Results 1,261 to 1,290 of 1411
-
2019-07-07, 09:24 AM (ISO 8601)
- Join Date
- Mar 2008
Re: Drop Dead Studios Ask Me Anything #3
A726e1b That is when using the Complex Illusion talent, which you aren't. Note that the Decoy talent states "If you possess the Complex Illusion talent..." (emphasis mine), without actually states anything requiring its use. This is because Decoy despite being treated as a figment, is still a glamer and not actually compatible with the Complex Illusion talent.
Q726f1a Can you "layer" different illusions on top of each other to get different benefits (a figment to attack enemies in the area+a figment that spawns walls protect allies with the programmed illusion talent)?
Q726f1b What about glamers with glamers or glamers with figments?
Q726f2 Damage is mentioned as being capped at 1/turn, but the other uses of illusion are not mentioned as far as i could tell.
For example, you can have two separate damaging glamers on a creature, and have two separate damaging figments in the area of the creature. The creature could be damaged up to four separate times, but no particular illusion can hurt the creature more than 1/turn.
Note you could create separate damaging figments with Complex Illusion, but disbelieving one component disbelieves them all.
-
2019-07-12, 03:47 PM (ISO 8601)
- Join Date
- Feb 2017
Re: Drop Dead Studios Ask Me Anything #3
Q127: is the prodigy OP? My group really likes the idea of links and biulding up to finishers, but in practice they seam to be able to biuld links insanely quickly and pull off finishers that just end the entire encounter before the rest of the party is even in position, If I understand correctly each action can only generate 1 link so your somewhat limited to 3 links a round but that still has you pulling off finishers every other round or so. Am I missing some kind of limiting facter or something?
Last edited by wildmonsters; 2019-07-12 at 03:48 PM.
-
2019-07-12, 04:57 PM (ISO 8601)
- Join Date
- Mar 2013
- Gender
Re: Drop Dead Studios Ask Me Anything #3
Q728: How does the Storm Herald Skald archetype interact with the Skald's Vigor feat since it replaces Inspired Rage?
-
2019-07-12, 05:56 PM (ISO 8601)
- Join Date
- Oct 2015
Re: Drop Dead Studios Ask Me Anything #3
Prodigy is -fantastic-. My group didn't find it OP at all but we're also playing at a relatively high power table. its primary mitigating factors are that if you don't have a reliable way to start a link, it can be weak, and if you get CCed at all you lose your link due to not being able to continue it. Plus, its attack bonus and CL both drop without their links being high, so its numbers can fluctuate pretty widely in a given fight.
-
2019-07-13, 07:40 AM (ISO 8601)
- Join Date
- Apr 2005
- Gender
Re: Drop Dead Studios Ask Me Anything #3
If my text is blue, I'm being sarcastic.But you already knew that, right?
-
2019-07-14, 04:37 AM (ISO 8601)
- Join Date
- Jul 2019
Life Sphere Break Enchantment
Thanks for creating the Sphere system. We gave the system a try yesterday and had a great time. However, we had a question come up.
Does the Life Sphere Break Enchantment Talent work against a Wraith Possession ability? Will the Life Sphere Break Enchantment end other supernatural abilities like a witch Evil Eye spell?
-
2019-07-14, 04:38 PM (ISO 8601)
- Join Date
- Mar 2013
- Gender
Re: Drop Dead Studios Ask Me Anything #3
Q730: For the Vajrahasta archetype, are the Vajra light, one handed, or two handed, and what is the crit range/multiplier for them?
Last edited by Fallenreality; 2019-07-14 at 05:19 PM.
-
2019-07-16, 09:07 AM (ISO 8601)
- Join Date
- Jun 2011
Re: Life Sphere Break Enchantment
Q279:
A279: Yes, if your MSB check is successful it would end the possession according to my reading of Break Enchantment. Supernatural abilities are magic but not normally dispellable, but break enchantment calls out that it removes magic effect in a rather broad way, as opposed to counterspell's use of the word dispell.
I think break enchantment should work on Su abilities in general, for the reasons stated above, but I suppose Adam Meyer needs to make the final call on intent.
