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Belkar Bitterleaf

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Pathfinder Society Member. 173 posts. No reviews. No lists. No wishlists.

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Thankfully, the first Bestiary has a fast track record of being errata-ed, since it's one of the two core books necessary to play.

Still waiting on that Bestiary 3 and Ultimate Combat errata, Paizo. :P


Aashaq almost sounds like a female Ashardalon... ;)


Rusty Ironpants wrote:

I have another question regarding spell storing armor aside from the swift/immediate action issue.

Assume for a minute the armor is actually able to cast the stored touch spell on your attacker. Does the spell automatically hit or do you need to roll a touch attack? If you have to roll and miss, can you hold the charge on the spell?

It's like the weapon version of Spell Storing, it's an auto-hit since you activate the spell on the point of the attacker's impact.


wmullen wrote:

I am still trying to figure all this out. I understand the

SL. X. CL. 750gp formula
For a wand of Mage Armor with a CL of 1 this costs just 750 gp

However, if I am interpreting this thread correctly, a wand with second level spells would cost 4500 gp (2. X. 3. X. 750). Third level wands would cost a minimum of 11,250 gp.

While this makes some sense for an all or nothing type spell, I wonder if it must be true for spells that have affects based on CL. Suppose wizard XYZ comes to a town and needs some cash, so he decides to sell a few wands. There is no market for 1st level wands, however, being a mining community there is a market for Darkvision wands. At 4500 gp for a CL 3 wand, these may be out of reach for most miners. However, since Darkvision has a duration based on CL, could XYZ dumb down the spell to CL 1 and sell the wands for a more affordable 1500 gp

Before saying No, if you must be 5th level to create a wand, you are already dumbing down spells to creat a wand with a CL of 1 or 2 .

Will Mullen
Chicago

Unfortunately, in the case of higher spell levels you can't lower the caster level of the spell below what it would normally require to cast the spell. In other words, you could not lower Darkvision to a caster level of 1st, since it is a 2nd level spell and thus requires at least a caster level of 3rd.


Even adamantine full plate would only have 45 HP (9 x 5), plus 1/3 more HP because of the adamantine, so a total of 60, not counting enhancement bonuses or the Impervious armor enchantment.

At a sufficient enough level, a dedicated two-handed fighter or barbarian sunderer could decimate HP totals that low.


If you want lighter darts, you can always try darkwood.


Basically, you want everyone to have the Death Attack ability.

Yeah, I can see some problems with that.


Nope, the dwarf would only get soft cover.


Dragon78 wrote:

Celestial Totem, Lesser-magical healing on barbarian is increased by 1 per caster level(healing spells, channeling, and lay on hands)

Celestial Totem-shines like daylight spell+ invisibility purge vs non-good creatures within 5' radius of barbarian(8th).
Celestial Totem, Greater-gains SR11+barbarian level vs spells with the evil descriptor and a +2 save bonus vs spells and effects from evil creatures(12th).

I can live with this. Thanks a million. :D


All I can see is this: [url]http://www.d20pfsrd.com/feats/3rd-party-feats/paizo-fans-united/achievement -feats---3rd-party---paizo-fans-united/a-light-in-the-darkness-achievement[/url]


Someone needs to shed some light on Celestial Totems.

Like, right nao plz.


Technically, it should apply once per Spell Specialization, just as you can take Weapon Specialization as a fighter for different weapons if you have Weapon Focus for them. It was probably an oversight.


Shem wrote:
I was working on a Monk Paladin (don't ask me why except I rolled some amazing stats) and the Champion of Ironi seems to be for exactly that class combination. I skimmed it and will print a copy for my DM this weekend.

It's Champion of IRORI, and it's in Paths of Prestige.


I'm rather partial to fighter/rogue, for the crossbowman fighter archetype and lots of sneak attack. Then again, I like to play snipers. :P

Two-weapon warrior/rogue is pretty ballin'.


Now, if you wanted to work off of 3.5 epic rules you could do it, but the price is enormously high.

First off, when calculating the cost of a magic weapon or armor, the cost of the masterwork weapon and special material does not count towards the total magic cost.

