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What happens to an animal companion / familiar when their Biped dies?
1) It remains unchanged
One of the biggest barriers for new players is finding games.
The current system where you look for a venturecritter and then look nearby only works if you have local venturecritters. In all likelihood if someone sees that the nearest person is 3 hours away you stop looking.
Even if the new person asks, the ventire captain needs to find the persons location on a map (Where the heck IS Bnajomusic Upstate new york anyway?) then find where the nearby games are, possibly directing them into the next state.
The game recorder already gets a location. If that information was used, people could see where PFS was played in the last few months to know where to look for a game.
Alternatively, people could just give me a list of where and when its played and i could put something up on scribblemaps or something.
Since psychic spells don't require somatic/material components I thought I'd take advantage of that pretending to be someone's "useless familiar" and turn them all into my slaves.
STR: 5 DEX: 16 CON: 14 INT: 12 WIS: 12 CHA: 18
1 Realistic likeness (or start the magical tails?)
On the other hand, i already have access to most of the magical tail spells, so I could just skip those.
5 Bouncing spell
1 Gift of will (use my will save)
The tricks seem awesome, but there's a real bottle neck in only having 1 or 2 usable at a time.
Any tips/tricks/ideas about how a mesmerist works that might help?
I recently picked up Some make your own dungeon stuff and was wondering how you actually make it work for a table
I was thinking about Casting a few wall pieces with tacks/nails in it, lining up the tiles on some 12x12 cork tiles , and holding them in place with the wall pieces. Anyone ever use this stuff for a game?
Fly: You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).
In a normal campaign the fighter can ask his buddy the wizard for a fly spell every day. Can pathfinders do this, or do they not get thrown out of buildings, windows, mountains and flying mounts often enough to pick it up?
Can you cast magic weapon on a peasants fist?
No: Unarmed strikes, natural weapons, and manufactured weapons are three different things. Being treated like a weapon is a big part of a monk/brawlers class ability.
Yes: Unarmed strike appears on the weapons chart as a light weapon and counts as one for purposes of effects that add to weapon damage rolls so its a weapon.
1) Urban Barbarian Feat: Tribal Scars: Raptor scale
Build basics: turns into a tiny fox, enters peoples squares and flanks from there, gaining sneak attacks and debuffing. Just being in the square makes a -4 to hit anyone but Grrr. Debilitating injury will take that to -6 (and a -4 to hit grr) and the Vexing dodgers dirty fighter means i can give up one of his (probably 3) sneak attacks to blind
I may swap raptor scale out for Agile manuevers at 7 , just to not bother with the table variation on whether putting a tail over the opponents eyes uses strength or dex.
After 5 levels of UC rogue there doesn't seem to be anything to keep someone in the class, so i was considering some multi classing to up the saves if nothing else.
Psychic has a neat way to cast in form, as well as the self perfection one adding a nice AC bonus. (and kitsune are magic anyway)
Magus... doesn't seem to be able to spellstrike with claws.
Another level of rogue to grab trapspotter?
Snakebite Brawler: More sneak attack now and +s to fort save
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
I see magi trying to use this with any magus spell, including web and bladed dash. Am I missing something or or do those not work because the magus spell has to have a range of touch?
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.
From the ARG additional resources
Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).
Pathfinder Player Companion: Dragon Empires Primer
Archetypes: all archetypes on pages 22-23; Feats: kitsune feats on page 5 are legal for kitsune characters; all feats on pages 24-25;
Some character builds are like a finely tuned watch. You change a gear and the whole thing stops working.
What actual characters/builds were impacted.
What will the rules let you change, and what needs an exception (either on an individual basis or as a policy change)
Whats hurt, and whats broken beyond all repair?
This is a list for stuff that a solution to the advanced class guide errata would need to fix for PFS
Animal companions reduced below their previous level and have shrunk (solution, let people sell back the armor for now)
Some oracles don't qualify for channel revival anymore: Or they bought a headband of charisma when they now need a phylactery of positive channeling.
What if someone took extra channel mostly to have enough for channeled revival?
