Ramoska Arkminos

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2,279 posts (2,693 including aliases). 4 reviews. No lists. No wishlists. 6 aliases.



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Please cancel my subscription for the pf adventure paths with immediate effect. This should leave me with no current subscriptions active.
Thanks


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.


Can my bonded mount (nature Oracle - 6 Int) camel use a climbing kit? And would it be able to climb a knotted rope or ladder. It has a climb score of +8 and 3HD.


When using Quicken Spell as a Sorcerer can I use a Rod of a different metamagic spell?

Please and Thank You!


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!


The text says nothing about spell trigger items.


Got a message regarding #90 Divinity Drive being on its way soon which is great but I've not received #89 Palace of Fallen Stars yet! I have .pdf access but no hard copy?
Please may I have one!


Do alchemists get an equivalent to PoP?


Half Elf Investigator - any ideas on what traits to pick?

The only one I'm considering at the moment is the one that let's you use your INT for a CHA skill (diplomacy).


Can an elf use its Oracle favoured class bonus to pump a revelation it hasn't yet taken?
.
.
.
Oracle:
Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.


1 person marked this as FAQ candidate.

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?


If your caster level is 8 and you choose tentacle as the target of this spell does it enchant (+2) just one tentacle or all of them? (same as if you chose claw, would only one claw get the +2)

Please and thank you!


Does one need a +3 weapon to by-pass cold iron or would a +1 holy weapon also work?


If I have enough held charges of a spell and hit with an attack that has the grab ability, does the grab part count as a second charge or is the whole attack counted as one?

Hit with attack - one charge.
Grab - ?


If I only use a natural attack - say a prehensile hair attack - do I get a second attack with that natural weapon when my bab reaches 6/1?


Is the whole move and attack at some point done as a swift action, meaning that none of it provokes AoO's? It is done as a swift action. Or is the activation swift and therefore the movement would provoke?

Swift actions don't normally provoke AoO's.


If you fail to penetrate SR do you still get to hit?

I cast a frostbite as part of a spell strike and fail to beat the monsters spell resistance, does that mean I can't have the attack that would have delivered the spell?


1 person marked this as FAQ candidate.

If a monster power attacks with the grab ability would the constrict damage remain as normal damage for that attack or would it be the increased value from the power attack?


How does one go about aligning a natural weapon? The spell Align Weapon calls out natural weapons as not being legal targets. I'm after adding Good to my natural attack.
What are my options?


How does one go about aligning a natural weapon? The spell Align Weapon calls out natural weapons as not being legal targets. I'm after adding Good to my natural attack.
What are my options?


Simple question...

If a creature, for example a dragon, is prone - can it just fly up from the ground or does it need to stand up first?


Is there an intelligence based item like the circlet of persuasion?

Looking for ways to increase my chance to beat SR with a Magus that's taken 2 levels in WHW.


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's say I'm level 8 and cast frostbite, therefore granting me 8 touches. I decide to keep 4 of them as touches to use during my next couple of rounds. Do I get to throw all 4 of the others at once with just one mythic point?
So basically I roll 4 range touch attacks vs whatever and resolve them all at once?


If a choose to do non-lethal damage with a natural attack (hair) do I take a penalty?

Is there a feat that allows me to avoid taking a penalty?


Are there any plans for another mythic AP?

It's clearly popular and there are a number of 3rd party products that support the rules.

Will Paizo write a second Mythic adventure?


Any plans to do mythic apg spells?

Without 3rd party material the spell options are rather limited.


Let me get this right, Spell Scars basically allows you to prepare extra spells (assuming you have the time - using scribe scroll rules).
You can either cast them straight off your body and then they're gone, or prepare spells for the day using them as if they were in your spellbook, thus increasing your repertoire.

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?
Also perhaps the scars would still be used up (vanish) if used, effectively increasing your spells known only on the days where you have had time/gold to create them? Or would you be able to keep using them indefinitely until replaced?


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?
Share Spells says the wizard can cast on the dragon but not the other way round and true strike has range: personal and target: you ??

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.
On the bright side I have 25 points to spend.
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.
Cost: 10 valuable stat points.

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)
Cost: one Feat.

Option 3. Spend 5 on each stat and suffer a +2 to hit instead, for 5 levels.
Cost: 5 stat points and -1 to hit for 5 full levels.

Help!
What would you do?

Extra info that my help...
Human Defiler Hexcrafter/White Haired Witch about to start Wrath of the Righteous where we'll end up level 20/Mythic Tier 10.


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.
On the bright side I have 25 points to spend.

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.
Cost: 10 valuable stat points.

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)
Cost: one Feat.

Option 3. Spend 5 on each stat and suffer a +2 to hit instead, for 5 levels.
Cost: 5 stat points and -1 to hit for 5 full levels.

Help!
What would you do?

Extra info that my help...
Human Defiler Hexcrafter/White Haired Witch about to start Wrath of the Righteous where we'll end up level 20/Mythic Tier 10.


2 people marked this as FAQ candidate.

If I have cast, say, frostbite and I'm level 5 I get 5 touches.
If after using 2 of them I decide to grapple someone, what happens to the remaining charges?

Still available?
Go Nova?
Lost?


So Bob has taken a potion of fly and Mr. Trippy has successfully performed a trip manoeuvre against him, what happens?

Is Bob tripped? Does he suffer from any penalties?

When you're thinking in 3D things get muddled pretty quickly!


When prone you suffer a -4 penalty to attack rolls.

Does that effect your CMD? Why?

Thanks in advance.


Will there be wrath of the righteous paper minis?


I want to play an Aasimar but also want to gain the favoured Class bonuses from 2 different classes, it that even possible without being a half-elf? If so how!


