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Belkar Bitterleaf

Ashram's page

Pathfinder Society Member. 817 posts. 1 review. No lists. No wishlists.


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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?


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.


1 person marked this as a favorite.

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.


2 people marked this as a favorite.
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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Mark Seifter wrote:
jedi8187 wrote:
Ashram wrote:
It makes me feel both sad and old that people see the magical child archetype description and think "Sailor Moon" rather than rocking out to the original Power Rangers theme.
That's because sailor moon is closer, yes both have transformations, but power Rangers don't have magical pets
I guess you could get an arbiter inevitable named Alpha 5 who always say "Aye yai yai yai!"

Saba is pretty close, although he's more of a black blade.


It makes me feel both sad and old that people see the magical child archetype description and think "Sailor Moon" rather than rocking out to the original Power Rangers theme.


Barachiel Shina wrote:
Keldin wrote:
Alexander Augunas wrote:
Ask your GM if you can take Poison Use as a rogue talent. You never know; she might say yes!
'cause that's too easy/makes too much sense! Heh.
I do believe "Blood of Shadows" offers Poison Use to Rogues as a talent now.

Yep, looking at it right now. It's under the Fetchling section, but it's open to everyone. And it only took Paizo seven years to publish it in a non-core book!


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They literally just had a storyline where Bruce Wayne had amnesia and forgot he was Batman.


Kahel Stormbender wrote:
What book are you looking in? That way I can read over the info before coming to a decision. Assuming I have that book, that is.

Inner Sea Combat.

As far as the actual questions go:

1. B.
2. A, since the Charisma is being added to your Dexterity mod.
3. Technically B, but I don't see why even a PFS GM would say no. Ask your VC.


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jeuce wrote:

Fearless wretch

Insanity
He watches
Lurking beneath the sea...

I was thinking more along the lines of Welcome Home (Sanitarium). :P


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So I'm guessing Aric is LG and Red Raven is LN?


Hayato Ken wrote:

Another monk question:

Knockback Kick: said wrote:
The monk attempts to knock his foe back with a powerful kick. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe).
Does that mean only the base attack bonus is used? No STR/DEX bonus or any other bonus that would figure into the attack? This would make it considerably weaker than any maneuver, because it wouldn´t somehow scale at all i think.

Common sense would tell you it would be like any other combat maneuver, IE you use your Strength (Or Dexterity if you have Agile Maneuvers), plus the BAB of whatever attack in your progression you're using.


Darksol the Painbringer wrote:
Letric wrote:
Remember he's a Ninja, he can't dump CHA, otherwise all of this ki powers are useless.

I thought that was Wisdom based. I seriously don't understand why a Ninja has to be Charisma-based for his Ki, when every other form of Ki is Wisdom-based. I want to know who the wisecrack at Paizo is for creating an inconsistency like that (it's like one normal Spike Pit dealing Bludgeoning damage instead of the Piercing that every other Spike Pit would otherwise do, with zero mechanical difference).

At any rate, it's a minor fix, since he's Dexterity-based anyway. Just switch the Strength and Charisma stats around (he's carrying Leather Armor, two Wakizashis, a Composite Bow, some rope/grappling hooks, and Thief's Tools, which puts him right below his Light load threshold).

Needless to say, his level 4 Stat would go into Charisma to have a +2 Charisma modifier, if he really needs it. The rest goes into Dexterity.

...That Ki stuff is gonna bother me for the rest of my days now...

Ninja ki being Charisma rather than Wisdom is because unlike monks, who gain usage of their ki through monastic training and attuning their minds and bodies, ninjas treat their ki as a tool and call it up through force of personality.

...Be glad there's no PF feat like Kung-fu Genius, which allowed monks to use Int for all of their Wis-based abilities...


Queen Moragan wrote:
Ashram wrote:
Avildar wrote:
Ultimate Equipment wrote:

Gold

Typically only used for ceremonial weapons and armor and for display, metal equipment made from gold is fragile, heavy, and expensive.

Often golden armor is gold-plated rather than constructed entirely from gold. Gold-plated items triple the base price of weapons and armor and have the same properties as the item the gold is plating. Items constructed purely of gold cost 10 times the normal price for items of their type. Gold items weigh 50% more than typical weapons or armor of their type.

