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Orcus

Cylerist's page

Pathfinder Charter Superscriber. Pathfinder Society Member. 276 posts (277 including aliases). 4 reviews. No lists. 1 wishlist. 2 Pathfinder Society characters.

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Taldor Cylerist (Pathfinder Charter Superscriber)

What ever became of the proposed changes to stealth?

Taldor Cylerist (Pathfinder Charter Superscriber)

Just wondering if the shippments for this month are back on schedule and when you might have them out?
I know the snow/ice shut you down for a week just trying to see where you stand now.
Thanks

Taldor Cylerist (Pathfinder Charter Superscriber)

Werecorpse wrote:

From my point of view, as someone who doesn't play 4e and enjoyed playing 3.5e and 1e I am excited and happy to hear the news that wotc is going to make a new game & the way they say they are going to make it.

I don't really understand the negativity from those who don't play 4e. I mean

- they used to make a game I liked.
- they stopped & made a different game ( me sad, but I have other games )
- now they have said they will stop making the different game and make a game like the one they made before, ie one I like.

That's a good thing right?

As I say the news that wotc are going to make a new game instead of 4e ( which I don't play so don't care about ) is all good.

If they fail to make a game I like either because they are tricksy corporate suits or because they are hamfisted bunglers I am no worse off than I was before. But if they succeed....

Yay!

I agree completly BUT I fear that if 5e is different from 4e it will have some 4e devotiees left high and dry much like happend to 3.5 players when 4e came out. At leat 3.5 had 3rd party support somthing much less prevelent for 4e.

There are no "perfect" answers but I hope it helps draw players to RPG and makes the industry stronger no matter what it's form.

Taldor Cylerist (Pathfinder Charter Superscriber)

Delenot wrote:

What weapons have reach and can threaten adjacent squares?

Please provide links or locations to find documentation on any.

Check the PRD under equipment -weapons all weapons with reach are listed as such in the far left column of the weapon table.

Taldor Cylerist (Pathfinder Charter Superscriber)

Frankthedm wrote:
Yeah, implosion doesn't attack the life force, it just makes the victim go SPLAT!

I should have specified I meant 3.5 since Pathfinder cleard it up.

Thanks all.

Taldor Cylerist (Pathfinder Charter Superscriber)

Will the spell Death Ward protect one from the Implosion spell?
AImplosion is not a death sub-school but neither does it cause HP damage.

Taldor Cylerist (Pathfinder Charter Superscriber)

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Taldor Cylerist (Pathfinder Charter Superscriber)

The picture in Bestiary 3 for the Allip matches the minature in Pathfinder Battles that is labeled as Spectre.
The picture from the Bonus Bestiary of the Allip is not used in the Bestiary 3
My question is-is the Minature Labeled wrong and should be an Allip or is the picture in the Bestiary 3 wrong and is actually a picture of a spectre?

Taldor Cylerist (Pathfinder Charter Superscriber)

I am male 44 and 3 months have been playing since 1979 my group is all male the youngest is 41 (I am the oldest) one of us was in the military.

Taldor Cylerist (Pathfinder Charter Superscriber)

Lord Gadigan wrote:


** So ther is a new artwork for the Allip, cool.

It is the same as the Pathfinder Battles Mini for the Spectre.

Taldor Cylerist (Pathfinder Charter Superscriber)

Has anyone else notice that the Spectre figure in the Heroes and Monsters set looks EXACTLY like the picture of the Allip in the Beatiary 3, the Allip picture in the Bonus Bestiary was much different and IMO moe accurate.

Taldor Cylerist (Pathfinder Charter Superscriber)

Dragnmoon wrote:

SO I find that I have very little time to read novels anymore, but I do listen to Audio books a lot while driving.

Have you looked into this? Is there a possibility this could happen?

I just want to "second" this idea!

I am listening to "Faithful Servents" as I write this, I love it.

