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It does indeed! Thank you.


p.s. We've already discounted the cost to make tattoos, since he sold me on the idea that they are not 'resell-able" and therefore not worth as much...
So an extend metamagic tattoo (still allowing his hands to be free and using a free action to activate) would cost him only 2100 to make.
Only 600 more then a regular metamagic rod of lesser extend...


I have a player using the inscribe magical tattoo feat and driving me up the wall with new rules to make these callings on.
We've figured out a bunch already- (Thanks to you lovely people!) but I find myself hitting another wall.

He would like to create metamagic tattoo's on his hands.
Hypothetically he can 'wield' two metamagic tattoos while still casting spells since technically his hands are free. I'm okay with that.
It seems he can create these tattoo, without having the actual metamagic feats in question by simply adding a +5 to the craft tattoo DC. (as OP as that sounds). I am okay with that.

Somehow though, the price of this tattoo is only double (for being slotless)what a similar rod would be, and is a free action to use.

Could someone please help with the pricing on this?

Seems like having a 'hand' item acting 'slotless' is worth a lot more then having a neck item being slotless- I mean come on! They're hands! They're in high demand.
And as far as I can tell- activating tattoos will be a standard action. Just because it's a metamagic tattoo does not automatically make it free... there should be an additional price increase, correct?


It's says it's a standard action. I'm not sure how I see the difference between " imbibing a mutagen" and "drinking a potion". It provokes attacks of opportunity, right?


Yes, I know, i know- that sounds stupid, if you're singing and dancing, everyone around you get massive bonuses to spot you, done deal right?

Well in the new race guide, the Vishkanya race has a rogue archetype called the 'deadly courtesan'... which is a rogue/bard mix. I don't understand how the character is effective in battle unless she is sneaking, and I don't understand how she's sneaking if she's singing...

deadly courtesan

I'm missing something. I must be.

And of course, I have a player choosing to be a vishhanya deadly courtesan... because Hey! The DM doesn't have enough to worry about!


Hey just a heads up its not a troll post. this is a real post, and my players are truly arguing that the slumber hex does not say anything about snoring or any indications of sleep.


I have a player that has slumber. Hes in an encounter with his teammates against a group of goblins. The party level average is 3. He placed slumber on a creature. How would any goblin understand that his associate has been put to sleep, to be a be to take the standard action in order to wake his friend. I cannot continue this game until this is decided. PLEASE HELP! Thanks!


Does anyone know if queen ileosa's conversion match up with the corrections on the main thread? like her AC?


How the hell did I miss that?


I was trying to draw out a large castle from an adventure and had no idea how to do it. My wet erase mat wasn't large enough, plus I had 5 floors to draw and wanted to option of switching back and forth, and definitely don't have 5 mats.

I looked for large grid paper but prices were like 80 bucks

and then

A lightbulb!

Hallmark wrapping paper has a dotted line grid printed on the back of it to assist in cutting straight lines!! The grid is approx. 1x1 inch- just perfect!

Granted there's a small hallmark logo every couple of inches too but at 4 bucks for 22 sq feet- no one seemed to mind.

Just thought I'd share. :)


I'm having a small dispute with my player about who besides Kazavon (and therefor Ileosa) is considered a "follower of Zon-Kuthon", mostly for the purpose of deciding who activates Serithtial's freedom of movement/death wards effects.
Or would you consider like like the bane effects of the sword and as long as they work for Ileosa, the sword will count them for it's "greater purpose"?

Thanks!


Abraham spalding wrote:

Shadows are a nasty one because they kill with the strength drain (which is an abnormality in pathfinder).

Is this in fact the only ability drain that will kill (besides the obvious constitution)?


One of my PCs died to multiple greater shadows' strength drain. He took 14 points of drain and only had 12 ability points making head very much dead. The party (mostly level 11 and 12) tried t restore him and ran into a problem.
Breath of life wont revive the strength damage, although I guess his heart would beat again the strength damage would just immediatly kill him again. Restoration cures the ability drain but not the dead problem...

I allowed us to fudge this in game a bit using multiple characters trying their best while others protected them from the shadows.
For future encounters though, how would one bring someone back from severe ability drain??


Just had a question about Bishop Zev Ravenka's

spoiler:
Immunity to Magic... I'm not sure how much this entails. Is it just against things that have spell resistance? Does it negate any magic damage from weapons? Why does it even bother saying immune to cold, electricity, acid if it's immune to all magic- thereby including magic damages like cold, electricity, and acid?

I hate being so confused but I'm not finding anything in the core rulebook about this.

Thanks


kyrt-ryder wrote:
It's pure divine power bud. Note the distinct lack of a Fire subtype, and how it says the flames are of 'positive energy' (not the healing kind.)

