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Belkar Bitterleaf

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Pathfinder Society Member. 928 posts. 1 review. No lists. No wishlists.


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HALLOWED NECROMANCER, pg. 74

- Refer here as to an error on Positive Touch, officially noted by Mark Seifter.


1 person marked this as a favorite.

Hey Mark, glad to see you chimed in over here: Hallowed Necromancer Questions

If possible, would you be willing to give a weigh-in with my first question, or would you need to ask whoever wrote the archetype?


Mark Seifter wrote:
skizzerz wrote:
Mark Seifter wrote:
I was surprised to see that with positive touch, as the ability left us saying (to quote the older file) "or remove the Will save for half damage." I'm guessing somewhere down the line the "for" was misunderstood to mean "in exchange for dealing" and altered accordingly, but this is a mistake.
Any chance for a "bonus" FAQ addressing this? A reprint of Horror Adventures seems unlikely in the near future given it was released not-too-long ago, so an FAQ is the best place to get the info out there. Since your post makes it seem like the PDT was already all on board with the change (due to that being the original turnover), it could be a bonus/rider in addition to the regular FAQ slot for the week without too much extra work :)
If some time soon we do a big list of smaller FAQs to inaugurate the FAQ page for Horror, like the last few books, I'd want this to be one of them.

That'd be great. If anything, could I get a weigh-in on #1 in my OP?


Remember that Penumbra is not PFS legal, if that matters.


What about that steelbound fighter archetype? :D


3 people marked this as a favorite.

Since my last thread for this was so long ago (And because I was a dip and put 'Unleashed' instead of Unchained in the title), I'm making a new thread for this. Over on Mark Seifter's Facebook page, a vote decided that for every 5 likes on his page, he would convert a poison that hadn't yet been so to the Unchained rules. I'm mostly doing this to compile them into an easy to read and find thread.

Disclaimer: In no way is any of this officially endorsed by Paizo or rules legal for Pathfinder, this is just something one of their rules designers likes to do in his spare time as a thank you to the fans.

Unchained Poisons:

Arsenic (100 likes)
Type poison, ingested; Save Fortitude DC 13
Track Constitution; Frequency 1/minute for 4 minutes
Effect Requires two saves to progress to each state past Weakened.
Cure 1 save

Azure lily pollen (105 likes)
Type poison, inhaled; Save Fortitude DC 15
Track Strength (special); Frequency 1/minute for 2 minutes
Effect Healthy—Nauseated—Immobile; no end state; once the poison runs its course, a character in the Nauseated state immediately becomes Healthy.
Cure 1 save

Belladona (110 likes)
Type poison, ingested; Save Fortitude DC 14
Track Strength (special); Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect Requires two failed saves to progress to each state past Weakened. Each time the victim's state progresses, the victim receives a new save to cure a lycanthropy affliction contracted in the past hour.
Cure 1 save

Black adder venom (115 likes)
Type poison, injury; Save Fortitude DC 11
Track Constitution (special); Frequency 1/round for 6 rounds
Effect Requires two failed saves to progress to each state past Weakened.
Cure 1 save

Bloodroot (120 likes)
Type poison, injury; Save Fortitude DC 12
Track Constitution and Wisdom (special); Onset 1 round; Frequency 1/round for 4 rounds
Effect On the first failed save and every two failed saves thereafter, the victim advances on the Constitution poison track. On the second failed save and every two failed saves thereafter, the victim advances on the Wisdom poison track.
Cure 1 save

Burnt othur fumes (125 likes)
Type poison, injury; Save Fortitude DC 18
Track Constitution; Frequency 1/round for 6 rounds
Effect Victim does not recover past Weakened without a casting of heal or restoration.
Cure 2 saves

Dark reaver powder (130 likes)
Type poison, ingested; Save Fortitude DC 18
Track Constitution (special); Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect For every two states the victim progresses on the Constitution track, she also progresses one state on the Strength track. The two tracks heal separately.
Cure 2 saves

Dragon bile (135 likes)
Type poison, contact; Save Fortitude DC 26
Track Strength; Frequency 1/round for 6 rounds
Cure

Drow poison (140 likes)
Type poison, injury; Save Fortitude DC 13
Track Special; Frequency 1/minute for 2 minutes
Effect Healthy—Unconscious*—Unconscious**
Cure 1 save

*The first Unconscious state lasts only for 1 minute, and then the victim returns to Healthy automatically.
**The second Unconscious state is not an end state.

