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Apsu is listed as a legal deity in the inner sea world guide.
Faiths of purity says that he doesn't have human followers.
But James Jacobs has said repeatedly that faiths and purities is in error.
The bit about him not granting spells was a complete and total error that slipped through to print.
His domains granted area Artifice, Good, Law, Scalykind, and Travel.
In fact, the fact that Apsu can grant spells is one of the reasons I devoted one of the two new domains introduced in that book to Scalykind.
Apsu, in other words, grants spells SO HARD that I had to write new rules for granting spells.
There are humanoid paladins of Apsu (and if you read the question, it specifically addresses the "he only gives spells to dragons argument Linky
It goes crane style---> Crane wing---> Crane riposte
Can people bailing on crane wing and crane riposte also swap out crane style?
Many people took crane style in order to get crane wing and crane riposte. Now that crane wing and crane riposte have changed can they also trade out crane style or do they need to spend PP for that? I realize that crane style itself did not effectively change, but as a feat tax for something many people no longer want its fundamental purpose has.
1) If i am a spell caster I will have multiple spell component pouches
2) If I am a divine spell caster i will have multiple spell component pouches and multiple holy symbols, and multiple holy symbol tattoos on easy to display parts of my anatomy
3) I will have a contingency plan for grappling.
4) I will not be a one trick pony. Like the players, I will have some means of overcoming unusual challenges the players may throw at me, including a swarm of bees.
5) If I am fighting to the death I will have clear motives for doing so.
6) If melee i WILL have a back up weapon in case my main one is sundered.
The bridle of tricks Bridle of tricks " can be placed on any animal or magical beast with an appropriate shape to wear a bridle (creatures with unusual anatomies may be affected with GM discretion)". For PFS does this mean
A) Only horses, mules, and Donkeys (a la horseshoes)
A Japanese team headed by Jiro Kondo of Waseda University stumbled on the tomb of ancient beer-maker Khonso Em Heb while cleaning the courtyard of another tomb at the Thebes necropolis in the Egyptian city of Luxor.
Few things require as much DM adjudication as the diverse and wonderful world of animal companions. Part class feature, part PC, part NPC, Animal companions, their actions and abilities exist in a nebulous intersection of rules, player control, and DM control. So its no surprise that organized play has its own rules about how these non humanoid pathfinders function in the party.
The druid for basic information about your companion. It is very important to note that the animal you see here IS your animal companion species. If the ability isn't listed here then your animal companion doesn't have it. If for example, the bestiary lion gets a stealth bonus in tall grass while your animal companion lion does not because its not a listed ability
The feats spelled out here as animal companions count as access for those feats, so your animal companion can take say improved natural attack even if your druid can't.
Handle animal skill . Very important to point out that the DC to push a critter is 25. The DC to get an animal to do a trick it knows is 10. These are regardless of the DC's listed next to the trick, which are only the difficulty of TEACHING the critter the trick.
The monkey See Monkey do Blog - Which , among other important information, clarifies that your ape animal companion will not use a manufactured weapon for you. Please respect his or her right to choose their own natural weaponry. It also spells out that raising a critters intelligence to three does NOT mean you can stop making handle animal checks.
According to the guide to organized play, You can only have one combat animal active at any time. This makes archetypes and multiclassing options that grant you multiple companions less viable in organized play.
Mergy's Blog on animal companions Notes that critters need to know the flank and aid trick from the animal archive to use aid another or to go out of their way to flank. One minor note about the animal not learning extra tricks is in error.
A few Random Points and less frequently asked questions
A bunch of terrorists who blew up a building escape execution by traveling back in time from the year 2077, when corporations are the government. A cop overseeing the execution is sent back with them and tries to track them down while she's trying to keep up the masquerade and avoid changing history so that her son doesn't cease to exist.
The series does a nice job with the law vs good and terrorist vs freedom fighter themes
Spoiler:. The side characters are complicated and have a good deal of background and development. The plot gets a little convoluted, but I'm hoping its leading somewhere at this point.
I was ambivalently rooting for Liber8, until i saw how the future gets its cheap factory workers... after that if you need to level a few cities then you need need to level a few cities, no questions asked
Level 3 swashbuckler running through dragons demand part 1 for PFS.
Reynard De'Bonaire- Kitsune bucklebarder:
Traits: Blade of mercy (deal subdual without penalty and do +1 subdual damage), Muscle of the society
This is a PFS character, and my SOP with DM credit is to say pbthtthths to first level.
