybe CoW) or sold without guilt.
The holy aura bonuses to AC and saves appear to be included in the stat block of the Ghaele. My question is about its Spell Resistance. It is listed as having SR 25. Holy aura provides SR 25 vs evil spells and spells cast by evil creatures.
Does the Ghaele naturally have SR 25? Or does it come from the holy aura? If it is the latter, I would assume that the SR only applies vs evil, but if it is the former, then the SR would apply to all spells.
The stat block indicates that the SR applies to all spells since it is not listed as being limited vs evil, but I want to make sure this is correct.
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.
Do you move at half of normal speed whenever you tread on air, or is it only half speed when you move at an upward or downward angle?
You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.
Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
I've always found this spell to be a bit ambiguous because it gives you a speed of 10 ft Fly (perfect) but also allows you to move up to 600 ft per round (poor). And in typing up this post, I also came across another point of possible confusion. I've broken this post up into a few sections.
.
.
.
Wind walk is based off gaseous form. I never gave this too much thought, but it looks like this is only partially true. The physical changes (appearance, DR, immunities, action restrictions, etc) are based off gaseous form, but the fly speed is not. The reason I point this out is because gaseous form states that all Fly checks automatically succeed, but if that were also the case for wind walk, then maneuverability would not matter. However, this also means that the restriction from gaseous form of not being able to run is not a problem with wind walk. Does all this seem correct?
.
.
.
Anyway, going back to speed... a speed of 10 ft Fly (perfect) means you can Hustle (x2) up to 20 ft per round. That part is very clear and moving at a Hustle has certain limitations - you can only do either for one hour before potentially taking damage.
But how does 600 ft per round break down? At first I thought it could be a speed of 300 ft Fly (poor), so a double move (Hustle) is 600 ft per round... but if this was the case, why doesn't it just list the other speed as 300 ft Fly (poor)? Or if you can Run, that would make for a base speed of 150 ft Fly (poor).
One possible explanation I recently noticed is a distinction in the wording. This could be a total fluke that isn't supposed to actually mean anything important, but it does sort of help it make more sense. The speed of 10 ft Fly (perfect) is the speed of the creature. The creature itself cannot move any faster than this. However, the faster speed of 600 ft per round is the result of a magical wind wafting the creature, so it seems as if the creature is riding the wind. Does this seem like a reasonable interpretation? I like this one, but it does bring up a couple other questions about riding the wind.
If the wind walker is riding the wind, does he not tire? For example, if the wind walker is flying himself, moving for more than 8 hrs will result in a Forced March. Does riding the wind avoid this?
Can the wind walker opt to ride the wind even when he flies only 10 ft or less? He would simply have a poor maneuverability instead of perfect. Though, I cannot think of an example where you would want to move this slow. Because if you are going to take the poor maneuverability, you may as well move as fast as you can.
If the windwalker is riding the wind while in combat, should actions be based on the mounted combat rules? For example, a wind walker can't make a physical attack or cast spells with components, but he could cast a spell without components or use a spell-like ability. Would that spell happen in the middle of his total movement that round, like with a wizard casting on a horse that is making a double move or run?
.
.
.
Acrobatics: It seems that a vapor wouldn't have any problem moving through an opponent's square since it can squeeze through cracks. I have been allowing my players to do this, but they make an Acrobatics check to avoid the attack of opportunity (AoO). If they fail, they can still pass through the opponent's square, but they suffer the AoO. What do you think?
Although, now that I type this, I recall a thread where people gave the idea to handle tumbling while flying by making a Fly check with the same DC as the Acrobatics check. And the same thing for using a Swim check to tumble in the water.
.
.
.
Stealth: Can a windwalker make a Stealth check while riding the wind? If so, it seems like his speed per round would drop down to 300 ft to make the check without penalty.
.
.
.
Also, does maneuverability drop from perfect to poor as soon as you move more than 10 ft per move? That seems to be the case. That there is no middle ground between a speed of 10 ft (perfect) and up to 600 ft per round (poor).
.
.
.
It takes 5 rounds to shift from solid to vaporform. At what point do the physical changes (DR, immunities, etc) kick in or kick out? If you start out as solid, do none of the boosts/restrictions kick in until the end of your 5th turn of changing? And would it be vice versa for doing the opposite change. If someone is in vaporform, does he retain the DR but remain unable to attack until the end of his 5th turn of resuming physical form?
Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.
Does this mean that if I cast protection from energy vs fire, and then cast protection from energy vs acid, the target will only be protected vs acid? And when the protection vs acid runs out, then the protection vs fire will be in effect?
I used to think this spell could be cast multiple times on a target to protect it from multiple energy types at once, but now, that does not seem the case.
EDIT: And I guess the same would apply to resist energy? Except that most likely, the first casting will run out before the second casting. So perhaps the only time the first casting will kick in again is if the second casting is dispelled (or somehow ended) early before the first casting runs out.
EDIT #2: You can cast a spell at a lower level than your current level, as long as it is set at least as high as the minimum caster level, so... could a 5th-level caster cast resist energy vs fire for 50 min (CL 5) when entering a volcano, but then if an encounter came up with acid, could he cast resist energy vs acid for only 10 min (CL 1), so that the second casting (acid resistance) would end before the first (fire resistance).
I came across a very long thread trying to explain the "x cu. ft." area of stone shape. The math part was figured out, but there was some debate about the intent of the designers. For example, 10 cu. ft. means an area that is 1 ft x 1 ft x 10, but since that is not a very large area, did they perhaps intend for it to be an area that is 10 ft x 10 ft x 10 ft (which is 1,000 cu. ft.)?
Anyway, I am fine with the smaller area, which makes fine sense to me, but I came across another spell that has an area of "30-ft. cube/level" and was wondering if a 30-ft cube meant a cube that is 30 ft. on each side (i.e. 30 ft x 30 ft x 30 ft)? At the very least, I assume it is different than 30 cu. ft. since it is written differently, but I want to make sure my interpretation makes sense.