Nice catch- I love a solid answer. Thank you.


Would you say this damage is half fire and half from a divine power just like the Flame strike spell works?
I need to know before he tries it on a bad guy with Fire resistance.

School evocation; Level paladin 3
CASTING

Casting Time 1 swift action
Components V, S
EFFECT

Range special; see text
Targets one creature
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes

Paizo Peripheral

This content is from material published by Paizo Publishing, LLC, but is not part of the Pathfinder Core Rules.
DESCRIPTION

After casting this spell, the next creature you attack using your smite evil class ability is engulfed in flames of positive energy. At the start of its turn, the target takes 1d6 points of damage, and takes an additional 1d6 points of damage each time it attacks a creature other than you. If the creature is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature this damage increases to 1d10. With a successful Saving Throw, a creature is affected by this spell for only 1 round. This damage is divine in nature and bypasses any DR the creature possesses.


Just found this in a different thread and felt it needed to be posted here since I've seen it asked a couple times and not answered:

James Jacobs wrote:

Death ward can certainly block the demilich's wail of the banshee, and will also block the negative levels that one gains if you make your save against the trap the soul effect. But we should have indicated that the entire effect is a death effect, since this effect does not duplicate the spell of the same name. The spell doesn't kill a character; you break the soul trap, the character emerges alive. The fact that the demilich version DOES destroy the victim's body in a way that is pretty much identical to that caused by destruction says to me that this version of the attack IS a death effect, and that it SHOULD be blocked by death ward. It's a case where something felt so obvious that it got omitted, unfortunately. It's certainly a case where the individual GM should step in and apply common sense to the encounter, I think...

Consider this official clarification for the ability: A demilich's trap the soul attack is a death effect.

from here http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/crimsonThrone/demilich


Ecaterina Ducaird wrote:


For clarity though, lets ... go generic.

That a succubus has her tongue down your throat is no more less distracting that what your going to do is 'just gunna take a second' she's still a good kisser.

I love that 'generic' for you means sucking face with a succubus :p


For instance, if you were falling would you need a concentration check for feather fall?
Or the actual spell in question- if you a currently grappled, would you need a concentration check to cast the immediate spell "Liberating command"? b/c that's one hard concentration check...


I'm fighting with a player over whether or not his character can carry a masterwork backpack and a handy haversack. It seems utterly ridiculous to me to say it's okay to wear both backpacks as once, but we're just going head to head and he's not really respecting my DM call on this. Any outside opinions would help.

To clarify, the masterwork backpack adds a +1 to your strength bonus to carrying capacity, which is why he wants both.

Also, it came up during this argument, how do you actually carry a bag of holding (he has one of these too)? What about the larger ones? Are these people really carrying around trash bag sized sacks and not being penalized?

Thanks again everyone!


Hi everyone- I'm having a hard time figuring out some of the XP in History of Ashes. My players are blowing through this thing and having a blast but most of the encounters are not hack and slash encounters and although they are earning XP for the creatures they DO kill, I'm not sure what to award them for the accomplishments that don't end in death.

For instance- keeping their totems up for the whole challenge- what did you award there?

or not killing Cindermaw, and instead reenacting the legend exactly as it were told.

Did you give anything for the acropolis besides the XP for whatever tentacles they killed. What if they had managed to get in and out without raising any tentacles- they would have received no XP at all...

I just feel like I missed something and by the time this book is over I'm going to have 2 level 11's and 3 level 10's... and scarwall says it's for level 12's.


My players are transitioning into the History of Ashes book and are somewhat furious that they fled from Korvosa into what turned out to be a very small village. They're mad because they're toting a ton of loot from old korvosa and have no idea what to do with it all.

Did any other DM's come up with a solution to this or just tell them to suck it up like I have so far. They have enough magic space stuff to find away to pack it away but it's still just rotting somewhere- and my greedy players want their gold.
Are they really stuck for 2 books?


My guys figured the 1 point to Shinglesnipes was worth it and immediately cast Haste... then bullrushed a couple guys into the pits...
I felt kinda hopeless on the other side...


One of the PCs in my campaign is a LG Paladin... really really uppity (not that your player is). Either way whenever Zellara and her cards come out, he leaves the room. Granted my player doesn't actually do this, he just roleplays this. Maybe she can make it work for her character as well though.


I'm sort of proud of myself for this one and wanted to share. Instead of telling my PCs about the assassination attempt through rumors or whatever it is your supposed to do, I had the book start with the calling from Zellara. She appears to the character carrying the deck and he gathers everyone together, so she appears and begins a reading.