Secondly, the caster level requirement for making magic weapons and armor can be waived in exchange for a +5 to the DC of the Spellcraft check you have to make at the end of the item crafting process.

And lastly, yeah, your math is WAAAAAAAY off.


Summon Monster + Sacred Summons is a good one.


Void mage counts as a specialization, so you can't be an evoker and a void mage at the same time, sadly.


Find a priest of Sarenrae with Craft Reliquary Arms & Shields and commission a reliquary weapon so your weapon can be a holy symbol and function as a permanent fixture of your deity when you cast Consecrate.


MrSin wrote:
Ashram wrote:
Actually, Infernal Healing would be bad, considering it's an [Evil] spell just like summoning an evil outsider modifies Summon Monster to have the [Evil] descriptor. An adventuring paladin who recognizes the spell definitely shouldn't go smite-happy over it, but he should be like "Bro, not cool. There are better ways to go about it than that." However, continued use might be a problem.
Heres how I hear that. "How dare you heal the weak and sick! I mean, garunteeing their safety and life through a little wand that uses a bit of demon blood. You should feel ashamed!" the wizard then shrugs and continues to heal people...

A responsible paladin should have offered to step up and heal them in the first place via Channel Energy or a CLW wand, rather than subject the people to a spell that while yes, heals damage, is still evil. You're using diabolical (It's devil blood, not demon :P) blood to heal people.

The road to Hell is paved with good intentions.


Actually, Infernal Healing would be bad, considering it's an [Evil] spell just like summoning an evil outsider modifies Summon Monster to have the [Evil] descriptor. An adventuring paladin who recognizes the spell definitely shouldn't go smite-happy over it, but he should be like "Bro, not cool. There are better ways to go about it than that." However, continued use might be a problem.


Evoker wizard not having at least Craft Wand or Craft Wondrous Items? For shame.


Technically, yes, you can use a scroll as part of the magic item crafting process, but you have to have as many scrolls of the needed spell(s) for the number of days it will take you to craft. You're basically trading gold to eliminate the +5 to the crafting DC.

And also, Claxon is correct. Having spell-like abilities does not qualify you as having a legitimate "magic caster level". However, I'm sure you noticed that Master Craftsman does not automatically give you CMA&A or CWI, it simply allows you to qualify for them by replacing caster levels with ranks in relevant Craft skills.


What Tiems said. The familiar is TREATED as having HD equal to their normal HD or to their master's character level, whichever is higher, but their normal, base HD stays the same.

http://paizo.com/pathfinderRPG/prd/classes/wizard.html#_familiars


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shallowsoul wrote:

So would you be stuck with a +5 weapon while everyone else could have a +5 followed by some properties such as keen or speed.

I always thought the blackblade worked a lot like the paladin's divine bond.

You're a magus, as long as you have arcane pool points you can have a variety of enchantments on your weapon nearly at will, with magus arcanas for more enchantments beyond the ones you get for core magus.

You're getting a +5 intelligent weapon with a plethora of powers for the cost of taking an archetype, don't complain. :P


Alchemy Studios wrote:
Who wins? Are you immune to Mummy Rot? If not.. Do you get the +6 bonus Vs Disease?

Technically, unlike a paladin who by Divine Health gets immunity to mundane and supernatural diseases, an internal alchemist's disease immunity simply states "diseases". Mummy rot is a curse that imparts a supernatural disease.

Were I to judge it, I'd say you'd get the bonus but not the immunity.


poundpuppy30 wrote:
But where does it say he gets so many feats and at what level he gets more?

Can you not read your Core Rulebook at the moment? If not, look at Jussi Leinonen's post. It sums it up.

You get:

1 feat at 1st level, regardless of race (Listed in the "Using This Book" section of the Core Rulebook)
1 bonus feat, if you are human (Listed under Human in the Races chapter of Core Rulebook)
1 bonus feat for being a monk or fighter, plus a bonus feat progression for either class. Some classes grant bonus feats, read that classes description for clarification.

poundpuppy30 wrote:
I can't find the page number in the core rule book. I read feats on page 112 and it doesn't mention exactly what each class gets but says to check classes for individual class feats and I don't see clerics getting any so is the 1 feat the standard number and if your class has written it gets other bonus feats then you are lucky and get those too?

