If they are dressing up then flotsam gauntlets solve the issue.
Cestus perhaps - people still provoke using gauntlets, but a cestus does not, and can still do bludgeoning damage, and could be wrapped in bandages etc.
Interestingly, this sort of attention to detail might be just the thing that prevents the need for a perception check - the 'if you don't draw attention to yourself, others do not get to make perception checks' vs 'f you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Perception checks.'
Just depends on whether we consider your PCs suspicious in context. Stuff like Knowledge (Religion) checks (for the mummy) might help put them in that pot, if they're not already there. I'd suggest that the PCs be treated as suspicious - especially if in combat
The monster disguise check (made at -2, for different race) needs to beat the passive perception (score+10) for the PCs.
The 'monsters' could offset the -2 with a disguise kit, and simulate slam with a cestus, (just how are they hiding their armour?).
... What are the 'monsters' trying to achieve? Are they bluffing/scaring people away? If so (and they need to fight) then they've already failed and may just as well pull out actual weapons at that point.
Hope this helps!
"The Snaking Flames of the Kineticist's whip lash out at the swashbuckler, who slices madly at the glowing tongue of fire, which unravels, spraying flame left and right, but leaving the swashbuckler untouched AND driving a blistering riposte straight back at the surprised flame-wielder!"
"The Snaking Flames of the Kineticist's whip lash out at the swashbuckler, who knee-slides under the slash and rises into a perfect thrust straight at the midriff of the surprised flame-wielder!"
It's just visualisation - you may find it easier to describe such attempts in terms of a dodge.
One other thing: does your player's character have Eschew Materials as a feat? You might wish to enforce that the player actually needs to obtain the material component (i.e. a part of a sewer troll) as opposed to handwaving it: that might allow you to present a story hook where the party hunts down a pack of troublesome predators in the tunnels beneath the city...
Although: what concerns do you have with allowing the player to take that form for a few minutes? What class is the player using the spell? Do you feel that they outclass/steal someone else's schtick by doing so?
Don't see why this would work:
Q1: Are you below 0 hit points? No. (Your body only appears to be dead).
Also: What does your group deem as 'you'? The spell indicates that 'the host's soul is imprisoned with you'... meaning that your body isn't you. As you're not wearing the armour any more, neither clause would then apply.
Abilities generally do JUST what they say; in this case it notes that you may move - not that it grants extra movement modes, bypasses difficult terrain, etc. The 'special' bit is that you're getting to do this as part of a flurry.
So in answer to your question, I'd say that point 2 represents my view.
[EDIT: concur with Aghaton Ris - fluff text name of 'flying kick' does not actually mean that you're flying/jumping; also fast movement bonus applies only to land speed, so this doesn't work for fly/swim/burrow]
...This would largely be self-limiting due to the 3+Con Mod cap for burn, unless I'm missing something (if you could get Cthulhus body with its 20 burn cap you might be onto something though!)
Chromantic Durgon <3 wrote:
I am leaning towards aether at the moment.
One thing with the wording of elemental whispers: it never actually says that you gain a familiar - just that you can create a body does this mean that my 'not familiar' can or cannot take archetypes (such as sage?) Despite this, language used later in the elemental whispers refers to 'the familiar' so it's a little unclear to me. For what it's worth, hero labs falls on the "it's a familiar" side of the camp.
Steel soul is never a bad choice if you didn't trade out the hardy racial feature.
Good reminder on steel soul.
Re: the others I'll consider fire or aether or air and work up some builds. Thematically, I had already considered a familiar via elemental whispers, so I might revisit an ioun wyrd sage, which would prove a useful scout too.
Thanks all. Excellent food for thought.
So I'm attempting to build a Kinetic Knight (Dwarf), originally planning to stay with an Earth focus... but I'm finding that I'm running out of not just _decent_ infusions to take, but that there don't appear to be enough infusions to work with at all, as I can't take/use form infusions due to Kinetic Knight restrictions.
25 point buy, will be starting at L3.
Str 16, Dex 10, Con 18, Int 14, Wis 12, Cha 8
I need the Int to help provide the Knowledges(!) for the party of 3 (Human Desnan Warpriest, Human Destined Bloodrager and Me).
Traits are also tied down with:Arodenite Historian, Forbidden Knowledge, and Guardian of the Forge to grant maximum breadth of knowledge, making my Knowledge (History) essentially also count for Planes, Arcana and Religion.
