New answers tagged

0

The best way that I can see you improving your combat effectiveness is through the specific spells you choose. As you had said, money is sort of tight in your campaign, so you need to make due with what you have at your disposal naturally. Luckily, this isn't hard considering that you have a +4 Cha score (Giving you anywhere between 1-4 additional spells ...


1

The short answer is "No". For a start, Improved Critical is a waste of a feat, unless your DM has house-ruled that it stacks with Keen. Yes, you might get a few extra crits with your shield and save some gold, but generally the rapier is the only place the added threat range will make a significant difference, and that feat could go to a number of other ...


-2

I think you're thinking too hard. My interpretation is that the cursed oracle gets an extra language (on top of any other source of natural languages or bonus languages) that can be used at all times. During combat, the curse restriction is that the oracle can only use the language associated with the curse. The cursed oracle does not have to burn a rank ...


12

The bonus language granted by the Tongues curse is added to the languages you know, not the languages you can choose to know by virtue of high intelligence. Here's why: You apply your character's Intelligence modifier to: The number of bonus languages your character knows at the start of the game." Note the wording: Bonus languages are ...


4

There are two possible parsings of that phrase I see. Both allow for the Oracle to speak in combat due to the wording of the rest of the class feature. A: "You gain the selected language as a bonus language." This is the most common reading I have seen, you gain the language as a known language, in addition to every other language you might speak. ...


19

I have always read You gain the selected language as a bonus language, as meaning that you add the language to your list of known languages when you create your character (as a bonus language), not that you add the language to the list of bonus languages you can choose from to learn with a high intelligence modifier. The reason I believe this is that ...


0

Add guardians to the trap, someone who will attack or harrass players as they try to overcome it. Suppose the party has to cross a pit: most of the time, they'll do this one-by-one, rather than all fly/leap/teleport to the other side at the same time. Have hidden enemies step out and attack them when they've effectively been split into two smaller and ...


-1

Immediate actions use up the swift action of the following turn. Logically, immediate actions are just swift actions you can take out-of-turn. Swift actions take almost no time but consist of greater effort whereas free actions take no time at all but also consist of little to no effort. There is precedent for free actions being used outside of one's ...


3

There is no "automatically succeed stealth check" -- stealth checks are opposed by perception checks. So that's out. Let's see how it would work in general. Here are some rules from the stealth skill: Breaking Stealth When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth ...


0

Casting a spell only triggers an attack of opportunity if the casting time is equal or longer than 1 standard action. A spell-like function as a spell toward attack of opportunity, thus Arcane Bloodrage doesn't trigger any attack of opportunity as there is no casting time.


0

Edit: this answer seems to be wrong (look at the commentaries), I am verifying my sources before editing it again, please don't take it in consideration for now. Running is a full-round action, which means it starts at the beginning of your turn and finishes at the beginning of your next turn. You lose your Dex bonus to AC while you are running, so it lasts ...


2

It lasts until you stop running. The Pathfinder rules in general are explicit. If something is not explicitly written in the rules, it's not the case. You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy ...


1

TL;DR: Undefined. First, I would argue that a clause like even if stress and distractions would normally prevent her from doing so is Inclusive and not Exclusive. That is, it does not precludes the capacity it applies to only such cases, but rather clarifies that said capacity applies in this situation even though normally it would not. Thus, I would ...


1

Under PF for the Rogue class (page 68 of the Core rules): Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty. As others have said, from greater-than-half-speed to less-than-full-speed, the penalty is -5. Personally, I have run it as -5 for (51% to 75%) speed and -10 for (76-100%) speed ... unless the ...


2

Your DM is correct: it does provoke an AoO. The confusion here comes from your reading of the sentence where you believe that the second part only applies if the first is true. The sentence is in fact a two item list; the first half and second half do not interact with each other in any way. The d20pfsrd also says A spell-like ability has a casting ...


6

Tough question, but overall I'd say that the 'kill all the evil guys, becuase they are evil' philosophy may cause consequences for the paladin of Iomedae, especially if for example the evil individual surrendered or is a non-combatant. After all (in my experience), the paladin who see evil everywhere and smites without abandon is often a villain for the ...


1

A long-running Pathfinder campaign in which I was involved that ended when characters were level 14 included—at one point or another—a half-orc inquisitor, a human barbarian, a human cleric, and a vanara druid. The campaign had the PCs as police detectives in the Magic: The Gatering setting Innistrad. Adventures involved a great deal of investigation and ...


