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Cheapy's page

Goblin Squad Member. RPG Superstar 2013 Marathon Voter. Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber. Pathfinder Society Member. 13,429 posts (13,492 including aliases). 19 reviews. 5 lists. 1 wishlist. 12 aliases.


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Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

No, this is not for a monster, but for a PC.

Recently, I had the good luck to be able to make an owlbear character. I came up with some stats for an owlbear 0HD race, but the only thing relevant to this character is going to be the +1 NA, darkvision, and low-light vision. Everything else doesn't matter for a sorcerer.

But that's not why I'm here. I'm wondering if people have any ideas on good feat choices for this guy. His bloodline is going to be Maestro, and there's no changing of that. Instead of singing, he roars.

I'm probably going to pick up Spell Focus (enchantment) and maybe spell song to fascinate and cast unseen.

Oh yea, these owlbears are slightly different from the Bestiary version, so assume anything that would normally make this impossible is possible. Except opposable thumbs. Those might be an issue, but there's Mage Hand for a reason. And that reason was so owlbears can manipulate things.

So, how would you make an owlbear maestro-blooded sorcerer?

Taldor RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16, Dedicated Voter aka primemover003

2 people marked this as a favorite.

Congratulations to Steven for really being a Vrock solid designer throughout the competition. To Pedro and Matt, it's been one helluva run gentlemen.

I can't wait to see Tears at Bitter Manor come November!

--Vrock to the Top


Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber
3 people marked this as a favorite.

One of the most popular requests for classes has been an updated version of the warlock from 3.5. Due to the popularity of the request, and the lack of fanfare about it, I thought a post about Little Red Goblin Games' Invoker would be warranted.


Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

I thought those were one gigantic image, not three individual ones. I've been tricked!

(Also, shouldn't the order be flipped? I'd say that on the whole, dungeons tend to go downwards.)

Contributor

2 people marked this as a favorite.

I have to say how incredibly impressed I've been with the artwork in Paizo's products, especially the most recent ones. The artists who did the portrait and the street scene deserve medals.


Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

Hey, I tried to subscribe to the Player's Companion line earlier but hit "put in sidecart" by accident (probably due to lack of coffee). A few minutes later I received the purchase notice for the AP sub, and just recently did I figure out that I didn't get the Player's Companion line sub and have since fixed that. But due to the mess-up, it looks like I'll be getting two shipments, and I'm wondering if they can be merged:

# 2476905 and # 2483910

Thanks!


Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

You know how we all joke about "What does 'can' mean in the rules?" and "That depends on your what your definition of "is" is."? Well, trust me. This hurts me more than it hurts you.

But in the interest of at least attempting to stop some what will most likely be nasty threads, I'm going to put this request for clarification forth.

The FAQ in question.

Pathfinder Design Team wrote:

Two-Handed Weapons: What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?

Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).

As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is more than fair).

I, and just about everyone else I've asked, believe that the meaning of the phrase "more than fair" will be debated. It can be interpreted in a few ways.

  • Releasing and re-grasping exceeds the threshold of fairness, so you shouldn't be able to do it in a round.
  • Releasing and re-grasping the weapon is fine in one round, but generally only be allowed once.
  • Two free actions is very generous and should be the limit.
  • Two free actions are fine. More than that are fine too.

    This obviously has implications for the two-handed release and re-grip, but will also spill over into the free actions debate. Limiting the number of free actions to something very low is a not-quite uncommon thing for GMs and posters who wish to curb certain feats or abilities. This FAQ entry will be used as evidence to say that two is more than enough free actions per turn.

    So, in the interest of understanding the game better and pre-emptively cutting down on the mod work (seriously, the threads where two sides are quoting the same text interpreted differently are some of the nastiest), I request that the highlighted phrase above be further clarified.

    Now if you excuse me, I'm going to go whip myself for asking a "What is the definition of <common phrase> in the context of the rules?" question.


  • Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    I know that Zoebeck (and some other places) are famous for their clockworks, but I'm wondering if there are any cities / organizations that are famous for applying the principles of clockworking to creating actual life. If so, where could I read up on these guys?

    If they don't exist, where do you think the best place for them would be?

    Thanks!


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber
    1 person marked this as a favorite.

