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Owl

Arutema's page

Pathfinder Card Game Subscriber. FullStarFullStarFullStarFullStarFullStar Venture-Captain, Texas—Houston. 576 posts (855 including aliases). 2 reviews. No lists. No wishlists. 32 Pathfinder Society characters. 1 alias.


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Grand Lodge

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Snowblind wrote:
That depends on whether or not shoving a beheaded person's head onto their body would make them count as "whole". I would personally say that so long as the person's bits are all together in the right way then raising fixes all physical damage, even if that means reconnecting severed parts.

This is why the Galtan revolution soul binds those they behead. You can never be too sure.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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I predict an incredibly meta, fourth wall shattering adventure in which the PCs must hunt down and vanquish a horde of freshly-mutated server goblins who, fresh off their heist of all the Humble Bundle downloads, have stolen the scenario.

Grand Lodge

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Gun Dragon wrote:
I am making a Mesmerist Kitsune with the Realistic Likeness feat that is mostly a caster. What spells are must have's for all the 1-6 spell levels?

While it may be tempting to focus entirely on enchantments, take a moment to pick up grease so you have something to contribute against enemies with good will, magic immunity (grease is SR: no), or other tricks that might shutdown your enchantments.

I learned this the hard way, stupid mask golem.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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Half-elves can take Half-elf, Elf, or Human FCBs in FPS play.

Half-orcs can take Half-orc or Human FCBs in PFS play, but not Orc, as those are contained in a section of the ARG that is not legal for play.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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If a source is meant to be superseded by a new one, the older source will be removed from additional resources.

As long as the older source remains in additional resources, it remains legal for play. Some of these older sources may have errata, relevant FAQs, or clarifications. But those are all available free on this site.

Use the version of the feat/trait/spell in whatever source you bring to the table (but check the errata, FAQs and PFS campaign clarifications document.)

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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Will Huston wrote:
Is there a place that actual says the deific obedience to Lamashtu is not legal for PFS play? I don't actual relish the idea of role-playing it out, but I am building a demon unchained summoner and was planning on worshiping Lamashtu, and I saw the evangelist class for the Mother of Monsters has summoner specific bonuses.

Additional resources: " Misc..: all material in chapter 1 is legal except pages 92-99;" Pages 92-99 are the Lamashtu article which includes her obedience.

Grand Lodge

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Reviving this thread with my wishlist:

Secrets of the Harrowed Medium - A book dedicated to the 54-spirit Harrow-card based Medium we saw hinted in the playtest.

30 Pages of Kineticist Wild Talents (Working title) - More wild talents for the 7 elements published so far.

Unarmed Tactics Toolbox/Unarmed Master's Handbook - Archetypes for the Unchained Monk, unarmed-focused archetypes for non-monks. Maybe some support for natural weapons too?

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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If something is not listed as legal, then it is not.

However, there is a boon combination that opens up the Ganzi, I'd suggest hitting the boon trading thread.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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We still need volunteers, and there's something new to volunteer for: Demoing the Pathfinder Adventures card game.

You can sign up to lead that on Warhorn. As always 8 hours of running gets a free badge. You'll need a Owlcon.com account to claim your badge as always.

We are also in need of general con volunteers. You can sign up for that at Owlcon.com as well once you have an account and are logged in.

So come; explore, report, volunteer, cooperate!

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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The first wave of player signups is now open, allowing you to sign up for up to 3 events.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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After much planning, I'm ready to announce:

Owlcon 2016

Will be at Rice university in Houston on February 29-21, 2016. And we're bringing not one, but two guests from Paizo along for this campaign: designer Mark Seifter (who works on Pathfinder RPG books like Unchained and Occult Adventures) and PFS developer Linda Zayas-Palmer!

We've got plenty of special events brewing, with Serpent's Rise, True Dragons of Absalom, The Sky Key Solution, as well as The Eternal Obelisk as an out-of-retirement special.

It's not to late to volunteer or GM and claim a free badge for your trouble. PFS GM and volunteer signup is on Warhorn this year, or you can be a general con volunteer at owlcon.com directly.

If you just want to buy a badge and play, don't worry, general signups begin Friday evening, in fact.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

1 person marked this as a favorite.
MichaelCullen wrote:
On a silly note, imagine a temple trying to bring back to life a PC. The head cleric must somehow determine that the PC was second level and grab another caster to start casting 12 seconds before the first completes Raise Dead otherwise, the spell works but the PC immediately dies again.

