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Belkar Bitterleaf

Ashram's page

Pathfinder Society Member. 513 posts. 1 review. No lists. No wishlists.


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zergtitan wrote:
Mark Seifter wrote:
zergtitan wrote:

Legacy Weapons!? Nice!

If its too much to ask, would it be possible to produce a legacy weapon version of Briar from Kingmaker and the Artifacts Campaign Setting Books?

In addition to plenty of examples, we provide everything you need to make your own scaling items, so I'm excited to see what the boards come up with in that regard!

Sweet! Yeah I found an old post I made when trying to form Briar into a legacy weapon for the entirety of Kingmaker and these new rules might make it work.

Zergtitan wrote:

Well right now i have it's progression mirroring it's awakening progression in Sound of a Thousand Screams.

It is found in the Temple of the elk as a +1 Bastard Sword with nothing more known except it's name is Briar and whoever wields it shall hold the fate of The Stolen Lands in their hands. then it's progression continues with each major villain defeated.

Defeat the Stag Lord: +2 Bastard Sword
Defeat the Enraged Giant Owlbear: +3 Cold Iron Bastard Sword
Defeat Vordakai: +3 Intellegent (empathy) Cold Iron Bastard Sword
Defeat Armag: +4 Intellegent (speech) Cold Iron Bastard Sword
Defeat King Castruccio Irovetti: +5 Intellegent (telepathy) Cold Iron Bastard Sword (Vorpal towards Fey)
Defeat the Jabberwocky: +5 Intellegent (Telepathy) Cold Iron Vorpal Bastard Sword

Kinda curious, does the sword suddenly and magically transform into cold iron? That seems kinda silly.

leo1925 wrote:
Neongelion wrote:
leo1925 wrote:
Neongelion wrote:

I for one welcome our brain-sucking overlords.

The hidden message (as with all APs) in the final book, by the way, was "keep watching the skies". Distant worlds/Dominion invasion AP confirmed! Helps that James Jacobs said he had a Dominion invasion AP plot slushing around in his dinosaur brain for awhile too :D

There was the same hidden message on the Second Darkness.

Also i am still waiting for those runelords to return (RotRL hidden message).

Well they did technically return. One of them anyway. And not Karzoug. If you don't know what I'm talking about then good, spoiler alert.

Anyway I am getting my Distant Worlds AP regardless! It might be in 2017, it might be in 2045, it might be in the grim dark future 40,000 years from now but damnit I will get it!

Are you talking about

** spoiler omitted **

Well, that, and we already know (Or have a good idea) of where three other Runelords are. During the Shattered Star AP you find out that Sorshen is hidden under Castle Korvosa, in Mythic Realms you find out Zutha is buried deep under the Cenotaph plus the Continuing the Adventure section of Shattered Star has a necromancer taiga giant lich with two of the three sections of Zutha's phylactery, the Gluttonous Tome, who is poised to bring Zutha back, and in Dungeons of Golarion it's vaguely hinted at that Alaznist is likely hidden somewhere that can be accessed by her runewell of wrath.

A. There is no limit to how many spells per day you can scribe into your spellbook, provided you have materials and time. Nowhere in the Arcane Magical Writings section of the Magic chapter does it say there is a limit.

B. There is also no limit to the amount of time you can spend scribing a spell into your spellbook. The "maximum 8 hours per day" that Legowaffles mentioned is for legitimate mundane and magical crafting, not for scribing spells into a spellbook.

Alchemical power components.

Neither. Dimensional Dervish requires a full-attack action to perform plus the casting of dimension door as a swift action. The requirement of a full-attack action means that you cannot use spell combat, which is another full-attack action, and since you can't cast any spells (Not even a quickened one because of the swift action dimension door), you cannot use spellstrike.

This seems more like an advice thread rather than a rules question. Flagged for a move.

Thinking back on my Runelords questions and re-reading the Rise of the Runelords Anniversary book, apparently James did name (Or give the go-ahead to name) the first Runelord of Greed, Kaladurnae. That's four down, three to go. :P

Hey Mark, going along with the warpriest train of thought, does the bonus combat feat granted by a human warpriest's favored class bonus get the same benefit of using their full BAB to qualify for it?

bdub wrote:
Being new to Pathfinder, what's the best way to approach errata with Paizo? If I buy a PDF, will a corrected version be released in the future that I can download?