Taldor Cylerist (Pathfinder Charter Superscriber)

East coast time dely is PAINFUL! :)

I think I know what it is... but I am not telling! :P

Taldor Cylerist (Pathfinder Charter Superscriber)

You da man!
Thank you for your time and effort.
Can we expect more awesome from you any time soon?

Taldor Cylerist (Pathfinder Charter Superscriber)

One of the special powers of the mindslaver mold is Avoidance, it allow a reflex save but what is the saves DC?

Avoidance (Ex) When a mindslaver mold is infesting living or undead creature, it can make a Reflex save as an immediate action to completely avoid an attack that would normally have hit it. This attack instead harms the infested creature—the mold effectively slithers out of the way of the incoming attack so that the blow strikes the creature it controls. The mindslaver mold must choose to attempt avoidance after the attack roll is resolved but before damage is rolled.

Taldor Cylerist (Pathfinder Charter Superscriber)

Cylerist wrote:

Am I right to assume a gunslinger with gunsmithing does not make craft checks to make or repair ammo or firearms and the craft chart DC is for characters/npc who try to make guns using just craft(firearms).

I just want to confirm this as it seems gunsmithing feat is much better then any other craft related feat.
Did I miss errata?
Gunsmithing
You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith’s kit, you can
create and restore firearms, craft bullets, and mix black
powder for all types of firearms. {You do not need to make
a Craft check to create firearms and ammunition or to
restore firearms}.
Crafting Firearms: You can craft any early firearm for a
cost in raw materials equal to half the price of the firearm.
At your GM’s discretion, you can craft advanced firearms
for a cost in raw materials equal to half the price of the
firearm. Crafting a firearm in this way takes 1 day of
work for every 1,000 gp of the firearm’s price (minimum
1 day).
Crafting Ammunition: You can craft bullets, pellets, and
black powder for a cost in raw materials equal to 10% of the
price. If you have at least 1 rank in Craft (alchemy), you can
craft alchemical cartridges for a cost in raw materials equal
to half the price of the cartridge. At your GM’s discretion,
you can craft metal cartridges for a cost in raw materials
equal to half the cost of the cartridge. Crafting bullets,
black powder, or cartridges takes 1 day of work for every
1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth
of work, you can use this feat to repair a single firearm
with the broken condition. You can take time during a rest
period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the
following additional benefit. You can use this feat to repair
and restore your initial, battered weapon. It costs 300 gp
and 1 day of work to upgrade it to a masterwork firearm of
its type.

Taldor Cylerist (Pathfinder Charter Superscriber)

Am I right to assume a gunslinger with gunsmithing does not make craft checks to make or repair ammo or firearms and the craft chart DC is for characters/npc who try to make guns using just craft(firearms).
I just want to confirm this as it seems gunsmithing feat is much better then any other craft related feat.
Did I miss errata?
Gunsmithing
You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith’s kit, you can
create and restore firearms, craft bullets, and mix black
powder for all types of firearms. {You do not need to make
a Craft check to create firearms and ammunition or to
restore firearms}.
Crafting Firearms: You can craft any early firearm for a
cost in raw materials equal to half the price of the firearm.
At your GM’s discretion, you can craft advanced firearms
for a cost in raw materials equal to half the price of the
firearm. Crafting a firearm in this way takes 1 day of
work for every 1,000 gp of the firearm’s price (minimum
1 day).
Crafting Ammunition: You can craft bullets, pellets, and
black powder for a cost in raw materials equal to 10% of the
price. If you have at least 1 rank in Craft (alchemy), you can
craft alchemical cartridges for a cost in raw materials equal
to half the price of the cartridge. At your GM’s discretion,
you can craft metal cartridges for a cost in raw materials
equal to half the cost of the cartridge. Crafting bullets,
black powder, or cartridges takes 1 day of work for every
1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth
of work, you can use this feat to repair a single firearm
with the broken condition. You can take time during a rest
period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the
following additional benefit. You can use this feat to repair
and restore your initial, battered weapon. It costs 300 gp
and 1 day of work to upgrade it to a masterwork firearm of
its type.