    As a suggestion, having a side box that would contain all of the BBCode markup syntax as buttons to insert at current cursor position would be very helpful. While it's easy to type in all sorts of markup codes on a desktop machine, it takes an inordinate amount of time on a mobile device due to the various symbols necessary being on different keyboard layouts or at best requiring hold-and-press.

    While I know Das Software Overlord is not a fan of clutter, this would be a great quality-of-experience improvement for myself and I'm sure many other mobile users.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    I've been curious for awhile about the number of people who play this archetype as an orc vs the number of people who play it as a non-orc.

    Did you ignore the flavor of the archetype, or play it up?


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    Hi!

    At the top of this page there's the sitemap:
    Alluria Publishing / Pathfinder RPG

    If you click on the Pathfinder RPG portion, it takes you here.

    This also happens on this page.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    Kind of a strange idea I have here for a new character I'm making, but I'm wondering if anyone has any advice on classes, archetypes, feats, traits, etc for an arcane archer that actually uses the crossbow and is a necromancer of the undead animating variety too.

    Order of importance:
    Arcane Archer-type
    Necromancer
    Crossbow

    In a bind, I'll just flavor the bow as a crossbow. Third party classes are allowed as long as I think they're balanced. This guy is starting at level 5.

    The tricky part here is that undead animating is generally within the domain of divine magic, and the arcane archer is sort of...not.

    I guess if anyone knows of a good divine archer type, that may work well, but arcane classes get all the fun non-zombie-makin' necromancy spells.

    Thanks!

    Marathon Voter

    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    Congratulations!

    Now make me an awesome monster. :)


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber
    6 people marked this as a favorite.

    Endzeitgeist recently finished reviewing over 1,000 products. During the post announcing this, it was suggested that EZG receive a custom title for his high quantity and high quality of reviews.

    This was later suggested to be generalized to anyone who meets criteria, possibly as a motive for receiving more reviews.

    I can't think of anyone who has driven money to the site through their reviews as well as Endzeitgeist, and I believe some recognition is in order.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    This product needs a post...because it sounds awesome.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    Please cancel my Pathfinder Campaign Setting subscription. Thanks!

    Marathon Voter

    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    Holy crap, Thomas LeBlanc. Maybe he should be RPG Superstar 2013 Grand Champion Voter.

    He's like Neil Spicer-lite.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber
    1 person marked this as FAQ candidate.

    Let's say you use an ability to get an extra action in a round. For example, you use hero points to get an extra standard action.

    You use a full-round action during that round. Can you use the extra action in addition?

    ---

    Related text, in no real order.

    Hero Points don't really talk about how this would work.

    The Pathfinder Chronicler's ability gives an extra action, but it's not done on your turn.

    Full-round actions

    Quote:
    A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.
    Quote:
    Inspired Moment (Ex): At 11th level, the guide can have an inspired moment once per day as a free action. The ranger gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level. This ability replaces quarry and improved quarry.

    Accelerate Time WoP

    Quote:

    The target of a wordspell with this effect word can take one additional move action each turn. This move action can come before, after, or between other actions, but not during a full-round action.

    Boost: If the target takes a full-attack action, it can, instead of taking an extra move action, make one additional attack at its highest attack bonus.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    While attempting to gift a print item to someone today, I noticed a few issues.

    During the Select Gift Recipients page, if you click on Add New Recipient, you aren't actually able to select anyone from the saved list. The only option is "remove" or to click on their user name, which brings up the profile page. Using the "Find" just adds them to the list, but doesn't appear to let you select them.

    From here, clicking on Continue Checkout to return to the select gift recipients page, and then clicking on Create New Address, the address page's forms are misaligned. Screen shot showing the issue. Not shown but also misaligned are the "Continue Shopping" / "Continue Checkout" buttons, where the shopping one is a few pixels above the other.

    This was for a Print/PDF bundle on Firefox 17.0.1.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber
    1 person marked this as a favorite.

    Hey all, I'm doing some product research. Part of this is to figure out some good values for average damage at levels 3, 9, and 16.

    The restrictions are as follows:
    Core and APG only.
    Not greatly optimized.
    Non Two-handed melee weapons.
    Don't just read off the Monster Creation guidelines. I'm already aware of those :)

    I have my own ideas for the average damage, but I'm curious about other opinions.


    It's been a long few weeks waiting for an update, so I'm glad that you came back so strong. That is a VERY nice-looking mini.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    When attempting to hide threads, you will often hide the incorrect thread.