Giant wasp poison (145 likes)
Type poison, injury; Save Fortitude DC 18
Track Dexterity; Frequency 1/round for 6 rounds
Cure 1 save

Greenblood oil (150 likes)
Type poison, injury; Save Fortitude DC 13
Track Constitution; Frequency 1/round for 4 rounds
Effect Requires two failed saves to progress to each state past Weakened.
Cure 1 save

Hemlock (155 likes)
Type poison, ingested; Save Fortitude DC 18
Track Dexterity (special); Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect Healthy—Sluggish—Staggered—Dead
Cure 2 saves

King's sleep (160 likes)
Type poison, ingested; Save Fortitude DC 19
Track Constitution; Onset 1 day; Frequency 1/day until cured
Effect Requires two failed saves to progress to each state past Weakened. Victim does not recover without a casting of heal or restoration.
Cure 2 saves

Lich dust (165 likes)
Type poison, ingested; Save Fortitude DC 17
Track Strength; Onset 10 minutes; Frequency 1/minute for 6 minutes
Cure 2 saves

Malyass root paste (170 likes)
Type poison, contact; Save Fortitude DC 16
Track Dexterity; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 save

Medium spider venom (175 likes)
Type poison, injury; Save Fortitude DC 14
Track Strength; Frequency 1/round for 4 rounds
Cure 1 save

Nightmare vapor (180 likes)
Type poison, inhaled; Save Fortitude DC 20
Track Wisdom (special); Frequency 1/round for 6 rounds
Effect Requires two failed saves to progress to each state past Weakened. Each failed save before Confused also causes the victim to be confused for 1 round.
Save 2 saves

Nitharit (185 likes)
Type poison, contact; Save Fortitude DC 13
Track Constitution; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 save

Oil of taggit (190 likes)
Type poison, ingested; Save Fortitude DC 15
Track Special; Onset 1 minute; Frequency
Effect Healthy—Unconscious*
Cure 1 save

*The Unconscious state lasts for only 1d3 hours, and then the victim returns to Healthy automatically. It is not an end state.

Purple worm poison (195 likes)
Type poison, injury; Save Fortitude DC 24
Track Strength; Frequency 1/round for 6 rounds
Cure 2 saves

Sassone leaf residue (200 likes)
Type poison, contact; Save Fortitude DC 16
Track Constitution (special); Onset 1 minute; Frequency 1/minute for 6 minutes
Effect Requires two failed saves to progress to each state past Weakened. Ongoing saves after initial exposure deal 10 damage instead of the usual 3.
Cure 1 save

Shadow essence (205 likes) (Newest 8/16/2016)
Type poison, injury; Save Fortitude DC 17
Track Strength; Frequency 1/round for 6 rounds
Effect Victim does not recover past Weakened without a casting of heal or restoration.
Cure 1 save


ElyasRavenwood wrote:

I am making a new character for season 8 of Pathfinder Society organized play....It has a new name now role playing guild right?

Ok since the theme of this new year appears to have something to do with the elemental planes: " Year of the stolen storm", I have decided to get out my race boons. I have one for each elemental race so I can make a Suli.

I am thinking of making a Magus with the Eldritch Scion arch type. I think that will play to the strengths of the Suli.

The Eldritch Scion gets access to the powers of a Blood Rager blood line.

I have chosen Elemental bloodline.

So here is my question: can I get my character's racial ability elemental assault going at the same time as the elemental strike? Will they stack?

How does my character activate his elemental strike blood line ability? Does spending an eldritch point to access the blood line power, and activating the blood line power elemental strike happen in the same round?

Thank you.

They will not stack. Activating either is a swift action, and elemental assault only lasts for a single round.

You would have to spend the point as a swift action to activate your pseudo-bloodrage, and then activate the elemental strike ability on the second turn. Sadly since the eldritch scion's eldritch pool does not say you can continue to burn points to keep the pseudo-bloodrage up, it's basically a waste.


Not specified. It could just as easily be said that the somatic and verbal components come first and the divine focus is presented afterward.


2 people marked this as a favorite.

I heard something about an Azlant-based AP? Yeeeeeeees.

Also, that Pathfinder Worldscape crossover... Nex is alive?


HALLOWED NECROMANCER, pg. 74

- Arcane school and spells are altered so that you cannot create/animate undead, but nowhere in the text does it say that you are either punished for casting those spells or have those spells removed.

- The line starting with "If the spell has an attack roll" has an extra "as" after the comma.


Melkiador wrote:
1 sounds like an oversight. I'd probably use the atonement rules for this. As for 2, it would only be useful if the target has an ability to negate all damage on a successful save. There may also be some special rider effect on some spells that don't work if the target saves.

On #2, I suppose that might work if you spont-cast a cure and add a metamagic feat that bestows a rider effect.

As a side note, as a GM and player, I'd personally prefer the other option on #1: Just remove any spell that deals with animating or creating undead.


They probably forgot to add "Minimum 1 hit point for scrolls that have 0 level spells".


4 people marked this as FAQ candidate.

New archetype from Horror Adventures. I realize not everyone will have this book since it's only been out for three days, but I have some nagging questions that it would be nice to get answered.

