Belkar Bitterleaf

Ashram's page

Organized Play Member. 1,079 posts. 1 review. No lists. No wishlists.


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Alright. That makes it... Significantly less useful for the burn cost or the half damage.


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Language-dependent spells usually have a line in their text that says so.


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One mooooooore thing! Spoilery things from Psychic Anthology.

Spoiler:
The Focused Blast infusion says it grants your kinetic blast an enhancement bonus. Does this enhancement bonus count as allowing your blast to bypass DR as a weapon enhancement bonus would?


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Verzen wrote:

Eh

I hate delayed and special requirements..

You still get all the goodies of your elemental defense, you just get it a couple of levels later. The requirements are a little silly, but make sense within the boundaries of the archetype.

Plus if you're a hydrokineticist you get a brand new effect for your shroud of water thanks to this archetype. I'll let you guess on that. :)


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Hey Mark, had another item you might want to look into adding to the Horror Adventures FAQ list. There's a bit of a problem with the Death Druid archetype: Death Druid shared consciousness


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Honestly, the best option in here is druidic herbalism, the third nature bond option for druid... It's so good that I expect PFS and the devs to nuke that s#!t from orbit in short order quite soon.


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I actually hope we do get a medium/heavy armor melee build that actually lets you friggin' use weapons while doing your blasting, because as it stands you have to constantly keep your hands free if you want to use Gather Power/Supercharge. Maybe even possibly key your form infusions off of Strength or something so you're not ridiculously MAD.

...Yes, I also like the mental image from Golden Sun of the high level warrior adepts wearing full plate, swinging greatswords around, and blasting stuff with elemental psychic magic. :v


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Mark Seifter wrote:
KingOfAnything wrote:
Mark Seifter wrote:
Kalindlara wrote:
Mark Seifter wrote:
Diadems should be fine for every element; the text just wasn't future-proofed enough for that.

At some point, it would be nice if we could get them in print; Hero Lab doesn't recognize the existence of wood or void diadems. And there might be pushback in PFS too.

If you can just tell Lone Wolf to fix it up, that might solve the first problem. And Campaign Clarifications would take care of the second easily. ^_^

This is why I say "Always futureproof" whenever anyone says you don't need a precaution in case of future releases because it works with everything currently published (aside from the fact that enough is currently published that I don't think anyone can be truly confident that they covered literally everything currently published). Of course, we can't always follow through with that sentiment, even if we try, and in this case, a bit of flavor text about color coordination led to the issue.
If it didn't specify five, it could have been an open-ended list. Alas. What colors correspond to Wood and Void?
I'm conflicted between a few choices for wood, but void is definitely black, like black onyx.

Maybe tiger's eye for wood?


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I won't lie, I'd probably give every element kinetic healer, but that's because I love Golden Sun and every element but air can heal in that game.


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I suppose I'll ask this here, since I honestly don't know who wrote the archetype. :P This question was actually asked in a Familiar Folio thread back in the day and was never answered.

The Chosen One archetype for paladin from the Familiar Folio states that:

Quote:
Religious Mentor (Ex): The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.

So the familiar has all of the ranks in Kn.: religion because they're supposed to be teaching their young paladin. Okay, cool. Only one problem: Familiars can't talk to their masters until 5th level. Until that point, it's a lot of vague, empathic communication and glaring at one another.

My question is thus: Based on the fluff of the archetype, would it be reasonable to move the Speak With Master special ability for the familiar from 5th to 1st level?


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Tacticslion wrote:

Ooooooooooriginal post.

Mark Seifter wrote:
Kairos Dawnfury wrote:
Would you mind sharing your new tactics for the BBEG of Runelords? I'm running RotRL now and prefer the idea of making him harder rather than adding in minions.

Tactics:

** spoiler omitted **...

Mark! My search-fu has failed me again.

Do you know...

** spoiler omitted **

Is it sign of wrath?


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My only problem with regeneration as the spell is that apparently reattaching a limb requires the same magical power as bringing someone who was previously a smear on the ground or a pile of ashes back to life via resurrection.


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The funny thing with the whole "It's impossible for the devs to know every single option!" is that Archives of Nethys and Ctrl+F exists. :v


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Arachnofiend wrote:
Ashram wrote:
Arachnofiend wrote:
In my view, this book's success or failure rides entirely on giving non-magical classes a way to replace the cleric as the group's healer. Restoring HP is not enough. If you still need a divine caster to remove the maladies that actually kill an adventuring party then this book has no purpose.
I can already give you the devs' answers: Either A. "Alchemist/investigator, because they're not divine" or B. "Scrolls and potions exist".

The Alchemist list doesn't cut it because they get the spells late. It's pointless to rely on an Alchemist for your party's healing because you'll inevitably run into a malady that the Alchemist can't cure until a few levels later.

Scrolls don't cut it because "just UMD it" isn't an acceptable answer. Now, if there was a feat that made it so that, for the purposes of using scrolls and wands of spells in the conjuration (healing) school, you counted as a Cleric of equal level to your ranks in Heal, then THAT would be sufficient.

lolnah, that second "feat" is literally the strength of a class feature and not a feat.


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One day Mark will come back to us. D:


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jedi8187 wrote:
andygal wrote:
Hoping for stuff to make the chaokeneticist better, because I love the flavour on that element but it's lacking in substance.
Maybe because it's the void....sorry I had to.