The players in my game have taken the Leadership feat and want their followers to help them build a base.
A little background on the campaign...the PCs and followers are all part of an invading army, and they are looking to build near a conquered large city. This region has traded hands several times over the past century, and the invaders aren't looking to destroy the area or enslave people - they just want to control the city and make it part of their kingdom/nation/whatever. Also, the followers (just like all other soldiers) are fed, housed, and paid by the army, so I'm not worried about those details.
Right now it looks like the PCs may start with a "20 ft x 20 ft" wooden structure. I looked at the D&D 3.0 (3.5?) Stronghold Builder's Guidebook for pricing. The wooden structure with a strong wooden door and amazing lock totals 1,190 gp. I've seen other threads on the Paizo boards complain that the prices in this book are way too high, but this doesn't seem unreasonable to me. Then again, most of the PCs are 14th-level now, so that's pocket change to them at this point.
Also, the book states that time takes 1 week per 10,000 gp, so it would seem like this structure could be built in less than 1 day. If I assume 8 hours of work per day and 7 days per week, that breaks down to about 178 gp per hour, so this would take just under 6 hours. Does this seem too fast?
I assume the above price and time is assuming that they are hiring workers who have the raw materials (i.e. beams of lumber) available and ready to go. However, the current situation will use followers. Should they work for free or receive some sort of payment? As it stands, the PCs gave equipment and spoils and other rewards to the soldiers in their previous unit, and it seems like that may continue, so even if payment is required, the followers will wind up getting something eventually.
Additionally, the plan seems to be for the cohorts and followers to go to a nearby grove and chop down wood for the structure. Therefore, they will get all the wood for free, but I'm not sure how long this will take: chopping down enough trees and cutting trees into lumber in addition to the standard build time.
Okay, so instead of having a "20 ft x 20 ft" wooden structure with a wooden door and metal lock that costs 1,190 gp and takes 6 hours... it looks like most of the cost will be free (just pay for lock and nails...and tools?). Also, in addition to the 6 hrs of building time, I need to figure out how much to add for "chopping trees/cutting lumber" time. And should the followers receive compensation? Any advice?
[EDIT: Oh, and this is how I determined the cost:
1 wooden stronghold space = 1,000 gp
1 strong wooden door = 40 gp
1 amazing lock = 150 gp
TOTAL = 1,190 gp
Also, the site cost & modifiers were minimal, so I left them out of this example, but they would add or subtract 1-2% depending on what exactly the players decide.]
I had a thread titled something to the effect of "Independent research (creating spells)" in the Rules messageboard. Posted it a day or two ago with a few replies, the most recent ones today, but now I can't seem to find the thread anywhere on the messageboard.
I am a DM in a game with a necromancer PC who is curious about creating new spells to affect the undead he controls.
He has used independent research to create one spell so far. It wasn't a necromancy spell, but it was created to provide his Large undead with mounts. The spell was a tweaked version of Phantom Steed that creates Huge mounts instead of Large mounts. This was pretty easy to figure out. It was almost the same as the original spell, the only difference being the size change, so the same spell level seemed appropriate.
Now he has three new ideas:
1) The first is to create a spell like Animate Dead that adds intelligence to the skeletons and zombies he creates. This seems a bit extreme since skeletons and zombies are mindless creatures, and the only intelligent undead in the Bestiary is a Skeletal Champion, and that cannot be created by any known magic. However, I later got to thinking that maybe some sort of undead version of Awaken (5th-level spell) might be reasonable, and this would be much more toned down than a Skeletal Champion, but maybe add +2 spell levels, so it would be a 7th-level spell...and this falls in between the spell levels of Create Undead and Greater Create Undead, which are used to create intelligent undead.
2) His second idea is to create a spell that works like Command Undead (2nd-level spell), but instead of having mindless undead follow his commands, they follow the commands of someone else. I wasn't really sure where to start here, but I figure it should be a higher level. I thought maybe 5th-level. Then, he looked into Polymorph (5th-level)...his reasoning being that this spell lets the caster use an effect that is usually a personal spell (Beast Shape II, Elemental Body I, Alter Self) on another creature and at a spell level that is only 1 higher than two out of the three spells it mimics.
3) The last idea is to create spells like Enlarge Person and Reduce Person that function on undead. The original are only 1st-level spells, but they only work on humanoids, so the first thing that comes to mind are Charm Person and Dominate Person which also only work on humanoids and require 3 or 4 spell levels higher to work on any creature, so maybe somewhere in between if they only work on undead?
Any thoughts on these ideas or the spell levels they should be, if they should exist at all?
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.
I know this spell removes the chance of being Off Target, but what about arriving at a Similar Area or having Mishap?
And what happens if you telelport into a tree or boulder? Are you trapped? Take damage? Die?
Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.
I am fine with how the penalty for this curse works. However, it doesn't seem to make sense in some regards, so I want to double check and see if there has been any official word posted about changes.
It does make sense that a person covered in rotting skin would not do so well on Diplomacy checks (the only Cha-based class skill for Oracles), but I don't quite understand why it would hamper their ability to lie (Bluff), and even less so, why it would be harder to use a wand (Use Magic Device)? The only Cha-based skill that doesn't receive the penalty is Intimidate, which makes sense too, but it's not a class skill for the Oracle anyway.
Again, I'm not looking to say the Wasting curse shouldn't work this way. If that's how the creators wanted to counter the bonuses, that's cool. It's just that I could see this curse being changed and was curious if anyone else has gotten word about it?
I am looking for clarification on how some spells fixed to a hallowed site actually work in this manner.
Darkness is easy. The entire area is one light level lower.