Feat progression is on page 30 of the Core Rulebook, under Character Advancement.

And yes, for the millionth time, a dwarven cleric would get 1.


Native Outsiders and Proficiencies

Bam, developer response. No martial weapon proficiencies for native outsiders.


He gets 1.


Let's see...

1. The GM decided that you could only sneak attack once in a round (He knew that this was Backstab from earlier D&D editions, he just didn't like players doing massive precision damage like our two-weapon rogue), unless you took a long string of unrelated feats that magically grant you more sneak attacks.

2. Paladin with high Charisma and Divine Grace in the group? Crank up ALL THE DC'S! (Our GM decided to punish everyone else in the group because we had a paladin with good saves thanks to Divine Grace. Tiny pit trap? DC 30 now.)

3. You only have ten "lives", after that, "your soul is too frail and frayed from the journey from the afterlife to make it back to your body." (A failed attempt at making death "scarier", the GM was also very sadistic and got his rocks off by killing PCs.)


A. Positive energy does not harm any outsiders, unless you have the Alignment Channel of the corresponding alignment to those you want to harm. Unless the outsider also has the undead subtype, in which case positiive energy would also affect them.

B. There is a list of special material components you can use in Adventurer's Armory and while I don't remember holy water being listed, I'm sure you and your GM could come up with something if he's game for the idea.


Dissinger wrote:

While it does go expressly into the singular, I would not be surprised if a wizard had two or three spell books over time. You have two choices...

1) Duplicate spells from one book to another, keeping the spells you use frequently. You lose some spells in the long run, but you keep with the flavor as you interpret it.

2) Allow multiple spell books. It says they must study their spell book. No where does it say he cannot carry multiples. Now obviously this makes it hard, for if someone steals a spell book they have a chance of making off with the level 9 spells and leaving you the cantrips.

That's just life.

Even in 3.5 this problem existed. It was just generally accepted you could have multiples here.

SO if you didn't have this problem in 3.5 why do you now?

Actually, in 3.5 Complete Arcane, you could buy spellbooks with more pages than 100.


One can be suppressed with Anti-magic Field.


asthyril wrote:
Banecrow wrote:
The Human Diversion wrote:
Azaelas Fayth wrote:
Wait at Ninten mentioning Golems: Are Golems still immune to Sneak Attacks & Criticals? Didn't that get changed?

As far as I know there are three things that can't be snuck/crit:


  • Swarms
  • Elementals
  • Oozes
You forgot Incorporeal Undead, they are immune also. Or maybe that is just Incorporeal in general.

Incorporeal creatures are immune, unless you are using a ghost touch weapon.

Swarms CAN be sneak attacked. They are just immune to weapon damage if they are smaller than tiny. if you look at the descriptions of oozes, elementals, and swarms, oozes and elementals specifically state they are immune to precision damage, such as sneak attack. swarm traits, however, do not state that. they are only immune to sneak attack through being immune to weapon damage, those swarms made of creatures not immune to sneak attacks can still be hit with precision damage. and i guess technically you do sneak attack that one wasp in a wasp swarm that you hit. you definitely kill him. but his 99,999 friends probably take offense to it.

What do his 99,999 friends have to say about an arcane trickster sneak attacking with a Fireball? >:3


As long as the chosen spell is of a level they can cast, then yep.


Unarmed strike: I believe so.
Spell: Only if they do not cast defensively, or if the spell is a swift or immediate action.
Moving: Correct
Touch attacks: Melee touch attacks do not provoke, although if the spell is not cast defensively in melee, the act of casting might provoke. Ranged touch attacks do provoke because you are aiming a ranged attack in melee (Also if you don't cast defensively in melee).
Supernatural: Normally, Su. abilities do not provoke by their usage alone, although if it is a ranged touch attack granted power of a cleric's domain, it might provoke if they attempt to aim the attack while being threatened in melee.