2

A truism of 3e+ D&D is that the best way to get versatility is to get spellcasting ability. Out of combat (heck, even in combat), movement/bypassing abilities (fly, ddoor, teleport, passwall, freedom of movement...), social (from charisma buffs to charm to dominate), illusions, etc. are all super helpful. You could take a magic item to get one or two of ...


7

This is a contentious issue which is addressed in Dungeons and Dragons 3.5 only by the Main D&D FAQ and, as of this writing, in Pathfinder only by commentary from creative director James Jacobs. I've done my best here to present information rather than take a side. Maybe in Dungeons and Dragons 3.5... If ignoring the Main D&D FAQ (see below), one ...


1

Something else to keep in mind is magical means of detecting and disabling traps. A lot of people seem to forget that it is possible to disable and detect traps magically, despite it being potentially costly as well depending on caster level.


7

RAW, no. The rogue ability clearly says "even if stress and distractions would normally prevent," not other factors like "the rules say that the skill can never be Taken 10 with." You can of course rule more generously yourself - but I don't think other abilities like Steady Concentration would allow that with UMD. Specific trumps general, and while it ...


7

I argue that Skill Mastery allows one to take 10, in general, and only explicitly lists stress and distraction so that it can specifically trump one particular common situation where you cannot. I do not think that stress and distraction are the only things that Skill Mastery allows you to ignore when deciding whether or not you can take 10. In effect, I ...


1

We normally handwave XP distribution altogether and just level everyone up after a significant amount of time or achieving campaign goals. While writing down XP has a certain charme and old school vipe, we don't feel that the game really benefits by following the standard formula.


1

One thing that I've had some DMs do is forget about XP bookkeeping altogether, and just tell everyone when to level up based on what makes sense for the story. This seems to work just fine for keeping everyone at the same level. I'm away from my books right now, so I'm not sure if this is an official rules variant or not.


0

You are reading the table correctly, and you may note that many of the other races have similarly rear-loaded lifespans (all the elemental planetouched, and elves and dwarves to a lesser extent). It does seem a bit ridiculous, but if you consider the availability of magical healing, the ability to flawlessly cure injuries and even serious diseases like ...


3

If environment allows, spread the traps over a larger area. For instance, if there is normally a single trap in a 5' wide hallway, instead, increase the size of the hallway, and put two traps side by side.\ Alternatively, a cheesy solution for people who like to play gnome/halfling/short rogues is to put the trigger for the trap higher up, where it will ...


8

Depends on the party composition. Rogues here refers to any character with Trapfinding and ranks in Perception and Disable Device. 1 or more rogues When there are rogues in your party, traps become basically a rogues-only minigame. The rogue gets to roll Perception and Disable Device, everyone else gets to stand around and wait for the next combat to ...


9

I played with a GM who would only give XP for people who showed up, and after a while it was a bad time as it became more and more difficult to create encounters that were challenging-yet-survivable for everyone. In a cooperative game, making some characters significantly less effective also punishes the rest of the group. So I really wouldn't advise that, ...


2

Nothing in the rules mentions variable group-sizes. But it depends on how willing to punish and reward those who can't always make it. According to RAW I suppose you should be dividing gained experience only by the number of characters/players present. Naturally this means that your frequent absentees are likely to fall behind in levels. You could always ...


3

The +3 bonus to climb comes from the lizard familiar, the +4 to Knowledge(planes) comes from the world traveler trait (which makes it a class skill), +2 to perception from the alertness feat and another +1 for having 13 wisdom, then one rank in bluff, one rank in sense motive, favored class skill rank in spellcraft.


17

You have a few misunderstandings, which explains the discrepancies that you see. To begin, Seoni does not have the ranks you think she has. The bonuses listed for her account for all bonuses to those skills, not just ranks. Namely, her lizard familiar gives +3 to Climb, which accounts for the entirety of the +3 bonus listed for her, so she has zero ranks in ...


0

You do not mention ranged weapons. You could get a Longbow of Speed or something similar. The versatility would help you counter-attack and survive an opponent that attacks at range. If you really don't want a ranged weapon, a pair of throwing axes or short spears could also offer versatility. It would help to have something that allows you to close to ...


0

Most prestige classes give little or no progress toward your previous classes. As mentioned, your spellcasting ability might increase, but none of your class features will. There is however at least 1 class that will increase all of your (spellcasting) class features as you level in the prestige class: Evangelist. You will effectively start gaining class ...