Bless and bane seem a bit trickier. Does everyone who enters the hallowed area that is fixed with a bless spell receive the bless bonuses? Or is it just allies? And if so, then that means the bane spell only affects enemies, so...does the bane spell have no effect on creatures that are neither friend nor foe?
Protection from energy makes no distinction between friend or so, so does it affect everyone who enters the area? And can a creature "renew" the casting by simply stepping out of the area and then back into it? Because it seems like this would essentially provide an immunity to energy as long as the creature can keep stepping back and forth before the damage limit runs out on the first casting.
Detect evil...is the area treated as if the caster is concentrating each round? So, if an evil creature steps into the area, the caster senses this automatically? Or at least on his turn? And just the caster need to be in the area too? Or does the caster have to be in the area and use a standard action to concentrate in order to sense the evil?
Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.
I assume the 7th and 15th level abilities stack, so at 15th-level, you can summon an advanced fast zombie or an advanced bloody skeleton. But are there any parameters on the skeleton or zombie?
A 15th-level oracle has summon a 15 HD advanced fast zombie. Do I just look through the Bestiary to find a creature with enough HD? Like a Medium creature with 14 HD +1 HD zombie = 15 HD, or a Large creature with 13 HD +2 HD zombie = 15 HD.
The half-celestial and half-fiend templates provide spell-like abilities that depend on HD. This does not seem to be based on racial HD, so as a half-celestial/fiend gains class levels, it would also gain additional spell-like abilities, correct?
As far as I can tell, only the racial skill points depend on racial HD.
Also, any idea why a half-celestial only needs an Int or Wis score of 8 or higher to use spell-like abilities? Seeing as how this as an innate ability, that seems fine. They shouldn't have the same restrictions as a Cleric or Wizard. I'm just curious why the minimum mental ability score is 8? Or why a minimum exists at all?
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
I'm pretty sure that a CG cleric who follows a CG deity would have both a Chaotic aura and a Good aura. Two auras. That makes sense.
How about a CG cleric who follows a CN deity? He would definitely have a Chaotic aura... but would he have a Good aura? Cos it seems like the aura is tied into the deity, and this deity isn't Good, so... at most, he would only radiate Good based on his HD, but not based on his Cleric levels, right?
I'm trying to figure out if the Hound Archon entry in the Bestiary is full of mistakes when it comes to the natural attacks... or if I am missing something special about its natural attacks?
It has Str mod +2 and two natural attacks (bite & slam). Both natural attacks are primary attacks, so they should add Str mod to damage when used alone or together during a full attack. That would give:
Bite +8 (1d8+2), Slam +8 (1d4+2)
But why does the Bestiary list:
Bite +8 (1d8+3), Slam +8 (1d4+1)
That makes it x1.5 Str mod for the bite, but x0.5 Str mod for the slam. Is this just a mistake?
Additionally, a natural attack used in a full-attack with a manufactured weapon is treated as a secondary attack, so it only receives half Str mod to damage, which would be:
Mwk Greatsword +9/+4 (2d6+3), Bite +3 (1d8+1)
But instead, the Bestiary lists it with full Str mod to damage:
Mwk Greatsword +9/+4 (2d6+3), Bite +3 (1d8+2)
Are all the natural attack Str mod to damage numbers incorrect? Or am I missing something?
Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.
Is the extra fire damage a supernatural or extraordinary quality?
The "Burn" quality is extraordinary, but the Nightmare fire damage isn't exactly that. If it was, it would be listed as "Burn" and this would also mean that it could catch you on fire.
My guess is that since the Nightmare flies by magic means, then the fire damage is also magic, which would mean supernatural. And I'm guess this would mean that the fire damage is lost when it is turned into a skeleton.
Take these two supernatural abilities as examples...
Quote:
Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
Quote:
Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
A supernatural ability requires a standard action to activate (unless it specifically says otherwise). Since the rounds for these abilities do not need to be consecutive, do you need to use a standard action each round to activate them? Even if you do use it over consecutive rounds?
Or once you activate these with a standard action, does it automatically continue until you make the effort to stop it? With a free action?
This small black sphere appears to be a lusterless pearl. A bead of force can be thrown up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius.
Q1. Does targeting function similar to a thunderstone? In the sense that you target a square (or perhaps moreso an intersection on the ground) with an AC 5.
Q2. Do you make a ranged attack or a ranged touch attack? I would think it's a ranged touch attack since the ground won't have a Dex bonus.
Quote:
Once thrown, a bead of force functions like a resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration.
Q3. How do you decide which creature is contained? A 10-ft radius can hold up to 12 Medium creatures, but the resilient sphere only holds 1 creature, so which one is it? One idea I have is for all the creatures to roll a Reflex save, and then pick randomly among the ones who fail.
Q4. Or do you need to make a ranged (touch) attack roll against an actual single creature instead of an intersection, and then, everyone in a 10-ft radius gets hit with the damage, but then, the targeted creature is the only one that can get contained by the sphere?
Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.
I have noticed that not all Outsiders have 4 additional class skills listed. Does this simply mean that these Outsiders have less than 4 "creature theme" class skills? Or should the DM select the remaining ones, if for whatever reason, a monster wants to place skill ranks somewhere else?
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.
An unwilling creature can't be teleported by word of recall. Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.
Q1) It seems like the sanctuary can be anywhere, as long as it is a very familiar place. You don't need to be at the sanctuary when you prepare the spell, right? You just need to choose it during preparation. So, you can be on Continent B but select a sanctuary on Continent A when you prepare the spell, and when you cast the spell, you get sent to the sanctuary on Continent A (and cannot change the location after prep).
Q2) What is up with the 10 ft x 10 ft area (4 squares)? Does this mean that a Huge caster (15x15) cannot use this spell? And this area is only for the caster, right? For example, a Medium Cleric with 4 Medium friends or 1 Large friend would take up 5 squares. Are these scenarios okay for this spell?