Yes. If you buy a PDF and a later printing is released, all you have to do is re-download the newer printing PDF, for free.

Also, I could have sworn the Paizo Dev Team account went silent last year because of SKR leaving, since he was the biggest proponent of getting FAQs out as soon as possible.

What? Weapon Versatility is a Paizo source, it's from a campaign setting book. I think you meant "core". It's even PFS-compatible.

1 person marked this as a favorite.

RAW it can work, if you have Weapon Versatility. Using that and changing the damage to piercing would allow a staff to qualify, although naturally you'd have to be using it one-handed through Quarterstaff Master and not ever use it two-handed to get the benefit.

mardaddy wrote:

LOL. We had a player drop out of our Shattered Star AP over a couple of "perceived" issues, one of which was that, yes, he had planned his Bonded Witch out to 18th level not just with Feats and weapons and Skills, but also planned out what magic items he wanted to get at what levels, then dropping hints every game what he was, "hoping for," at that level of the AP so I would conveniently, "seed," the AP with his wants...

I ignored it. And after I stuck to my guns regarding how, "Detect Magic," works, that was enough for him to quit after four sessions.

I went by the rules, he tried to get me to allow Detect Magic to be constantly on. Whenever it expired, he would recast it immediately, and he scanned as he walked everywhere, trying to get me to treat it like "Magic Radar" without him having to stop and concentrate for the 6/12/18 seconds to get the staged benefits the spell description required.

Well, That was the last straw --- he quit.

If the guy wasn't an idiot he would have known there was a way for Detect Magic to be always on. It's called Permanency.

2 people marked this as a favorite.

My favorite threads are the ones where the OP posts an unpopular opinion and then never posts in the thread again.

Also, despite the fact that it likely won't be advertised, remember that Belkzen was originally one of the dwarven Sky Citadels. The area is more than just "hurr durr orcish badlands".

Quick necro question for Steven Helt: What deity would you ascribe to Luersa? Seeing as antipaladins need a patron deity in Pathfinder and in keeping with the context of the adventure, she'd likely worship one of the archdaemons or possibly some NE deity.

They would simply count as a Small aasimar, and thus would indeed get 30 ft. movement speed.

None of them stack, unless they say they do. Holy Vindicator stacks with all of them, but otherwise, they're all separate pools.

Also, warpriest can channel energy by way of sacking fervor, much like a paladin's lay on hands.

I would say it'll come out in the next six months, considering Technology Guide came out the same month and a second printing is already in circulation for it.

Is it really so hard to not quadruple post? There's an edit button for a reason.

By pure RAW, I doubt this would work, as Channel Ray specifically calls out when you channel energy, you can make a ray; Channeled Revival is a special, specific use of channel energy that is not technically channel energy, it simply takes uses of that ability to fuel it.

That said, ask your GM.

Rynjin wrote:
Tels wrote:
Shiroi wrote:

Hah, 1000 to a crowd beats my math, but just from what can actually be done at 20th, I got 1200+ to a single target for 3 burn (see my edit)

Since the strongest hp creature I can find is a CR 39 Lucifer with less than 1000 HP, this is instant death if done correctly (a single kineticist with 4 wizards preparing to cast true strike as prepared actions in sequence on each attack, and a guardian of some kind to keep the kineticist from dying long enough to charge up.

True Strike is a personal range spell and can't be cast on anyone other than the caster.

Zere are...veys.

Just off teh top of my head, a Sensei Monk letting you cast it yourself, as an example.

Alchemist extract of True Strike. ;)

Maybe if we're lucky, Inner Sea World Guide and Inner Sea Gods will get a new printing.

Okay, so going back to something I've been seeing because I must have missed that discussion, a kineticist's powers incur spell resistance checks now?

There are no official psionics in Pathfinder. The only thing close to it is the psionics series by Dreamscarred Press, which is a direct adaption of 3.5's psionics system.

