Search Posts
Hey, After checking out the pawns in my Villain Codex box I noticed one the the sheets is missing and I have 2 copies of one of the other sheets. Having already been hit with import duty due to the box containing bases and your reluctance to state the package is a paper product I'm somewhat dissapointed with the possibility of having to return the shipment and going through that again. Can I sent a photo of the 2 identical sheets to confirm this error and have you post the missing item alone as just a paper product? Please let me know how you'll rectify this problem.
If one has been hasted and then gains a new form of movement after, like say fly, would the fly speed be increased by the haste spell? In other words, are you hasted in all ways for the duration, as the spell isn't an instantaneous effect or does it just alter your existing abilities. Please and Thank You!
If I have 4 attacks with grab and the constrict ability, and hit with all of them do I get to roll a grab check on each? Assuming I do and the first one is successful, I then do constrict damage. Can I then let go as a free action and then use the second attack to roll another grab check? If I can then do I get to rince/repeat 4 times? Hit/grab/constrict/release - hit/grab/constrict/release etc etc?
Throw Spell (Su) When casting a melee touch spell, you can expend one use of mythic power to throw that spell as a ranged touch attack. The range of this thrown spell is 10 feet per tier. If the spell allows you to make multiple melee touch attacks, you may make any number of the attacks as melee touch attacks and throw the rest as you see fit. Does this mean with one mythic point you can throw however many of the touches you want?
Let me get this right, Spell Scars basically allows you to prepare extra spells (assuming you have the time - using scribe scroll rules).
Is that correct? Do the scars cost the same as scribe scroll? Can you prepare a scar at any level you can casts - like a 3rd level shield at 3rd level? Now... If one were using the Cabalist archetype where you become a spontaneous caster I assume the spell scars would effectively increase your spells known? or would you only be able to make scars of your known spells?
Can a Wizard with a Faerie dragon familiar (they have sorcerer levels)get the dragon to use a wand of true strike on the Wizard?
Can I buy magic items for my familiar, which item slots would a faerie dragon have? Headband seems reasonable, as does rings but I'm not sure about the others.? ? What other cunning stunts can wizards pull off with a faerie!
When my character hits level 6 I'm going to be using my INT for hitting and damaging. Trouble is, before that, levels 1 - 5, I'm stuck with either Str or dex using a feat for weapon finesse.
Option 2. Spend the same 10 points on dex and take weapon finesse (human bonus feat) for +3 to hit. The points stay useful throughout my career boosting a poor reflex save, granting AC, Initiative and extra AoO (taking combat reflexes in build)
Option 3. Spend 5 on each stat and suffer a +2 to hit instead, for 5 levels.
Help!
Extra info that my help...
When my character hits level 6 I'm going to be using my INT for hitting and damaging. Trouble is, before that, levels 1 - 5, I'm stuck with either Str or dex using a feat for weapon finesse.
Option 1. Spend 10 points on Str for +3 to hit until level 6 when it becomes utterly useless to me bar for the occasional strength check or vs Str draining monsters.
Option 2. Spend the same 10 points on dex and take weapon finesse (human bonus feat) for +3 to hit. The points stay useful throughout my career boosting a poor reflex save, granting AC, Initiative and extra AoO (taking combat reflexes in build)
Option 3. Spend 5 on each stat and suffer a +2 to hit instead, for 5 levels.
Help!
Extra info that my help...
So I'm a constrictor snake and I bite you. Because I have grab I get a free attempt to grapple you, let's say I roll high enough.
In my next turn, can I bite you? Or do I have to maintain the grapple, and if successful, then just do constrict damage again? Can I maintain the grapple and bite someone else? Is it better to let go and start over so I can get bite and constrict damage again? Help!