We're both awful people for thinking it, but you're worse for saying it. ;)


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Apparently people who want a non-chaotic antipaladin have been forgetting about the Tyrant archetype.


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Just making sure you saw it Mark, does Ability Focus apply to wild talents?


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MageHunter wrote:

Step 1. Make a bunch of gold coins with Extended Major Creation.

Step 2. Stop by the bank and ask to switch to bars.
Step 3. Teleport.

Step 0.5: Disguise self.


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Gorbacz wrote:
Hey, where did the OP go?

Probably to grab a lawn chair and a packet of popcorn.


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I still remember the days of 3.0, where the 200gp breastplate got you an entire friggin' set of armor, with a breastplate, backplate, greaves, a helmet, and a light suit of studded leather/brigandine.


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And here's the last one. Apparently according to Mark we would have hit this earlier but he had used the wrong PRD one week and accidentally converted a poison from Ultimate Equipment.

Wyvern poison (230 likes)
Type poison, injury; Save Fortitude DC 17
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 saves


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One more to go after this!

Wolfsbane (225 likes)
Type poison, ingested; Save Fortitude DC 16
Track Constitution; Onset 10 minutes; Frequency 1/minute for 6 minutes
Cure 1 save


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Yeah, Paizo has several forgotten or "one and done" rulesets. Words of Power is one that Scythia mentioned, along with all of the rulesets from Ultimate Combat and one from Ultimate Magic, like armor as DR, called shots, piecemeal armor, and magic duels.

Everything from Pathfinder Unchained also comes to mind.


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Pretty sure it was actually introduced because the native outsiders' incredibly long lifespans didn't gel with how they wanted them to be portrayed in the Golarion setting, which they're basically humans with some otherworldly features.


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First up, flagging for wrong board. This isn't a rules question, this is an advice question.

Secondly, how exactly is the swash OP? Is the group's optimization level relatively close, or did he build a competent build and everyone else just tossed a bunch of ideas together that sounded good?

Thirdly, if he's surrounded by fey and you want to yoink his sword, you can literally just do it while he's sleeping. No stealing maneuvers required. Be warned however, that unless you talk to him about this beforehand (WHICH I ABSOLUTELY RECOMMEND YOU DO) he will likely get pissed and feel like the GM is specifically targeting him for doing his job.

Just taking the swash's sword away for a couple of combats is not going to make the rest of your group stop feeling that he's OP; it's just going to make him useless for a couple of combats and be a burden, and then it'll be right back to the group resenting him. You really should just sit everyone down and allow people to air their grievances.


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I have a feeling Starfinder is taking up more time in Mark's schedule again. Or he's preparing for Thanksgiving.


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Dragon78 wrote:
Other then this book and Distant Worlds, what other softcover Pathfinder books got a 2nd printing?

Pretty sure Technology Guide got a second printing, but I don't remember if it was softcover or not.

On another note, this time let's please actually do some in-depth QA for this book? We don't want another repeat of the first book's problems.


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A familiar, depending on the type, is effectively a second, albeit much weaker PC. It has an HP pool because of that first reason. If all you're looking for is a +2 to Will saves without having to worry about another stat block, pick up Iron Will and use the arcana slot for something else. Saying "I want the crunch but I don't want the drawbacks!" doesn't sit right with me.


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Elegant Egotist wrote:
Ashram wrote:
I'm not going to lie, when I first saw the thread title I thought this thread was going to go in the opposite direction and complain about the Cult of Paizo's sycophants giving five stars to everything.
Wow, that's...actually a very real issue which I see a lot. Never really thought of it until now though.

It's usually not a huge deal until they start speaking up in the product threads, decrying any constructive criticism as "hating" and arguing that Paizo can do no wrong and that we should unconditionally trust the devs "because it's their job".


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Long time no update! Only two more poisons to bring all of the CRB poisons to the Unchained system.

Terinav root (220 likes)
Type poison, contact; Save Fortitude DC 16
Track Dexterity; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 save


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ElfenLied89 wrote:
Being a new GM I didn't think how hard a LE character would be in my campaign. This person knows waaaaaaay more than I do and has been a GM previously. He helps me GM sometimes, but is currently playing a LE wizard in my game. Any subtle ways I can get him to switch alignment? He causes so much trouble in the game. Freeing demons that were captured, almost killing an NPC, and trying to find stuff to kill demigods. Just. UUUGGGGHHHH. I got myself in a bad situation. I don't want to be mean and outright say I can't handle your alignment, change it. Any thoughts and ideas?

Uh... None of those particularly strike me as LE, although I admit I don't know the context. Most LE wizards that I've dealt with are on the diabolical, Asmodean side, so those actions, particularly freeing demons who are known to change their minds on eating people on a whim, don't exactly scream LE to me.


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Houserule: Dunk her in holy water and say a prayer. Bam, living holy symbol. :D


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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.


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Choose a different deity then? >.>


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


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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


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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?


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Any chance on an FAQ today?


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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?


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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


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I heard something about an Azlant-based AP? Yeeeeeeees.

Also, that Pathfinder Worldscape crossover... Nex is alive?


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Okay seriously, stop that. There needs to be a limit on alternate accounts.


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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.


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Geez people, why not just ask someone to write up a gigantic spoiler for the whole book.


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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."

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