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The smitter wrote:

What is the drug that is made out of ground up mummies and what book is that in? I think it is mumra but that might be the villain from Thundercats.

Fielding this one for James: It's called 'mumia', and you can find it in two varieties. Genuine mumia is from Pathfinder Campaign Setting: Lost Kingdoms, and the synthetic version is from Pathfinder Player Companion: Undead Slayer's Handbook.

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James Jacobs wrote:
Ashram wrote:

1) Magic can make things do all sorts of stuff. Including making ice, bone, or even light into a weapon that is very effective.

2) Accident. Alaznist's ranseur has a different Runelord of Wrath's skull on it, not the first. ALTHOUGH... liches rebuild their bodies once killed, so perhaps she killed him at one point and took his skull and let him rebuild!


On #2, considering by Alaznist's reign Alderpash would have been very (un)comfortably tucked away in the Abyss for at least a couple hundred years by Baphomet, I highly doubt Alaznist would have taken a field trip to the Abyss just to get a neato trophy for the butt end of her ranseur. :P

On #7, I meant the fact that by RAW you can't make a scythe out of bone, since you can't make a two-handed slashing weapon out of bone. Although I guess if you jerry-rig a wood handle and a bone blade like Krune's dragon-tooth longspear, you can get around that. I'll just chalk it up to "10,000-year-old wizards did it." ;)

Two new questions!

1. How was there an art mix-up for Sorshen's guisarme, considering it's never been depicted in official art?

2. Alaznist has been called an arcane knight before. Was that just for her enjoyment of using evocation, or did she actually wear armor? (You've mentioned before that she would not have levels in Eldritch Knight.)

David Neilson wrote:
Then again if they are Chaotic Good, they could break the law.

And risk getting the long, ironshod boot of the law up their butts, considering there's nothing to go on if the PCs want to, say, start in Thornkeep instead. A Chaotic Stupid character going around breaking laws is just going to piss the Hellknights off and make things hard for the rest of the group.

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In-depth nerd questions about the Runelords' weapons of rule (And other Runelord-y things) incoming:

1. Krune's dragon-tooth longspear is detailed in "The Waking Rune", which very obviously has bone for the tip of the spear. Normally even magically-strengthened bone takes a damage penalty, but his spear does not. Oversight, or crazy Runelord magic?

2. In "The Dead Heart of Xin", Alaznist's write-up states that her adamantine ranseur has the skull of the first Runelord of Wrath impaled at the butt; "The Herald of the Ivory Labyrinth" states otherwise, saying that the first Runelord of Wrath was whisked away by a demon lord for a foolish promise and resorted to lichdom. Accident, or retcon?

3. Do you have the names of the other four original Runelords, and are they important enough to keep under wraps?

4. Any hints as to what "undocumented" skymetal Xanderghul's lucerne hammer is made of? I've always held that it's horacalcum since the metal is so rare that it was effectively undocumented (And it's technically the metal that embodies his sin.)

5. Sorshen's "double-headed guisarme"... One head at both ends? Wracking my brain on this one.

6. Belimarius' "memory-stealing halberd of gold and mithral"... Solid gold pole with a mithral head, or some weird mixture of the two?

7. Zutha's "life-stealing scythe made of bone": Technically not possible, by RAW. More crazy Runelord magic? :P

8. Earlier in the thread, you mentioned Belimarius was between Krune and Zutha in power. Considering Zutha and Krune are the same level, would Belimarius be a 17th level old female Azlanti abjurer?

And now I'm done. Whew...

ElterAgo wrote:

Ok, My group is considering this for our next campaign. (I will be the GM if we do it.) There have been a few concerns raised based on comments heard/read.

Superdungeon! Kool for the retro feel. But most of my players have become used to a certain amount of mystery/investigation/social/etc... aspects of the game. They certainly like good combat scenes. But they aren't too interested if it is just combat. They really aren't too into the murderhobo scene. (Well, one guy is. But he's trying to get over it.) Is there enough story to satisfy a fairly average group?

Bad Guys? One of the players heard that the PC's almost have to be the bad guys in this one. I've got a couple of players that tend to have a problem with that. They want to be the shining heroes coming to the rescue. Not the ones that people need to be rescued from. Are the PC's really the bad guys in this?