-
2019-07-16, 11:46 AM (ISO 8601)
- Join Date
- Sep 2014
- Location
- Alabama
- Gender
Re: Drop Dead Studios Ask Me Anything #3
Q731: How, if at all, do options that alter Leadership Score interact with the Leadership Sphere? I mean things like the Natural-Born Leader trait or Low Templar PrCs
-
2019-07-16, 12:34 PM (ISO 8601)
- Join Date
- Jun 2011
Re: Drop Dead Studios Ask Me Anything #3
-
2019-07-16, 01:04 PM (ISO 8601)
- Join Date
- Sep 2014
- Location
- Alabama
- Gender
Re: Drop Dead Studios Ask Me Anything #3
Duly noted. That narrows trait choices for this character down nicely. And my apologies for posting two in a row, I came back to edit this question in but you were unexpectedly fast!
Q732: If I have the Mystic Craftsmen talent and want to help my workers out with Masterwork Tools or other items that augment crafting, would I need to buy one for all of them or just one since they seem to count as one creature for the purposes of crafting?Last edited by Dr_Dinosaur; 2019-07-16 at 01:04 PM.
-
2019-07-16, 01:16 PM (ISO 8601)
- Join Date
- Jun 2011
Re: Drop Dead Studios Ask Me Anything #3
A732: Bonuses from followers are abstracted, so it is assumed that they are obtaining the relevant tools on their own time from their own resources, so their checks aren't modified by giving further tools. If you were present, you could air another to give them a bonus.
-
2019-07-18, 11:17 PM (ISO 8601)
- Join Date
- Jul 2019
Re: Drop Dead Studios Ask Me Anything #3
Hi! Just found this thread, which after being confined to the wiki alone seems like a godsend. I couldn't find this situation in the thread, so here it is: on the conscript sphere specialization for the Brute sphere, the level 20 ability says - "When the conscript reaches 20th level, he gains a +4 bonus to his CMB and CMD when performing or defending against a bull rush, pull, reposition, or overrun combat maneuver. In addition, the conscript doubles his critical threat range when performing a shove or a bull rush, pull, reposition, or overrun combat maneuver that deals damage. " This implies that according to Spheres of Might, combat maneuvers have the ability to crit so long as they are capable of dealing damage. However, there's a forum post from Sean K. Reynolds at (Sorry, i don't have the number of posts to add a link apparently) https://paizo.com/community/blog/v5748dyo5lcom&page=3?Combat-Maneuvers-and-Weapon-Special-Features#123 which specifically states that they cannot, which is what is causing the dispute in my group, as there isn't any concrete ruling for spheres on this matter, only that one line from the specialization.
Q733: Does Spheres of Might allow crits on combat maneuvers, or was that line a case of a mistaken ruling?
Thanks in advance, since either way this ends my table's argument for good!Last edited by Avereon; 2019-07-18 at 11:20 PM.
-
2019-07-20, 03:52 PM (ISO 8601)
- Join Date
- Feb 2007
- Gender
Re: Drop Dead Studios Ask Me Anything #3
So I've got a few here on the new Leadership sphere and the Collective Wraith archetype. This is gonna be a bit complicated, but I desperately want this to work.
Q734: The Mystic Craftsman talent in the Leadership sphere says " If you also possess the Smithy talent, the cohort’s starting weapons and armor become +1 at 7 ranks in Diplomacy and +2 at 14 ranks in Diplomacy. This does not affect any additional weapons and armor you give them.", but I am not seeing a Smithy talent. Is this supposed to refer to the Craftsman talent?
Q735: The Collective Hive Mind ability tries to deal with a lot of the consequences of playing a truly mental only character, but there are a few edge cases that are hard to tell:
Q735A: Since the Collective has no body, does that mean it cannot have any magical items which effect it alone? Isn't that going to make keeping the Will Save up very difficult?Q735B: Since the Collective has no body, can it be targeted by beneficial buff spells to its mental stats such as the Mental Enhancement talent or Resistance in the Protection Sphere?Q735C: Does the Collective roll initiative separately to its cohorts? If so, and the Collective takes its actions through a cohort, is that cohort flat footed afterwards?Q735D: The 'Range' section of Hive Mind seems to indicate that if you split your followers off or have a base of operations, your hive mind extends X miles from each. As you don't die unless they are all dispersed, doesn't that make you basically immortal if you have a base or followers far away? My reading is that you can then regenerate 1 cohort/day from the followers at that location with Volunteers.Q735E: Many Eyes seems to imply that if you have 2 cohorts in an area, you get three skill checks - one for the hive mind, one for each cohort. Which other skills does this trigger for? Do you get multiple knowledge checks?Q735F: If the collective is effected by a mind-affecting effect, does it hit all the followers and cohorts as well or just the actions the hive mind can take?
