Fiendish Fire Giant

zook1shoe's page

131 posts. Alias of Brett Johnson.




I couldn't find anything about it, but I'm curious if vanilla wizard's subschools and elemental schools of magic would work w the legendary wizard? I assume remove any 6th/8th level ability.

Same w favored class bonuses every level?


Earlier tonight, we had a heated debate on how a Bard's countersong actually works. There seems to be 2 different stages, and the 2nd is fairly clear cut. It was the initial part that caused the discussion.

Core Rulebook v6 Lite wrote:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Person 1: Believes that the effect is similar to a reroll.

Where, you use the better roll, regardless of a natural 1 (on either die, since a natural 1 doesn't auto-fail a skill check). Referenced the Fortune Hex, despite not having the same language.

Person 2: Believes that the effect is not a reroll.
You roll the die and add your bonuses. Use the final result as your total or the Perform total. But the die roll does matter when it involves a natural 1, since that is an auto-fail regardless of the total. This is because the ability mentions using the result, not the Perform die roll.

________

What are your opinions on how it works, and why you think so.

1/5

I was curious about how a +0 Fortuitous Amulet of Mighty Fists interacts (in PFS) when you have Combat Reflexes and multiple types of natural attacks? Each weapon is a separate weapon, like a pair of swords are.

Ex. Tengu Monk 1 has the amulet with unarmed strike, 2 claws, and bite.

Round 10, baddie 1 drinks a potion next to you... triggering an AoO unarmed strike and a second at -5.

As its standard action, baddie 1 tries to grab you, triggering an AoO with your claw and the second at -5.

Same round, baddie 2 provokes two separate AoOs (like stand up and cast a spell) for each of your claws to be used with the 2 Fortuitous follow-ups.
------

"FORTUITOUS PRICE
+1 bonus
SLOT none CL 8th WEIGHT —
AURA moderate transmutation
This special ability can be placed only on melee weapons.
A fortuitous weapon grants the wielder more attacks
of opportunity. Once per round, when the wielder of a
fortuitous weapon hits with an attack of opportunity, he
can make a second attack of opportunity with this weapon
against that foe at a –5 penalty.
CONSTRUCTION REQUIREMENTS COST +1 bonus
Craft Magic Arms and Armor, haste"

ACG 214


I was talking to some friends after a game tonight and Monstrous Graft came up. We talked about the mechanics and how vague they were in combination with other mechanics.

We were hoping for some rulings on the following questions...

1) what kind of limbs are replaceable? It only mentions gaining bonuses for arms and legs.

Ex. Tiefling can have extra limbs like wings or a tail.

2) what kind of limbs are the replacements limited to? Mechanically, it doesn't mention that the limb must be the same as the stump.

Ex. Tiefling swaps out his wings for a tail and a leg, or his tail with and arm.

3) obviously Tentacle and Vestigial Arm are limbs, does the grafted arm still have to abide by the 'no more attacks' clause?

Ex. Now 3 armed tiefling alchemist 4 gets full TWF attack of 'primary Longsword / secondary Short Sword / secondary Slam'

4) what happens to the grafted limb if Vestigial Arm/Tentacle was retrained to a different discovery? The grafted limb being used is no longer the actual nub.

Thx!

------------

"Monstrous Graft (Ex): The alchemist can replace up
to four of his own amputated limbs with those of a
monstrous beast of the same size category. If the grafted
limb is an arm, the alchemist gains either a climb
speed of 15 feet or a claw or slam natural attack that
deals 1d6 points of damage (1d4 for a Small alchemist).
If the grafted limb is a leg, the alchemist gains one of
the following benefits: a +5 bonus to land speed, a swim
speed of 15 feet, or a +5 bonus on Acrobatics checks when
jumping. For each limb the alchemist replaces in this
manner, he takes a –2 penalty to Wisdom as he loses his
sense of self. Derros are immune to this penalty."

-ISMC 23

"Discoveries: cytillesh bomb, monstrous graft, and precise poison are legal for play"

-AR 3/22/17


I was curious if there was a list of all/most the guilds and organizations in Pathfinder?