2 people marked this as a favorite.

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.
So do I get to add constrict damage at the same time? Yes/no why?

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!


So if you take a vermin type AC with no INT score it doesn't get any Feats. If you then spend your ability score points increasing its INT does it gain the feats retrospective?


If I cast frostbite as a level 5 Magus I get 5 charges to use. Do those charges continue to be held if I cast another spell?
So could I cast frostbite on turn 1 and shield on turn 2 and still have those 5 charges to use?

Is it casting another touch spell that make those held touches dissipate?


When an Alchemist uses the Beastmorph ability do they gain the size increase bonuses or is it only the listed abilities (choose from)???


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]
Str: 22 +6
Dex: 16 +3
Con: 16 +3
Int: 13 +1
Wis: 12 +2
Cha: 10 +0

Saves [including Heroism]
Fort: +23
Ref : +17
Will: +13
+3 vs Death/Energy Drain
Cat's Luck: 1/day roll Ref twice - take highest.

Hit Points: 144

AC
Base: 28, FF: 25, T: 14
Buffed: 40, FF: 33, T: 22

Attack routine [including Heroism]
Bite: +26 (1d3+10+2d6)
2x Claw: +27 (1d4+12+2d6)
Gore: +26 (1d6+10+2d6)
Armour [grappling] +1 Spikes 1d6+7

Power Attack
Bite: +22 (1d3+18+2d6)
2x Claw: +23 (1d4+20+2d6)
Gore: +22 (1d6+18+2d6)

CMB:+20 [+29 > +35 Grapple depending on buffs]
CMD:46

Skills: [of note]
Kn. Dungeoneering +18
Perception +19
UMD +23

Feats
1. Combat Expertise
2. Weapon Focus Claw
3. Power Attack/Imp.Unarmed Strike
4. Improved Grapple
5. Great Fortitude
6. Skill Focus UMD
7. Snapping Turtle Style
8. Snapping Turtle Clutch
9. Nimble Striker
10.Claw Pounce
11.Greater Grapple
12.Body Shield
13.Pinning Knockout
14.Weapon Specialization Claw
...then...
15.Snapping Turtle Shell
16.Imp. Great Fortitude or Iron Will

Gear
Helm of the Mammoth Lord/Circlet of Persuation
Headband of Wisdom +2
Amulet of Mighty Fists +1 & Holy
Cloak of Resistance +5
Ring of Rat Fangs
Belt of Str/Dex/Con +4

Wands [UMD]
Shield of Faith +4
Barkskin +4
Resinous Skin
Protection from Evil
Heroism
Fly
Enlarge Person
Mirror Image
Resist Energy
Lockjaw

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.


I'm going to be playing a Magus in the mythic AP and wanted someone advice as to which mythic powers to take.

I'm a hex Magus, would I be able to take the hex power?


1 person marked this as FAQ candidate.

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?
Is the cheap upgradable one always an auto choice?


So I can give it an arcane wand as its a sorcerer but what else can I do with it?

Can I improved it's UMD somehow?

How do I get the most out of having a familiar?

I'm a Magus and I want to use it to further break my action economy but have never used a familiar before.

Help!


1 person marked this as FAQ candidate.

So I have a number of touches from casting, say Frostbite, and assign my familiar as the toucher, does that mean I can't touch and deliver the spell also?


Can a creature that is small enough to occupy the same square as another creature use the 5ft. step "non-action" to move into the occupied square?


I have a question about Magus abilities.

Assume I pass my concentration checks so we don’t have to worry about that bit.
Race: Tiefling [with prehensile tail holding a metamagic rod and 2 claws]
Class: Hex Magus Level 4 with a familiar.

Using Spell Combat and Spellstrike...
So I cast a metamagic’ed Frostbite [this give me 4 “touches”] and use Spellstrike to deliver a frostbite via one of my claws [at -2 because of Spell Combat] instead of using a touch because claws count as a weapon [1 of my 4 touches has gone].

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?


If you have Acid resistance can you lick an ooze and get away with it?


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Wonderful New Class

5/5

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.


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Great Spells

5/5

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:
The various form spells, such as Fire Giant Form, are a great additions. The Floating Hill and Mountain spells are just cool from a role playing aspect. One of my personal favorites is Incinerate, a Evocation (fire) equivalent to Disintegrate.

I highly recommend this for any campaign that allows 3rd party sources.


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Don't Upset the Druids

5/5

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 Kinfolk spells are amazing both in flavor and mechanics. If a party of either PCs or NPCs were to make their base of operations in a swamp, these spells greatly enhance the effectiveness of their base. One nice thing is the definition of Kinfolk is left up to the GM. So unrelated PCs could be granted the Kinfolk property. Great addition to the game.

The Bad:
From a balance standpoint I have some concerns about Swamp Bane Weapon being a 2nd level Magus spell. The Magus has access to this at 4th level and I could see it being a go-to spell in a swamp based campaign. I will have to see how it play tests out. The general power level of spells seems slightly higher than 1001 Spells but again more play testing needs to be done.

The Ugly:
The Fog spells are scary. Imagine marching through a swamp, not the easiest thing to do, worrying about a shape changed druid (squirrel) sneaking up on you and casting Flesh to Fog. Turning into a fog statue is a serious SOD spell. The author turned the fog spells from being a nuisance into weapons of mass destruction. Great job.

Conclusion and Recommendation:
The PDF is well written and edited, I did not notice any glaring errors. I would highly recommend 101 Swamp Spells in any campaign, which is swamp based.

Saint Bernard


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Impressive Product

5/5

This 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.


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Nice Suppliment

5/5

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,
Saint Bernard


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Bard Love

5/5

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.