    What appears to be happening is that when you click on the hide thread button, it uses the current position in the list you're on to determine which thread to hide. If the order of threads in the list changes since the last time you loaded the page, the wrong thread will be hidden.

    Example:

    Starting order of forum page.

    Clicking on Hide Thread for Proposed Class: Myrmidon

    Result

    Deep 6 FaWTL is hidden when before it wasn't.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    This one (which is different from this one) has the "Top Sellers" RSS feed pointing to the other Compatible products page. All three RSS feeds are incorrect.

    Basically, the page that has only 3rd party products on it is showing the RSS feed of the page with 3rd party + paizo products.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber
    4 people marked this as a favorite.

    I, like many others, have been wondering about adventure #71 for the Reign of Winter path. Many of these questions are "The" questions, such as "Is it the Rasputin?" and "Are the heroes going to the third planet from the Sun in a galaxy far away?"

    While the adventures page won't be up for a while yet, something very interesting was released last night: Reign of Winter Item Cards.

    You ask "But Cheapy, what's so interesting about those cards? They just list the mundane and not-so-mundane items that will appear in the adventure."

    Exactly. Look at the sample cards. See anything out of place?

    Here's a quick rules reference to jog your memory:

    Ultimate Combat, Mastering Combat, Firearms wrote:
    Pathfinder's world of Golarion uses the rules for emerging guns, which is also the default category of gun rarity detailed in this Pathfinder RPG supplement.

    Revolvers are advanced weapons, a type of firearm used in the late 19th - early 20th century.

    I went from fairly interested in the AP to very interested in just one image.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber
    22 people marked this as a favorite.

    Thanks for taking the time for this Paizo.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    Let's come up with a list of mechanical reasons for a monk to use unarmed strikes when he could instead flurry with one weapon.

    Keep in mind that many of the reasons for the increased price brought up in debates on the price of the amulet of mighty fists were generally seen as poor reasons, as the benefits were claimed to be niche. These benefits that were seen as not that good included not having to draw a weapon, always having the weapon, stunning fist and ki strikes, and not able to be sundered or disarmed as easily. As has been pointed out many times by some, the increasing damage die of the unarmed attacks does not make up for the ease of enhancing weapons and does not help as much as enhancement bonuses do towards overcoming DR.

    So, let's compile a list to find some good reasons other than flavor to use unarmed strikes as a monk.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber
    45 people marked this as FAQ candidate. Answered in the FAQ. 4 people marked this as a favorite.

    Or would having a SLA of it work as well? Is "cast spellname" shorthand for "cast spellname as a spell" or is it shorthand for "cause spellname to take affect"? Does "cast spellname" require actual spellcasting?

    This question has come up something like 10 times in as many days. If that isn't a frequently asked question, I do not know what would qualify.

    We know for certain that spell-like abilities are not spells, that things that modify spells you cast only affect actual spellcasting, nothing similar to it, and that Spell-Like abilities don't count as on your spell-list.

    When describing the rules of Spell-like Abilities, the core rulebook mostly refers to activating or using spell-like abilities, and rarely does it refer to them as casting them.

    Combat chapter on SLAs

    Magic chapter on SLAs

    Universal Monster Rules chapter on SLAs.

    However, there are some examples of "casting" SLAs as well. For example, the rogue's minor magic talent. Another is a reference to casting them in the Magic chapter, in the bottom paragraph for SLAs. Apparently there are some other cases.

    Cases where it matters:

  • Minor / Major Magic rogue talents.
  • The Dimensional Agility feat tree
  • Any place it says "cast spellname"
  • Skeleton Summoner feat

    If you, the most handsome of reader, would kindly hit the FAQ button, that would be most appreciated.


  • Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    Ever since the big update, search has been behaving oddly in multiple ways.

    Wonkiness Numero 1) Indexing seems turned off.

    Searching for "cheapy" from Messageboards. Change the sorting to "newest first". The last mention was on Saturday. I've made posts since then, so I'd expect them to appear. Don't close this yet.

    Wonikness Numero b) When searching from User's page and going to next page, search breaks.

    On the page with the newest search results for "cheapy", click Next to go to the next set. This works as intended.

    Now we go over to Sean K Reynold's page. Search for damage. Change the sorting to be "Newest First". We actually just searched the entire website for "damage". This happens whenever we change the sort. Go back to the first link in this paragraph (aka: search Sean's posts for "damage").