There will probably be more, as this is the most complicated thing I've ever dealt with in PF, but that's a good start.
-
2019-07-20, 04:34 PM (ISO 8601)
- Join Date
- Jun 2011
Re: Drop Dead Studios Ask Me Anything #3
Smithy was changed to craftsmen but some references to it got missed.
The rest I will have to come back to in a couple days, I don't have time to fully address them now.
-
2019-07-22, 09:57 AM (ISO 8601)
- Join Date
- Jun 2011
Re: Drop Dead Studios Ask Me Anything #3
A735a: The collective himself cannot benefit directly from items. This does make it harder to keep up your saves. Half the time, you aren't affected though, and only Will saves really hit you anyway, so while it is a weakness, there are balancing considerations.
A735b: It isn't specified, but you should be allowed to be targeted directly when acting as a willing target. (tagging for errata)
A735c: Leadership sphere cohorts always act on your initiative, so only the collective rolls.
A735d: Yes you are very hard to kill permanently. Losing you party, your gear, and your followers makes a TPK still very serious, turning you into a plot hook for forming a new party or leading to a side mission to resurrect your party (give each player their own cohort maybe?).
A735e: Cohorts can still make any checks they are normally entitled to. The collective can make checks based on his perception. Yes, you could make multiple knowledge checks, just as a normal Leadership sphere character would have their cohorts make their own knowledge (or other skill) checks.
A735f:Mind-affecting abilities targeting a controlled cohort or follower have a 50% chance to target the collective instead. Mind-affecting abilities that target multiple cohorts or followers or an area also have a 50% chance of affecting the collective, but this chance is only rolled once for all cohorts and followers; if the collective is affected he is only affected once regardless of the number of cohorts and followers within the area of effect.
-
2019-07-22, 10:48 PM (ISO 8601)
- Join Date
- Feb 2007
- Gender
Re: Drop Dead Studios Ask Me Anything #3
Thanks! That's very helpful.
Moving on:
Q735G: If the Collective makes a skill check using a mental stat outside of combat actions, such as a Knowledge Check or a Diplomacy check, does it use its own mental stats or those of the cohort? Can it pick?Q735H: When a Collective Possesses a target, does a cohort's body dissolve as a normal wraith does when possessing, (thus losing that cohort's actions while the possession lasts) or is that target just controlled using the Hive Mind's actions?Q735I: When a Collective Possesses a target, what happens if the possessed target moves outside the range of the Hive Mind ability, eg by teleportation?Q735J: How does Recruiting work with a Collective? Aside from volunteers from your Followers, are you just convincing people to surrender their autonomy or what? What about for Advanced Cohorts, where you are recruiting special creatures?
And why not:
Q736: There's no way to give thief cohorts Sneak Attack is there? That eliminates the usefulness of a lot of rogue talents which they would otherwise be able to take. Fencing is precision damage, so it doesn't qualify. Should they get 1d6 by default or something to enable them to take half of the rogue talents?Last edited by Sethis; 2019-07-22 at 10:53 PM.
-
2019-07-23, 07:15 AM (ISO 8601)
- Join Date
- Jun 2011
Re: Drop Dead Studios Ask Me Anything #3
A735G: Each creature able to make the check makes the check with its own stats.
A735H: The collective is doing the possessing, not the cohort, so the cohort is not absorbed.
A735I: The possession continues as normal. Fluff wise, the collective is 'housed' in the possessed creature.
A735J: Mechanically, you spend 8 hours and make a Diplomacy check. Fluff-wise, it depends on how you describe the collective. Perhaps suitable people are drawn to your group, maybe your followers talk someone into joining. They could kidnap someone and perform a ritual, for a more sinister collective.
Advanced cohorts are different. Advanced cohorts are specifically not subject to the collective's abilities, so you are recruiting them the same way anyone else is.
A736: There are so many rogue talents (most of them awful). The intent on the thief cohort was to make it easy to say "got the trap-monkey" covered and pick up some niche abilities more than to dip into the various sneak attack talents. Of course, making people read through all the rogue talents in order to build a cohort was a chaotic evil act for which I apologize.