I'm building a grapple type character [Catfolk] and would appreciate any advice as I've never gone with a manoeuvre based dude before. This dude is replacing my previous character that failed his save vs a Demilich trap the soul ability [that sucked!] Catfolk Ranger 2/Fighter 12 Stats [15 point buy, after stat increases and items]
Saves [including Heroism]
Hit Points: 144 AC
Attack routine [including Heroism]
Power Attack
CMB:+20 [+29 > +35 Grapple depending on buffs]
Skills: [of note]
Feats
Gear
Wands [UMD]
Basics are to pounce with the claws. Grapple and Pin as soon as possible and use Lockjaw to apply the hurt. I gain +6 to charges from class levels. I can grapple at -2 as an AoO and use my grappled foe as a sort of shield 1/round. My defences are DR from Resinous Skin, decent AC and Mirror Images, with Protection from Evil vs head-twist magic. It probably looks like a jumbled mess to anyone with Grapple based character experience but its where I'm at and I think I've been looking for so long I'm probably not seeing the wood for the trees. Any input is appreciated, nothing is set in stone other than the Grapple/Natural Weapons general concept.
If you take this at tier one you'll only start with one ability but does that increase as you level up to the maximum of 3, at least until you take it again. Or do you only get the one ability? Also if at a higher level you take intelligent item twice can you combine the points to gain a level 5 spell 2/day. (assuming you are tier 5)? Further to those questions what are the best abilities to choose for a Magus?
I have a question about Magus abilities. Assume I pass my concentration checks so we don’t have to worry about that bit.
Using Spell Combat and Spellstrike...
Then, using Spell Combat [because I’m already adjacent to some monsters] I get my full round attacks too and at my level [4] that’ll be just the 2 claws [also at -2 from Spell Combat]. If they hit I deal claw damage and frostbite damage [as I still had 3 “touches” left - now I only have one “touch” left]. Then my familiar moves into a monsters’ space [he doesn’t have a 5ft. reach] and delivers my final frostbite touch via his attack. Qu.1: Is all that legal? Qu.2: Does the familiar moving into a monsters space provoke an AoO? Qu.3: Can the familiar choose to use a touch attack instead of a normal attack? Sign in to create or edit a product review. A lot of players find the cleric boring and it is a bit bland. Having had a chance to review the Priest, this is the class I want to play if I am not playing a cleric. Using a souped up version of the arcanist spell casting engine. I highly recommend this class to anyone who want to play a full caster instead of playing a cleric or warpriest. This is the latest installment of 101 spell from David J. Paul. As with all of the previous environmental 101 spells these are a very worthwhile addition to a game played primarily in the hills and mountains. There are a good mix of spells between the classes. Druids and Rangers get the most of the spells but nobody gets left out. This balance is extremely appreciated. There were no spells at questionable levels, a minor problem in 101 Swamp Spells. Favorites:
I highly recommend this for any campaign that allows 3rd party sources. This is an excellent addition for any Game Master or player where the campaign is primarily in a swamp environment. The PDF is 44 pages with 38 having content. Most of the spells have excellent flavor test even though mechanically they function as already existing spells. The Good:
The Bad:
The Ugly:
Conclusion and Recommendation:
Saint Bernard
New Paths Compendium (PFRPG)Kobold PressAdd Print/PDF Bundle $32.99 Full Color Unavailable Add PDF $14.99 Impressive ProductThis is a 130 page compendium dedicated to introducing new options into the game. Instead of trying to review the entire document I am going to focus on the points I was most impressed with but nothing in this product is poorly thought out or written. CHAPTER 1 Classes: The star for me is the Thergue. Similar to wizard in spell casting ability, the thergue has the ability to cast both arcane and divine spells, more on that latter. Lever by level the thergue can prepare as many spells as the wizard but half of the spell slots are arcane and half divine. The thergue can know an unlimited amount of spells and stores them in two spell books, the one for the divine spells called a prayer book. As the thergue advances, the character gains two new arcane spells (sorcerer/wizard)and two new divine spells (cleric). As a special ability, the thergue can learn any other class's spells from a scroll or another spell book. Potentially a thergue can know every spell known. The thergue has the potential to be the most powerful character in game. CHAPTER 2: ARCHETYPES - A number of interesting and balanced archetypes are available for the player to explore. CHAPTER 3: FEATS & TRAITS - The winner here are the scalable feats. These fix the problem of feat chains. Instead of taking two weapon fighting followed by improved and greater