1) How much breathable oxygen does 1 gallon of water hold?
2) How does oxygen normally replenish into water?
These questions have arisen because a player in my game has come up with a wonderful idea to avoid noxious fumes in the air. He wants to use create water to supply the group with fresh, clean water. Then, he wants to cast water breathing on the party, so they can breath the water. The water would go in a bucket (or similar airtight container) with a hollow reed attached to suck in the water.
He can cast create water at-will, so they will never run out of water. But I would like to know how often it will need to be cast. Every 10 minutes per gallon? Every 5 minutes? Every hour?
Also, I'm not sure if water automatically absorbs oxygen from the air it touches (and therefore, would absorb the poison in the air too)? Or if it has to ripple or bubble for the air to be absorbed? Or some other method? The reason I ask is because if simple contact is enough to absorb the air (and oxygen and poison), then the water container will have to be airtight.
Swarm Traits: A swarm does damage to any creatures whose space they occupy at the end their move.
Distraction: A living creature that takes damage from the swarm is nauseated for 1 round.
Consume: A nauseated creature takes double damage from an army ant swarm.
1) Can an ant swarm take one move action to move over Creature A (and does damage at end of move), and then take another move action to move over Creature B (and does damage at end of move)? So, two attacks per round?
2) If the ant swarm moves over Creature A and does damage, and creature A fails against Distraction, it is nauseated for 1 round. So, if the ant swarm remains over creature A on the next round, Creature A will take double damage, correct?
It looks like ghosts lose most (all?) abilities that rely on their physical form but maintain mental and magical abilities.
As such, is it safe to assume that ghosts retain all spell-like abilities (Sp) and supernatural abilities (Su) of the living creature?
What about extraordinary abilities (Ex)? They are nonmagical, so does it mean they are related to physical form?
Here are a few more questions:
Quote:
Type: The creature's type changes to undead. Do not recalculate the creature's base attack bonus, saves, or skill points. It gains the incorporeal subtype.
The creature becomes undead. That is clear. But I noticed the examples have an augmented subtype based on the type of living creature. Does this mean ghosts retain all their racial modifiers and abilities? Does a living creature with low-light vision keep it as a ghost?
Quote:
Melee and Ranged Attacks: A ghost loses all of the base creature's attacks. If it could wield weapons in life, it can wield ghost touch weapons as a ghost.
Just to be clear, by "all" attacks it just means all the attacks listed under the melee and ranged stat lines, correct? It does not lose spell-like abilities and special attacks (i.e. gaze), right?
I was wondering if there was any official, consistent ruling on the finer details of the extraordinary ability called "Natural Invisibility"? Or why it isn't defined in the back of the Bestiary with all the other special monster abilities?
It seems to me that if a creature is invisible - not because of magic but simply existing naturally in that state for whatever reason - that it doesn't have to worry about being seen, except for abilities that allow others to see through invisibility (i.e. see invisibility) or efforts that reveal its position (i.e. covering it in flour). The naturally invisible creature won't suddenly become unnaturally visible just because it attacks.
However, I have seen some debate about this on the boards and wonder if it simply arises because of poor, inconsistent wording. These are the two creatures I was able to find with this extraordinary ability:
Quote:
Extraordinary Abilities (Ex): Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.
Quote:
Invisible Stalker
Natural Invisibility (Ex) This ability is constant—an invisible stalker remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the invisible stalker gains a +20 bonus on Stealth checks when moving, or +40 when standing still—these bonuses are not included in the statistics above.
It looks like this creature cannot become visible on its own even if it wants to be seen, and the entry mentions that it remains invisible even when attacking, but that seems like somewhat redundant wording because if it invisible at all times, then why/how would it become visible when it attacks (or does anything else)? I'm guessing this redundant wording exists because the invisibility spell ends when you attack, and people may believe that this ability has similar restriction because they create the same effect: invisibility. But this "natural invisibility" isn't a spell, let alone that spell, and it's not even magical. Still, I understand why the redundant wording was included. Then, it gets redundant again by stating that the invisibility purge spell doesn't affect this ability, but neither would any other any other effects or areas that suppress or negate magic because "natural invisibility" is an extraordinary ability, so it isn't unique to this ability or that spell. Finally, it gives a little bit of info about bonuses from invisibility but not all the bonuses (which are listed all together in the back of the Core Rulebook).
Anyway, this is an extraordinary ability that makes you invisible, and then, the entry highlights pieces of info about extraordinary abilities and about invisibility. Granted, they are important pieces of info, but they are also incomplete, so it seems like some confusion may arise from the fact that it only highlights these pieces. People may think that only these pieces of (Ex) and invisibility apply (or that it is somehow connected to the invisibility spell or functions like it in other ways), when if fact, I'm pretty sure that everything about (Ex) and invisibility should apply to "Natural Invisibility" but that nothing specific to the invisibility spell (i.e. gear becomes invisible, duration, ends with attack, etc.) should apply.
.
.
.
Quote:
Will-o'-Wisp
Natural Invisibility (Ex) Will-o'-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
This entry is shorter and seems simpler, but adds a couple more doses of potential confusion.
This creature can be seen because it has a natural glow. A move action removes that glow, but for how long? And what is required to resume the glow? Does the glow automatically resume at the start of its next turn? Or does the glow remain extinguished until an effort is made to resume it? Is the effort to resume the glow also a move action?