Anyways halfway through the reading, Zellara became aghast at what she 'saw'. She told the PCs it'd be best if she just showed them and created in front of the a floating moving image of Queen Ileosa's address. So that they could see for themselves what happened, but have no power to change it.
In fact they weren't even sure about when this had happened/will happen and they all went running off to find Croft. Only to find her distraught and waiting to take them into the sanctioned room to talk to them.

It worked since the PCs didn't bother asking me to explain how she created such an image for them to watch, and I was able to show them everyone's reactions and do away with any doubt from hearsay. Man did it go smooth. :)

Added points since my PC's had truly befriended Croft in the past book and had at one point (knowing Croft herself could possibly be in danger for helping them) asked for for someone else they could contact should she ever be 'out of touch'. Blindly, I named the sable company commander. They were so excited to have another high powered ally. It brings the 'troll DM' in me great pleasure to know he's now dead :D


I'm a new DM and I need a bit of help here. My group has no trap sense whatsoever and only a ranger with any ranks in disable device. I'm pretty terrified of them not even being able to make it into the temple. They have no ability to "turn" anything.
I may nerf the trap's effects and damage a bit but even then I'm a bit confused as to how they get past it.
Do they just take the damage and still get to open the door? Do they have to save against the poison and be missed by the skeletons to be able to actually open the door? or is it safe to say the damn things locked until the trap has been disabled?

I saw something about giving the doors HP against channel energy only; is that positive channel energy? How would my players figure that one out or should I just tell them? and should it be low enough that a single channel energy disables it for a round?

Sorry if these seem like newb questions. I've never dealt with trap doors before without having a rogue.


Banesfinger wrote:

Perhaps something like: Oil of taggit poison (Pathfinder Core, pg 559) with the following changes:

Mild Sedative: inhaled, Fort DC15, 10 min onset, 1/hour, unconscious 1d3 hours, 2 saves.

Brilliant! thank you


Yea... He asked me what the things height or weight is... I have no freaking idea. Whatever he wants I suppose.
I have a decent imagination but these things hurt my brain.
So much so, I told him he shouldn't bring it out in public, it'll scare people.

Also- thanks :) all of those great points will be brought up to him.


Of course, of course my players choose to take the freaking censer in the room.
The text describes the victims in the room as "drugged into a state of oblivious bliss by the smoke emanating from the censer at the room’s center. (pg 45)" I was a bit more vague and just went with 'unconscious', but they still figured the source was from this censer. I managed to fumble through an explanation for why they weren't being effected (long onset time), but now that they have it in their possession I really wish I had legit stats on it. Any ideas?


1 person marked this as FAQ candidate.

A level 5 summoner has a bi-pedal eidolon with 6 (f**king) arms, each with a light melee weapon and a bite attacks; giving him 7 attacks during a full round... at level 5. Granted he's taking negatives but the amount of rolling is getting under my skin. Plus i believe he plans on continuing this trend and making, essentially, a ball of arms.
Please help- there must be something in the books saying this wont work.


Not to drag is out but I remember it differently in 3.5.
If the monk actually has the TWF feat and is wielding a staff (Double, Monk), does the TWF and FoB stack?


Indrajit wrote:


That would be for his first iterative attack. Remember that a monk flurrys at a full base attack progression

oh man- that finally clicked!!

8 (minus 2 from twf) =6
8 (minus 2 from twf) =6
8 (minus 2 from twf, minus 5 from ITWF) =1
8 (minus 2 from twf, minus 5 from iterative attack) =1

+6/+6/+1/+1

Ah HA! It's both!

Thank you :D
(edited for stupidity)


Ksorkrax wrote:
What's the talk about TWF? Flurry of Blows is not TWF. You can't apply the rules of TWF to it.

"as if using the Two-weapon fighting feat", you're supposed to apply the rules to it.


Yes, that's -7 total, and it's already factored into the Monk's Flurry table.

Then what is the -5 reduction in the level 7 FoB attack Bonus +5/+5/+0.


There doesnt seem to be a mention about the -7 from improved two weapon fighting...


Talynonyx wrote:
8-7 = 1.

Oh man- now you brought up BAB. The Flurry of Blows attack bonus chart in the book (pg58) says for 8th level

+6/+6/+1/+1

So I assumed -2 for each attack for the 'dual weilding' penalty and a -5 penalty on the last two attacks are from having a high enough BAB to have a second attack.
But then again I'm utterly confused.


Maybe I'm missing something (again) but on every forum about flurry of blows the only penalties I see are -2.
But the penalties for "improved two weapon fighting" is an additional -5, and this is what the Monk receives at level 8.... correct? Shouldn't that 3rd attack be at a -7 (not talking about BAB)?


Any chance you could email me the files? They'd be a huge help, I have a mess of a list as of right now

Leia at leiaelizabeth.com

without the copyrighted artwork of course :)