Dex monks relying on a style to make their hands qualify as piercing/slashing for fencing grace can;t flurry with fencing grace anymore. They probably bought an amulet of mighty fists other than agile. Since the style feats didn't change they can't retrain them, even if the reason they took them at all doesn't exist.
How does stacking an archtyped parent class work with one of the hybrid classes?
Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline).
As an urban barbarian I've traded out my fast movement and altered my rage. What happens if i take a level of blood rager?
Rage would presumably just add rounds of the rage that I normally have? Add a new set of rage?
Fast movement would.....?
Skill Unlocks: All psychic skill unlocks on pages 194-197 are legal for play.
Are these abilities
1)freely available for anyone with the skill and the pre requisite psychic spell abilities or psychic sensitivity feat?
2) just for rogues as their skill unlock (if they meet the pre reqs of psycic spell abilities or the psychic sensitivity feat)
Does a 5 foot step count as movement for a stealth check?
Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.
Yes: Movements movement and its not an action.
No: the game means movement like a move action. Sniping would be kind of pointless if you could just 5 foot step stealth.
Usually this comes up for roguey types with hide in plain sight or hellcat stealth who want to sneak attack step and sneak attack again.
What kind of action is it to make a distraction to hide?
Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.
As there's no listed action it defaults to standard.
The Heretic inquisitor has it as a move action as a special ability, implying that its at least a standard but it would be pretty useless as a full round action.
So how i think this should work.
Standard action LOOK! A MONKEY!
Bluff vs Sense motive
Move to cover or concealment
Stealth check at -10 because you have to move fast Vs Perception.
Maybe stealth needs a blog....
I want to use Helm of the mammoth lord on a character that makes extensive use of fox shape: mostly for the gore attack. Does this work?
Option 1: Shapeshift with the helm on.
Gear and polymorph effects:
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.
This will work because: The tusks, like the other abilities, are a permanent magical effect Permanant magical effects. You turn into a whatever with tusks.
It won't work because: The tusks rely on the gross physical features of the helm and the helm is subsumed into the fox form.
Shapeshift and then put the helmet on.
This will work because...
A shapeshifted character is not an animal companion or familiar. They do not use the same rules for item slots.
Shapeshifted characters can wear armor, including a helmet. The fox can be put in a full suit of plate armor (though it would only give a +4 armor bonus because he's tiny), including the helmet.
This won't work because.... according to the chart claws/paws critters don't have the anatomy to wear a helmet.
Does a tiny creature using a 5 foot step to enter an opponents space provoke an attack of opportunity when it does so?
Take 5-Foot Step
You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity.
Tiny, Diminutive, and Fine Creatures:
Yes: Entering the square is what provokes the AoO , not the movement out of the previous square. (This would imply that a creature with combat reflexes could get 2 AoOs from a tiny creature approaching a medium one with normal movement: one for moving out of the square and 1 for entering the square)
No: A 5 foot step never provokes. The rules were written assuming normal movement.
I'd like to propose something to make finding PFS groups easier. Currently if you live in between venture officers listed in the guide it can be a little tricky and possibly offputting to ask around to where the games are, as VC's tend to cover some pretty huge and and always intuitive swaths of territory.
When you report a game it comes with a location. That location gets saved somewhere . This part already happens.
What would be nice is if you can input your location and see where past games have taken place and how long ago they were to see where/how active the groups are and who's playing. If you see that there was a PFS at Bookend Comics last week there's a good chance of an active group. If you see there was a game played there last year you know there might be a group you can dust off.
Whats the best way to hold/organize all of this paperwork? Between boons, Characters, ITSs, chronicle sheets, redacted project bluebook reports, my multiple small binders with plastic covers system is starting to get a little stressed out. Whats an alternative... besides a filing cabinet on wheels with a padded top that converts into a bench?
Is the sensor on a magical trap part of the trap that can be detected and disabled, or do you need to be able see the sensor itself to detect the trap or reach the heart of the trap itself through the sensor field somehow to disable it without setting it off?
All too often i see dms trying to be clever and placing the Trap around the corner, or under something so that the trap can't be approached without going through the sensor. The problem is that it completely negates the ability to detect and disarm traps that are supposed to have perception and disarm dcs.