This entry refers to a spell that is not actually named. There is no spell called invisible, but most can probably agree that it refers to invisibility. I think this "as per the spell" reference was simply meant to indicate that you get the same result as the spell - invisibility - as in, you are invisible, so looks up the Invisibility section the back of the Core Rulebook. However, others seem to believe it has the same restriction as the invisibility spell...so they think that attacking makes you visible. But does this also mean that this creature can pick up gear, extinguish its glow, and then the gear becomes invisible too? Or that there is a duration (and if so, what is the duration)? And if this functions like a spell, the argument could be made that it can be negated in the same way... but as an (Ex), negation should not be possible. Or if the only similarity to the spell is that it becomes visible when attacking, then why do the other restrictions/benefits (duration, negation, invisible gear) not apply?
Anyway, I would think that "Natural Invisibility" for the invisible stalker and will-o-wisp should function the same, except it is constant for one and requires a move action for the other... but is there an official ruling yet?
.
.
.
Quote:
Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.
Quote:
Pixie
Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
This is another creature that has an invisibility ability. I'm just pointing out that I am aware of this creature too, but the ability has a different name, it is a supernatural ability (instead of extraordinary), and it has a clearly defined activation/deactivation, so I don't know if it serves as much of a basis for "Natural Invisibility" but I have seem some of the boards try to bring it into the debate.
I have a few questions (as a DM) about interplanar portals. I don't believe there is anything in the Core Rulebook that specifically addresses this subject, but feel free to point me in the right direction if I missed something.
How would such a thing register to someone using detect magic? Would it have a magical aura? I would think so. What school of magic? Is there anyway to determine where the portal leads? What else could be learned about it with detect magic?
How about a portal to the Abyss...would it register as evil to someone using detect evil?
I have a some questions about monster stats, but they have come up in particular from the Xorn.
Q#1a. Are class skills for monster based only on their Type and Subtypes?
Q#1b. Or are all skills listed in the monster entry treated as class skills? Even if they don't have any ranks but are listed?
Q#1c. If a monster receives a racial modifier to a skill, does that skill become a class skill for the monster, even if it is not a class skill for its Type/Subtype?
The reason I ask is because the handful of monsters I've tweaked (and therefore, had to figure out their exact numbers break down) so far seem to only treat Type and Subtype skills as class skills, even if other skills are listed in the monster entry.
However, the Xorn receives 42 skill ranks ([6 +0 Int mod] x7 HD), but if I only treat Type skills as class skills, the Xorn needs to 54 skill ranks to reach the listed skill numbers. Whereas, treating all skills listed in the entry as class skills does work out correct with only 42 skill ranks.
.
.
.
Q#2a. Should a creature with a humanoid level of Intelligence be able to understand at least 1 language, even if it can't speak?
Again with the Xorn... no language is listed, but its description says that some Xorns pick up character classes, including spellcasting classes. I know that the language of magic isn't a normal language, but usually if you turn into a creature that cannot speak, you cannot cast spells with verbal components.
Anyway, I guess what I really want to know is...
Q#2b. Should the Xorn have a language listed because it has Int 10?
Q#2c. If it has no language, does it need to take a rank in Linguistics to become a spellcaster? Or can it just garble verbal components out of its languageless mouth?
Q#1. Does acid bypass the hardness of steel? How about special material metals? Or wood? I have seen some monsters that do acid damage to armor and/or weapons and was wondering if the object's hardness can reduce this damage?
Q#2. How would adding energy immunity (such as acid) to a creature affect its CR? +1? Should acid immunity also add +1d6 acid damage to natural attacks?
Q#3. If a creature (or object) falls into a vat of acid, how much damage should it take?
As far as I can tell, an opposition school only means two things:
1) Preparing those spells requires two spell slots of the appropriate level instead of just one slot.
2) There is a -4 penalty to skill checks for crafting a magic item that has an opposition school spell as a prerequisite.
Therefore, it seems like there is no penalty or added difficulty for using magic items that cast spells from opposition schools. Correct? A scroll of opposition school spell or wand of opposition school spell can be used just like any other scroll or wand, right?
How about when recharging staves?
Lets say you have evocation as an opposition school and find a staff that holds magic missile (1st-level, evocation), scorching ray (2nd-level, evocation), and fireball (3rd-level, evocation). If you know magic missile, you can use a 3rd-level spell slot to restore 1 charge to the staff... but because it is an opposition school, do you need to use two 3rd-level spell slots to restore 1 charge?
To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
* The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.)
* The user must have the spell on her class list.
* The user must have the requisite ability score.
I know that a Wizard needs an Intelligence score of 15 or higher to use a 5th-level scroll that was created by another Wizard.
But what if the scroll was created by a Sorcerer? Would the Wizard who wants to use this scroll need to have a Charisma score of 15?
I have always assumed that the scroll user simply needs the requisite ability score that they use to cast their own spells. But I think any time this has come up, it has always been with a Wizard trying to use a scroll based on the Wizard scroll cost, so it has always been Int on both ends anyway.
Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed.
Move less than half speed and remain flying (DC 10)
Let's say your character has a fly speed of 60 ft.
A. If you move more than half your speed (35 ft - 120 ft), you don't need to make a Fly check.
B. If you want to move less than half your speed (5 ft - 25 ft), you need to make a Fly check.
1) What happens if you only want to move half your speed (30 ft)? I'm guessing it was supposed to be included in one of the above categories. Probably the latter one (B).
2) How would this work with Stealth? You need to move at half speed to make a Stealth check. Is there any funny kind of interaction between Fly and Stealth? You know, since Stealth usually defaults to a max of half speed, and Fly seems to have a default min of half speed. I guess it may somewhat depend on the answer to the first question.
3) Once you succeed on a Fly check to Hover (DC 15), can you remaining hovering each round until you start moving again? Or do you need to make a Fly check each round that you Hover?
I know there are many threads about the Fly skill, but I didn't find any of these answers in them.
Do all the creatures in the Bestiary use the Basic NPC ability scores?
I have a player who wants to roll the ability scores for some of his creatures, so I want to determine their racial ability modifiers, and I assume I just need to work backwards and do a little guesswork.