    Wonkiness Numero iii) Hitting "next" from a user's page goes to searching the topic for Everything

    Hit "Next" to go to page 2. You'll get something like this.

    This works as expected in Thread search, for example searching the UE product discussion tab.

    If it matters, this is on Firefox 16.0.2.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber
    1 person marked this as a favorite.

    For the intro to the playtest for my players, I wanted to test something a bit different from what I assumed most would test. So we tested Mythic PCs and mostly-non-mythic NPCs.

    We aren't too experienced with high level play, so we tried to keep that in mind for our results. I also haven't had the time to fully read the document. There might be some issues with action collision going on, but I trusted the players for this one. We didn't have much time since we started at 7 and had to be done by 9:30, so rules checking was kept to an absolute minimum.

    The encounter was as follows:


    • In a fire god's temple, with lots of lava and fire everywhere.
    • 2 Tor Linnorms as the "mooks". Originally started in lava puddles, and rose out.
    • 1 hekatonkheires titan who decided to "drop in" half way through.

    I guestimated this encounter to be about CR 25, partially due to the large number of resources they used up to deal with the dangerous terrain. I ruled that the titan still counted as mythic for its abilities, because it is quite mythical and had Epic DR.

    The party was as follows:


    • Human monk. Originally was using the guided (Wis to-hit and to-damage, instead of Str) property to leverage her HUGE Wisdom, but I wanted Core line PF only. So she took Weapon Finesse (Mythic). The monk had 10 strength. She also had the dimensional dervish feat tree. Champion path.
    • Human wizard. Nothing out of the ordinary here. Archmage path.
    • Dwarven forgemaster cleric (from ARG). Nothing out of the ordinary here. Heirophant path.
    • Half-orc fighter. Greatsword user, the usual. Champion path.
    • Half-elf summoner. Had the dimensional dervish feat tree, and was using Twin Eidolon the whole time. Marshal path.

    Powerlevel of game: These guys weren't hugely optimized. Even the summoner didn't pull out any crazy rule-tricks.

    They were at full resources.

    Most Basic Results:


    • The +20 Init bonus ensured that rocket-tag went to the side of the PCs. Combat didn't last more than 2 rounds due to it.
    • The monk did more damage than the fighter, took no damage in return, and made far more saves.
    • The summoner and his eidolon did more damage than the monk and the fighter combined.
    • The level 20 abilities had more sway over the encounter than the mythic ones did, other than the +20 initiative.

    Rough recounting of events. Memory is a bit hazy.:


    • Initiative rolled. They all go before the monsters except for the dwarf cleric, who goes after one of the monsters, but before all the rest. Even with the +20.
    • Monk goes first. Uses Dimensional Dervish to pummel one of the linnorms. The linnorm is in a pool of lava, but the monk teleported on top of his massive head and just laid waste. Dimensional Dervish really helped here, although Mythic Weapon Finesse played a large part. Due to just focusing on Dex and Wisdom, the monk was able to have a ridiculous number of ki points, so he was able to dimensional dervish quite often. He hit with about 5 of his attacks, missed with the rest. He did about 120 damage, I think. May have been 140. He uses dimensional dervish to get away.
    • Summoner is up. Lets everyone use a move action for free with his marshal power. Fighter and eidolon use that to move up closer. At this point, we let the summoner roll at the same time as his eidolon. Eidolon pounces on a linnorm using reach to avoid the lava. He can only miss on a 1. He actually rolls a 1 with one of his 7 natural attacks, so "only" hits with 6 attacks. He forgot about haste. Deals about 240 damage with his attacks. The summoner does the same, but doesn't miss any of his attacks. At this point the linnorm was dead before half of the summoner's rolls were tallied. I was nice and said the eidolon took the curse. It fails, but is immune to fire, so it was 'just' permanently staggered.
    • Fighter is up. Uses champion's power to "pounce" the remaining linnorm. Swallows the AoO, but is missed. He attacks, and hits three times. Deals about 90 damage.
    • Wizard is up. Tries to use Polymorph Any Object to turn the remaining linnorm into a pair of leather shoes. Can't bypass the SR, so it fizzles.
    • The only remaining Linnorm is up. It crawls out of its pool, provoking AoO from fighter. Fighter hits it, deals some minor damage. Something around 30-40.
    • Realize that the Eidolon, despite being staggered, still has reach, so it gets an AoO too. Drops another 30-40 HP.
    • Linnorm uses breath weapon, but people mostly shrug it off due to the Tier 5 ability. fighter wasn't too happy about being at the start of it, but came out mostly fine.
    • Dwarven cleric moves up and does...something. I don't remember what. It didn't help much.
    • Titan drops down, everyone takes damage. Memory is getting hazy here.
    • Monk comes teleporting in with Dimensional Dervish. Wrecks the linnorm due to haste, mythic weapon finesse, greater heroism, etc. Teleports out again with dimensional dervish.
    • Summoner proceeds to kill the linnorm with another 220+ damage, teleports out again with dimensional dervish. Eidolon does a poke with its one natural attack it can do, since the summoner used his marshal ability, but this was before the summoner acted.
    • We realize that the linnorm should've taken the damage too from the titan dropping. This wouldn't have killed it, but would've made the monk killed it.
    • Monk rolls saving throw to avoid curse, misses it by 1 but spends the point to add to the roll. Even though he rolled ridiculously low on his saving throw, he still got within 1 of the DC. Not bad.
    • We retcon the summoner's turn so that he attacks the titan. Does ridiculous damage.
    • The fighter does ~120 damage by critting twice with his greatsword, and a few other attacks. Misses a few others, and I don't think he was power attacking.
    • Wizard starts summoning something.

