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Belkar Bitterleaf

Ashram's page

Pathfinder Society Member. 901 posts. 1 review. No lists. No wishlists.


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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.


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.


4 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.


Hm... I'll see if I can see myself out, what with my terrible eyesight and all.


Jeff Morse wrote:
Ashram wrote:

1 & 2. That is correct. If you are only treated as having an Evil aura, Sacred Summons only works if you summon creatures such as daemons and divs. NE outsiders only. Believe me, it sucks harder if you're Good.

3. Nowhere does it say that summoned monsters despawn once their summoner dies. They stay until their duration is up or until their health is reduced to the point that they despawn. So yes, it is entirely likely, especially if you summon daemons, that they'll turn on you.

it is under summoning. summoned creatures spells expire when they do, so yes they would go away too. note this is the only legal way to have summoned creatures from summoned creatures. there is one in a PFS scenario and they needed to add to creatures to her list for it to work. it is an evil only class so limited to whom will take it. also try the expanded summon feat and maybe your GM will let you use certain deity lists.

Really? You sure on that?

Core Rulebook, pg. 210 wrote:
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again. When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.
Bestiary, pg. 304 wrote:
Summon (Sp): A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters.

I appreciate your help on the matter, but nowhere does it say that when a creature that summons something dies, all of the creatures it summoned go with it. At least, not under the nebulous source you mentioned.


1 & 2. That is correct. If you are only treated as having an Evil aura, Sacred Summons only works if you summon creatures such as daemons and divs. NE outsiders only. Believe me, it sucks harder if you're Good.

3. Nowhere does it say that summoned monsters despawn once their summoner dies. They stay until their duration is up or until their health is reduced to the point that they despawn. So yes, it is entirely likely, especially if you summon daemons, that they'll turn on you.


No FAQ this week?


1 person marked this as a favorite.

Pretty much only Luminous Form is affected, since that one is very clearly a light-based effect. You could possibly make a case for Sun Stride and Sungazer, but that could go either way. Torch Touch would affect your light spell-like ability, but only after 14th level.


Deadmanwalking wrote:
Grond wrote:
I believe most ppl in Golarion do venerate different gods for various reasons. But this character is a paladin, a holy warrior in the service of whichever god the player picks.

Paladins are more like Druids than Clerics in terms of what they're powered by. They're powered by their own righteousness, not a God. Many have Gods (more than Druids), but you could easily have a Paladin who worshiped like that.

Though not in PFS, which has its own more specific rules.

To be fair, that was thing in 3.5, where in the Paladin class description there was a specific section that says, "A paladin is powered by their own faith and righteousness and need not select a deity".

The problem is that Pathfinder, right in the initial class description, hints that paladins serve deities: "Knights, crusaders, and lawbringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve." And of course the bit in the Holy Champion class feature mentioning the paladin being "a conduit for the power of her god". It sounds like they wanted paladin to be the militant defender of the faith and then that kinda washed out, and then we got warpriest a couple years ago.


On one hand, that combination seems pretty powerful. On the other, it's really only useful in games where the majority of your enemies are humanoid and roughly your size (Unless you're a tetori monk.)


Bennybeck Wabbittracks wrote:
Is the extra smite a non core feat?

Extra Smite does not exist in Pathfinder.


It's the second option. Especially with good clerics of neutral deities, just because your deity offers a spell does not always mean you can cast it. The bit for spells for cleric specifically says, "You can't cast cleric spells that are opposed to either you and your deity's alignment."


6 people marked this as a favorite.

How about a spell that can regrow limbs that comes online before I have the power to bring someone back from the dead from a pile of ash in a completely reformed body?


swoosh wrote:

Sorry to keep asking dumb rules questions but this one is really nagging me. The Heavy wrist launcher is a cool weapon and I keep trying to come up with character ideas centered around them, so...

Are wrist launchers crossbows? Can I take crossbow mastery with them? Rapid Reload? You wear the on your wrist, so can you have a wrist launcher and hold a weapon in that same hand? If you do can you still attack with that wrist launcher? Can you attack with both in the same round? Since it's on your forearm rather than in your hand does it interfere with your hand or wrist magic item slots? What about shields?

1. For proficiency reasons, yes. Otherwise no.

2. See #1

3. See #1

4. Nothing is obstructing your hand so I wouldn't see why not.

5. Yes.

6. Yes, as long as you don't go over the normal amount of attacks you have in a round, otherwise you incur two-weapon fighting penalties.

7. If it doesn't say so in the rules, it doesn't.

8. See #7


Update 6/24/2016:

Nightmare vapor
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


Lou Diamond wrote:
Mark, does an amulet of undetectable alignment mask ones aura if you have an overwhelming evil aura, My character is an 16th level inquisitor mythic 1 Hierophant custom devil that is lawful evil.

Well, if you're just custom-making an amulet that has constant undetectable alignment on it, then yeah, that spell has no restrictions about the actual strength of your aura.

There is also the ring of mind shielding which does the same thing and a little more.


TheMonkeyFish wrote:
@Drahliana - So as long as I worship a Neutral deity, I can do whatever I want, whenever I want, however I want, without losing Clerichood?

No. Every deity has tenets a cleric must uphold. Also, remember that you're playing PFS. Even if you're a Neutral cleric of a Neutral deity, continuously commit evil acts and your character will get s@!#-canned.


Glad someone's enjoying them, ha.

Update 6/14/2016 & 6/20/2016:

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


1 person marked this as a favorite.
Mark Seifter wrote:
Mark Seifter wrote:
Chess Pwn wrote:
Forecast for getting a FAQ today?
Juggling a few possible topics, but I think it's quite likely we'll get a FAQ, even if it's not the main FAQ in contention for the slot right now.