Why 12 seconds? Am I the only one who remembers you can hold the charge on a touch spell like restoration?

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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Michael Eshleman wrote:
http://www.paizo.com/people/IronHelixx

Jesse, you sneaky...

Congratulations! Nice to see another five star in Texas.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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Season 4 - early season 6 have a habit of assuming you have the following:

Core Rulebook
Bestiary 1
Bestiary 2
Bestiary 3
Bestiary 4
Gamemastery Guide
NPC Codex

I consider that too much to haul personally, so I carry only B1 and CRB. Once I know that I'm running next week, I'll go over the PDFs for the others and print the relevant pages for my scenario. This keeps my hardback book load within reason.

Grand Lodge

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Pathfinder Card Game Subscriber

As I worked to convert my playtest kinetic blade build to the final released version, I started taking notes on what was good and not, those notes became a short guide, then a long one.

As I'm 5 chapters (out of a likely 7) in, I figured it's high time I open it to community feedback.

This is not a general kineticist guide, those have been written. This is a guide to a specific, but still flexible build; the blade kineticist, who rushes into melee to deliver the beatdown with kintetic blade. As such, options will be looked at through the lens of how they interact with kinetic blade.

The guide (and not much else yet) can be found on my blog.

Open to feedback and comments here.

Grand Lodge

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The Spellscar Drifter It trades out much of the cavalier's charge-related abilities for firearm-related ones, including a free gun. What's missing? Challenge remains melee-only, so you can't use it with your gun.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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TheFlyingPhoton wrote:
John Compton wrote:
You should not need to do anything other than withhold any prestige noted in the adventure

I wasn't thinking in terms of how to/permission to slap them down when they do something wrong, more of wondering how to nudge in the right direction beyond just going, "Are you sure?"

I'll list my examples

** spoiler omitted **

** spoiler omitted **...

Yikes! Sounds like some players need warnings that evil alignments are not playable, and that is what they are on the road to becoming.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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blackbloodtroll wrote:

I am curious about the line on Page 31:

If you play a non-1st-level pregenerated character, you may apply credit from the pregenerated character to one of your 1st-level characters, with the gp gained reduced to 1,398 gp (or 699 gp for slow advancement track characters).

Does this mean, if I play a Pregen, through a 5-9 Scenario, I can apply the Credit to a first level PC, and have access to Boons/Items of the Chronicle Sheet, along with the 1,398 gp?

Page 31 is in the section detailing 3 XP sanctioned modules. For the similar rule on pregens in 1 XP scenarios scenarios, see page 37. (You get 500 gold if you take a scenario's chronicle down to level 1.) Page 21 also indicates that any boons wait until you are of the sub-tier played before they apply.

Grand Lodge

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Pathfinder Card Game Subscriber

I love the class, but I do wish the talents had been sorted by level instead of alphabetically.

Grand Lodge

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Pathfinder Card Game Subscriber

You may also want to wait until the ACG errata comes out before committing to a build. Mark Seifter confirmed here that Slashing Grace is up for errata which will apparently include letting it apply to light weapons.

Also nice is Piranha Strike, from Sargava, the Lost Colony, which is Power Attack exclusively for light weapons, without that pesky 13 Str requirement.

Grand Lodge

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Fix the prestige classes and their requirements instead of re-enabling early entry for certain races and builds only.

Maybe re-examine the conventional wisdom that PRCs should not be accessible before 6th level.

Grand Lodge

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Since using the kinetic blast is a standard action, it looks like the Bullseye Shot feat from inner sea gods might actually have some use coupled with it, as said feat allows you to use a move action to increase your accuracy with a ranged attack in the same turn.

Grand Lodge

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It's in the Bestiary FAQ.

Grand Lodge

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chad hale 637 wrote:
Telessar Talimah wrote:
Elven kensai can take the aldori sword (I did)

What is the source for the Aldori Sword?

Title and the page number that shows it.
My Pathfinder Society D.M.s will not let me "Have" something unless I can physically show The referenced material to them.

So, I don't get to fudge. I have to use the rules as they are - not how I want them to be.

Which is proper PFS procedure as laid out in the Guide to Organized Play.

So you'll find the Aldori Dueling Sword on pages 290-291 of the Inner Sea World Guide.

Grand Lodge

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Seconding this. While I mostly GM society, I now have a variant on the summoner I think I'd actually allow in a home campaign I run.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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Give your character a personality, preferably one that is not a stereotype of your race and class. That said, don't overdo it and hog the spotlight or draw out the game.