I found this, but it appears to not have been updated in awhile. The most recent ones on that list were from sources ~2009.

Ex. Pathfinder Society, Aspis Consortium, Blackfire Adepts, The Harrowed Society, etc.


I was unable to find this on the paizo boards, but came across it on the Min/Max ones.

---------

The basic concept? A Sensei Monk of the Healing Hand 20 can cause allies to explode into oblivion on your death.

World changing twist? Make sure that friend had the name of a deity that you didn't like, and... *poof* name erased from everything. No more name means no more worshippers, which means no more power.

Great choice for targets? Replaceable buddies, like animal companions or bought animals (toads, rats, etc.).

Spoiler:
Quote:
True Sacrifice (Su): At 20th level, in a final selfless act, a monk of the healing hand can draw in his entire ki, which then explodes outward in a 50-foot-radius emanation. All dead allies within the emanation are brought back to life, as if they were the subject of a true resurrection spell with a caster level equal to the monk’s level. When the monk does this, he is truly and utterly destroyed. A monk destroyed in this way can never come back to life, not even by way of a wish or miracle spell or by the power of a deity. Furthermore, the monk’s name can never be spoken or written down again. All written mentions of his name become nothing more than a blank space.
Quote:

Mystic Wisdom (Su): At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself.

At 10th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target). At 10th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall.
At 14th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei’s level and last 1 round.

1/5

Just curious, what were they thinking when they allowed Monstrous Graft to be a legal options? How is this an option, but Drow stuff is a no-no?

Inner Sea Monster Codex wrote:

Monstrous Graft (Ex): The alchemist can replace up

to four of his own amputated limbs with those of a
monstrous beast of the same size category. If the grafted
limb is an arm, the alchemist gains either a climb
speed of 15 feet or a claw or slam natural attack that
deals 1d6 points of damage (1d4 for a Small alchemist).
If the grafted limb is a leg, the alchemist gains one of
the following benefits: a +5 bonus to land speed, a swim
speed of 15 feet, or a +5 bonus on Acrobatics checks when
jumping. For each limb the alchemist replaces in this
manner, he takes a –2 penalty to Wisdom as he loses his
sense of self. Derros are immune to this penalty.

1/5

"The levels of fear on page 10 are used only when specifically cited by
spells or other character options."

Additional Resources Aug 2
.
.
.
Are there currently any player legal options that use this fear level system?

1/5

I didnt see another thread relating to at least Death Roll...

ISR

I see why Kinslayer is banned, but why Death Roll, Eclipse Strike, and True Breed?
Eclipse Strike seems like a garbage feat at first glance.
True Breed can be duplicated other ways, I believe.

ISG
Why did they choose to allow different evil deity pantheons, but not others? Like yes to Demon Lords and Goblin-Heros, but no to Nascent Demon Lords and Orc deities?

CoC
Why not allow anything from Champions of Corruption, but allow from Faiths of Corruption, Agents of Evil, and the Books of the Damned?

BMW
Why not allow Boots of Dancing and Gauntlets of Fumbling? I can see why Scarab of Death isn't, but the others not.

ARG
Why is a dwarf's craftsman ability or halfling's practicality banned? +2 Craft/Profession is hardly earth shattering, nor is practicality since its replacing 2 racial abilities.

OA/PU
Why are psychic skill unlocks open w feat, but unchained only allowed using the Unchained Rogue?


A guy in our PFS group claims Gloves of Reconnaissance creates a window only between your hands. Also, allows bad guys to see you back through the 'window'.

This is obviously wrong, but he's using the "since it doesn't say it doesn't, than it creates the two-way window" argument.

I know he's wrong, but he won't accept that.

1/5

I was browsing and noticed that under "Advanced Race Guide", the Ratfolk stuff is both legal and illegal.

Quote:
In Chapter 2, nothing from the catfolk, drow, hobgoblins, kobolds, orcs, and ratfolk entries are currently legal for play.
Quote:
Ratfolk: all alternate racial traits, favored class options, racial archetypes, racial discoveries, equipment, feats, magic items, and spells are legal for play.