Taldor Cylerist (Pathfinder Charter Superscriber)

James Jacobs wrote:
Dren Everblack wrote:

I ran an encounter with an intellect devourer recently. I played it as the "body" being the equivalent of whatever is was in life - minus specific knowledge, spells and spell like ability.

So in my case it was a morlock barbarian with all of the powers, abilities, and HP's it had in life.

This is exactly the way to handle it.

It's like when a ghost possesses someone, sort of.

You kill or defeat the body it's inside of (encounter one, using the host body's stats), and then the monster comes out and you fight it next (encounter two, using the intellect devourer's stats).

Thank you all; that was my thinking as well but wanted to make sure I was on the right track.

Taldor Cylerist (Pathfinder Charter Superscriber)

Kelvar Silvermace wrote:

This is the sort of post that confuses me. Pathfinder and 3.5 are *very* similar and about 90% compatible as is. Why do you need to see it written in a book with the word "Pathfinder" on the cover? I'd just use it as is--and if I were the DM, I'd certainly allow it.

This sort of reminds me of the time back in my day when I was in a campaign that switched from 1st Edition to Second Edition. I was playing a Paladin and I wanted to use a Broadsword--for which I had stats in 1st edition--it was suspiciously like a longsword, except the damage was 2d4 instead of 1d8. My DM at the time (stubbornly, in my opinion) refused to allow me to keep using it, because it "wasn't second edition"--even though there was no mechanical difference in the rules that would have prevented it or that even required any tweaking.

This seems like the same sort of deal. Why throw out the whole Spell Compendium just because it wasn't published by the fine people at Paizo? It is still a viable resource--unless you have "one of those" types of DMs...err...GMs.

I'm currently playing a Scout from the "Complete Adventurer" in a Pathfinder campaign, because my GM shares my point of view. "Converting" the class took about 2 minutes--I had to update the skill list and then calculate CMB and CMD. BAM! Converted!

It's not that we won't use it from the spell compendium (although we are careful what we use from that book as some of the spells are very unbalanced) I was just wondering if it was renamed in PF like Revivify became Breath of life.

Taldor Cylerist (Pathfinder Charter Superscriber)

Is there a spell in Pathfinder that replaces Panacena.
In 3.5 it was a nice higher level spell you could take to replace many low level ones that each removed different minor conditions.

Panacea (Spell)
Conjuration (Healing)
Level
Cleric 4, druid 5
Components
V, S
Casting Time
1 standard action
Range
Touch
Target
Creature touched
Duration
Instantaneous
Saving Throw
Will half (harmless), see text
Spell Resistance
Yes (harmless)
You kneel next to your afflicted comrade and speak the soft words of this spell. At your touch a golden radiance infuses your companion.

This spell channels positive energy into a creature to wipe away its afflictions. It immediately ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (maximum +20).

Panacea does not remove ability damage, negative levels, or drained levels.

Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage You smell an otyugh swarm before you see it if it makes a Will saving throw), but it has no other effect.

Source: Spell Compendium

Taldor Cylerist (Pathfinder Charter Superscriber)

The Four Horseman have no Favored Weapon listing while all the other minor deities do.
Was this an oversight or do they not have any?

Perhaps the upcomming Book of the Damned Vol 3 will have them listed?

Taldor Cylerist (Pathfinder Charter Superscriber)

1 person marked this as FAQ candidate.

In the Body thief it says:Damage done to a host body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round.
So how many HP does a dead body have?

Body Thief (Su) As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect devourer has full access to all of the host's defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity and personality, yet has none of the victim's specific memories or knowledge. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.