1. Absolutely, provided your group (Or at least the wizard, most likely) has a taste for Azlanti shenanigans. Most of the overarching story is Azlanti in nature, until you get to one of the lowest floors. There are a lot of subquests in between then that might satisfy your group's want of investigations/mysteries, but more or less all real social stuff is going to be in town and made up by the GM, as there are several minor hooks around town that the GM can use if they're feeling creative. (Most of them are fighting high-level monsters that can easily gank an entire party if they find them at too low a level, old-school superdungeon style...)

2. The PCs don't have to be the bad guys, but being good (Especially chaotic good) is going to be incredibly tough in a staunchly Lawful Evil town. Knights in shining armor (And indeed, adventurers in general) aren't held in very high regard by the Hellknight militia. Also, to adventure in the area without the Hellknights persecuting them your PCs will need a warrant from the town leader, which has a VERY steep tax of 30% of ALL the PCs wealth found in the Emerald Spire dungeon.

It's because they know we're waiting for it. I'm betting it won't happen until after the end of the year.

LoneKnave wrote:

Unarmed strikes suck even with the monk damage boost, because they have no crit multipliers (on top of the issues you mention).

Pretty sure BoNS had a feat that was (quoting from memory here) "your unarmed strikes deal damage as a monk of your level. In case you are a monk, increase this is capped at your level+4", and nobody made a fuss about it.

That would be Superior Unarmed Strike, from Tome of Battle: The Book of Nine Swords.

SUS requires Improved Unarmed Strike and BAB +3, and the actual wording is that if you are not a monk (Or are not treated as one), your unarmed strike damage scales thusly:

3rd: 1d4
4th-7th: 1d6
8th-11th: 1d8
12th-15th: 1d10
16th-20th: 2d6

If you ARE a monk (Or treated as one), your unarmed strike damage from that class is treated as four levels higher.

Irnk, Dead-Eye's Prodigal wrote:

Interestingly enough, this issue provides the first picture I have yet seen of the finalized cover for the first issue in the Giantslayer AP. It's pretty sweet.

For those of you who wanted to know about the new Fighter archetype...
** spoiler omitted **

Seriously, no bonus damage for wielding a gigantic weapon? A little sad that the archetype only has three abilities.

1. The rules are really unclear since the original rules are written for non-Imp. Familiar familiars. Technically, the entry for attacks says that they add either their Str or Dex, whichever is higher, to their natural attacks; the BAB simply says that their BAB is equal to the master's. RAI would say that yeah, it would be master's BAB for manufactured weapons as well.

2. Considering a mephit starts at 6 Int anyway, I'd say they're smart enough to be wielding a Small weapon if they aren't proficient; it won't be very good at it (Unless you cast the aforementioned spell) but if you ask it to, it probably could. GM mileage may vary.

Correct. If you could hold the charge, you would be able to, but that is not a feature for ranged attacks.

Guang wrote:

Question: BoG heritage languages: Do the replace the standard Half-Elf and Half-Orc bonus languages, add to them, or something else?

Not sure if this post will ever be seen - if no one responds, I guess I'll re-post in general.

The listed languages are just an example of what languages those kinds of half-breeds would speak. Depending on what parent the child is left with, they could theoretically speak any of the example languages, since in Golarion nearly every playable race starts with Common, a racial language, and an ethnic language if applicable.

Archives of Nethys custom spell search.

Your wish has been granted.

Brandon Hodge wrote:
Ashram wrote:
And even then, with your spreadsheets you STILL get math wrong that the players have to fix. Sometimes automating something isn't always a good thing. >.>
Are you suggesting it would be *better* if Paizo didn't have those checks and safeguards in place? Because if you think you've got problems now...

The thing is though, is that the program is only as smart as the people operating it. If you don't at least do a cursory glance at the numbers before you input them, you're gonna have trouble. All I have to do is go to any given Bestiary errata thread on this board for proof.