If a 4 HD creature has Str 19 and Con 19 as its highest ability scores, I'm guessing that if it used the Basic NPC ability scores, it placed the 13 in one of them, and it placed the 12 and the 4th-level ability score increase into the other ability score. Therefore, the racial ability modifiers would be Str +6 and Con +6. Does that seem correct?
Now, what if I wanted to make a 3 HD version of this creature. This would lower Str or Con...whichever one received the 4th-level ability score... so is there anyway I can determine which ability score started out as 13? Cos that will still be 19, but the other that started out at 12 will now be 18. Not that this affects the Str mod or Con mod since 18 and 19 provide the same ability mod. But is there any way to breakdown these finer details of monsters? Do magical beasts always put their highest ability score in Str, while elementals always put it in Con? Or some sort of general rules for monster ability scores?
hp 60 (8d10+16); regeneration 2 (good weapons and spells, silver weapons)
This may be a silly question, but... do all spells bypass regeneration, or do only good spells bypass regeneration? I guess if it were all spells, it would say "good weapons, spells, silver weapons" but just want to be sure.
Quote:
Melee 4 chains +11 (2d4+2)
Space 5 ft; Reach 5 ft. (10 ft. with chains)
Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
Dancing Chains (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.
The description makes it seem like the kyton is wearing a set of chains over its body, and that they are not actually normal armor, but that the kyton has an extraordinary ability to make them function like armor. And additionally, these chains aren't weapons either (certainly not the normal spiked chain), but the kyton's supernatural ability to control chains allows it to make attacks with these chains... as well as any other chains within 20 ft (including the spiked chain of another creature) but no more than 4 all at once.
My first question is about the reach of the Dancing Chains ability. How much longer can it make a chain? The info in the creature entry seems contradictory. The attack block says its chains have a 10 ft reach, but the Dancing Chains description says it can increase the length of a chain by 15 ft. The creature is Medium, so the chains draped over its body probably aren't much longer than 5 ft, and certainly not 10 ft because that would probably hamper movement or give it a penalty to Stealth...anyway, this would make it seem like these chains have a normal reach of 5 ft, but that the kyton can increase their reach by 5 ft, so that is why the attack block says 10 ft with chains. Whereas, if the kyton could increase chain length by 15 ft, wouldn't the 5 ft chains on its body have a reach of 20 ft?
My second question is about a player who wants to befriend a kyton. He is using the variant summoning rules from the 3.5 DMG that allow him to summon the same individual creature each time and give it equipment if he can actually call it to the material plane. Anyway, he wants to give it 4 masterwork spiked chains to increase its attack bonus, and he thought that the amount (4) was appropriate because the attack block and description mention 4 chains, so he thought it could wield 4 spiked chains. However, as far as I can tell, the kyton is not proficient with the spiked chain, nor could it wield 4 different two-handed weapons in its 2 hands. At best, it could wield one spiked chain in its hand at a -4 penalty for non-proficiency. Does that seem correct?
What I could see working is that if the spiked chains were nearby and not wielded by anyone else, the kyton could use its Dancing Chains ability to move the spiked chains and attack with them. Yes? Although, since this creature will be summoned more often than called, I was wondering if it could hold 4 two-handed weapons in its 2 hands at all times, and even if it could...would it? Seeing how it usually has a set of chains draped over its body at all times that require no effort to hold, I just wonder if it would want to carry around these extra spiked chains all the time. Cos if it didn't carry them all the time, it might not have them on hand every time that it is summoned.
My last questions is about the reach of the Dancing Chains ability... in addition to the question above about how much in can increase length... the ability works within 20 ft, so does a chain that has its length increased need the increased part to remain within 20 ft to function? Because the chains within 20 ft can lengthen and sprout sharp barbs, so a 5 ft chain could increase to 10 ft, or a spiked chain with a 10 ft could increase to 15 ft...all within the reach of this ability... but what happens when the chain goes outside this ability? Since it does not extend past 20 ft, does this attack go limp and the barbs vanish when a controlled chains tries to attack beyond 20 ft?
If a Wizard casts a spell on a Fighter with a duration of 1 minute, and the Wizard is killed 1 round later, I know the spell continues to function for the entire minute. But what happens is the Fighter is killed before the duration runs out?
The reason I ask is because a Fighter is usually a living creature and some spells can only be cast on living creatures or creatures or humanoids or some other specific type of being. But when the Fighter is killed, his corpse is an object... correct? So, does the spell end as soon as the Fighter is killed if the Fighter is no longer a valid target for the spell? An example of this would be enlarge person that targets one humanoid creature. Does an enlarged Human Fighter who is killed immediately shrink back to medium? Or is his Large body still take up 4 squares?
How about a Druid using wildshape? This is a supernatural ability... so, it is magical, but nothing in the description of wildshape or supernatural ability says that these things only affects creatures.
Description: This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It has no armor check penalty.
I recently realized that a Darkwood Buckler is not a buckler. It is a light wooden shield. Which does make sense since you can only make wooden items out of darkwood. And a buckler is a metal shield, so it can't be made out of darkwood.
Am I correct in my understanding of all of this? Cos I had been treateing darkwood bucklers as bucklers (i.e. can wield weapon in the same hand, use with bows), but now, I believe they should be treated as a light shield.
7 people marked this as FAQ candidate.
1 person marked this as a favorite.
I just want to make sure I have this right...
Quote:
The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create spell-trigger and spell-completion magic items without meeting their spell prerequisites.
Magic armor, magic weapons, rings, rods, and wondrous items can be created without knowing the prerequisite spells. You just need to have the appropriate feat, and you add +5 to the DC for each prerequisite spell that you do not know.
A scroll cannot be created without the knowing the spell because it is a spell-completion item, AND the Creating Scrolls section also states that the spell must be prepared (or known for a bard or sorcerer).