Taldor Cylerist (Pathfinder Charter Superscriber)

I would agree with the 2nd part - only the 5' step and withdrawl action would eliminate the AoO.
A 5' step as a move equilivant action is a move and draws the AoO

Taldor Cylerist (Pathfinder Charter Superscriber)

I am reading "Goblin Corps" by Ari Marmell.
It is very entertaining a great mix of humor and adventure, although it is not a d&d/pathfinder book you can see the games influance on it (Ari was a WotC employee for thoses of you who did not know).
I strongly suggest you check it out - it starts a little slow but picks up once the main charatcers are introduced.

Taldor Cylerist (Pathfinder Charter Superscriber)

From the wiki

Before the Faction WarIn The Faction War many Factions were destroyed or merged.

The fifteen factions are (in alphabetical order):

Athar
("Defiers", "The Lost"), who deny not only the gods' right to pass judgment over mortals, but their very divinity. They claim that the gods (whom they call "powers") are powerful but have limits and do not deserve worship. Instead, Athar priests channel divine power from what they call the "Great Unknown", or what they believe to be the true divine force behind everything. Their headquarters in Sigil is the Shattered Temple, the former temple of the dead god Aoskar. The Athar are broadly derived from real-world atheists, agnostics, and Deists.
Believers of the Source
("Godsmen"), who believe that each life is a test, and that every person has the potential to become a god. Their headquarters is the Great Foundry, symbolizing their belief that the multiverse constantly forges and refines all beings. Shares many parallels with Hindu and Buddhism. However, the ultimate goal is not Nirvana but apotheosis.
Bleak Cabal
("Bleakers", "Madmen"), who deny that any belief system has any merit; as they see it, the universe has physical rules, but no metaphysical or philosophical ones, therefore any meaning in life must come from within. Their headquarters is the insane asylum of Sigil, called the Gatehouse. They are derived from real-life existentialists and nihilists.
Doomguard
("Sinkers"), who believe in the sanctity and inevitability of entropy. They see the decay and destruction of the universe as necessary; for once it is destroyed all imperfections will be gone with it, paving the way for a perfect new world. Their headquarters is Sigil's Armory, where they forge weapons as tools of destruction.
Dustmen
("The Dead") believe that both life and death are false states of existence, that there is a state of True Death which can only be accomplished by denying one's emotions and physical wants and needs (a conception similar to oblivion, but also conceivably to Nirvana). Their headquarters is the Mortuary, where Sigil's dead are interred or cremated. Their philosophy is closely related to acosmism, with a more death geared ideal. The faction shares similarities with Buddhism and with the Stoics as well.
Fated
("Takers", "The Heartless") believe that those with power and ability have the right to own what they control and to take what they can from those who are unable to keep it, and that it is their right to exploit any situation to their advantage, regardless of how it affects anyone else. Their headquarters is the Hall of Records, where they serve as the tax collectors of Sigil. They are derived from real-life Social Darwinists and the philosophies of Max Stirner.
Fraternity of Order
("Guvners"), who believe that knowledge is power; they learn and exploit both the natural laws of the universe and the laws of society. Their headquarters is the City Court, where they serve as judges and legal advocates. They recall the Sophists of Classical Athens.
Free League
("Indeps"), who reject the other factions and their bureaucratic, hierarchical dogmatism; in fact, they don't consider themselves a faction at all. For this reason, they don't have a factol or an official headquarters, though Sigil's Great Bazaar serves as an unofficial one. They believe in individual freedom as the highest good and could be considered similar to libertarianism.
Harmonium
("Hardheads"), who believe that peace and stability can only be established under one rule -- theirs. The planar faction known as the Harmonium is actually just a small part of a much larger political entity which rules over the entirety of the Prime Material world of Ortho. In Sigil, they serve as the city's police force, and their headquarters is the City Barracks. They are related to present day authoritarianism, particularly religious evangelicalism and fundamentalism. It is strongly advised that visitors to Sigil never, under any circumstances, use the term 'Hardhead' in front of Harmonium members.
Mercykillers