    This is the point where my recollection gets really hazy. But it all ended with the summoner full-attacking the titan and doing ~240 damage again. The titan died before it could act. The titan, by DM fiat, fell on the eidolon crushing it forever and ever. It was just unconscious though, until the dwarven cleric cast prismatic sphere. It failed all of its saves and died right before the insanity, I think. It got teleported to the elemental plane of puppies.

    Questions that popped up:


    • "Does the titan get to attack everyone within reach when an AoO is provoked?"
    • "Haste works with unarmed attacks, right?"
    • "How does the tier 5 mythic saving throw ability interact with Improved Evasion?"

    Results:


    • Thoroughly trounced enemy. As to be expected, but I was hoping the titan dropping in would've been interesting.
    • Amazing Initiative is very strong. It ensures that player's get to go first in rocket tag.
    • The non-mythic abilities seemed to dictate more than the mythic abilities, except in a few circumstances.
    • Mythic Weapon Finesse really helped the monk out, by letting him stay at 10 Str (well, 16 with the belt). As stated above, he out damaged the fighter in no small part due to this. If I had allowed Guided, I don't think it would've been a fair contest at all. The monk made sure he had 3 ways of moving and being able to flurry, which also helped a lot.
    • Dimensional Dervish feat line was a huge help to the monk and the summoner.
    • Mythic abilities weren't used every round.
    • SR was still a huge issue, although there may have been an ability to help the wizard out and he just didn't choose it.

    Plans for future playtesting:


    • Not doing level 20. Maybe level 19. The capstones had a huge effect when applicable. Skewed results too much.
    • Rolling randomly to determine which encounter in the day we're in, and then figure out a way to stimulate using up resources. Roll dice to see how many 9th level spells you've used, how many ki points, etc.
    • Core Rulebook + APG only. Dimensional Dervish skewed results a lot, and there were other feats too. This is mostly to keep a more "level" balance-field. Add more books and there are too many factors.
    • No summoners. This felt more like a playtest of the summoner than of the mythic rules.
    • Keeping copies of the character sheets and tallies of how many times people hit, were hit, saved, etc.

    Players are eager to test it out at lower levels, since they think mythic abilities will have more of a sway over the power level then. They want to add it to Way of the Wicked, but I'm not sure there's a good place for that yet.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber
    30 people marked this as a favorite.

    Nifty!

    A few weeks ago, Sean posted this blogpost by Monte Cook about what good playtesting feedback is. People really interested in playtesting this should give it a look over and take it to heart.

    I’m not the end-all-be-all for what Paizo wants from this, but here are my thoughts on the topic, as well as what I took away from the above blog post from Monte.