Grrr de'Bonaire. Kitsune
Concept: Run into someone's square and pile hit penalties on them like crazy, then evicerate them with multiple sneak attacks.
I'll be starting this guy off at level 3 anyway for fox shape, so he doesn't have to work before then.
1st: Urban Barbarian 1 Feat: Feat: Pirhana strike (retrained)
Gear Priorities : agile amulet. Wand of mage armor.
When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature's body with a successful Climb check against a DC equal to the target creature's CMD. Although the vexing dodger is holding on to the creature, this action isn't a grapple; it doesn't provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses.
This ability replaces trapfinding.
What kind of action is this to use? Standard because you're making a kind of grapple thingy or a part of movement because you're climbing?
Gregarious (Ex) Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.
I cannot for the life of me figure out what this does.
There's no opposed check for charisma based skills, its just a DC
When you charm someone its a charisma check to goad them, not a charisma based skill check.
A GM may apply credit for running a scenario, module,
So does that mean that, like a level 1 who had played as a pregen 3-7, I could apply it to a level 1 character?
Does the feat Extra item slot require a 3 intelligence to take?
Note: The Animal Magic Item Slots table found on the inside front cover of the book is not legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under its body type when taking the Extra Item Slot feat (this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature's anatomy). Second, access to specific magic item slots may be granted at a later date by another legal source.
Argument that it does require a 3 int: Its not on the list of feats animal companions can take without 3 intelligences. The additional resources statement changes how the feat works, but not how one gets access to it.
The feat is clearly intended to be taken by animal companions. From the animal archive "This section presents new feats for animal companions and familiars, as well as for PCs that make use of these animals"
We all know that it can be a little hard for each character to get the spotlight time, or customize the adventure for them the way you can in a home game. One of the things I like to do at the start of the adventure is let their introduction say more about them than what they look like by having them do/react to something.
So, how do you go about letting the players introduce their characters in interesting ways? Something to chivy them into a better description than 5th level fighter with blond hair?
What is your character doing at the ungodly hour that the venture captains look for them? The scene where kirk wakes up with blaring rock music, bottles of tequilia and two aliens in bed tells you a lot about him in a short period of time. Are they already up and praying/going for their 5 mile run? Jumping out the window as the jealous husband comes home? Just dragging themselves in from a night of partying?
If doing a travel montage ask the the player for an obstacle or encounter they're particularly well suited for and how they overcame it
If the adventure starts off in a particular location, ask what they did to wind up there. Why someone's in detention in the archives says a lot about them.
Start off with a cinematically resolved combat: no daily abilities are used, no spells are actually burned, but it still gives your party members an idea of what you can do so they can adjust their tactics accordingly (and know when to duck)
Venture captain ____Sending you on the adventure____ is ____emotion_____ with you. Why?
Hmmm. Need to make a pathfinders against humanity card deck for this...
Meal time. Is your character a caydenite with a liquid lunch? A tree hugging elf snacking on granola, or eating pork limbs right off the stick?
Holiday: it takes a little work but golarion has a lot of holidays. Pick the one closest to the real life date and see how the characters celebrate it.
Dolomite: Dwarven Arcanist (Blade adept)
A mountain dwarf from the frozen north. His Grandmother was killed trying to kill a monster plaguing the Raptor scale people. A botched resurrection attempt by their shaman put her soul in her axe. Dolomite has joined the pathfinder society in hopes of learning enough arcane lore to fix the problem himself, because that's the only way to do it right.
And there's no way he's explaining this to grandpa.
Traits: Accelerated drinker, Magical Lineage shocking grasp (boring but practical)
1st: Tribal scars: Raptor scale (+6hp and 5 feet of movement)
The basic plan: I'm going to be hit anyway. May as well have the HP for it until I can throw up Mirror Images.
I really don't care if the build is optimal, just good enough to have some fun with. I'm deliberately picking a bad archetype just to see what I can do with it.
Spells: (Axe works as an arcane bond to pull something out of the spellbook 1/day)
Those of you playing online may have noticed that the layers for the maps lately have gotten hard to extract.