And here we go!

FAQ wrote:

Barbarian Increased Damage Reduction: The increased damage reduction rage power says it increases the “barbarian’s damage reduction”, but does that refer to the barbarian class feature “damage reduction” or to any damage reduction the barbarian might possess. In particular, the invulnerable rager archetype trades away the barbarian’s damage reduction class feature for a new ability called invulnerability that gives a slightly different form of damage reduction, so would the rage power work with that?

The rage power refers to the class feature damage reduction, meaning that it doesn’t help invulnerable ragers’ invulnerability class feature. The suggestion for the archetype to take that rage power in the suggested rage powers is in error and will be removed in the next errata.

This is of course implying that almost six years after its second printing the APG is ever going to get an errata. :P I'm actually pretty sure that some of the special weapon and armor abilities that got errataed in APG have not gotten updated in UE.


1 person marked this as a favorite.
Mark Seifter wrote:
Tacticslion wrote:
Tacticslion wrote:

Heh.

Also, Mark, have you ever seen, Scooby Doo!: Mystery Incorporated, and if so, how much did you like it? :)

Mark Seifter wrote:
Haven't seen it, but was a big Scooby Doo fan as a little kid. Is that the one where Velma is a tsundere?
Tacticslion wrote:

... a little bit. ... maybe. I promise nothing. >.>

(Yes.)

EDIT: For ninja-Mark!

Incidentally... do you have Netflix?

(This is a leading question. The ultimate goal, if you do, is to say, "Then watch this!"... but I've just done that, soooooo...)

Yes. However, while I am open to watching cartoon series that show up on Netflix, like the extremely solid Young Justice, which I watched with Linda, nowadays it usually takes a burden of positive buzz (particularly if it notes intelligent writing) for me to watch one. That said, the burden isn't particularly high either.

Mark watches Young Justice? Yeeeeeeeess.


1 person marked this as a favorite.
Cyrad wrote:
Cut from the Air. Deflect ranged attacks with a melee weapon.

And then Smash from the Air. Smash friggin' disintegrate out of the air. >:D


Other than a Phylactery of Positive Channeling, you'd have to wing something.


Ravingdork wrote:
Ashram wrote:
Ravingdork wrote:
Deadbeat Doom wrote:
Bone is the only primitive material that does not lose the fragile quality when made Masterwork; and it can still be either magically reinforced OR just enchanted to remove fragile.

Wait, is there a choice there?

I have a character who uses a +5 comfort improved shadow bone breastplate and a +5 heavy bone shield.

I basically did it as a means of saving on money at low levels (since bone costs half as much) at the cost of hardness, since (A) it looked badass and (B) nobody has ever tried to sunder my stuff in our games anyways.

I really need to know if I need to spend 4,000gp to toughen it up, or if the existing magical enchantments already do that for me.

KalDragon called it, the PRD goes by the Ultimate Equipment rules, which means you need to drop the money. Luckily though, since your items can be made normally of bone, they aren't technically illegal simply because they aren't toughened.
So I need to spend the 4,000gp to get the full AC benefits? And if I don't pay it that's all I'm missing out on (besides the hardness)?

You get the AC bonus, the armor check penalty increase removed, and the hardness goes up to 10.


Melkiador wrote:
Maybe. At the least its pretty clear neither of those feats is actually intended for a fighter.

Exactly. They're feat taxes for non-fighters to take armor mastery feats.


Melkiador wrote:
It would seem to depend on how good the armor mastery feats are. Hopefully those actually are a thing.

Honestly, the only one I can see that is good is Secured Armor, which gives you a 25% chance to ignore crits and SA that stacks with light and moderate fortification.


Stainless steel isn't a material in PF (Not to mention it's actually a terrible material for weapons in real life). I would certainly say the "functional" part of a gun is the barrel, which you could make out of mithral, but it's really up to your GM.

Also, for HP and hardness, it would likely be considered a projectile, but for hardness you would use the hardness of the chosen special material.


Nope, no ruling prohibiting it. As long as you have hands, you can have gloves; if you have claws, you can make claw attacks even with gloves on.

Just pretend your gloves are fingerless.


Bob Bob Bob wrote:

So this should be easy, we have the price (14,080) and the cost (9580). The magic part costs half as much but the material/base objects costs are not reduced so we end up with X+C=14,080 and 1/2*X+C=9580 (or X+2C=19160).

So C (the flat cost) is 5,080. I honestly couldn't tell you where that's all derived from, presumably it's 30 Tower Shield, 150 Masterwork, and... 4,900 gp adamantine? That makes no sense. Of course, adamantine is already masterwork but that just leaves us with 5,050 adamantine, which is even weirder. I'm guessing it was cribbed from an existing tower shield item and they didn't think about the masterwork cost not being needed.

But math isn't wrong and doesn't lie, just the people who use it. So a masterwork adamantine tower shield would be 5,080.

So... Basically the cost of a suit of light adamantine armor and then some?


And yet they made mithral tower shields anyway. :v


theevilmonk wrote:

There are many unique shields that are made of materials that are otherwise not possible. There is also a voidglass shield within the same book.

Even the mithral tower shield in core is a shield made of material that is normally not possible(without DM acceptance; base tower shields are wood only)
Unique items are just that, unique. And they can often do things or be made of things that are not normally possible.
You can not make a tower shield out of adamantium or voidglass unless you purchase these specific magic items

Technically, you can make a tower shield out of mithral. There is a price listing for mithral shields in the CRB, nowhere does it say that tower shields can only be ever made of wood/darkwood.

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