("The Red Death"), who believe in justice and retribution at the expense of all else. Their name does not come from "killing out of mercy," but rather "killing mercy." Their credo that mercy is for the weak, and the merciful should be punished. Appropriately, their headquarters is Sigil's Prison, where they carry out the sentences of convicted criminals.
Revolutionary League
("Anarchists"), who believe that social order and man-made laws are inherently corrupt and must be destroyed--though none of their members can agree on what, if anything, should replace them. Like the Indeps, they don't have a factol or a headquarters, though they have many safe houses and secret meeting places.
Sign of One
("Signers"), who believe that everyone is the center of their own reality and that reality can be reshaped by the power of imagination. Their headquarters is the Hall of Speakers, which houses Sigil's legislature. Some of them are solipsists, though most are not so extreme.
Society of Sensation
("Sensates"), who believe that accumulating experiential knowledge through the senses is the only way to achieve enlightenment. Their headquarters is the Civic Festhall, which features an endless series of entertainments and a library of magically stored experiences. They are remniscent of ancient Epicurianism, as well as the more modern empiricism.
Transcendent Order
("Ciphers"), who believe that by tapping in to the 'cadence' of the planes and acting through pure instinct they can achieve a higher state of being. Their headquarters is the Great Gymnasium, where members can train to improve their bodies and minds. Their philosophy could be considered similar to Taoism, and its offshoots, such as Zen Buddhism.
Xaositects
("Chaosmen"), who believe that the only truth is revealed in chaos. The Xaositects have been quite accurately described as being "totally off their rockers, every one of 'em." Their headquarters is the Hive, which is the most disorganized part of the Sigil ward of the same name. Some may consider their philosophy a slight twist to accidentalism, but a far more relevant parallel is the Cynics (Greek κῠνικός "dogs") of antiquity. There is even a gang of Xaositects called the "Starved Dogs Barking" featured in Planescape: Torment. Compare with real life discordianism.
[edit] After the Faction WarAthar
who have fled to the base of the Spire, the region of the Outlands where all magic (including that of the gods) fails, to escape the wrath of the deities whom they defied. Their membership has declined due to the isolation of their new base.
Doomguard
who now rarely leave their citadels, making forays outside only when some great act of creation (such as the formation of a new demiplane) demands a retributive act of destruction.
Fated
who suffered a great loss of face because it was their factol, Duke Darkwood, who started the Faction War in the first place. They've moved their base of operations to Ysgard, but have otherwise changed little in their methods.
Fraternity of Order
who relocated to the plane of Mechanus, where they already had several strongholds. The Guvners continue to delve into the laws of the planes and plot their eventual return to Sigil, which they still believe to be the fulcrum around which all worlds turn.
Harmonium
who relocated to the plane of Arcadia. They have become less of a police force and more of a diplomatic body. The Harmonium now believes that the best way to spread order is to peacefully unite the Upper Planes under the banner of law rather than forced conversion to their ideals.
Mind's Eye
merged from the survivors of the Believers of the Source and the Sign of One.
Revolutionary League
which retreated to the plane of Carceri, where most of its cells fell into disarray. Most of the remaining Anarchists seek to return to Sigil in force to become its new rulers. Other members of the League are appalled at the thought of ruling anything and have formed a splinter group, the Second Wave; these "Wavers" take the dissolution of the factions as proof that any political structure can fall and have spread to numerous planar metropolises to stir up rebellion.
Ring Givers
who believe that everything you give (and sometimes even more) will be given back to you one day.
Sodkillers
who believe in exterminating crime with any force necessary, and one of the two factions that long ago joined to make the Mercykillers and divided in the wake of the Faction War.
Sons of Mercy
who are concerned with redeeming and rehabilitating criminals, and one of the two factions that long ago joined to make the Mercykillers and divided in the wake of the Faction War.
Transcendent Order
who have been barely touched by the Faction War and still run the Great Gymnasium, unofficially spreading their ideals through the Cage and the Planes. Former Factol Rhys is now a member of Sigil's city council.