1st: Swashbuckler 1 Extra Panache
Damage: MW Scimitar +6 for 1d6+4 subdual damage (+3 dex +1 trait)
(I'd probably reverse the first two levels if I were playing through first level, but this way is 2 extra HP and I don't need to spend a level plunking away with a crossbow)
Hey, how come you're not falling over?
The muscle of the society trait keeps the effective strength at 7 for encumbrance purposes. 1 rank in handle animal for a pack dog, darkleaf studded leather armor for half the weight and he's good.
[spoiler=This is a swashbuckler playtest, whats with the level of dervish?]
Part of the point of a playtest is to see what players are going to do with the class "in the wild" and that includes combining it with other classes/archetypes out there. The dervish dancing bard gets damage to dex, shores up the will save, lets you activate CLW wands, and gives you some nice mobility spells (featherstep and expeditious retreat in this case), and gets you the free dervish dancing feat. Getting dex to damage is almost mandatory on a dex build, and its either the bard dip or waste 2 feats (as currently written, will probably be 1 feat once finesse moves to level 1) Variations on this are definitely going to be one of the big cookie cutter builds.
Fight 1: Kobolds in tight spaces.
A good acrobatics score was great for pulling a matrix, running up the wall and flipping over the kobolds head in bullet time. Spend a point of penache, flip over the kobolds head, knock it on the head with the flat of the blade, get penache point back. Get attacked by the other kobold, spend 2 penache to parry/riposte knock kobold out and collect another penache point. Instead of worrying through the paper with an eraser I was using some polished stones to keep track of penache
Fight 2: Kobolds on a cliff.
Since I was level 3 with a bunch of level 1's I volunteered for guard duty over the priso... our new boss. could have easily made the climb/jump rolls and reaked some havok though.
Fight 3: Over too fast to contribute. A good diplomacy score was helpful though.
Fight 4: Party fall down da hoooooole
Easily jump over an obstacle, miss a kobold, miss an attack of opportunity, parry an attack knock kobold out. The damage isn't very high but against anything that swings at me its VERY consistent.
Fight 5: Turtle soup
The rogues went ahead and ran into some trouble. Ran up to heal one , then whacked a turtle for a little damage and provided flanking. Having a free hand without a shield in it is actually kind of handy.
Fight 6: Skeletons and a necromancer
Skeletons.... I'd pick up a darkwood morning star, except losing dex to damage is probably more loss of damage than their DR.
Fortunately the boss is both a more important target and not immune to a slashy slashy scimitar. Against a magic using boss type (are there other boss types?) the damage is very Meh (1d6+5) because the boss isn't swinging at me to feed the parry/riposte machine. A crit to the boss drops him anyway, netting two panache to refill the pool.
Fight 7: Sticky situation
Party gets webbed in the hall. Yay insane reflex save. Expeditious retreat the way into the fight, Ko a kobold. Whack a boss for meh damage, he moves away and casts mirror image. Whack an Image, party sets up a flank sandwich and downs him.
The damage is Meh. It however gets better next level and starts to scale from there. I don't see it ever getting near a 2 handed fighters.
The AC seems well enough without a shield. You get hit, thats what wands of CLW are for.
Its a mook killer: you can walk through a pile of mooks drawing Aoes all day parry riposte parry riposte. They swing at you, you stab them. It has a little more trouble with bosses, who have more HP and more often than not don't need to swing at you.
Setting up a standard operating procedure for the parry before hand was definitely helpful: in this case i always try to parry/riposte with 2 panache or higher. It went faster than I expected it to.
Benefit: Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals.
Senses The creature gains darkvision 60 ft.
Defensive Abilities The creature gains damage reduction and energy resistance as noted on Table: Celestial Creature Defense.
SR The creature gains spell resistance equal to its new CR +5
Special Attacks The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).
Does the critter get SR at all? What, if anything, is its challenge rating?
please note: there's 100 other threads for BAB etc getting changed by this feat. I'm just asking about the SR.
No not me cross dressing!
There's a monster called the Wolf in sheeps clothing. It pretends to be a stump. it has 8 tentacles, grab, and constrict.
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Now, if this thing reaches out to grab someone, can it constrict multiple times?
The way I read it was that you could only constrict once, since grappling someone you've already grappled is like tripping someone thats always on the ground. (would have needed a spatula for the paladin otherwise...)
A converation about overpowered trained combattigers led to a converastion about humans and pointy sticks, and the extinction of a lot of the worlds megafauna.
Always wanted to try a mystic theurge, and with the new looph..erm.. clarification, the time seems to be right to give it a shot.
STR: 7 DEX: 12 CON: 16 INT: 15 WIS: 16 CHA: 14
Aasimar (Archon-Blooded)for the +2 con +2 wisdom. Free continual flames for everyone!