Any advice/thoughts about future feat selections and possible options for expanded elements and wild talents? Earth Climb and Earth Glide are Locked in for Levels 4 and 10, and Shift Earth at 8 - I'm otherwise open to suggestions.
I'd like to avoid water as an expanded element for various reasons but am otherwise open to anything that lends itself to a thematic and effective 'tough' & knowledgeable earth-based build. All Help is gratefully received.
So - as you'll be primarily saurian forms, you might roleplay this as acting upon advice from ancestors speaking to you in dreams, with your L2 Totem transformation ability actually showing your burgeoning alternate forms beginning - the totem Bite attack is a 1D6, as opposed to the standard lizardfolk 1D3 - your jaw taking upon the characteristics of a fiercer, larger ancestor, the +2 natural armour flavoured as plates and scales of a stegosaurus, etc.
Hope this helps.
Glorf Fei-Hung wrote:
[argh - missed the previous post]
Technically 'without any penalties' isn't quite accurate in the case of a monk - wearing armour means that you lose flurry, fast movement and your levelled and WIS bonus to CMD.
If you've already traded flurry and fast movement away with an archetype, you're a little more in the right place for armour if your wis isn't great.
A Draught (created by distilled spell) functions as a potion (or oil), but is not a potion.
By that reading, Sipping Jackets/Accelerated drinker apply to potions only, so wouldn't apply to draughts.
Problem Solved: Slipslinger Style
Stops AOOs for loading AND also _explicitly_ applies this to the warslinger trait (which is a prereq for this feat, along with weapon focus sling).
Meaning that Warslinger+Weapon Focus(sling)+Slipslinger Style = L1 Hafling fighter that can reload a Staff-Sling as a Free action without AOO.
Grom Kranock wrote:
I'd imagine that this would be the Stalwart and Improved Stalwart feats from Ultimate Combat - You'll need Endurance and Diehard to get them, though.
Gordrenn Higgler wrote:
Assuming that the spell hasn't been prepared as a silent spell, the caster will be speaking for the full ten minute casting time of the Screen spell - must be a goodly number of perception checks as a result.
Perhaps your GM will allow using ventriloquism (the spell) to throw your voice (vertically) up into the air in order to add additional distance penalties to any perception checks.
Damage at L8 sounds a bit low (depending upon CON), assuming that you have your size bonus to con fro burn, overflow and empower; I'm doing 3D6 +13 at L6 (point blank, 20 con with bonus) for an average of 25 + 12 empowered = 37 for my kinetic blast.
You should have a bit more damage that me, or a little less if your con is lower.
Doesn't seem excessive really: An archer should be putting out comparable or better damage at greater range, for instance.
Your party issue might be that the class has a high floor, low ceiling for optimisation: you don't get to push 'up' a lot as you're already in the right sort of place...
(and Three feats is not exactly 'hardly any' investment!)
Pizza Lord has the right of it: looks like your player has cherry-picked a third party race with (presumably) the addition of a 'herald' template, then added the skeleton template over the top, making a few errors along the way, and grabbing some sort of archer template too: he's basically given himself a top-flight skeleton to work with as his starting equipment.
Note that there's no actual presumption that you START with a corpse companion: if you're feeling generous you could grant him a 1HD skeleton from the bestiary, but otherwise he needs to source his own 'materials' in play.
can you make an effective healer out of one of these guys? and if so can you point me to a guide that i can read?
All the advice is on the money so far, except..... what do YOU mean by 'effective'?
What do you/your party need?
It's all about the context.
Then familiar gets half the hp wizard gets by wearing the belt?
If the wizard wears the belt and has their HP increased, then yes (assuming that the wizard does not take off the belt or otherwise have its function negated).
Really, just remember that Familiar Max HP = Half Master Max HP and you'll be fine.
Z. Zedduces wrote:
If you take a look at the summon monster 1 list, it notes that animals can be summoned with the 'celestial' template. So your player can summon any animal off that list (at 4th level) as long as the celestial template is applicable.
If you take a look at the summon monster 2 list (available to your player at 6th level) you'll see that elementals and lemures are on the list: these aren't available to your player, as they can't be summoned with the celestial template.
Basically, your player can summon (using the appropriate list(s) for their level) anything that can be summoned as celestial, or (for example) a lantern archon (summon monster 3) or anything marked as an angel.