Taldor Cylerist (Pathfinder Charter Superscriber)

THE SOCIETY OF SENSATION

Taldor Cylerist (Pathfinder Charter Superscriber)

Looking over the monsters I an confused as to how they get the initiative modifiers.
+9 on the ogre who gets a -1 from dex and has no imp initiative baffles me.
I hope it is explaied well for it seems very different from the Core Book rules.

Taldor Cylerist (Pathfinder Charter Superscriber)

Got mine yesterday!!!
Fantastic and huge, it survived the trip to the East coast with no damage and is signed by Bill himself.

Thanks Bill et.al. for all your effort in making this.

For those who missed it go order the Unlimited version, it is well worth it.

Taldor Cylerist (Pathfinder Charter Superscriber)

Gyllynn wrote:
Okay, I was reading the Pathfinder RPG Core Rulebook in the Chapter on Skills, and it said that you can only put a number of Ranks into a certain Skill equal to the number of Hit Die you have. If this is so, then does that mean that a Barbarian can put 12 Ranks in any Skill, but a Wizard can only put 6? Also, if the answer to the previous question is yes, then is it talking about the number of Ranks you can have in a Skill per Level, or overall? And finally, does a PC's Hit Die ever increase? Because I haven't seen anything on it in the Core Rulebook.

Consider HD equal to Level for PC's.

A 1st level barbarian or wizard can have 1 skill rank in a skill.
HD are number of dice a creature has NOT the number on the dice.

Taldor Cylerist (Pathfinder Charter Superscriber)

Lockgo wrote:

So in over several the games I've ever played, it turns out that most people forgot to add concentration checks on many situations, to the point I didn't even know you had to make certain checks.

For example, I did not know your that your suppose to make a DC on any damage you take between turns unless it was from a AoO. so to make things clear, I want to know if I am understanding correctly.

1. Injured Concentration checks.

If I'm reading the rule right, your suppose to make a DC check, if you take ANY DAMAGE, between your turns before you cast a spell. For example.

Turn 1,
Wiz casts grease(level 1 spell),
Orc hits for Wiz for 10 damage
Turn 2,
Wiz 5-foot step and Cast blur(level 2 spell), has to make a DC 22,
Orc feels randy and charges as a standard action, does 10 damage again.
Turn 3,
Wiz decides to cast defensively Summon Mon 3(level 3 spell), so he has to make a DC 21? 15 + 2x(spell level)? or is it DC 31? 15 + 2x(spell level) + 10damage.

Or is it dc 42? 15 + 2x(spell level) + (injured 10 + 10damage taken + spell level (level 3))?

or would it be two different rolls? 21 for fighting defensively and then 23 for injuries.
We assume the wiz manages to pass the checks

Orc full rounds Wiz for 10 damage and 15 damage with 2 attacks.

Turn 4, sorry SOB of a Wiz is still some how up, he attempts to take a 5-foot step, the orc remember he has step up, and also takes a five foot step.

The wizard tries to cast fly normally, the orc gets an AoO for 5 damage "he rolled low"

Now here is the most important question. The DC, would it be base10 + (attack 1)10 + (attack 2)15 + (AoO)5 + spell level 3, making it a DC 43? Would he just roll a dc for each attack?

The cleric, rogue, and fighter finally come to the wizard's aid, orc mob is defeated.

Turn 5, the fighter hugs the cleric "grapples" and it starts raining really hard. Would that be 10 + grappler's CMB + spell level4(cure critical wounds on wizard) + 5 + spell level?

or 5 + 10 + grappler's CMB + spell level4?

Did I...

The interrupting event strikes during spellcasting

if it comes between the time you started and the time you
complete a spell (for a spell with a casting time of 1 full
round or more) or if it comes in response to your casting
the spell (such as an attack of opportunity provoked by the
spell or a contingent attack, such as a readied action).

So taking damage between casting spells does NOT force a concentration check unless the spell has a 1 full round casting time, or an attacker readies an action to attack as you cast or get a AoO from your casting while threatened.