Scion of humanity (looks human, counts as human)
Traits: Magical Knack (of course) Exalted of the society (for 1 extra channel)
Level 1 Cleric of Apsu. Travel and Artifice domains (creation sub domain just in the astronomically small chance of getting 7th level spells)
Feat-Selective channel (alternate channel) Self-Perfection:
Heal—Creatures may ignore one temporary condition of their choice until the end of your next turn. (because the healing will stop when I go mystic theurge)
Level 2 Cleric-
Seems the class bonus will be going into HP 3 times and then vanishing
Character: First, yes, Apsu grants spells. They've corrected it a few times.
The character is a 68 year old male that's just found out his family history may have had a little too much angelic influence. He's leaving Hermea to act as a recruiter, and figures if any character survives what the PFS throws them through they probably have some genes worth preserving. Lawful or neutral good characters will get a brochure.
Any hints, tips, tricks etc?
I could have sworn somewhere i saw an abjuration subschool, archetype or something that let you change the protection from (energy type) from one type to another (so that resist energy would be more useful). Anyone know what I was looking at or was I testing that old wives tale about not being able to read while dreaming?
Brought up in another thread...
All of our characters are pathfinders, but despite what the decimverate would like to think, not everyone places the society first above their life, limb, morality, and other agendas. How far up (or down...) is the pathfinder society for your characters?
For example, Doyle is a NG Druid. He has to consider
1) The right thing
Roughly in that order.
Even though he's reaaaaly really happy to be a pathfinder (to fanboy "sqwueee levels), its not his first consideration by a long shot.
Cop questions stop and frisks, gets abuses on tape, gets sent to the psych ward in retaliation.
After voicing his concerns, Schoolcraft was reportedly harassed and reassigned to a desk job. After he left work early one day, an emergency unit entered his apartment, and eventually admitted him to a psychiatric facility, where he was held against his will for six days.
What the hell? When did russia jokes start to apply to new york city?
The report also says: "He expressed questionable paranoid ideas of conspiracy and cover-ups going [on] in the precinct. Since then, he started collecting 'evidence' to 'prove his point' and became suspicious 'They are after him.'"
Can you still be paranoid if they are out to get you?
Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
Can you draw a wand as part of a move with a bab of +1 or higher?
Yes: the paragraphs are related and are talking about the same thing: weapons or weapon like objects
No: the second paragraph specifies weapon, not weapon or weapon like object.
ok, just went through the pathfinder society primer and noticed something this time through.
A few of the feats and traits say "members of the scrolls/swords/spells can take this feat etc."
is this just fluff or is there any mechanical weight to this? If you take a scroll trait are you banned from taking spell feats latter in your career?
On that note, were these ever intended to be the factions at one point and got held over?
Double checking some math from this weekend.
A party of 4 5 5 5 6 playing a season 3, 3 to7 scenario would have to play down. (25/5=5, 5 is in between the subtiers, party of 5, For scenarios written in Seasons 0 to 3, when the APL is
(Step 5: Determine the Max Gold for the scenario based on
So the 5th level characters then get the lower tier gold because they're not out of tier ? (and if they'd played up they would have gotten the higher amount because they're not out of tier either)
If the DM applies it to a 3rd 4th or 5th level character he gets the lower amount, if it applies to a 7th or 7th level character he gets the higher?
Can we get the FAQ from the different books compiled into one place? A lot of class features and rules explanations span different books, and its not always intuitive which book i should be looking for.
On that note, there was an FAQ about when replacement features are or are not the same thing as the feature they replace, does anyone remember where that is?
I just got a kindle fire for my birthday, and I'm putting my paizo library on it to cut down on my weight load at the gaming sessions.
The problem is that it will only accept PDFs in the Docs section, and there's no way I can find to organize these things into folders (for say, season 1 scenarios, season 2 scenarios, hardcovers , players guides etc)
Anyone know a hack or app around this?
Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.
Would a channel heal that despite being a supernatural effect? Does it mater if its a 5 point channel energy or a 5 point cure light wounds spells?
If i have a group of 3 players playing in a tier 1-5. Their characters are at levels 2 3 3= apl 2.67. To round out the party I'm tossing in Kyra. Do i have to toss in the first level kyra and play at 1-2 or is it possible to toss in the 4th level kyra and play at 4-5 ? (2+3+3+3=apl 3, right in between)
If you haven't seen the gamers 2 dorkness rising.. what the heck kind of geek are you?
We all know the moral of the story. The munchkins are having bad wrong fun and ruining worlds of opportunity. Role play more, munchkin less, and your group will have more fun.