-
2019-07-23, 09:10 AM (ISO 8601)
- Join Date
- Nov 2011
Re: Drop Dead Studios Ask Me Anything #3
Q737a
When using the time sphere's Time zone "wall" version, do the cubes created have to be contiguous? (the user has taken the ranged time talent multiple times, and wants to place 5 cubes in separate areas, all within range and sight)
Q737b
also, does its clause "You must occupy a space in or adjacent to one of the cubes." apply even if you have taken the ranged time talent multiple times?A neat custom class for 3.5 system
http://www.giantitp.com/forums/showthread.php?t=94616
A good set of benchmarks for PF/3.5
https://rpgwillikers.wordpress.com/2...y-the-numbers/
An alternate craft point system I made for 3.5
http://www.giantitp.com/forums/showt...t-Point-system
-
2019-07-23, 09:15 AM (ISO 8601)
- Join Date
- Feb 2007
- Gender
Re: Drop Dead Studios Ask Me Anything #3
Thanks again, but:
Isn't how the ability is written that I can see:
Abilities gained from hive mind do not affect temporary cohorts, such as those gained from the battlemind symbiat’s commanding mind link or the Draft legendary talent, nor hired via the Contractors legendary talent.
If that was the intent you might want to mark that for errata too.
-
2019-07-23, 10:26 AM (ISO 8601)
- Join Date
- Jun 2011
Re: Drop Dead Studios Ask Me Anything #3
-
2019-07-24, 01:55 AM (ISO 8601)
- Join Date
- Nov 2017
Re: Drop Dead Studios Ask Me Anything #3
Hi
Q738 can a spherecaster cast a spell at a lower caster level to lower concentration CD?
-
2019-07-24, 04:44 AM (ISO 8601)
- Join Date
- May 2015
Re: Drop Dead Studios Ask Me Anything #3
A378 Yes. You can cast a spell at a lower caster level than your maximum, and this reduces the DC of the concentration check.
Originally Posted by Spheres of Power page 9
-
2019-07-27, 02:14 PM (ISO 8601)
- Join Date
- Feb 2018
Re: Drop Dead Studios Ask Me Anything #3
Q739
Are the Glyphs made by the Protection Sphere capable of moving. For example; putting a glyph on a book (to cast an effect on the reader), can I take said book with me
-
2019-08-01, 06:22 AM (ISO 8601)
- Join Date
- Nov 2015
Re: Drop Dead Studios Ask Me Anything #3
Q741: So a whenever a figment conjuration companion attacks an enemy, that enemy is allowed a save against the attack. But what if a figment conjuration companion uses a rally, teamwork feat, magic talent, aid another action to give the PC an extra attack or a bonus to hit or to damage to one of his attacks? Can the enemy save against any of those?
Q742: Can you cast talents which protect against counterspell, such as Magic Sink or Mystic Shell, on a conjuration companion to protect him from being dismissed by Improved counterspell or similar abilities?Last edited by dude123nice; 2019-08-02 at 03:31 AM.
-
2019-08-01, 11:25 PM (ISO 8601)
- Join Date
- Feb 2018
-
2019-08-02, 03:04 AM (ISO 8601)
- Join Date
- Sep 2014
- Location
- Alabama
- Gender
Re: Drop Dead Studios Ask Me Anything #3
Q743: Does the Plant Transformation talent remove the target's existing limbs, or just add the two "branches?" I have a kitsune player wanting to become a wooden fox in combat.
-
2019-08-02, 04:13 PM (ISO 8601)
- Join Date
- Feb 2018
Re: Drop Dead Studios Ask Me Anything #3
A743
Plant Transformation provides the target with only two limbs/arms/appendages total. So in essence to your question, yes it removes all existing limbs, with the two "branches" being part of the plant form. However, you would be able to re-add the lost limbs with the Additional Limbs talent.
-
2019-08-02, 04:48 PM (ISO 8601)
- Join Date
- Jan 2006
- Location
Re: Drop Dead Studios Ask Me Anything #3
Q744: Hopefully I'm not repeating an already-asked question, but given the advent of PF2e as of Monday, do you plan to work a 2e version of the various Spheres of _____ supplements? Or are you more focused on continuing to produce material for 1e? (I have no idea what the viability of continued 3rd-party production of 1e material is.)
-
2019-08-02, 08:17 PM (ISO 8601)
- Join Date
- Sep 2014
- Location
- Alabama
- Gender