I can go more in depth on this, but does this give you what you need?
Before everyone starts on the build details, one thing jumped out at me
7 Str = Max light load of 23 pounds
Chain Shirt = 25 pounds (or 12.5 if mithral).
Aside from the mechanics of your build, you're going to really watch your encumbrance (or offset it in some way) or end up with a -3 Dex penalty (at best) for medium encumbrance which will be rather unpleasant for your 'to hit'.
Seconded. The Guide inspired me to publicise a little chart that I worked up a while ago (found at this location - AC 27 at Level 5 Pretty much protects you from all but a natural 20 according to the guidelines (assuming no debuffs/extra buffs on the monster side).
One last (tangential) note from me - aside from the spell itself, I'm assuming that you're happy with the crossblooded Sage/Elemental combo and (as GM) have specifically ruled it OK: It's not otherwise legitimate as per This FAQ note.; Wildblooded (Sage) and Crossblooded do not combine.
Good luck with the player and Game!
Ten'Shun the Tengu wrote:
I'm lost here. Can you enlighten me as to what this means?
Sorry for the confusion - The first line of 'Reality Ripple' notes it as 'Construct 4', as well as Sorceror/Wizard 4. 'Construct 4' means that it would replace 'Minor Creation' in the 'Construct' Subdomain for divine casters:
e.g. If I had a cleric with the 'construct' subdomain, I'd receive this spell instead of 'Minor Creation' on my domain list.
I was trying to express that Limited Wish (at Level 7 for the Construct Subdomain) appears to be intended to allow divine casters to more readily supply arcane spells (via limited wish) when doing something like building a golem; I didn't think that reality ripple (which appeared to be a lesser version of limited wish) really had a place at Level 4 in that spell list for such a hypothetical cleric.
In short, I was suggesting also removing 'Construct 4' in order to limit the spell to Sorceror/Wizard types.
So: We're having a weaker version of limited wish here. Possible issues:
1) Are you as GM happy with the flexibility that this provides to a class with a 'built in' flexibility limiter in the shape of 'spells known?'
2) Gemstones worth 500g become largely irrelevant with the Blood Money spell. Food for thought.
3) The whole crafting requirements/spells issue shouldn't be a concern, as the need for the spell whilst crafting is avoided by adding +5DC to the (easy when taking 10) spellcraft check: if your home game deviates in some way from this, then the additional flexibility for crafting is a significant benefit.
4) Am assuming the construct domain is to bring it in line with limited wish (at Construct 7). For me, the Construct 7 version is intended to grant access to construct construction wizard spells - Reality Ripple wouldn't have that effect. I wouldn't add Construct 4 for this spell - the existing minor creation at level 4 is thematic and sufficient.
5) The 'any other effect' has a bad/potentially overpowered example - limited wish states that a creature automatically hitting on its next attack is an example of a Limited Wish effect. Perhaps an attack reroll instead as an example for this lower level spell?
6) Save DC should be of the copied spell.
Hope this helps.
Pathfinder SRD wrote:
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Is the Druid wearing prohibited armour? If so they trigger the bad consequence of the above - willing or unwilling appears to be irrelevant according to the above. In practice, this is a largely pointless issue as the ability to dress an unwilling druid in prohibited armour pretty much means that the druid is at your mercy. The 'locked in armour for trial' already mentioned is pretty much the story trope ready for exploitation here - it's otherwise a flavour/money tax on the class.
There's potential for adjudication regarding 'using' a prohibited shield: I take this as enjoying an AC benefit/threatening with it. YMMV. Even more unlikely to come up that the armour.
Side Note: no atonement necessary, just 24Hrs of 'oops' to deal with.
As the title reads, my character was recently in a game where a family of dire bears was killed, and found a cub near all the stuff in the cave. Hes a level 2 ranger, and attempted to subdue the parents, which were killed by the rest of the party. Being able to save the cub Im curious, is it possible for a ranger to get a bear/dire bear cub as an animal companion? It doesnt fall as a listed animal at level 4 for the hunters bond but it is on the list of Animal Choices
The 'Beastmaster' ranger archetype is what you're looking for - this will allow you a bear companion, as per a druid; no dire bear though - you could just flavour the ordinary bear companion as dire bear cub and the later advanced companion as dire bear, whilst keeping it as an actual bear. You might also need to rebuild the character a little at level 2 as class skills are a little different.
