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Belkar Bitterleaf

Ashram's page

Pathfinder Society Member. 831 posts. 1 review. No lists. No wishlists.


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I'm definitely wary about the potential new rulesets, simply because the bureaucracy of Paizo might mean any potential new ideas are squashed because they'll be "Not Pathfinder enough". Especially if Jason is still designing the rules.


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Kadasbrass Loreweaver wrote:

So... Which group screwed up which Adventure Path so badly the gods had to whisk Golarion away? Or did I miss Pathfinder Apocalypses?

I am excited for this. May the Force, or what ever we will be calling magic, be with us.

Depending on how many thousands of years into the future this is, Rovagug could have nearly broken free with the help of the Dominion of the Black and the gods had to take his prison elsewhere. :P


Are either of your druids taking domains? If you want a neat material for said weapons, you can use hot and cold siccatite, but you need to have at least fire or cold resist 1 as the material deals damage to creatures touching it.


GoblinFairy wrote:

Hello,

I have a question/ possible request. I have been working on a Home brew campaign That involves, Ancient Azlant, Ancient Thassilon, Serpent Folk, and Ancient elves/Drow. This is to take place some what prior to Earthfall when Azlant and Thassilion were still actual thriving societies. I have been searching through numerous online resources including some of the posts here were people have combined facts on Azlant found in many different modules. My question is is there actually an available map of Acient Azlant prior to Earthfall were it was destroyed? Something similar to the Ancient Thassilonian map in the inner sea world guide? And if there is were and how would i be able to obtain a copy of it? If it is not in existence or available then I guess I will just have to use the broken island mass in the arcadian ocean and try to fill in the missing pieces, but before I get that I was just wondering if it was already out there to save me some time I could use on the rest of my super-campaign I am working on...

Yeah, there's intentionally no maps of original Azlant, because unless there was a time travel AP (Still waiting on that, by the way...) there'd be no use for it. You're basically better off making your own.


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James Risner wrote:

If you follow FAQ and the forums, you knew these items were being changed:

  • Amulet of Mighty Fists to CRB price.
  • Courageous weapon changed to match FAQ and original design.
  • Quick Runner's often mentioned as a problem item.
  • Bracers of Falcon's Aim was a known pricing error.
  • Snapleaf was a single use item and some felt that wasn't clear.
  • Mithril items wasn't priced correctly by Mithril rules.
  • Scorpion whip deviated from the new AA design.
  • Sleeves of Many Garments has FAQ so we knew change was coming.
  • Ring of Continuation also had FAQ.

So those items were not effectively errata Friday as much as whenever the original issue was identified and FAQ and/or forum posts made regarding them.

See, if the Bracers of Falcon's Aim was "just a pricing error", why didn't they just jack up the price to like, say, 10,000 gp and call it a day? Why did they have to tank the item by making it nigh-worthless?


Qayinisorouse wrote:
Tarvi wrote:
Qayinisorouse wrote:

@Gilfalas

Ok- so if it was crafted as an Arcane or Divine spell doesn't matter at all? also what about CL? the wand is CL10 but my paladin is level 11, so only CL 8? doesn't matter too?

The caster level of a spell from a wand is always the caster level of the wand

(Barring a special ability - Staff Like Wand is the only one I know of and it doesn't apply here)
What does that mean? ok so the wand is level 10, but does that effect my UMD throw? or is it still 1 throw for 20?

Like Tarvi mentioned, the caster level of the wand is separate from your paladin caster level. If you manage to activate the wand, it functions as if cast by a 10th level caster, since it is a caster level 10th wand.

Caster level also has no bearing on your UMD check. Your total for UMD is only your ranks in UMD plus your Charisma, plus the class skill bonus (Which you don't have, as a paladin.) If you manage to successfully activate the wand once, you can add an additional +2 to your total, as you gain a bonus to UMD checks on a specific item if you've activated it before.


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More armchair weapon nerds debate fairly well-documented European weapon history, news at 11


eternalglory wrote:
Page 17, description for Wisdom: Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. It is no longer important for Paladins, none of their abilities key off of Wisdom. Holdover from 3.5

Agreed, replace paladin with monk.


Definitely black dragons. Maybe like a demon dragon.


Something tells me this fighter isn't as OP as you think. What's his specialty?


CBDunkerson wrote:
Porridge wrote:

Wait - does this mean a fighter can choose to add Bane?!

Cuz that would be AMAZING.

Yes, but they only get 1 + weapon training bonus 'points' per day to spend on enhancements, and any such enhancements applied only last for one minute. So, if you had an existing +1 weapon you could eventually add bane (that thing) to it up to 5 times a day.

Technically seven, 'cause Gloves of Dueling makes your weapon training bonus two higher. :D


Yeah, my interpretation is that they get damaged when you activate it, and since it says that they have to remain in the aura, I'd say they take the damage at the beginning of their subsequent turns if they're still getting shined on.