And yes, please pay attention during the mission briefing. Ask questions if it doesn't seem clear. Take notes if you have to.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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If the GM does not have the resource on them, and the player cannot provide it, how is anyone to know what an ability does at 1st level?

Sometimes you do not have an internet connection to access the PRD. Sometimes someone wants to use a resource that is not on the PRD. This would only shift responsibility onto GMs to have all resources their players want to use.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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Demos Titus wrote:
Why not open up the gun weilding archetypes only to characters that possess 1 or more levels of gunslinger and/or add the rule that a character can only ever receive 1 "free" class granted firearm. Thus you keep guns and gunslingers limited (or as limited as they would be anyway) while opening up those options.

Possibly because PFS needs additional rules complexity about as much as it needs thread necromancy.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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Please join me in welcoming new Venture Lieutenants for Houston, TX: Matthew Weltz and Lindsey Long.

Grand Lodge

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It is here I must confess that I'm currently building a gunslinger named Vera, who will of course call her musket "Jane".

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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Ferious Thune wrote:
Kelly Youngblood wrote:

Dwarf Paladin of Shelyn.

I already have one of those in the regular campaign. I'm not sure how I could make them different enough.

That might do it.

Dwarven archer paladin of Shelyn with a personality based on Flonne from the Disgaea series it shall be!

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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What of human languages from the Inner Sea World guide such as Kelish and Tien? Some scenarios seem to expect that you will know one or more of these.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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Can a multi-table special event such as 'Legacy of the Stonelords' mix core and non-core tables? (So long as each individual table does not mix core and non-core players.)

Grand Lodge

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MrVergee wrote:


  • Are there any story elements, NPCs, locations ... you would like to see changed or added?
  • I'd love to see book 4 made more sandboxy instead of the chain-of-deals style presented in the original AP.

    Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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    Tamec wrote:
    From what my VC has told me is that the higher-ups are not wanting to flood PFS with lasers so Iron Gods might go the way of wrath of the righteous. Sanctioned or not I personally am starting a campaign next week.

    Keep in mind that a AP can be sanctioned without all of its gear appearing on the chronicle sheets. For example, the Rasputin Must Die chronicle sheet has a conspicuous lack of any firearms, despite the sheer number of them that appear in that AP volume.

    Grand Lodge

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    Kazumetsa_Raijin wrote:


    1. What happens when a 2H weaponized high-crit character attempts to use it?

    Nothing, because such weapons are not unarmed strikes.

    Grand Lodge

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    Finishing thoughts
    I can't complain about the kineticist's accuracy. I missed a lot, but so did the slayer, and the poor occultist with his bow had it even worse. Only the phantom seemed able to reliably land hits, but its damage was weak.

    The phantom was the real star of the show here, able to reliably land hits, make thing shaken on those hits, deliver healing spells and scout. They don't have the raw stopping power of the eidolon, but they make up for it in utility.

    I am very glad for all my investments in HP. Without all of them, I would have passed out in the last fight and possibly been eaten then. If the kineticist is meant to use burn to a great degree, even d12 HD might not be uncalled for.

    Having the kinetic blade vanish at the end of my turn meant I could not provide a flank for the slayer, who never got a sneak attack off the whole module.

    Weapon finesse+kinetic blade may be the ultimate "Switch Hitter" build. You don't even have to spend actions drawing, dropping, and sheathing weapons, you just use your blast as whatever you need currently.

    Kineticists need feat and magic item support. I have no idea what I'll spend this module's haul on. Nor do I have much inspiration on what feat to take when I hit 5th level.

    Kinieticists could use more variety of low-level wild talents. I want kinetic whip and waterdancer, but neither of those are available till 6th level, and greater waterdancer being limited to 10th level is painful. Ride the blast looks great for this kind of build, but it another 10th-level talent. Is there any chance the minimum levels on some of these could be reduced? The 4th level talent leaves me with nothing interesting in this case.

    Until next game...

    Grand Lodge

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    The game is find is:

    Thornkeep: The Forgotten Laboratory
    GMed by none other than TriOmegaZero. I discuss the unclear wording of kinetic blade with him, and we agree that as it takes place as part of using the attack and full attack actions, which do not provoke, that it does not provoke.

    The Party
    Harmonious Water Lily - My 3rd-level kineticist
    Alaxtor - 2nd-level occultist
    Joshua - 4th-level spiritualist and his phantom
    Uvala - 3rd-level slayer

    Into the Dungeon
    As we prepare to descent the stairs into darkness, the spiritualist hits his phantom with mage armor. I accept one burn point to turn on shroud of water as a +3 shield bonus. This also gets feel the burn active for +1 to hit and damage. The party gets sunrods and light spells up.