Which is right? I was looking at their equipment to use. Should probably be flagged for the next Additional Resources. I have saved pdfs that show it goes back at least to January 2015


I couldn't find anything that said what happens to a weapon special ability when using the wrong damage type.

Since the weapon is partially the right type, it still can be applied to the weapon itself, despite being used as the wrong damage type.

Example...

+1 Keen Cestus would still have the increased threat range when used as a bludgeoning weapon.

--------------

How would this same situation apply on melee only applied to ranged weapons? I can't seem to find anything on this either, except melee guns specify they are double weapons.

Example...

+1 Vorpal Longsword hurled with Throw Anything

1/5

Wasn't able to figure out my question using the Additional Resources...

Can you use items from modules that are not on chronicle sheets?

Ex. Emerald Spire Super dungeon ' Cyclops Helm.

1/5

I was curious about the Swords, the Scrolls, and the Spells factions in the PFS Primer. I could not find anything that said they weren't legal obviously from the Additional Resources pdf and here.

Does anyone use them? Are they just super minor factions compared to the main 7?

Are they going to be added to the Organization of Play or get Journal Cards like the main 7?


1 person marked this as FAQ candidate.

When using Kraken Throttle and suffocate someone, which part of the suffocate rules do you use for PFS?

1- Do they get a "hold breath" step?
2- Do they go straight to the "unconscious, dying, dead" step?
3- Something else?

How I read RAW, you skip straight to the unconscious, dying, dead" step, since that is the actual suffocation as the feat says. Whereas the previous step not yet suffocating, not said by the feat.

Chokehold specifically says that they hold their breath, wouldn't you say the same thing in this feat?

Yes, this is the more powerful interpretation, but seems like how RAW reads to me. RAI would probably be otherwise

Suffocation wrote:


Suffocation

A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.

When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.


If I were to select, say Kitsune Pounce, as my monk bonus feat, would it qualify for ignoring the prereqs? I feel that reading it, it would.

I don't want people's opinions on the power level of this, just rule interpretation, please.

Dragon Empires Primer pg5 wrote:

Bonus Kitsune Feats

A kitsune may select from the following feats any time she
would gain a feat.

*snip a couple feats*

Vulpine Pounce (Combat)
You can change shape mid-charge and pounce on an
opponent in the same round.
Prerequisites: Swift Kitsune Shapechanger, base attack
bonus +10, kitsune.
Benefit: When you change shape into your kitsune
form and use the charge action in the same round, you
can make a full attack against your opponent.


Obviously the bonus feats from fighter and monk stack w each other, despite being the same name.

do they stack w those of the brawler, despite having the same name and being parent classes?


What are the other ways to gain sneak attack?

Rogue
Ninja
Slayer
Greensting Slayer Magus
Cult Leader Warpriest
Mantis Zealot Warpriest
Vivisectionist Alchemist
Assassin
Arcane Trickster


How is the barbed arrow supposed to work when the bow doesn't have reach?

Spoiler:
Ranged Tactics Toolbox wrote:
Barbed Arrow: *snip* When a barbed arrow is attached to a length of silk rope and fired from a bow, the arrow’s range increment is reduced to 30 feet, but it gains the grapple special weapon quality *snip*
Ultimate Equipment wrote:
Grapple: On a successful critical hit with a weapon of this type, you can attempt a combat maneuver check to grapple your opponent as a free action. *snip* While you grapple the creature using a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away that the creature you’re grappling is no longer within the weapon’s reach, you end the grapple with that action.


3 people marked this as FAQ candidate.

Was the altered inspiration ability ever FAQd to remove the "or" loophole?


Could a juggler bard use the same juggled weapon as a primary and offhand weapon?


28 people marked this as FAQ candidate. Answered in the errata. 3 people marked this as a favorite.

I've seen a million AA threads. But never saw an official running while browsing through.

Has there been an official ruling/errata/FAQ on how Abundant Ammunition works in relation any/all of the following...

1- container w both magical and no magical ammo.
2- improved ammo (via Blanches, etc.).
3- Hybridized alchemical ammo.
4- any others not covered above.

this thread need only be about the rulings, not people's opinions on which is RAW and which is RAI.