Something i noticed by accident is that if you have a map in acrobat and zoom it in and out a bit, it takes the map longer to crop up the layers than the background. So if you zoom in, zoom out, and hit print screen before the layers pop up, bam, clean map. Just paste it into paint and you're good to go.
Are red dragons and other creatures with fire resistance subject to other heat related environmental effects?
Under lava it states
Immunity or resistance to fire serves as an immunity or resistance to fire, lava or magma. A creature immune to fire might still drown if completely immersed in lava
But there is no similar clause under Heat dangers. Technically a red dragon is fine dog paddling in a lava pool but still gets fatigued on a hot summer day.
Ran Fuligin here through 3 sessions of PFS.
Clicky name for full build.
I was mildly annoyed at how few of the items are usable at low levels. They have a maximum number of points allowable in them that, when you do the math, means you can't use them at first level.
Int and dex based character enchanting a kurki to be an agile weapon.
Play was pretty much where I expected it to be. I'm a very meh self buffing fighter with a pretty good skill selection.
Level 2 playtest
Slave pits of Absolom
Fight 1: Ran around back of the bar nothing to see here
Made ok use of the Int to diplomacy trait to
Fight 2: Puddle jumpers.
A couple rolls of 1 for automatic misses. When not rolling 1's , does enough damage to drop or seriously injure a few mooks. Takes a few good hits thanks to some good rolls.
Fight on a ship: Walk up and whack for 6 damage or so a round. Nothing really exciting in the combat here. The mobility from the self enchanted sandles is pretty good for flanking though.
Prince of Augustana
The psycomancy isn't as sexy as I thought it would be: only being able to look at an item for 1 day per level means you're not really getting the history of the item.
Skills are pretty useful during the investigation.
Thugs: Whack an injured thug. Drop a thug. This seems to be my niche.
More thugs! Whack a thug. Drop a thug. Suck the soul out of a thug. What? He wasn't going to make it anyway.
Some good rolls from the monsters got him pretty beat up despite his AC. Gets in a few whacks for 5-6 points of damage before the two handed fighter destroys everything.
Some cool backstory. It would be nice to psycomancy objects to get more information, but the backstory is 10 years old now, so psycomancy can't do anything.
Gardener: We don't murder hobo this one.
Waterbug: LEAPS into the water and stabs down on it for some pretty good damage.
Swarms: Yay for burning hands. Being able to cast with full hands is kind of a nice option.
Ghoul fight: We pushed the elf into the cooridoor as a meathshield. Nat 1 on the use magic device for the infernal healing. A few misses around the sides, then a useful burning hands to torch the last one (should have done that sooner)
Ghast fight: Got blinded. Used the extra movement power to leave. With some distance started shooting elemental ray to moderate effectiveness.
Overall impression: the versatility is ok and useful, but hard to take advantage of so far.
Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?
No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.
Every pregens terrible...
The wizards spellbooks thinner than the the sharp edge of reality
Why anyone would play a toon this bad remains a mystery
That I'd rather eat an otyug may speak to my neurology
(and this is why i souldn't listen to xkcd while on the forums)
You do not exist for you.
you were not made for you.
You were made as a means to an end. Namely your DNA made you to make more dna.
Thats it. That is as deep as life goes. That is the alpha and the omega.
Life is not nice to the individual. It doesn't care if you're happy, sad, hungry, full. Whatever gets the dna spread is what it uses.
Something goes horribly wrong? So what. The individual is meaningless to DNA. evolution is a system where "something went wrong, so you live only to know pain and death" is a feature.
Lifes "plan" for you is to keep cranking out babies. If that encourages you to cheat, stay with an abusive spouse, or to get into a relationship you're going to regret, doesn't matter.
To make matters worse, the plan is made with million year old assumptions. DNA does not change nearly as fast as society. As far as the DNA is concerned, its cranking out a machine to survive in a hunter gatherer tribe slash extended family with spears and clubs.
If that sounds like a bad way to live in a world of nuclear weapons,internet nation states and individual rights... you're right. Its one thing when the sociopathic indifference to non relatives has you invade the next tribe over, kill the men and rape the women. It becomes something entirely different when the people in charge of deciding to attack don't actually have to face the slings and arrows themselves.