A staff or wand cannot be created without knowing the spell(s) because they are spell-trigger items, AND the Created Staves and Creating Wands sections also state that the spell(s) must be prepared (or known for a bard or sorcerer).
A potion is not a spell-trigger or spell-completion item, BUT it cannot be created without know the spell because the Creating Potions section states that the spell must be prepared (or known for a bard or sorcerer).
From the Animal section in the Creature Types chapter:
Quote:
• Proficient with no armor unless trained for war.
From the Handle Animal section in the Skills chapter:
Quote:
Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
From the Horse entry in the Bestiary:
Quote:
Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.
1a) Is an animal with the Combat Training tricks proficient with armor?
1b) What kind(s) of armor (light, medium heavy)?
1c) If an animal with different tricks is retrained for Combat Training, it becomes proficiency with armor, right?
1d) Whereas, if a Combat Trained animal is retrained with other tricks, it is no longer proficient with armor, correct?.
2a) Or does an animal with the Combat Training tricks earn Light Armor Proficiency as a bonus feat?
2b) Or does it earn all 3 (Light, Medium, Heavy) Armor Proficiency feats as bonus feats?
2c) And are these lost when the animal is retrained to do other tricks?
3) Or does an animal with the Combat Training tricks replace its normal 1st level feat with Light Armor Proficiency as a bonus feat?
The rules don't seem to be too specific or clear about any of these questions. The closest I can figure is that the Animal section says that being trained for war means an animal is proficient with armor, and since it doesn't specify the type of armor, I assume this means light, medium, and heavy armor.
So what qualifies as being trained for war? Combat Training tricks from Handle Animal tricks seem to be the only thing I can find that makes sense.
As a result, I feel like the answers to questions 1a and 1b are YES. 1c is probably YES, and therefore, 1d should be too.
What do others think? Or does anyone actually know?
The 2's provide the basic same result as the 1's, but actually having the feats might be different in some way that I cannot see right now.
3 doesn't make as much sense to me, and I think that is probably NO because it would be weird for an animal that has lived with a feat all its life to suddenly lose it when someone teaches it the Combat Training tricks.
A character has a speed of 20 ft and is going to move as far as possible by using 2 move actions in a diagonal direction. 2 move actions give this character a total movement of 40 ft per round (I know that the Run action would give more movement, but that is a full-round action, and 2 moves actions is an easier way to show this example).
If diagonal squares do NOT reset with each move action:
1st square = 5 ft
2nd square = 15 ft
3rd square = 20 ft
4th square = 30 ft
5th square = 35 ft
The next diagonal square would be 45 ft, which is more than the 40 ft that this character can move in a round, so this method allows the character to only move 5 diagonal squares in 1 round.
If diagonal squares DO reset with each move action:
1st square = 5 ft
2nd square = 15 ft
3rd square = 20 ft
*reset*
4th square = 5 ft
5th square = 15 ft
6th square = 20 ft
This method allows the character to move 6 diagonal squares in 1 round
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.
If you cast summon monster I to summon an eagle, and it is dropped to 0 hp or lower, then you can't summon it for 24 hrs. That makes pretty simple sense at first, but then, when I think about it more, does this also mean that you only ever have access to 1 eagle? As far as I can see, there is no limit mentioned, nor is there any rule that prevents you from casting summon monster I multiple times to have multiple summoned eagles with you at the same time.
What happens in you cast summon monster II to summon 1d3 eagles in less than 24 hrs after your summon monster I eagle was killed? Do you summon 1d3-1 eagles?
Or does losing one eagle mean that you simply can't summon ANYmore eagles for 24 hrs? This seems to make the most sense and would also make it easier than having to keep track of the number of each type of summoned monster that has been killed in the past 24 hrs.
I'm sure this has been addressed on this forum before, but I couldn't find it with a search. Can you use a spell that needs a touch attack to hit against someone using a tower shield for total cover?
Quote:
Shield, Tower: This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see Combat). The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.
Quote:
Total Cover: If you don't have line of effect to your target (that is, you cannot draw any line from your square to your target's square without crossing a solid barrier), he is considered to have total cover from you. You can't make an attack against a target that has total cover.
Ok, so... a tower shield provides total cover on one side of your square, AND therefore, your opponent can't make an attack against you through that side, BUT you do not have cover against targeted spells.
I guess the basic question is... what is a targeted spell? Is it a spell that has a Target entry in the list of spell parameters (i.e. "Target one living creature" in the spell suggestion or "Target up to 5 creatures" in the spell magic missile)?
...the tower shield is held by a creature, so I know a creature is there, so the magic knows where to go too.
Whereas some spells create an effect that can be used against a creature, but there is no Target entry in the list of spell parameters. The spell itself does NOT target the creature. The caster has to target the creature with an attack (i.e. "ranged touch attack" using a ray in scorching ray).
...or if I can't throw a dagger through your shield, then I can't throw a ray of fire through your shield either. Or can I cos it's magic?
Or would both types of spells work against someone using a tower shield for total cover?
I failed to find anything about this in a search of the messageboards, so maybe someone can point me in the right direction...
I believe there was some sort of variant rule in D&D 3.5 that allowed a caster using the summon monster spells to always summon the same specific monster. This let the caster give the summoned monster equipment that would be with the monster each time it was summoned again. On the flipside, if the monster was killed while summoned, it could not be summoned again right away.
What 3.5 books have this info?
Is there anything in Pathfinder-related products that presents this as an option?
And are any threads on this board that discuss this subject?
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Does using the Flyby Attack feat provoke an attack of opportunity?
Can any standard action be used with this feat or does it have to be an attack (as the name implies)?