Alternatively, your ranger could just train the bear using animal handling, no particular class feature needed.
The answer is in the question. Reduce other items that you're giving out to balance the increase in what your custom monsters 'drop'. You have the ability to control their WBL, so I'd suggest a gentle transition to managing it a little more so that they're always where you wish them to be.
Also: Are your monsters getting a bump in CR to represent their increased effectiveness?
Positive and Negative energy
Expansion to the Void and Wood elements already published: they're pretty sparse.
Lots More Composite Blasts - If I'm Water (Cold) planning to expand into Air, I'm stuck Air Blast to get a composite as there's no Cold/Electric blast. Even worse situation if I wanted to pick Earth, as I don't see a Cold/Anything blast for earth.
More utility talents at more appropriate levels: Why can't my water kin breathe underwater when the air kin can at second level (air bubble)?
More choice in utility talents!
The above isn't a criticism by the way - just hunger for more Paizo Stuff (tm) for Kins. We don't use third-party products, so Mr. Jolly's supplement isn't a goer.
Perhaps a little more context needed:
Is the NPC supposed to adventure 'in the field' with the PCs? Are they a 'downtime' sage/knowledge/crafting resource? What is their role in your campaign?
If 'in the field' as implied by the 'heroism' comment, a buffer/debuffer would allow the PCs to shine, whilst still providing a solid role for her; also look into battlefield control via conjuration effects (stinking cloud, glitterdust, etc).
I may even post this inquiry over at James Jacobs' thread.
As a slight Necro, I've FAQed this too - might come up more frequently now, as there's a kineticist (water) power that references control water as a source.
My specific issue with the spell isn't just targetting, rather what exactly is meant by 'other water-based' creatures?
If we mean creatures with the (water) subtype, then I think the spell should specify this.
David knott 242 wrote:
If you can use a trait to snag Diplomacy as a class skill, you should be fine: Class skill with 1 rank = 4. Assuming a Charisma of 14 gives another +2 for a score of 6. Take 10 = 16 at first level = auto success for the check. Just keep Diplomacy current as you level and all should be well.
I use diplomacy here as it's likely that builds will have a good cha for the 'cha to saves' class feature. Could always use knowledge religion in the same manner for a more intellectual Insinuator AP (14+ int).
We're into strictly GM territory (which is why I dislike things like this).
That said, blood loss is likely to be ruled con damage: you should have access to lesser restoration by then, or simple bedrest to heal ability damage prior to that. Seems simple enough to obtain your blood - the rest is just fluff.
In passing, I also note that the Archetype doesn't provide Diplomacy as a class skill, meaning that either you need to snag an appropriate trait, or will be reliant on knowledge religion each morning for non-aligned invocation.
.. The archetype also doesn't have 'knowledge (planes)' as a class skill, which feels like an oversight - knowledge (religion) seems out of place.
Still reading the book - seems good so far.
I just purchased agents of evil, and thought that it's be useful to have a single place to list/discuss Rules Questions arising. Here's my Starter (I'm keen to play a NE Insinuator Antipaladin, and these questions came up whilst I was reading through the archetype):
Insinuator Antipaladin - Ambitious Bond
... But this is an iOS app. I've been finding it useful on my iPad for years.
Kurald Galain wrote:
What character level (and skill level) are the other players? I'd expect an Archer Ranger (for example) or a wizard to excel in a variety of situations, and well-built barbarian to be exceptionally competitive at dealing (and taking) pain.
Is there a chance that (as well as the magi appearing powerful) that the other players are a little weak, exacerbating the perceived issue? Would it be possible for you to post a little info about the character builds involved?
Remco Sommeling wrote:
The phantom steed is (for me) primarily an 'overland travel' spell: at level 6, it's HP are actually less than that of an 'actual' light horse (although its AC is significantly better).
Thinking 'core only' you could use standard buffs for Con/Dex (if your sorc/bard has those spells) to give a little extra HP/AC, although these are 'minute only' things.
Protection from arrows is a long lasting buff, as is false life. Blur/displacement are short duration, but might be your best bet for damage mitigation via spell.
In terms of offense.... the steed doesn't have any attacks to buff. Overall, I don't see the spell as a great choice for optimisation:you might get better mileage out of mount - save phantom steed for overland travel.