    First Encounter: Ooze Ambush
    An ooze tries to get the drop on us. Thanks to perception as a class skill, I am not surprised. The occultist hits the ooze with a flaming arrow, but it shrugs off the fire damage. The ooze rolls a natural 1 trying to hit the slayer. My turn comes up. It's a surprise round, so I can't spend the move action to mitigate burn. I decide to use the ranged blast with the ooze right next to me. It misses its AoO and takes 15 damage from my blast. Everyone else is surprised. Next round the occultist pumps another arrow into it, the ooze misses the slayer again, and I finish it off with a kinetic blade before the rest of the party can act.

    In the aftermath, the occultist has a short conversation with the loot to identify the 1 magic item in it. The phantom phases through the door into the next room and fails its stealth roll, alerting that room's occupants. Not much for me do to here.

    Second Encounter: Goblin Mutants
    This quickly degenerates into a chokepoint fight with the flayer in from of our party, and the goblins piling into a 10' corridor trying to get at her. The spiritualist casts haste, and I realize it won't benefit me unless I'm willing to suck down burn. The phantom is able to move through walls to get in and contribute. The rest of us have little luck. I throw down slicks, the goblins make their saves. The slayer keeps missing and being missed. The phantom is slowly damaging them and keeping them shaken.

    Eventually, I get an opportunity. The phantom and slayer has split the goblins up so that there's only the slayer and a single goblin between me and getting thought he corridor. I use that reckless trait and acrobatics ranks to tumble through the goblin's square. Unfortunately, this puts me into a flank between more goblins. I've already spent my move action getting into position, so I suck down burn and one-shot a goblin with kinetic blade. I am no longer flanked. The slayer, phantom, an me proceed to mop up the remaining goblins.

    In the aftermath the spiritualist uses wands to heal me and the phantom from our goblin-inflicted injuries.

    Third Encounter: Earth Elemental
    Knowledge planes is bizarrely not a class skill for me, so I can't help identify it. Lacing the actions to move up, mitigate burn, and attack with kinetic blade, I just use the ranged blast, missing. The phantom hits it and makes it shaken, everyone else misses. Next round I 5' step and hit it with kinetic blade for 10 damage, but it hits me back for 11. The phantom hits and renews its shaken state, everyone else misses. Next round everyone misses, including the element thanks to being shaken. The occultist finishes enlarging the slayer, who misses. i finish the elemental off with another kinetic blade.

    We find some books in Draconic. The occultist translates them with comprehend languages. The spiritualist heals us up with wands.

    Fourth Encounter: More Goblins
    I stealth ahead into an alchemist's lab, but get spotted. Two goblins miss me with alchemist's fires, the third one sets off an explosion. I make the reflex save for half. I inflict some serious damage back with kinetic blade. The slayer finishes off a goblin who was caught in the explosion. Another explosion goes off and I again make the save. I finish off the second goblin with kinetic blade, and the rest of the party take out the third.

    We find potions. While I chug the healing potions, the phantom chugs the invisibility potion and goes scouting in incorporeal form.

    Fifth Encounter: Alchemist and Minions
    The phantom phases through the door back in ectoplasmic form and gets hit with a bomb for its troubles. It opens the door and the spiritualist casts haste. I rush up to the enemy alchemist and lacking another move action to mitigate burn, go total defense. The alchemist drinks an extract and levitates up 20' to the ceiling. The slayer comes in and starts struggling with his iron cobra minion. I show the alchemist he can't escape me that easily and slap him with a ranged blast for 17. He retaliates with a bomb, which the environment boosts to a whopping 20 damage, killing his homunculus int he process. I'm still fighting, and the spiritualist heals me through his phantom. I hit him with another ranged blast, then the occultist stops missing and finishes him off. I 5' step and help the slayer finish off that iron cobra with it's troublesome DR 5/-.

    In the aftermath, the occultist identifies one of the vials we find as containing a CL-boosted potion of Cure Moderate. Given that I've been a HP sponge the entire scenario, I keep it for later.