two weapon fighting you take a single feat, which improves as the character advances. This is such a great advance I wish I could go back in time to the PF play test and suggest it. Highly recommended to use. CHAPTER 4: SPELLS - Some really good spells with nothing out of line. CHAPTER 5: MAGIC ITEMS & GEAR - The one item I would think about before I gave it out is the ever-full quiver. One of the downsides of an archer is ammo management. For 9,000 GP I can have an unlimited number of adamantine arrows. As a player I would love one. CHAPTER 6: TRACKING SHEETS - Some very useful addition sheets for players to track aspects of their characters. Overall, I highly recommend this product. As the title says this product contains 101 Special Materials and Power Components. Dealing with the easier of the two mechanics, power components first. These are a very safe addition to a campaign and an excellant way to get players involved in the more mundane aspects of being a spell caster. Power components are spell components, which give a type of spell, say conjuration (summoning), an edge. They are relatively inexpensive, usually in the 20-100 GP range and deliver a moderate boost in the power of the spell. The Champion's Gem costs 280 GP and the summoned creature appears at maximum hit points for its type. It also allows for touch based spells from the summoner to be delivered at range. Getting a maxed hit point summoned monster or natures ally is a definite increase in the effeciency of the spell but is mitigated by the cost of the component, which is used up in the casting of the spell. Being mostly one shot items, there is not the concern of releasing "death on a stick", a nickname in my campaign for a game unbalancing device. If a power component is too powerful, since they are one shot items, it is easy to limit access to them. Try taking Stormbringer from a character. Being a player of a low level magus, a Tarn shard would come in handy. The tarn shard costs 30 GP and holds 4 arcane pool points. Once the points are used, as a swift actions, the shard distengrates. Well within the price of a 1st or 2nd level character, it can significantly affect the ability of the party to be successful in dealing with their mission. Special materials need to evaluated a little more carefully. Most are interesting alloys used to make weapons and armor with. Some are fairly simple, like Mithron, which is a combination of cold iron and mithral and bypasses damage reduction like either. Others like Alchemy Ceramic and Chitonic Steel increase the critical confirmation roll by 2. Combined with critcal focus +4,certain traits +2, and you end up with a +8 to confirm the critical. Being relatively permanent items, these are a little harder to get rid of if the GM finds they are unbalancing for the particular game group. Overall, I would highly recommend this product. The power components add a lot of interesting material to a campaign and the potential for minor side quests. The special materials can function in a similar manner and a quest could be easily constructed around the search for a certain specific material. Of course, it does require the investment of both the GM and the players. I once played an elf paladin searching for the proper steel alloy to make a Damascus scimitar. Good gaming,
Disclamer: Other than ask for 101 Bard Feats I had no role in creating it. Bards have been my faviorite class since 2nd edition so I am biased about anything for the class. Review: If you are a fan of the bard class and not playing PFS, this is a must buy supplement. 101 Bard Feats adds obviously 101 feats to the class but more importantly adds a couple of great mechanics to acquiring some of these feats. For both the "vanilla" bard and the arcane duelist some of the feats can substitute for versatile performance and the bonus feats. I am only famialiar with the straight bard and arcane duelist and I am playing one of each currently so I concentrated on them. After picking three versatile performances before you get redundancies, being able to substute a feat is a great. The same is true for arcane duelist, while the normal bonus feats are good there are some of the available 101 Bard Feats which are great. A couple of standout feats need to be show cased. Acclerate performance is a great feat, which allows the bard to get better action economy earlier in their career. While some might disagree it is a strong feat for the buffing bard. Arcane duelist assimulation aloows an arcane duelist to transfer weapon enhancement into their weapon of choice. Quicken thirst is a must have for the arcane duelist, at the point you can get it the action economy aspect is not that important. The downfall of blade thirst is normally you can only use one bardic performance at a time. With quicken thirst, you can lead with blade thirst and the next round start another bardic performance. Solo accompaniment does the same thing but more generally. Bottom line: this product increases the abilities of the bard and is an addition to my gaming table. |