I think the blatant moral overlooks a some more subtle problems with the DM
"story trumps rules"
First off, While pulling something like taking away a clerics powers for a fight is flipping a coin (it can either be a great show of depth or a total pull), not accounting for that in a fight is absolutely horrible. Of course the party isn't going to last as long without any undead turning and healing. The party was killed by DM fiat.. of COURSE the players are going to get upset.
"it would force you to role play...."
This is the stormwind fallacy writ large. Suddenly the characters have less power so they'll role play more. It doesn't work like that. The amount of Role play does not increase just because the roll play decreases.
Bikinimail aside, The munchkin is right about the role of the fighter. A 9th level fighter with 45 hit points should be in for a world of hurt. Talking your way past problems doesn't work very well in D&D, and at 9th level a charisma bonus is going to be pretty irrelevant compared to your ranks. The fighter she made SHOULD be spending more time horizontal than the bard but...
The DM either hates the bards player or hasn't realized that he's no longer playing the fighter. He's spent so many years attacking his turtles in heavy armor that he automatically attacks him repeatedly despite having better targets.
In the goblin scene the sorceress farted on god, and the monk has his... nose. The fighter and paladin are both standing there armed, the bard has a lute... so they shoot the bard?????. They should be killing Joanna's character every round after the first.
There's a few zombies on Joanna, the bard gets the entire horde.
The technicalities of making a save on a 20 aside, WHY is there an encounter with a save that the MONK can't make? Its horrible dming to throw them up against something that auto enslaves them.
In the big show down, Joana gets knocked to 6 HP in one shot... and then doesn't die when the big bad whaps her.
The Mort Kemnon fight was overpowering, the party only one because of the intervention of the giant kitty, a lightsab... psionic spear blade, a shotgun, and a freaking chainsaw.
Greater Wild Empathy:
Your natural empathy stretches across the world of nature.
Prerequisites: Knowledge (nature) 5 ranks, wild empathy class feature.
Benefit: You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a Diplomacy check. In addition, choose one of the following kinds of creatures: elementals, fey, lycanthropes, plants, or vermin. You may influence creatures of that type with wild empathy, if their Intelligence score is 1 or 2, or they do not possess an Intelligence score. Once you choose the type of creature, it cannot be changed.
Special: You may select this feat more than once. Each time, you may choose an additional creature type to influence.
The elemental, fey, an lycanthrope options are complete traps because there are zero fey, lycanthropes, or elementals with int scores low enough to be effected.
Can a swamp druid Turn on channel foci?
Activating a focus is identical to channeling energy, but instead of directing the power outward, the cleric (or other appropriate character) directs it into the focus, expending one use of channel energy. This triggers the item’s ability; the channel does not have any of its normal effects (for example, a cleric channeling positive energy through her focus would not heal living creatures or harm undead in the area). The cleric must wear or hold the focus, as appropriate. She can still use channel energy in the normal way, even while wearing or holding a channel focus. An activated channel focus radiates faint conjuration (positive energy) or necromancy magic (negative energy). An unactivated focus is completely nonmagical — it is a channel for the magical positive or negative energy, but has no magic of its own.
Swamp Domain Druids channel:
Natural Healing (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal animals, plants, and vermin. You may reduce the number of dice healed to cure ability damage (your choice) to all affected creatures, curing 1 point of ability damage for each d6 that the channel energy is reduced. You can take other feats to add to this ability, such as Extra Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel.
Tiller (Fame 20, 2 PP)Your efforts to free slaves (especially
Can we get this changed to disable device to free slaves from bondage? I can't see how you'd ever wind up making an escape artist check to free a slave from bondage.
Trying to decide if i did something very clever or very stupid when I made a PFS Channel heavy cleric a while back. *blows dust off character* for him to go boom with the lantern lodge.
For Combining Versatile channeler + Command undead
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Prerequisites: Channel negative energy class feature.
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
You can choose to channel positive and negative energy.
Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below).
Benefit: You may make a choice whenever you use your channel energy class feature.
If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal.
If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal.
Having this feat means you qualify for feats and abilities that have "channel positive energy" or "channel negative energy" as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat).
Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity -- characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.
It would seem that despite my channel negative energy being at two levels lower than my cleric level, my ability to command undead is at my full unadulterated cleric level. Am I missing something?
On the matter of continual flame, am I correct in thinking that an archon blooded aasimar can get a free continual flame that will carry over from scenario to scenario thanks to their spell like ability?
Can they make free continual flame spells for other people? If so whats the procedure, write the casters pfs number next to the line detailing conditions gained?