    • You are not the designer. In this case, Jason is.
    • Ignore typos and grammatical errors. That’s not what they want to playtest. They want you to test the rules.
    • Give feedback, not opinions. If you don’t like the idea of mythic gameplay, then don’t just say that. It’s not too helpful as that ship has sailed long ago.
    • You’re still not the designer. Jason still is the designer. That’s his job.
    • Don’t make houserules for it and then give feedback with those rules influencing your perceptions. Think of it like a recipe site. You go there to find a recipe, and you see a 1 star review for a pasta recipe you’re looking at. The review states that the cook substituted ice cream for butter, and marmite for pesto sauce. Surprisingly, the cook found the recipe to be absolutely horrible. But this review isn’t helpful. It’s helpful for a pasta recipe that includes ice cream instead of butter and marmite instead of pesto sauce. But that’s not the recipe they were reviewing. At all. The recipe they were reviewing had butter and pesto.
    • Play the game, see what happens. A lot of problems seem like they’ll exist in pure theorycrafting, but don’t really show up in actual play. Keep this in mind.
    • If you can, try to playtest multiple different power-levels of the game. How mythic rules work out could be a lot different between a group consisting of synthesist god-tank-pouncers, zen archers, optimized God wizards, and AM BARBARIAN and a group consisting of a sword and board paladin, a rogue rapier-duelist, a cleric of healing and love, and a sorcerer focusing on illusions.
    • Core! Core is great because it sets the base-line level of power. It’s fine if you play some mythic tengu with 5 natural attacks at first level or some aasimar that through various rules hoops has some feats meant for tieflings, but if you find that with mythic rules it’s making a completely ridiculous character, consider how much of that is due to the mythic rules versus the non-core rules. In fact, keep that in mind with core rules as well.
    • I believe that the default assumption in the game is 15 point buy with the core races and the balanced option for wealth by level. Testing at this point is a great way to test. From what we’ve heard, mythic abilities are tied to your main ability stat modifiers of the path you’re in. This means that higher point buys or generous dice rolling methods will allow for more mythic abilities, which could skew what you’re seeing quite a bit.

    Oh yea, and have fun :)

    Spoiler:
    No, I didn't spend any time before the blog thinking about this. I just type at a mythic rate.

    Marathon Voter


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    In the shopping cart, and can't wait to read this!


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    When searching through the posts a user has made, including the thread title would be nice.

    This has happened a few times to me, and I'm not sure if this is a suggestion or a bug.

    This is a link to search Sean's posts for the word "dilettante". There are no results for it.

    This is a post by him talking about the feat. He doesn't mention it by name, but the thread title contains it.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    If bored...

    Not a huge issue, as I only really use it when the site doesn't play well with the stock browser.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    What's the way to go about this? Just flag and if you think it's not clear, make a post saying why? Should you make that post, and then flag your own post so the mods can see it?

    Is there something in the works to be able to add a reason when you flag it? Say you hit flag, and a box pops up for you to say why.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    Yes, I'm thinking of making this a thing. Background: We have an armiger in the party, and I'd like to make it so that he can actually keep enemies on him. He's a 3/4ths BAB class, so relying on hitting them to hold "aggro" is a bit annoying. I'd like to support the character concept a bit better than is currently supported.

    So...

    Greater Antagonize
    Benefit: You may use either use of Antagonize as a move action, but no more than once per round.

    I think that if this wasn't for a specific character, I might ignore my rule of "no limits per day on (Ex) abilities in feats" and add that this can be used 1 + mCha times per day... But this guy has a 6 Charisma.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber
    1 person marked this as a favorite.

    You've diligently maxed out your Use Magic Device skill. You have it as a class skill, so you're one of the best at it. Maybe Charisma is one of your primary stats. You've got a big score.

    Now what do you use with it? What wands do you have on hand? What other items do you use often?

    This thread will hopefully be a nice compilation for people to come back to when they want to get ideas for how to use it.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    Whenever I find myself gifting someone something from the store, I usually have items in my shopping cart waiting to be bought. Since I don't want to gift all the items in the cart, I have to save the other items for later, gift it, and then re-add those items to the cart. It's not really a deal breaker, but a minor inconvenience.

    While being able to buy the items in my cart and gift the one to someone all in one fell swoop, even just being able to select which ones to gift, and only processing those ones would be fine. The annoyance, for me at least, is mostly having to save for later and then coming back and adding them to the cart.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    When the question of AoOs and Free Actions come up, something that is almost invariably brought up is the grab universal monster ability.

    Here is that ability, in all of its glory:

    Grab (Ex) wrote:

    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. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).

    Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
    Format: grab; Location: individual attacks.

