Belkar Bitterleaf

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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


5 people marked this as FAQ candidate.

New archetype from Horror Adventures. I realize not everyone will have this book since it's only been out for three days, but I have some nagging questions that it would be nice to get answered.

1. Does the hallowed necromancer have spell restrictions?

A hallowed necromancer's arcane school option reads as follows:

Arcane School wrote:

A hallowed necromancer must specialize in the school of necromancy and swears to never create undead.

This alters arcane school and spells.

Supposedly the archetype alters your spells by saying that you vow to never create undead, but nowhere does it actually say that you either get punished for making/raising undead (Much like how the undead master archetype requires you to be evil), or that the archetype removes animate dead, create undead, and other spells on the wizard list that can potentially bring about undead. Was there not enough word space to spell out that you don't get those spells or get punished for using them?

2. How does Positive Touch work?

Positive Touch (Su) wrote:
... A number of times per day equal to 3 + his Intelligence modifier, when he spontaneously casts a cure spell, he can either turn the effect into a ray and increase the range to close or choose to remove the Will save but deal half the normal amount of damage.

Emphasis mine.

So, wait, either I increase the range on my normally touch-based cure spells... Or I can remove the Will save and deal half damage...? Considering that the H.N. only gets standard cure spells and no other kind of positive energy spell, what's the point of removing the save and dealing half damage if the spell will deal half damage anyway on a successful save?


2 people marked this as FAQ candidate.

So, with the release of the Armor Master's Handbook, the phalanx shield was introduced. Its powers are irrelevant, save that it's an adamantine tower shield. I would love if the dev who made it could drop by and tell us what the cost would be without the magic enhancements. Also maybe mention who approved a shield that technically shouldn't exist per the rules.


8 people marked this as a favorite.

Thanks to a vote on Mark Seifter's Facebook page, it was decided that every 5 follows Mark gets over 100 he will post a new poison that has yet to be converted to the Unchained poison system. For the sake of compiling them all here on Paizo's site, I've shamelessly stolen Luthorne's list over in the Horror Adventures product thread and added the handful of poisons he was missing.

(Side note: In no way are these officially endorsed by Paizo, these are 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 Consitution; 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 save 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 progress 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 failes 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


Hopefully it has something to do with aeons and isn't just an unfortunate alternate spelling of eons where aeons actually mean something in the setting.


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

Spin-off of this thread: http://paizo.com/threads/rzs2s3z4?Fighter-Archetype-that-only-gets-Armour

For whatever reason, some people seem to think that when you take an archetype, the class features with increments that you give up, such as in the case of the fighter (dragoon) archetype and armor training, do not in fact cease to exist to the fighter; they are simply "walled off" so to speak and can be re-accessed by a sash of the war champion which grants the user four effective fighter levels for the purpose of armor training.

So the crux of the question is this: When a character takes an archetype, do their previous incremental base class abilities cease to exist as the general consensus seems to be, or can they be re-accessed their abilities through magic items that grant effective levels?


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


2 people marked this as a favorite.

A Manowar reference this time? Nice.


So, my GM and I have been having this out for a while now, and if possible I'd like to get a conclusive answer.

My GM seems to think that any and all prepared divine casters can portion their spells throughout the day, paying lip service to their deity to prepare new spells in unprepared slots like a wizard. I've told him time and again that prepared divine casters pray ONCE A DAY, at their specific time, and must prepare all their spell slots or else have a bunch of empty slots. Them having to pray at a specific time of day and having to prepare all of their spells at once is the trade off for not needing rest.

Is there something I'm missing?


4 people marked this as FAQ candidate.

Because this was coming up in a separate thread and since the RAI is pretty clear, I'd like to get a thread going for this topic.

The clear intention of clerics and druids spontaneously casting spells by losing prepared spells is that you can only do this with spells from that classes spell list. However, the RAW does not reflect this because it was basically ported over from 3.5 with little afterthought.

A member of a previous thread noted that according to RAW there is nothing stopping a cleric/wizard/mystic theurge from sacking wizard spell slots in order to cast spontaneous cure or inflict spells. The same could be done for a druid.

I personally think this is silly and I'd love if it were clarified by the PDT.

(Warpriests are naturally included, but I didn't want to clutter up the topic title.)


1 person marked this as a favorite.

Huzzah for Queen references. ;)


1 person marked this as FAQ candidate.

So, tonight during a game of The Dragon's Demand, a fellow player brought in a titan mauler barbarian who is currently wielding a Large weapon made of adamantine that he supposedly crafted. We're only 3rd level, and I was (And still am) under the impression that the double cost of a Large weapon applies to the special material as well, considering you're using double the normal amount of material to make the item. Is this legal?


2 people marked this as FAQ candidate.

So, this happened at the table I play at yesterday: My GM and I got into a heated discussion about items that "treat your level as X higher for the purposes of random class feature" and not having any levels in that class or having that class feature.

He is of the opinion that if it doesn't require you to be a specific class, you can use the item and it would treat you as 4th level for the purposes of that class feature. I've tried explaining to him that RAI doesn't work like that, but it's like explaining logic to a brick wall.

Would it be possible to get some official clarification on this?


So, as I've been playing a sorcerer(ess) as of late, my GM has been getting on me for a section of rules that I've never seen hide nor hair of: He seems to think that no matter what the source, any metamagic except Quicken applied to spontaneous spells increases the casting time appropriately, including rods. While I'm well aware of normal metamagic/spell interaction, do rods fall under this category as well?


So, my GM and I were having a discussion about achievement feats a few days ago, namely the Healer's Touch feat, and he and I have two trains of thought:

My understanding is that although you must heal a certain amount (1,000 HP) and doing damage lowers the total (1 point of damage = -2 from total), once you heal the necessary amount the achievement "pops" (Bleep-bloop optional) and you no longer have to worry about keeping track of the total, much like an achievement/trophy on the Xbox 360/PS3.

His understanding is the same as the above save that he feels the total can still fluctuate after you have qualified for the achievement feat and if the total happened to fall below the qualifying number you lose the usage of the feat until the total balances the other way once more.

Are either of these methods correct? If a developer could comment on this (Preferably SKR :P), that'd be great.


A few friends and I are looking for new blood around the Woodland/Davis/Sacramento area for our 3.PF games. After playing with just one group for four years, we've gotten tired of a few people (Especially the guy who has hosted for the last four years.)

If at all possible, please live in one of the three areas in the title, preferably Woodland or Davis. Able to host would be amazing, but not required. Please know your way around the Core Rulebook, or at least be willing to learn. More info will be given to prospects who reply here.


1 person marked this as a favorite.

Ever since Advanced Player's Guide came out, I've been wondering what a good favored class bonus for magus would be. Since this is after APG, I doubt they'll get a bonus in Ultimate Magic.

My initial ideas were +1/4 to a magus' Arcana Pool, or (The potentially much more powerful) +1/6 Magus Arcana. These are ideas for human magus.