Gold is often too soft to hold a decent edge, but light weapons that deal piercing or slashing damage can be constructed of gold or some nearly gold alloy. They take a –2 penalty on damage rolls (minimum 1 damage).

Gold weapons have half the hardness of their base weapons and also have the fragile quality.

Gold can be fashioned into light or medium metal armor. The softness and the weight of the metal decrease the armor/shield bonus by 2,

It mentions that gold is to soft to hold an edge, and that light weapons that deal piercing or slashing damage can be made of gold, and that they take a -2 penalty on damage rolls. That means, that blunt gold weapons and non-light gold weapons suffer no such damage penalty.
This line of thinking makes me desperately wish that the devs would go back and make clarifications for this and alchemical silver to read: "Gold/alchemical silver is too soft to hold a fine edge, and takes a -2 penalty to damage as a result; due to the same softness the prevents the material from taking a sharp edge, gold/alchemical silver cannot be used to make bludgeoning weapons, as the weapons would dent and break easily." The very clear RAI of this is that you can't make bludgeoning weapons from gold, as if it's too soft to hold an edge, if you were to make a gold hammer and beat someone with it it would dent itself into uselessness after a few battles at best. The
...

My headcanon as to why alchemical silver takes that damage penalty is because silver is softer than steel and the alchemical process that alloys the silver with the steel makes it weaker as a result. Which is why alchemical silver bludgeoning weapons aren't mentioned.


Forsparda wrote:
hey trying to find some information on the spell Jolting Portent in the spell it says you use either your wisdom (for clerics) or charisma (for oracles) and im trying to find out if you use the full wisdom score or just the modifier normally id go with just the mod (and did when it came up in my game but id like clarification)

Common sense would tell you you use your Wisdom modifier for clerics and your Charisma modifier for oracles.


Avildar wrote:
Ultimate Equipment wrote:

Gold

Typically only used for ceremonial weapons and armor and for display, metal equipment made from gold is fragile, heavy, and expensive.

Often golden armor is gold-plated rather than constructed entirely from gold. Gold-plated items triple the base price of weapons and armor and have the same properties as the item the gold is plating. Items constructed purely of gold cost 10 times the normal price for items of their type. Gold items weigh 50% more than typical weapons or armor of their type.

Gold is often too soft to hold a decent edge, but light weapons that deal piercing or slashing damage can be constructed of gold or some nearly gold alloy. They take a –2 penalty on damage rolls (minimum 1 damage).

Gold weapons have half the hardness of their base weapons and also have the fragile quality.

Gold can be fashioned into light or medium metal armor. The softness and the weight of the metal decrease the armor/shield bonus by 2,

It mentions that gold is to soft to hold an edge, and that light weapons that deal piercing or slashing damage can be made of gold, and that they take a -2 penalty on damage rolls. That means, that blunt gold weapons and non-light gold weapons suffer no such damage penalty.

This line of thinking makes me desperately wish that the devs would go back and make clarifications for this and alchemical silver to read: "Gold/alchemical silver is too soft to hold a fine edge, and takes a -2 penalty to damage as a result; due to the same softness the prevents the material from taking a sharp edge, gold/alchemical silver cannot be used to make bludgeoning weapons, as the weapons would dent and break easily." The very clear RAI of this is that you can't make bludgeoning weapons from gold, as if it's too soft to hold an edge, if you were to make a gold hammer and beat someone with it it would dent itself into uselessness after a few battles at best. The same with two-handed weapons; they aren't mentioned because unless they're magically strengthed, you either can't make them or they would be useless and too soft to be used as weapons.

Now, if you were to magically strengthen the gold item as you're crafting it, then it could be made into whatever you want. Note that "magically strengthen" is different from "make magic"; the rules for that sort of thing were changed from Ultimate Combat to Ultimate Equipment.


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I'm definitely getting a Red Robin vibe from that costume...

Red Robin


Because it specifically calls out "rogue talent" and doesn't say "At and after 10th level you can use this favored class bonus to select advanced rogue talents".

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