Hey Mark, since I can't seem to find the ruling for it, how do you deal with clerics that have access to a subdomain of a domain the cleric normally wouldn't have access to? Like how clerics of Kostchtchie have access to the Ice subdomain, even though they don't have access to the Water domain. Do they only gain that specific power and gain half of a domain in exchange for getting one they wouldn't normally have, or would they technically get the Water domain entirely but with the Ice subdomain modifier?


Sagiso wrote:

Statting up a magus for the first time and I'm having a little bit of trouble with a part of the character concept. I'd like her primary element type to be acid, while the staple magus spells shocking grasp and snowball are electricity and cold element respectively. Out of the two I do like shocking grasp the most, but I was wondering if there are some ways to swap that element type.

The first way to mind was to combine magical lineage with elemental spell, but that means that intensified spell will make shocking grasp take up a level 2 slot. Adding wayand spellhunter doesn't ring too well with me because the flavor text doesn't mesh with my character's background at all and I'm not sure if my GM would approve of stacking the two traits.

I also know of the option to take a level in wizard to get the admixture evocation school power, but multiclassing doesn't seem all that tempting either.

Anyone know of any other ways to accomplish this?

(This is not for pathfinder society by the way.)

Hm... A shame Elemental Spell is in the game, because 3.5 had a metamagic feat that let you do exactly what the aforementioned feat does with no adjustment. Energy Substitution was what it was called, and it was from Complete Arcane. It required 5 ranks in Kn: Arcana (Converted to PF I believe that's 1 rank) and any other metamagic feat.


Nope. Only way to get different weapon enhancements is to take archetypes.


serithal wrote:
i think that the warlocks damage dice for the mystic bolts needs to go up with the leveling, at least a little bit, even if that means lowering what die it is like a d4 or something

That's a suggestion, not an errata.


Gisher wrote:
Oh, I didn't realize that no shields could be adamantine. I guess there is no confusion then about a Folding adamantine shield. Thanks for your help. :)

It's mostly because there's no clause for shields in the adamantine listing for items. If a GM wanted to treat a light or heavy shield as a weapon, then you could make one out of adamantine for the normal weapon cost. But that's GM discretion.


Gisher wrote:
Ashram wrote:
Gisher wrote:

I've had a couple of thoughts about the Folding shield special ability.

(1) It doesn't mention the ability changing the material that the shield is made of. So I assume that a mithral buckler, for example, would become a mithral heavy shield. But what about a tower shield? I'm not sure what the stats for such a tower shield would be since my books only list wooden tower shields.

(2) Although it doesn't let you transform your shield into light shield form, it also doesn't prevent you from placing it on a light shield. So a light shield with the ability could transform into a buckler, heavy shield, or tower shield and could revert to its light shield form. So you could have access to all four shield forms.

There actually is a mithral tower shield in the core line: The Force Tower from Ultimate Equipment. It's half the weight of a standard wooden tower shield (Apparently ignoring that there isn't a steel weight to go off of), has a maximum Dexterity bonus of +4, an armor check penalty of -7, and would cost 1,030 gp, based on the idea that mithral shields are +1,000 gp and tower shields cost 30 gp.
Thank you! I presume that it would also have a maximum dexterity bonus of +4 and an ASF of 40%. Now I'm wondering how an adamantine tower shield would be handled.

That one is definitely GM discretion. By straight RAW, you can't make an adamantine shield of any kind (Why, I have no earthly idea, probably something about DR stacking)... Unless the shield is also a weapon. In which case, it would function and cost the same as an adamantine weapon. I'm sure the initial intention was "Oh, you want a fancy material on your shield? Shield spikes it is, then!"


Gisher wrote:

I've had a couple of thoughts about the Folding shield special ability.

(1) It doesn't mention the ability changing the material that the shield is made of. So I assume that a mithral buckler, for example, would become a mithral heavy shield. But what about a tower shield? I'm not sure what the stats for such a tower shield would be since my books only list wooden tower shields.

(2) Although it doesn't let you transform your shield into light shield form, it also doesn't prevent you from placing it on a light shield. So a light shield with the ability could transform into a buckler, heavy shield, or tower shield and could revert to its light shield form. So you could have access to all four shield forms.

There actually is a mithral tower shield in the core line: The Force Tower from Ultimate Equipment. It's half the weight of a standard wooden tower shield (Apparently ignoring that there isn't a steel weight to go off of), has a maximum Dexterity bonus of +4, an armor check penalty of -7, and would cost 1,030 gp, based on the idea that mithral shields are +1,000 gp and tower shields cost 30 gp.


Zautos' wrote:

any interesting feats form ultimate increase?

Never heard of Ultimate Increase. Was there another book I was unaware of?