4

An oread's unusual lifespan is correct and likely due to its extraplanar descent The Advanced Race Guide says Oreads are humans whose ancestry includes the touch of an elemental being of earth somewhere along the line, often that of a shaitan genie. Stoic and contemplative, oreads are a race not easily moved, yet almost unstoppable when spurred to ...


0

You've asked for house-rule suggestions in addition to RAW, so I figure I may as well chime in with how I tend to think about running these things in my own games. Note that the following material has not been actively used in play, as my players have little interest in magic, but has been made available to them. (Further, this is heavily inspired by content ...


3

On natural attacks Despite seeming absurdity, the spell undead anatomy I et al. grants the natural attacks that the spell says it grants, and that means, no matter the form, a creature that's the subject of the spell gains the bite attack and either two claw attacks or two slam attacks. Is that weird and a gross simplification? Sure. But Pathfinder mostly ...


3

Specific always trumps general, so the text of undead anatomy takes precendence over the general polymorph rules. Therefore the attacks you get, and the only attacks you get, are the bite/claw detailed in the spell. This functions regardless of the undead type you're mimicking - so even a vaguely humanoid undead missing arms gets some kind of attack ...


4

Talk to your DM, Simon(1), about the story and how it is important that certain events need to happen in the campaign. Quite frankly, you should have done this before turning over the reins, but since you were trying to focus on a critical NPC role I can see why that switch would be beneficial and timely. If Simon doesn't agree, then you are stuck with ...


10

Your character needs to be multiclassed. Take enough levels of an arcane spellcasting class to be able to cast 3rd-level spells. From the descriptive text for the Prestige Class Eldritch Knight, Because the road to becoming an eldritch knight requires both martial prowess and arcane power, eldritch knights almost always begin their paths as ...


3

I will assume your wizard is lvl 1 in this answer. A lvl1 wizard have Fort 0 Ref 0 Will 2 base saves. Let's assume you have CON:12(+1), DEX:14(+2) and WIS:13(+1): it gives you some bonuses to your saves (so you add +1/+2/+3 to your roll saves), but your base saves are still +0/+0/+2. On the other way the familiar have Fort 2, Ref 2, Will 0 base saves, and ...


2

You must look at the base save bonus for the familiar and for the wizard. For each save which one is better? You take that and then you add the familiar's ability modifiers. So if your wizard (unmodified) base save are Fort 1, Ref 2, Will 3 your familiar take Fort 2, Ref 2, Will 3 and add (fort+2, refl+2) summing Fort 4, Ref 4, Will 3


6

Yes, Pathfinder recomends that The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. But the corresponding section in PHB 3.5 reads only A wizard also can research a spell independently, duplicating an ...


3

The spell level * 1,000 gp price is a abstract representation of the resources required to research a spell. Nominally you are paying for the materials and equipment gathered and built by somebody else and then spend the time use it to develop the spell. If the character is willing to spend even more time then it is plausible that he gathers those ...


2

Protecting against accidental damage The main threat to a spellbook is it being targeted on purpose. It's unlikely to be destroyed accidentally because: Unless the descriptive text for a spell (or attack) specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. Even if you roll a 1, only exposed items will ...


2

I have played and DMed both Pathfinder and 5e, here are some quick takeaways one question at a time. Does 5E's smaller number of modifiers speed play significantly? Yes, most characters basically need 7 numbers to operate. The game requires you to memorize about 3 more numbers. 6 stat modifiers 1 proficiency bonus the number 10 (base AC) the number ...


1

Basic Idea The basic idea is that you give your familiar some kind items, and the familiar can drop the items on the battlefield. You are making your familiar into a kind of air-raid or artillery unit. Professor Q's post describes this in a bit more detail. Other Questions do I have to give him instructions? Short answer: yes. At level 5 you can ...


1

Both systems have rules for bronze but not for iron. Pathfinder has rules specifically for bronze weapons & armor (basically identical to steel except it has the fragile quality). From the Arms & Equipment Guide (D&D 3.0) p12: Weapons of bronze, while clearly inferior to steel items, are not nearly as bad as stone or bone weapons. Their ...


4

Bronze weapons in Pathfinder are distinguished by being made from the material bronze, which imparts them the "fragile" quality. For plain iron weapons, there's no real difference (and similarly, you'd use bronze for copper etc.). There are also some specifically bronze age weapons listed.


7

Point Blank Shot doesn't care about your reach. Point Blank Shot, and anything that counts range from you, counts that range from the center of a square within your space. None of the rules relating to range talk about your reach at all, so your reach isn't counted when you're calculating distance to your target. The rules about attacking targets using ...



Top 50 recent answers are included