1. Does the hallowed necromancer have spell restrictions?

A hallowed necromancer's arcane school option reads as follows:

Arcane School wrote:

A hallowed necromancer must specialize in the school of necromancy and swears to never create undead.

This alters arcane school and spells.

Supposedly the archetype alters your spells by saying that you vow to never create undead, but nowhere does it actually say that you either get punished for making/raising undead (Much like how the undead master archetype requires you to be evil), or that the archetype removes animate dead, create undead, and other spells on the wizard list that can potentially bring about undead. Was there not enough word space to spell out that you don't get those spells or get punished for using them?

2. How does Positive Touch work?

Positive Touch (Su) wrote:
... A number of times per day equal to 3 + his Intelligence modifier, when he spontaneously casts a cure spell, he can either turn the effect into a ray and increase the range to close or choose to remove the Will save but deal half the normal amount of damage.

Emphasis mine.

So, wait, either I increase the range on my normally touch-based cure spells... Or I can remove the Will save and deal half damage...? Considering that the H.N. only gets standard cure spells and no other kind of positive energy spell, what's the point of removing the save and dealing half damage if the spell will deal half damage anyway on a successful save?


1 person marked this as a favorite.

Okay seriously, stop that. There needs to be a limit on alternate accounts.


Just saying, playing a wand-slinging evoker with Staff-like Wand is ridiculously fun. Aside from the high level requirements, of course.


Lostcause78 wrote:
Which feat is that?

I'm not entirely sure why these four posts were worth the four year necro, but the feat is Divine Fighting Technique, specifically for worshippers of Gorum.


I was really just going for books, and maybe I should have said "revision" instead of "printing".

Also, hopefully you guys sell out of the APG at some point. It's been like six years and there are some things that still need to be fixed.


Dragon78 wrote:
I thought Distant Worlds is on its second printing as well?

If it is, errata was not applied to it.


There's a list of weapons that are automatically fragile, but most of them are primitive weapons. Won't help your friend if he's adamant about katana and wakizashi.


Three total and two wouldn't apply to your friend. Disposable Weapon, which allows you to break a fragile weapon to confirm a crit, and Splintering Weapon, which lets you break a fragile weapon made of a primitive material to inflict bleed. The other one is Fortified Armor Training, which lets you negate a crit by breaking your armor or shield.

There's also Quillbreaker Defense, which lets you reduce the damage you take on an attack by 5 if you break your armor spikes, or 10 if the spikes are masterwork.


There really isn't any way to "optimize" living steel weapons because they're practically steel except for the fact that they can repair themselves. If he had living steel armor, that'd be a different story.


1 person marked this as a favorite.

To be fair about the whole bane and wielded weapons bit, the esoteric magus archetype specifies that they can use arcane pool to enchant their unarmed strikes as if they were manufactured weapons. Using that line of logic, a standard magus would not be able to do that as it does not say they can (They can, however, wear a gauntlet and use arcane pool on that.) Instead, standard magus' arcane pool says, "Any weapon he is holding".

This example can be applied to the inquisitor as well.


Just a note, the Technology Guide and the Adventurer's Armory have errata that is not shown on the Game Resources page. You have to go the respective product pages to download the free errata.


Core Rulebook: Sixth printing
Bestiary: Third printing
GameMastery Guide: Third printing
Advanced Player's Guide: Second printing
Bestiary 2: Second printing
Ultimate Magic: Second printing
Ultimate Combat: Third printing
Ultimate Equipment: Second printing
Bestiary 3: Second printing
Advanced Race Guide: Second printing
Advanced Class Guide: Second printing

PF Setting stuff:

Adventurer's Armory: Second printing
Technology Guide: Second printing


Unfortunately, no. I'd have to find the dev comment (It was likely either a James Jacobs or Sean K. Reynolds comment) but the dev consensus is that feats, class features, and so on that affect the level adjustment of metamagic feats do not apply when crafting wands, potion/oils, or scrolls.


Flagging for move to Advice board. This has nothing to do with rules questions.


The All-Seeing Orb wrote:
Gorbacz wrote:
Are there any nipples in the book?

** spoiler omitted **

djones wrote:
Oh All-Seeing Orb, please can you reveal to me which classes get the spell: ** spoiler omitted **
** spoiler omitted **

Bloodrager and summoner, but no magus?


On the Undead Master, at least having a bonded item made of bone doesn't require too many rules changes, unless it's a weapon or armor.


Maybe Aberrant and say that the concoction is actually mutating him and sapping his intellect? Also you should probably swap Infernal to Abyssal if you want him to unleash his "inner demon".


Huh, going back a few pages, apparently Void domain is now canon.


1 person marked this as a favorite.

Geez people, why not just ask someone to write up a gigantic spoiler for the whole book.


1 person marked this as a favorite.