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Do what every other barbarian does. Sell down your Int and Cha for more physical stats.


ClockworkDragonfly wrote:

Rapiers as DEX based weapons, if you're pushing for realism, really comes down to which period/style of rapier, which school of fencing, and what style of combat you're looking at.

Early period rapiers with the more spike-like blade with a thick cross section were absolutely more STR based and could puncture armour with a solid thrust. Later period dueling rapiers were thinner, lighter and much more of a "swish & flick" affair that relied on quickness and placement but were often only really used in a "to the blood" style of organized combat.

Just wanting to reply to this, since it was bugging me. The "early period rapiers" you're referring to are estocs, and they're not rapiers at all. They were mostly English and French longswords with a spike for a blade, and were used to penetrate armor as you said, on the battlefield.

The rapier was absolutely a civilian weapon; a nobleman's weapon to be sure, but definitely not a battlefield weapon. If it was well-made it MIGHT pierce/break chainmail, but they were completely impractical against someone in plate armor.


Either every set of dice you give him are jacked/cooked, he has a secret way of rolling dice to get the result he wants, you guys have some massive confirmation bias and are ignoring his poor rolls, or this dude has magic powers.

In any case, I smell BS.


Porridge wrote:
Ashram wrote:
CBDunkerson wrote:
Ashram wrote:
Quick request: Anyone able to spoiler the Special Material Mastery for armor and shields?
The Material Mastery feats just give you two more uses per day. ...
Sweet. A little odd that they didn't have mithral as a material for shields, but whatever.

What makes Armor Material Expertise and Mastery really nice are the associated stamina tricks.

For 5 stamina, Armor Material Expertise allows you to use any of the material tricks, regardless of what your armor is made of.

And for 5 stamina, Armor Material Mastery allows you to use a material trick for free without using one of your daily uses. Since stamina is a renewable resources (regained at 1/minute), that means that with a little spacing out, you can (say) make your shield flaming or frost for a minute or two during every fight, or convert a couple attacks to half non-lethal every fight, or give yourself a few rounds of haste every fight... pretty sweet.

That's... Actually pretty badass.


CBDunkerson wrote:
Ashram wrote:
Quick request: Anyone able to spoiler the Special Material Mastery for armor and shields?

The Material Mastery feats just give you two more uses per day. The Material Expertise options are;

Armor (all except Horacalcum are twice per day)
Adamantine: Convert half damage to non-lethal.
Angelskin: Shine as daylight for one round.
Darkleaf Cloth: Woodland stride for one minute.
Dragonhide: Reduce matching energy damage by 10.
Elysian Bronze: Like Adamantine, but only for attacks from magical beasts and monstrous humanoids.
Fire/Frost Forged Steel: Flaming or Frost special ability added to armor and shield attacks for one minute.
Horacalcum: Haste for one round once per day.
Living Steel: Damage weapons as if attacker had rolled a natural one.
Mithral: Spell resistance against transmutation spells for one round.
Noqual: Boost armor's resistance bonus on saves for one round.

Shields (all are twice per day)
Darkwood: Free action to add bleed damage on attack.
Dragonhide: As per the armor ability.
Living Steel: Free sunder attempt with shield attack.

Sweet. A little odd that they didn't have mithral as a material for shields, but whatever.


Quick request: Anyone able to spoiler the Special Material Mastery for armor and shields?


People thinking about vigilantes and Galt are thinking too small. Get me some Absalom.


Any luck on an FAQ Friday this week, or was that spent on last week's Ultimate Intrigue page?


Yeah, Drow Heritage is only in Blood of Shadows at the moment, 'cause Nethys hasn't updated for almost two months. It's definitely an option to pair with things like Drow-blooded from ARG and Thinblood Resilience from Bastards of Golarion.


1. RAI? No. Anything that isn't from Unchained or specifically mentioning that it works with Unchained is off the table. Much like the Unchained rogue and old rogue talents.


Flagging for a move to the Advice forum. This isn't a rules question.


Damn, the armored battlemage had me excited for a moment, but after hearing that I'm much less enthusiastic.


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Sort of an aside to the discussion, but there is a close approximation of the Frenzied Berserker prestige class that's a barbarian archetype, called the wild rager. It's from Ultimate Combat.


As long as you're not trying to two-weapon fight with your unarmed strikes and the longspear (Or whichever two-handed weapon), you're fine.


Any chance of an FAQ Friday this week?


Strife2002 wrote:

Pg. ?? - Keros oil

I don't have the book in front of me, so no page number, but I do know this item is listed in the alchemical weapons section. This is more a request for clarification than anything, but its description says it can be used more quickly with the Rapid Reload feat. It doesn't specify if simply having Rapid Reload works or you specifically need Rapid Reload (keros oil). Reading it back to myself I'm sure the latter's the case, it just seems like a very narrow feat choice (but is probably great for fire-eating circus performers).