I absolutely understand that the Paizo staff is human, and that humans make errors. But as a player and a customer it's kind of annoying when it feels like Paizo only does the bare minimum amount of QA for its number-crunching and lets the players handle the rest, like we're some sort of free QA team.

Going off of what Dustin Ashe said earlier, making sure this is clarified:



TROLL FURY, pg. 229

Change all alignments to Neutral Evil or Chaotic Neutral to match druid class requirements.

Dorcus wrote:
Is gun-saint paladin with a divine bond (gun) viable?

You mean Holy Gun? It's not great, especially with the fact that they lose Detect Evil as an SLA and have to prepare it as a spell.

Brandon Hodge wrote:

From a freelancer's perspective, it's actually quite the opposite, and a far cry from "slap a class, rinse and repeat" or "less involved" than our usual Bestiary work.

In fact, I know myself and many freelancers prefer to build from the ground up.

That's because building a monster with NPC classes is actually twice the effort. Even pre-existing monsters have to be plugged into the in-house Paizo statblock spreadsheet, so you essentially have to rebuild the monster from the ground up anyway, even if the info is already published in the base statblock.

Then you have to apply NPC levels, and make sure you use all the proper advancement rules and get the right Key Classes and, in the case of monsters with pre-existing spellcasting abilities, make sure that everything lines up and gels just so. Skills are always confusing, too. It's actually one of the less pleasant freelancing tasks, and I much prefer to build a monster from the ground up than modify an existing one. And it's twice the workload on the development side, too--the developers have to make sure the freelancer plugged in the base monster correctly, AND applied the class levels properly.

I know that's not how we all do it at home, but when you're building a book to be published, from both the freelancer and design team perspective, it's hardly a matter of 'just slapping a few class levels on 'em' and sending them off to the printer.

And even then, with your spreadsheets you STILL get math wrong that the players have to fix. Sometimes automating something isn't always a good thing. >.>

Siouxsie and the Banshees reference, huh? Someone's digging deep.

2 people marked this as a favorite.
Cheapy wrote:
Your attitude seems seriously off for a cooperative game.

Absolutely this. Takhisis, if you're playing PFS, I'm almost positive it's Good only. And frankly, no one likes the a*$~*%* who only plays selfish douchebag characters. They're usually the first person people look to when "accidents" happen, and they're typically the first people offed. Your absolute refusal to play martial characters compounds this problem, as selfish dick and magic are rarely a good combination.

Abrisene wrote:

Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.


We had a jerk/fun GM that started using other effects of equivalent power in place of boring old light. This started with a munchkin Paladin that kept bothering him for a holy avenger; he eventually found one that played "Pump Up the Jam" at an uncomfortable volume; much frowning ensued. Good times.

There was a section on that in the 3.5 DMGII, where crafters could choose to take a crafting "signature" to make items look unique rather than just glow.

Skeld, would it be too specific to ask what stats the kunai has, and if the Pool Ray arcana for magus is a ranged Pool Strike? I'm hoping it scales, at least as Pool Strike does...

Now, is this a Diamond Head or a Metallica reference? ;)

Staff of Life has Raise Dead on it.

While books like Ultimate Equipment mention what kind of item a cursed item might originate from, they specifically don't list how to intentionally create them; mostly because they pop up randomly in treasure hoards, and because no GM wants to have players intentionally crafting necklaces of strangulation to hand out to people they don't like.

1 person marked this as FAQ candidate. 1 person marked this as a favorite.


The chieftain is listed as wearing chain shirt, which would prevent him from utilizing both the druid spells and the wildshape power outlined in his combat tactics.

Axial wrote:
Do the simple class templates that grant arcane spells suffer from spell failure from armor as normal? What about natural armor?

It doesn't outright say, but since for all of the arcane class templates they say "Can cast a small number of [class] spells with a caster level equal to their HD", it stands to reason. It's basically class levels baked right into a template.

I don't believe natural armor factors into it.

In a homebrew world, an arcanist with all of their archetypes could easily be taken as a "blank slate mage". Want a wizard? School Savant. Want a sorcerer? Blood Arcanist? Want a variant witch? Unlettered Arcanist. Want a full arcane caster that can heal? White Mage. Want a pseudo-summoner? Occultist.

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