If 3.5 stuff is allowed, you could also take Death Blow, which requires BAB +2 and Improved Initiative, and allows you to coup de grace as a standard action.


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Not gonna lie, if you're an evoker and you like wands a bunch, I would whole-heartedly suggest picking up Craft Wand, Craft Staff, and then the Staff-like Wand arcane discovery from Ultimate Magic. Make any kind of wand dirt cheap at 1st level casting (Even delicious healing wands if your party has a cleric) and suddenly you can use it at your full caster level with your full save DCs.

Only problem is that it's kinda feat intensive and high level.


It's from Advanced Race Guide, page 12.


Adamantine has several pictures in Pathfinder, namely in the special materials section of Ultimate Equipment and a rather large one for the Shard of Greed from Shards of Sin. It's a dull, black metal.


Starglim wrote:

There have been various definitions of "cold iron". If it's a particular ore, it might take an expert smith or smelter-operator to see the difference. If it's iron shaped only by cold-hammering and grinding, the blade should look quite distinctive.

In general Craft (weapons), Profession (prospector), Profession (miner), Profession (smelter) and Appraise might be appropriate skills to answer this question, whether actually rolled or just looking for ranks.

To determine the type of ore, it would actually be Kn.: Dungeoneering, since it would be identifying a metal or mineral.


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Clearly, they're fighting Ashardalon.


Mithral and adamantine are pretty distinctive in appearance; judging from the Mithral Fullplate of Speed in the Core Rulebook, mithral is a very bright and shiny silver, probably to the point that you'd really have to spit-shine normal or alchemical silver to get the same sheen. Adamantine is a dull, black metal (Because it's basically hard, dense space iron).

So far as I see, cold iron doesn't have any special look to it, the only picture given so far in Pathfinder is the Holy Avenger and that's already customized to the point that the base metal's color isn't shown. If you're the GM and want to customize it, by all means go ahead; I like to imagine cold iron being grayish with silvery speckles of lighter iron.


1. Yes. You would need Reach Spell to broaden your selection.

2. No. An axe musket is first and foremost a two-handed firearm, not a one-handed weapon.

3. Improved Ranged Spellstrike says that any effects not used in the round the spell is cast are lost, so it seems that your GM could go two ways on it: Either A) A spell like Frostbite automatically dissipates after the first round you use it to Ranged Spellstrike with Reach Spell, or B) On the second round, the spell is still usable, just not subject to Ranged Spellstrike (As Spellstrike says that you can only use that ability when you cast a spell; by RAW any round after you cast a spell, the spell returns to being delivered the old-fashioned way.)


A. You can intentionally lower your caster level for a spell you cast, so long as it doesn't go below the minimum caster level required for casting the spell (Example: A 10th level evoker casting Fireball can lower the caster level down to 5 and do 5d6 damage, but no lower).

B. Correct on the counterspell, except for the part that when the target casts a spell, you must make a Spellcraft check to identify the spell. After that, you either have to cast the same spell as the target or cast Dispel Magic (Or if you have the Improved Counterspell feat, you can cast any spell from the same school of magic as the target's spell).


First: The entire first part of your history is unnecessary. Just get to the question at hand.

Second: Only one familiar is permitted at a time, no matter the source. Just like you can't have a familiar and a bonded object at the same time, the classes would stack for the purposes of the familiar's level but would not grant a second one. In the case of the arcane bloodline sorcerer, the familiar from that class would take precedence and the Eldritch Heritage feat for the serpentine bloodline would simply not work.


P.S.: There's a reason more domains in 3.5 were accessed by epic level feats.


Can't you just make the scimitar Ki Focus?


I had better see an entry for the M1911 for 20th century weapons. ;)


Is this ring meant to be flawed or cursed? A -2 to caster level is pretty hefty. I'd say make it at least 3/4 to 1/2 cost (10-15k).

Also, this should probably be in the Advice section. :P


Technically, arcane casters have no alignment restriction on Summon Monster, but Malconvoker's alignment restriction was "Any non-evil".

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