Valafar Zaros Kiokras wrote:
I am a ne half orc wizard who worships Urgothoa and wants to be a cannibal. How would I do this
Technically, cannibals are those who consume members of the same species, so you may want to look at consuming half-orce specifically.Have you looked at Kabriri (CE Demon god of Ghouls)?
On a serious note, is your GM and group happy with your characters alignment, religion and 'lifestyle' choice? Does your character fit with the sort of stories that your GM and group wish to tell?
This one is slightly painful to work through IMO: blind and sightless are non-equivalent. Being blind does not protect you (you could make a case that closing your eyes makes you effectively 'blind').
Sightless (however) is a creature that cannot 'see' at all, rather than one deprived of a sense, e.g. a Brain Ooze or similar.
It's a little sticky, as there are some inconsistent monsters out there, but I'd find it hard to rule a PC in darkness as 'sightless'.
Ultimately I'd see this unlikely to come up in play for monsters (except in corner cases raising the HD cap, such as Heavens Oracles).
Given that we're primarily talking about PCs then (or low level NPCs) I'd have to come down on the side of a PC in the dark not being sightless - they have the ability to use sight, but are temporarily unable to do, and are therefore not sightless (although they are effectively blind).
So: given that the bolt ace has been errataed into sensibility, I'm now starting to look at putting one together to play from Level 1.
I was hoping to eliminate penalties from firing when threatened at some point in the build, but can't seem to see a RAW way to do it:
Crossbow mastery only prevents AOO from loading (which the Bolt Ace already has via Vigilant loading), The 'Deft Shootist' feat applies only to firearms, and point-blank mastery requires weapon specialisation. Is there another feat that I'm missing that might help?
I'm also wondering if there are any simple ways to boost/gain grit that are floating around out there: seems like 2-3 points of grit is only a negligible amount in play - especially as I need to retain 1 for certain class features (such as vigilant loading) to work.
Any thoughts, help?
London Duke wrote:
I am wanting to focus on the Javalin for flavor reasons but am having a hard time getting past not being able to effectively melee with it. If I were to take Catch Off Guard, would it eliminate the -4 penalty for using it in melee?
Seems like it would...
If it's for flavour, why not just use a spear and call it a Javelin (Heavy Javelin?) in-game?
Good luck with this! I'm sure you'll find it rewarding.
1) 7 seems a little large - they'll coast through an AP whilst keeping you very busy indeed. Any scope to split into two? about 4 players are usually expected, and you don't really want to be tinkering with your challenges the first time out.
2+3) Depends on the path! I've only worked with adventure paths so I can't reccomend any of the one-shots from person experience: I'm sure someone else can help.
4) Have you thought of providing a number of pregens rather than getting them to work through character generation - you could just leave perhaps feat selection and campaign trait selection up to them. Although 15 points build could work (I prefer a 20). Why not run up a few pregens at 15 and see if you'd be happy playing them?
5) Good understanding of NPC motiviations, character and story. Cater to your players. give them hooks for the sorts of things that each player can contribute/shine at.
6) Don't worry about it for this one: I'm sure that you're aware of the 'beefing up' of sneak attack since 3.5 (e.g. Undead are SA-able): anyone coming from AD&D should be amazed at the simplicity of the mechanics and the power levels of Pathfiner characters in comparison.
One note - try sticking to just the core rulebook for the first time out.
Luck to you.
Interesting to get other people's perspectives on this. I was under the impression that 'statistics' meant 'statistic blocks' in this context - so physical stats only, etc. what you seem to be saying is that the goat of Travail is essentially a 'Nightmare+' (addition of 2 extra horn attacks) ... meaning a flying, smoky, planeshifting, fiery attack mount - except that unlike a nightmare, that it obeys its owner and doesn't speak: really useful feedback from you both; much appreciated.
I'm currently GMing an adventure path, and my players have picked up a set of Ivory Goats (Figurines of Wondrous Power). The write of for 'The Goat of Travail' is a bit wonky, and I thought I'd check in here for thoughts/opinions/precedent before I make a ruling:
The Goat of Travail: This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time.
...So it doesn't seem like the nightmare stats are appropriate for the goat as written: I don't consider the 'Smoke' or 'Plane Shift' abilities appropriate, neither the flight speed, languages, type/subtype or some of the skills; Has anyone raised this before? Is there a commmon consensus on what 'statistics of a nightmare' mean before I retool this by hand?