You create exact duplicates of the arrow or crossbow bolt you used to kill a creature in the previous round and launch one at enemy creatures within a 30-foot radius of the corpse. You can target one creature per caster level (maximum 15) within range of the burst and must make a single attack roll and apply it to each arrow. These duplicate arrows possess all the intrinsic magical properties of the arrow that killed the original creature as well as those passed on to it by your bow. They also enjoy the full benefit of any bonuses or modifiers you applied to the attack from other magical items, feats, and class or racial features. However, this spell cannot reproduce any spells or other limited-use magical effects that you used to enhance that particular attack. This includes such effects as the true strike spell, as well as any area spell you might have placed on the arrow by means of the arcane archer's imbue arrow class feature.
How does the archer/caster know when a creature is killed by its arrow? Making a Heal check would make sense, but there is no set DC for determining if a creature is alive with a Heal check, and Heal checks are usually standard action, so you can't attack or cast a spell in the same round.
Also, if you know a creature is dead after you hit it with multiple arrows, how do you know which arrow killed it?
And what if the arrow indirectly leads to death but didn't actually kill it?
Example #1) Arrows drops target to -5 hp, but it is still alive, so arrow eruption cannot be cast on that arrow. The target is now dying, and even if it fails to stabilize and dies as a result, the arrow did not kill it. Failing to stabilize is what killed the creature, right? Also, the spell can only be cast in the round after the arrow kills a creature, so death from failed stabilization could occur rounds later and that length of time would negate the spell too.
Example #2) Target is at 7 hp and has a Constitution of 10. The archer/caster can fire 3 arrows per round: arrow #1 does 10 pts of damage and drops it to dying, but the attack continue for good measure, so arrow #2 does 10 pts of damage and arrow #3 does 10 pts of damage. The target is dead, and arrow #2 killed the target, but how does the archer/caster know which arrow to cast arrow eruption on?
On page 558 of the Core Rulebook, there is an example of how three doses of Medium monstrous spider venom would stack. I understand how the numbers add up but it has left me a little confused as to what happens in the round where the victim is poisoned.
The poison is normally DC 14 with a frequency of 1/rd for 4 rds. Adding an additional dose increases the DC by +2, so two more doses makes it DC 18. Adding an additional dose also extends the total duration by half its total duration, so half of 4 rds is 2 rds more dose, so two more doses makes is 4 rds +2 rds +2 rds = 8 rds. I understand this part, but...
There is no onset time, so doesn't the victim make a save against the poison as soon as he is bit? If so, the first bite would actually require just the normal Fort DC 14...right? If so, the second bite would require a Fort DC 16, and it wouldn't be until the third bite that the DC is Fort DC 18. And then, it would Fort DC 18 for the next 7 rds?
Or does the victim not make a save until the round after being bit? And either way, am I correct in believing that subsequent saves are made at the start of the spiders' turn?
.
.
.
Another question I have is how to handle the stacking of poisons that have a secondary effect that is different than the initial effect? Such as blue whinnis or burnt othur fumes...although, as an inhaled poison, burnt othur fumes would stack a bit differently than the injury poison of blue whinnis. Anyway...
A victim is hit is blue whinnis poison in Round 1 and fails the save (Fort DC 14), so he takes 1 Con damage. If he fail the save in the Round 2, he falls unconscious for 1d3 hrs.
If the victim is hit with a second dose in Round 1, does he need to make another save to resist another 1 Con damage? Against Fort DC 16? Also, the normal frequency is 1/rd for 2 rds, so the second dose increases it to 3 rds, but what is the result of failure in Rounds 2 and 3? Are they both to save against Fort DC 16 or fall unconscious for 1d3 rds? If so, failing both additional saves means the victim will be unconscious for 2d3 rnds, correct? This actually makes sense now that I type it out.
But what if the second dose of poison isn't administered until Round 2?
So in Round 1, the victim is hit with poison and fails the save (DC 14), so he takes 1 Con damage. In Round 2, the victim is hit with poison again and fails the save (DC 16), so takes another 1 Con damage and falls unconscious for 1d3 hrs. In Round 3, the victim fails the third save (DC 16) and the unconscious time is extended another 1d3 hrs. Does all this sound correct?
Or I guess it depends at what point the save is rolled? Because if the save is rolled at the start of the attacker's turn in Round 2, the victim will fall unconscious before the second hit is made. If so, and the attacker still hits the victim with a second dose of poison, does that require a new/second save to resist 1 Con damage in Round 2, and what is the DC? The victim is unconscious, and the first dose of poison has completed its "actions" and has no more frequency, so does the second dose of poison reset to the normal Fort DC 14? Or since the poison is still having an effect by keeping this person unconscious, it is still in their system, so should the second dose be Fort DC 16?
Warp radio waves, remember obscure trivia, annoy DMs, receive collateral damage. Cold res 5 or so. Barbarian rage (including greater and mighty rage), unlimited rounds/day.
Alignment
NG
Deity
Darwin and Mielikki; Tymora on bad days
Location
Here
Languages
Common, Sindarin, Quenya. Occasional words of Spanish, Tayledras, Kaled'ain, Shin'ain, and any other languages I hear.
Occupation
Apprentice Rules Lawyer, Sometime Writer, Associate for an Evil Megacorporation
Strength
10
Dexterity
13
Constitution
11
Intelligence
18
Wisdom
18
Charisma
12
About Allen Dawson
Statistics:
Male Human Commoner (Archetype) 1
N Medium Humanoid (Human)
Init +0; Senses Perception +0
------------------------------
DEFENSE
------------------------------
AC 10, touch 10, flat-footed 10 (+0 armor, +0 dex, +0 shield)
hp 0
Fort +0, Ref +0, Will +0
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee
Ranged
------------------------------
STATISTICS
------------------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10
Traits Drawbacks Feats Skills (0 points; 0 class, 0 INT)
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common
Special Abilities:
------------------------------
SPECIAL ABILITIES
------------------------------