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![]() Joan H. wrote:
Hi Joan, thanks! That clears things up. Hope the team stays safe! ![]()
![]() Hi there, Recently, I noticed that I have been charged USD23.14 and USD24.79. Previously, my payment of USD23.14 was declined on the 21st of July and I attempted to resolve it and was charged USD23.14. On my bank account it looks like I have been charged 23.14 + 23.14 + 24.79, USD71.07. Is this expected or normal? Thanks and stay safe. ![]()
![]() James Jacobs wrote:
Thanks James! I guess this also means he was not redeemed? ![]()
![]() The Gold Sovereign wrote:
I have seen this mentioned a few times and tried to read up on it but can't for the life of me find the relevant text or lore tip bits. Anyone willing to provide hints? ![]()
![]() Hi, I received a notification on this order and I have just realized that I forgot to cancel my Lost Omens subscription. I planned to further support the Lost Omens line of products by purchasing PDFs of products I am interested in, is it possible to remove the Character Guide from the order and to cancel the subscription after the order has been submitted? Thanks. ![]()
![]() Deadmanwalking wrote:
Cool! I actually didn't know that since I am more up to date with the PF 1e bestiaries than the 2e bestiary. ![]()
![]() Awesome write ups so far Pnakotus Detsujin. I will be using many these when I get around to Tyrant's Grasp. Regarding part 3, I feel that it doesn't address any tactics available to spellcasters for infiltrating cities or the use of undead that can create spawn. Additionally part 3 it makes it feel like only Osirion and the Five Kings Mountains are able to respond. No words on what the other world powers are doing in response to a global threat such as Tar-Baphon, personally I might add in smaller groups from the world powers that arrived via teleportation or similar methods of transportation, perhaps even framing it that the Whispering Tyrant's armies are holding back the navies that might able to transport reinforcements. ![]()
![]() Hi there, I have noticed that for my recent order (order 7633937), that I have made a mistake and purchased the digital version of the Shattered Star Pawns. I intended to buy the physical version. Is there anyway I could get this changed to the physical version and get it shipped together with the face cards? Thanks! ![]()
![]() Sam Phelan wrote:
Hi Sam, Thanks for the assistance and clearing it up. I look forward to my sub arriving. ![]()
![]() john wood wrote:
Personally I use the online PDF to JPG converter from Smallpdf and then choosing the extract single images option. I think an offline solution might be Abode Acrobat Reader. On Abode Acrobat you select an image, right click, select copy image and then paste it somewhere. Hope that helps. ![]()
![]() So I am wondering, would it be heavy handed for Ochymua to activate the Synchrony Device if the PCs spend too much time for crafting or downtime? I believe that most groups of PCs will get the idea that they should address the rising armies of Ochymua and the threat of a dooms day weapon as soon as possible but I am preparing for a possibility that the PCs take too much time. ![]()
![]() Mats Öhrman wrote:
I am aware of the errata, I was asking if we follow the text of the spell by RAW that you end up using unarmored proficiency if you have both Mage Armor and any sort of armor equipped at the same time. Bardarok wrote:
Indeed that is true, such a situation would rarely occur. Fuzzy-wuzzy's reply does make resolving this event much more easy. Fuzzy-Wuzzy wrote:
It seems much more clearer to me now, it would certainly make sense that a PC would take the higher value since like values do not stack. ![]()
![]() Hi everyone, Recently a question came up from one of my players for the playtest. He asked if Mage Armor stacked with armor and I informed him that since it is an item bonus it does not stack with equipped armor. Later I noticed that the wording on the spell states "While wearing mage armor, you use your unarmored proficiency to calculate your AC", since specific overrides general I was wondering if this means that by RAW that this means that having Mage Armor in effect forces the caster to use unarmored proficiency when wearing armor. I am placing the text for the spell below as a reference. Mage Armor: You ward yourself with shimmering magical energy, gaining +1 item bonus to AC. While wearing mage armor, you use you unarmored proficiency to calculate your AC. ![]()
![]() Poison Dusk wrote: I would say no. As Enlarge Person has specific language that other spells do not. Therefore spells such as Monstrous Physique and Giant Form are good for boosting ranged damage, especially with rock throwing. I completely overlooked the rock throwing monster rule, I think I will take that into account when I use the spell in the future. blahpers wrote: Technically correct, but I'd wager more GMs would rule that items resize back to normal after leaving your person than the other way around, for consistency's sake if nothing else. Besides, it's likely an oversight. It is probably for the best that I check with my GM on what is his ruling on this. Fuzzy-Wuzzy wrote:
Good catch, I had not noticed that Enlarge Person is just a transmutation spell and it is not a polymorph spell. Based on your reply and Blapher's I am starting to think it is probably an oversight with the polymorph rules. Thanks for answering my rules question everyone. ![]()
![]() Hi everyone, Normally the Monstrous Physique series of spells are not used to boost the effectiveness of range attacks however since the Sanguine Angel prestige class allows to use Strength for attack rolls made with bows, I was wondering if arrows resize to your original size when they leave your bow due to the Monstrous Physique not having the resizing clause as in Enlarge Person. Thanks. For reference below - Polymorph:
A polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.
In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses. If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell. Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature. When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size. While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form. You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell. If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell. Enlarge Person:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Monstrous Physique I: When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume has the aquatic subtype, you gain the aquatic and amphibious subtypes. |