    Sixth Encounter: Dire Rats, Goblin Test Subject
    The dire rats go down quickly to the phantom and my kinetic blades. The goblin proves trickier. The goblin has the ability to go invisible as a move action, which means a game of cat and mouse. Several of us keep finding him by walking into his square and revealing him as he takes the resulting AoO. The goblin lands an early critical on the phantom, forcing it to withdraw until the spiritualist can heal it. In the chaos, the occultist goes down. I manage to revel the goblin by failing my acrobatics check to move through his threatened squares and provoking. I slick his axe before he can think of coup-de-gracing the occultist. He goes invisible and picks his axe back up and I start pouring our previously-found potion down the occultist's throat. He attacks me while I'm in the process, eating a readied action critical hit from the slayer. He's very dead.

    In the aftermath, the spiritualist again gets us to full health with wands.

    Seventh encounter: Spiders!
    We know there's a swarm of spiders thanks to the phantom's earlier scouting. I win initiative and toss in a pellet grenade. The swarm and a giant spider come out to meet us. I mange to roll natural ones against both their poisons and take Str and Con damage. Everyone tosses their alchemist's fires at the swarm, having no AoE casters in the party. I take some splash damage. Between burn, splash damage, spider bite damage and con damage I'm 3HP away from passing out, I pass my save against both poisons but not distraction, I move away from the swarm and big one, making my acrobatics check to avoid an AoO. The grenade goes off and takes a chunk out of the giant spider. The remaining party members finish off the swarm thanks partly to the slayer's swarmbane clasp. The big spider tries to finish me off. Cornered, I hit it with kinetic blade and finish it off.

    We know there's one more construct waiting for us, but the casters are out of spells. We decide to call time on the module.

    Finishing thoughts next post...

    Grand Lodge

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    Pathfinder Card Game Subscriber

    Introduction
    Reading through the playtest classes, the only one that really caught my interest was the kineticist, with it's all-day elemental powers. I decided to turn a 3rd-level blob of PFS GM credit into a kineticist. I picked water as my element due to that element's flexibility. Seeing that many of the playtests thus far had played the class as a ranged attacker, I decided to focus on kinetic blade instead for variety. In short, I think that worked out well.

    Character build process and commentary:
    Race selection: I initially considered using one of my Undine boons for this character. They fit thematically, and get the ability to swim and possibly breathe water natively, which would free up a couple wild talent slots. In the end, I decided that the Halfling's +1 size bonus to attack and AC and saving throw bonus beat that out for general utility. Kinetic blade seems an ideal melee option for small characters, as the damage does not scale down based on size.

    Ability scores
    After racial adjustments:
    Str 10, Dex 18, Con 16, Int 12, Wis 10, Cha 9

    I hate to dump Cha to this extent, but the class needs Dex and Con as high as you can get them, and I wanted that extra skill point that comes from Int 12.

    Skills and traits
    The very poor assortment of class skills and low skill points are a big limiter here. For the element-manipulating martial artist people like to fluff them as, it lacks Acrobatics as a class skills regardless of element chosen. For an elemental-themed mystic, it lacks Knowledge (Planes) to actually know about the elemental planes, again regardless of element chosen. It badly needs more skill choices so it can more easily fir these concepts. Extra skill points would help the class live up to these concepts and contribute out-of-combat.

    I take the Reckless trait to make acrobatics a class skill, and put my skill points into acrobatics, stealth, and perception. My other trait goes to Focused Mind, which is a given for anyone who needs to make concentration checks.

    Feats
    Weapon Finesse is necessary for Dex-based melee.
    Toughness comes next to help deal with burn.

    Finishing Touches
    Favored class bonus goes into HP, because d8 HD and burn mechanics.
    I decide to be a TN worshiper of Irori and a dropout from the Houses of Perfection. Vudrani goes into the bonus language slot to match that fluff. Wild talents are Kinetic Blade (obviously) and Slick (for extra utility.) I take the water blast for its superior damage and not having to deal with resistances and SR.

    Gearing up
    GM credit leaves me with 3311 GP to spend. Having no need for even a masterwork weapon, 2100 of that gets spent on a +1 mithral chain shirt, 750 on a wand of cure light wounds to loan out to party healers, 100 to potions of cure light wounds, and then on to mundane gear, and a few alchemical weapons to deal with swarms. (Why no low-level AoE blasts?)

    Now I'm ready for game time (continues next post)

    Grand Lodge

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    Pathfinder Card Game Subscriber

    Building my hydrokineticist, I saw use Magic Device and the list of class skills, and that got me thinking....

    What if a kineticist could use items containing spells with the [Fire],[Cold],[Acid],[Electricity], or [Force] descriptors without needing a UMD check if the descriptor matches her element?

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