Since I know you can't edit your post, it's pg. 108.


Honestly, the magical glowing floaty bits that apparently pop up when anyone is casting a spell (Or spell-like ability, as of now) strikes me as a video game balancing mechanic. It's like Final Fantasy, where any characters casting a spell blatantly glow with an aura or sparkles or something.


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ObsessiveCompulsiveWolf wrote:
Error in the Thread title - "Trushmoor"...

Immediately saw that. Now can't stop looking at it. It's mocking me.


Mark Seifter wrote:

Jason taking me out to lunch, bah, it's too unrealistic; no one will believe that April Fool's Joke, even with adding in these obviously true details about the end times to confuse people.

:P Obviously fooling here. The armor spikes seem more likely.

He never said Jason took YOU out to lunch.

Although, a much more likely scenario would be Jason having one too many and spilling his guts to you. :P


graystone wrote:
Imbicatus wrote:


The bigger question is the confusing issue that the weapon has a 20' range increment and only a 12' rope.
The same way a gauntlet can hit someone 5' away or a scorpion whip grows 10' if you also know how to use a whip. ;)

But, it's a thrown weapon with 20' range increment. So apparently you can fling a 12' rope out to 100'. :v


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Snapdragon Leafwhistle wrote:

The Apsu obedience has you pick a direction and walk for 30 minutes, turn around, and walk back.

The benefit is +2 Perception "while you are traveling in this area", or +4 for noticing enemies for the purposes of acting in a surprise round "while you are traveling or camping there".

It is unclear what "this area" means. Is it just while traveling along the path that you walked previously? Is it while in an area that you saw from the path that you walked?

This seems like a very limited benefit for a feat.
Say the party is about to set out from the inn in town, and the Aspu worshipper goes for their daily 1-hour walk, then back to the inn. The party leaves town and takes the same path. The Aspu worshipper gets +2 to Perception, and the notice enemies bonus, but only for the 1/2 hour or so that the party takes to walk past the point where the Aspu worshipper turns around. That's it.

Is this interpretation correct? +2 Perception and the notice enemies bonus, for only 1/2 hour per day? Or only while camping?

For simplicity's sake, I'd say "this area" would be like the ranger's favored terrain. You'd get that bonus while travelling in the same terrain as where you were walking; if you went through more than one, pick one.


Yes. The unused portion would dissipate after your turn was over, though.


technarken wrote:
A Tyrant has to fight Lawful Good peaceful protesters dissidents too.

Doesn't matter, by the rules he wouldn't be able to cast chaotic spells, and imbuing his weapon with anarchic would weaken him substantially. :P


The "tyrant" antipaladin archetype does not reference any of the antipaladin's abilities and spells with the [chaotic] descriptor changing to [lawful].

Such abilities include the Fiendish Boon weapon ability still granting anarchic instead of axiomatic, and spells such as protection from law, protection from law, communal, magic circle against law, and dispel law.


Basically, any FAQ that actually requires them to do critical thinking and get all of the PDT together is a no go.

Unless it's a nerf. Be careful what you wish for.


Flagged for wrong board. This belongs in the Advice forum.


memorax wrote:

Despite my feelings on the lack of a true playtest for the core which I won't go into.

To me their play tests are just a feel good public relations exercise for the fanbase. Otherwise play test or not they simply do their own thing. Which they can do. Then what's the point of a play test. A good example are the gun rules. Almost no one wanted guns targeting Touch AC. In the end despite objections to them. They ended up being printed anyway. That's why I won't participate in any such play tests.

What bothers me the most. They refuse to find or even attempt to try to find the proper middle ground on designing new material. Or nerfs. At this point in the development of the game they should know better. They just don't want to try imo.

Original warpriest playtest says hi as well.


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TriOmegaZero wrote:
That could cause some legal issues.

Not unless WotC is invading my home to see if I'm using any of their old terms, it's not. :P


Just call the Gray Paladin "Grayguard" like 3.5 did and get it over with.


Mathmuse wrote:

The problem with making Raise Dead have a significant cost, such as losing a level, is that an even cheaper alternative exists.

Party member Roland dies during the party's successful quest to stop Lord Foul. They gave Roland a hero's funeral, rather than casting Raise Dead, because Roland would have wanted it that way. At the funeral, they meet Roland's childhood friend Orlando. It is obvious why Roland and Orlando were friends, because they were almost identical. The only difference is that Orlando lacked Roland's Rich Parents trait, and instead had a trait from his impoverished childhood that gave him a bonus on initiative. Roland had regularly written to Orlando; thus, Orlando knows all the adventured of the party and hopes to join them.

The party readily accepts Orlando in Roland's place.

Ah yes, the carbon copy/revolving door character.

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