I take it this was a homebrew? Because I'll say it flat out: Giving an incurable disease to monsters to dole out through melee attacks is bad GMing. It's basically saying, "I want my PCs' front liners to die."


Marco Massoudi wrote:

I'm not sure that i like the new look or name.

The Rise of the Runelords Anniversary Edition looks much better.
That said, i am going to buy this.
The title seems to suggest that this is the first, but not last, of Adventure Path collections.
I know - we won't getting a Second Darkness or Legacy of Fire APC anytime soon (if ever), but maybe a Kingmaker or Carrion Crown one? ;-)

If anything, a Second Darkness or Legacy of Fire compilation would be more likely than the others if only to finally update the other two APs that are still under 3.5 rules. Naturally, it's all up to how well this sells and how much old stock of the original modules they have.


Dragon78 wrote:
A spell(0-1st) that cures/removes the effects of alcohol and drugs and another spell(2nd-4th) that cures addiction.

Many modules and adventure paths treat remove disease as your go-to spell for curing addiction. Removing the effects of alcohol and drugs is trickier, because drugs and alcohol are, by the rules, considered poisons and thus subject to neutralize poison.


Kotello wrote:

What kind of spells can be cast while blind?

Ray or touch?

Charms and compulsions?

Area effect?

Self-Only

Burst?

None?

Basically self-only or touch spells. Nearly all of the other ones require line of sight to a target or area. I would guess you could technically throw out burst spells, but being blind you'd have absolutely no idea how far to fire it to get exact results.


5 people marked this as a favorite.
Wei Ji the Learner wrote:


Just hoping there's not *too* many phobia triggers in this.

If someone's worry is about having a panic attack looking through this book, maybe a book called "Horror Adventures" isn't for them.


On the brother-in-law, that works both ways. Just ask him. Maybe an adventure about wiping out an evil disease might be cathartic for him?


Update 7/14/2016:

Sassone leaf residue (200 likes)
Type poison, contact; Save Fortitude DC 16
Track Constitution (special); Onset 1 minute; Frequency 1/minute for 6 minutes
Effect Requires two failed saves to progress to each state past Weakened. Ongoing saves after initial exposure deal 10 damage instead of the usual 3.
Cure 1 save


Yes, as long as it's of a level that would fit into a wand and you have the feat in question. It's just that you normally can't purchase them as standalone items.


Man, these are just rolling in.

Update 7/11/2016:

Purple worm poison (195 likes)
Type poison, injury; Save Fortitude DC 24
Track Strength; Frequency 1/round for 6 rounds
Cure 2 saves


Well, one of the gillmens' racial features has them being more resistant against enchantment spells except from aboleth sources. And as far as I can tell, the only feat in PF that lets you breathe underwater is the Aquatic Adaption feat from Monster Codex, and that requires you have the hold breath racial ability.


This is actually a really good question... My interpretation would be the second example, since the entry on negative levels says that you count "as one level lower for level-dependent variables", and HP loss from Con damage is based on your character level.

There's also this, from the Constitution section of Ability Damage: "Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed."

So, your buddy is actually taking either 4 points off of his HP, or 36.


Update 7/9/2016:

Oil of taggit (190 likes)
Type poison, ingested; Save Fortitude DC 15
Track Special; Onset 1 minute; Frequency
Effect Healthy—Unconscious*
Cure 1 save

*The Unconscious state lasts for only 1d3 hours, and then the victim returns to Healthy automatically. It is not an end state.


1 person marked this as a favorite.

"Positive energy never heals or harms creatures or objects that are neither living nor undead (Such as constructs)..."

Construct Channel Brick


1 person marked this as a favorite.

So wait, no FAQ this week?


Update 7/8/2016:

Nitharit (185 likes)
Type poison, contact; Save Fortitude DC 13
Track Constitution; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 save


Eric Hinkle wrote:

I just want the death clutch spell for the next time someone tells one of my morally-challenged spellcasters that "You're heartless!"

"Nonsense." *Casts death clutch and the complainer's smoking and still beating heart appears in their hand.* "See? I have more of a heart than you do -- now."

It'd have to be an NPC, because likely at the level you get death clutch they'd be able to make the inevitable Fortitude save. ;)


death clutch sounds an awful lot like the old heart ripper spell from Spell Compendium.


Technically, the Twilight Sage's Necromantic Focus ability "modifies" spells by saying that you have to prepare at least one necromancy spell per spell level every day. Unlettered Arcanist specifically modifies the arcanist spell list to cast from the witch list, and specifies that it does modify the spellcasting class feature.

Since Twilight Sage's feature doesn't explicitly say that it modifies your spellcasting class feature by RAW I guess you'd be okay, but it's best to ask the ones in charge.


No. None of this is even kind of rules legal. There's a way for arcanists to temporarily rearrange powers on weapons and armor, but that's it.

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