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Belkar Bitterleaf

Ashram's page

Pathfinder Society Member. 950 posts. 1 review. No lists. No wishlists.


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Posting this in the PFS section would likely net you faster and more accurate responses.


Probably up to the GM, since there's no wording anywhere about whether or not you would roll the confirmation against something that's immune anyway.

Although, as a reminder, on pg. 301 in the Bestiary, it does specifically say that a creature that has an immunity (In this case, immunity to critical hits) is immune to the mentioned effect and immune to any secondary effects from the first. Any ability that would affect the creature as part of the critical hit would simply not function.


1 person marked this as a favorite.

A polearm with reach does not threaten adjacent enemies because of said reach, but you get to hit enemies further away. Conversely, if you choke up on your polearm to hit enemies close to you, you would lose your reach.

To be fair, I'm not aware of anything that says you lose your reach, but the idea is that you're giving up your reach to hit closer enemies which is a completely RAI interpretation by your GM.


For #1, you would likely have to have Ray Shield to deflect energy kinetic blasts, and you could use Smash from the Air to deflect both physical and energy blasts.


1 person marked this as a favorite.

Choose a different deity then? >.>


On second thought, it likely won't matter what he buys, considering in the next few days he'll likely fail his Will save to not open the box and that's when that particular party will get annihilated.


2 people marked this as a favorite.

It's supposed to be DAY-muhn, but honestly daemon is just an archaic way of spelling demon.


1. Depends on legality, most large towns have at least a brothel or two. Also depends on what scenario you're playing and if you're close to civilization.

2. Ultimate Equipment has "companions" listed as 5 CP to 10 GP. You get what you pay for, although this is up to the GM and any appropriate PFS authority.

3. Depends on if the temple is a dedicated brothel, but more often than not yes. The "companions" there would likely be on the more expensive side if it's a big temple.

4. Yep.

In all actuality though, you'll more than likely have to go with the backup way of fulfilling Calistria's obedience.


What's his general build?


Wise fwom youw gwave! Missed a couple.

Striped toadstool (210 likes)
Type poison, ingested; Save Fortitude DC 11
Track Wisdom (special); Onset 10 minutes; Frequency 1/minute for 4 minutes
Effect For every two states the victim progresses on the Wisdom track, she also progresses one state on the Intelligence track. The two tracks heal separately.
Cure 1 save

Tears of Death (215 likes)
Type poison, contact; Save Fortitude DC 22
Track Constitution (special); Onset 1 minute; Frequency 1/minute for 6 minutes
Effect Healthy—Weakened—Disabled—Dead; on a failed save, the victim is also paralyzed for 1 minute.
Cure


That's because this is an alternate system of skills from Pathfinder Unchained. In no way is this core or PFS legal.


So, if you think about it, there are certain types of dragon armors that literally can't be made into Medium full plate, since some dragons don't go up to Colossal...


The Pale King wrote:
So say for some reason I wanted to make a character that used double weapons *cough*final fantasy 9*cough*chrono cross*cough*, how would I go about optimizing that which people consider awful?

No matter how much you beg your GM, I highly doubt he's going to let you have a double-bladed katana, a la FF9's Masamune. :P


The class should certainly be better worded, but the RAI is that it is geared towards healing living creatures. The combat medic class feature mentions the Heal skill and healing spells; since you cannot use the Heal skill on undead, it should follow that it means healing spells that affect living creatures. Your questions are answered thus:

No, and no.

An inflict spell is not a spell that heals living creatures, and using a cure spell to damage undead is not healing.


Imbicatus wrote:
Only if you are an unchained rogue with finesse training. Any other form of dex to damage doesn't allow 1.5 dex.

^ This is the only way to obtain 1.5x Dex on two-handed, finesseable weapons. So that there isn't any rules confusion, here is the FAQ that clarifies this: Link


No. It specifically says, "When YOU cast a spell-".


So... Are people actually going to FAQ something or are they just going to argue needlessly for 10 more pages? It's pretty obvious at this point that neither side is going to magically convince the other of their position.


RAW? It'd be aid another, as it says that the trapped PC has to make the Strength check to burst the web at a -4 penalty and nowhere does it say that someone can make this on their behalf.

In practical or houserule terms, yeah, it'd be silly if you couldn't break someone out of a web like that, because someone would eventually be paying the action cost even if it isn't the trapped PC.


David knott 242 wrote:

P. 65, Paladin class, Tortured Crusader archetype, Torment ability: This ability is said to alter spellcasting, smite evil, and lay on hands, but it only mentiions alterations to spellcasting and lay on hands and says nothing about altering smite evil in any way.

Agreed. While I understand why it's in the Torment class feature (Because it would normally change the Charisma bonus to attack and AC with smite to Wisdom), the "This alters smite evil" line should be moved to the "All Is Darkness" class feature.


1 person marked this as a favorite.

As much as I hate to necro this further, you mentioned that your PCs decided to explore some of the Echo Wood. Was this not recorded in the PDF because it's not technically "Emerald Spire", but Thornkeep?


Kain Darkwind wrote:
Kalindlara wrote:
Dragon78 wrote:
Can someone remind me who/what are the 8 arch devils again?

In order, they are: Barbatos, Dispater, Mammon, Belial, Geryon, Moloch, Baalzebul, and Mephistopheles.

Six are definitely devils, albeit of wildly varying forms. Jury's out on Geryon and Barbatos, but I'm guessing they'll have the subtype. ^_^

Jury shouldn't be out. (Pathfinder) Geryon was originally an asura rana. I suspect that you are correct that they will all have the devil subtype though.

Hm, if Geryon was originally an asura, then I suppose it could potentially stand to reason that Barbatos was likely some kind of crazy powerful LE aberration before ascending, considering he's rather... Tentacle-y.


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Any chance on an FAQ today?


HALLOWED NECROMANCER, pg. 74

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


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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


5 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.

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