    The point that's brought up is that since this is a free action, it cannot be done as part of an AoO, since you cannot usually perform free actions outside of your turn.

    In the past, I used this as an example of the confusion between Free Actions and its limit to your turn. There are a few other examples that use free actions that are clearly meant to be used out of turn, and I thought this was one of them.

    And then I discovered this. It's the reason why grapple cannot be done in place of an attack in the first place, and that reason is because you could then super grapple them before they really get a chance to react.

    So now I'm thinking grab as a free action, and thus not out of turn or on an AoO, is possibly intended, and I'm wondering what others think given the reason for no grapple on AoOs.

    As a possibly relevant sidenote, when UC was released, I made a thread about the Snap Shot line of feats, which allow you to make AoOs with ranged attacks. The issue here was that it's a free action to "reload" a bow, and since you can't take free actions outside of your turn, you couldn't make more than one such AoO in a round since, by the rules, you could not nock another arrow.

    After enough FAQings, the FAQ was updated for this question: It can be found here.

    Quote:

    Snap Shot: Can a character with Snap Shot (page 119) and Combat Reflexes make multiple attacks of opportunity with a ranged weapon, assuming that loading the ranged weapon is a free action?

    Yes. As long as you can reload your weapon with a free action you can reload your weapon as part of the ranged attack attack of opportunity you are making with the Snap Shot feat.

    —Stephen Radney-MacFarland, 10/13/11


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber
    3 people marked this as FAQ candidate.

    This isn't a rules question, as the rules are quite clear on this. But it may end up there anyways :)

    FAQ on Racial Heritage

    Quote:

    Can a human with the Racial Heritage feat take levels in an archetype that requires you to be of a specific race?

    Yes, the Racial Heritage feat allows you to qualify for archetypes that have the chosen race as a requirement, assuming you still meet all of the other requirements to take levels in the archetype.

    —Jason Bulmahn, 07/27/12

    Ok, so we can take racial archetypes. Great!

    Edit: As rightly pointed out, originally this had the rules for 2nd level and above. Here are the rules for character creation: You can see Starbuck_II's post for the original content.

    Rules for creating a character.

    Quote:

    Step 3—Pick Your Class: A character's class represents a profession, such as fighter or wizard. If this is a new character, he starts at 1st level in his chosen class. As he gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities.

    Step 4—Pick Skills and Select Feats: Determine the number of skill ranks possessed by your character, based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Then spend these ranks on skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one). After skills, determine how many feats your character receives, based on his class and level, and select them from those presented in Feats.

    So, you always pick your class first, and then your feats.

    Archetypes are modifications of classes. You may choose an archetype so long as it hasn't altered/modified/glanced-knowingly-while-waggling-its-eyebrows-at any class features you possess.

    Since Racial Heritage is a feat and you must select the class first, you will receive the first level abilities before you get the feat, meaning you cannot use Racial Heritage to acquire a racial archetype that isn't of your race that modifies a first level ability.

    Just a heads up :)


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    Currently, the topics that are "suggestions" are thrown in the Suggestions/House Rules/Homebrew forum. I believe they would be better suited for the Paizo Products, as suggestions is really the odd-man out in that trinity. These are suggestions for Paizo Products and make the most sense there, IMO.

    In addition, I'd like to ask for a clarification of where posts concerning 3rd party PFRPG compatible material are handled. Currently, everything seems to be lumped into the one forum (The Compatible Products from Other Publishers one). While this is understandable, I would like for threads asking for advice on how to build a character with 3rd party material remain in the Advice forum.

    I fully admit that part of my desire for this is selfish, as it would increase the visibility of 3rd party stuff which is always good for a healthy RPG ecosystem, but a lot of it has to do with people actually getting help there.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    As the title says. If you know of any, let me know!


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    Does anyone know of modules that fit the thread's bill? I'm looking for some modules to fill in some empty spots for Way of the Wicked.


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    Does anyone have any experience with this product?


    Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

    I've found the idea of Bright to be fascinating, and I'm curious if anyone knows anything else about her.

    Here's what the wiki says.

    Are there any other tidbits?
    Does she have any centers of worship? Nex or Numeria?
    Have any miracles been associated with her?
    Does she have any control over clockwork / constructs?
    How does she interact with the Inevitables?
    Do her followers receive any special spells?
    Is there a Great Workshop In The Sky?

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