Taldor Cylerist (Pathfinder Charter Superscriber)

Bill Webb wrote:

We got all of them out except a few weird orders (6 or so left) I am still sorting through--I probably made a few mistakes; so let me know if I did. I know in at least one case I shipped a book to an old address (and then shipped on to the correct address the next day).

Just kidding on my back--I am fine. My kid broke her ankle this week; so that added to the fun. Dawn, Killa and Skeet helped a ton, thanks again all.

Direct order books are all signed by me.

Tome of Adventure Design will release for pre-order on my website on or about September 28, and a few copies of Tome SW are still for sale; buttons go up on Monday.

Thanks so much.

What state are they shipping out from (Trying to guess when mine will arrive). :)

Taldor Cylerist (Pathfinder Charter Superscriber)

Cylerist wrote:
Chris Lambertz wrote:
Enlight_Bystand wrote:
The Kyra PDF doesn't seem to be working...
Should be working now! Sorry about the confusion there :)
Still a no go here.

Got it now!

Thanks

LOOKS AMAZING!

Taldor Cylerist (Pathfinder Charter Superscriber)

Chris Lambertz wrote:
Enlight_Bystand wrote:
The Kyra PDF doesn't seem to be working...
Should be working now! Sorry about the confusion there :)

Still a no go here.

Taldor Cylerist (Pathfinder Charter Superscriber)

I knew I would get a fast response but -WOW

Thanks all - I love these boards!

Taldor Cylerist (Pathfinder Charter Superscriber)

Sorry if this was covered elsewhere and I missed it but...
Ninj's can take Rogue talents in place of tricks so...can a Rogue take a ninja trick in place of a talent?

If yes where is it mentioned - thanks all

Taldor Cylerist (Pathfinder Charter Superscriber)

Dennis Baker wrote:
Cylerist wrote:

Jolting Portent mentions the oracle in the description for save DC but it is only listed as Cleric 7.

Also the index lists "Oracle Spell Lists 212-213" but no list exists?

The oracle uses the cleric spell list. Unlike Sorcerer/Wizard Oracle is not called out separately in any spell listings.

Quote:
That fact that the index lists orcale spell list for pages 212-213 makes me either the list is missing or Paizo dropped the oracle from the book during production but never cleared up the spell descriptions from spells they where intending to give them.
The index listing is a bit confusing. It is referring to the fact that Oracles use the cleric list.

Yikes, color me embarrassed!

Thanks

Taldor Cylerist (Pathfinder Charter Superscriber)

Crusader's Edge mentions that it was co-opted by inquisitors and rangers but it has no listed ranger spell level. I this an oversite or should Ranger be removed from the description?

Crusader’s Edge
School transmutation [good]; Level cleric 4, inquisitor 4, paladin 4
Casting Time 1 standard action
Components V, S, M (dried blood from an evil outsider, sprinkled on the weapon)
Range touch
Target melee weapon touched
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance no
This spell was created by the paladins of the Mendevian Crusades, and co-opted by inquisitors and rangers dedicated to tracking and fighting demons, devils, and other evil extraplanar creatures.
When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the bane weapon quality against evil outsiders. Furthermore, whenever you score a successful critical hit against an outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds—the outsider can reduce this nauseated condition to sickened for 1 round with a successful Fortitude save.

Taldor Cylerist (Pathfinder Charter Superscriber)

Crusader's Edge mentions that it was co-opted by inquisitors and rangers but it has no listed ranger spell level. I this an oversite or should Ranger be removed from the description?

Crusader’s Edge
School transmutation [good]; Level cleric 4, inquisitor 4, paladin 4
Casting Time 1 standard action
Components V, S, M (dried blood from an evil outsider, sprinkled on the weapon)
Range touch
Target melee weapon touched
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance no
This spell was created by the paladins of the Mendevian Crusades, and co-opted by inquisitors and rangers dedicated to tracking and fighting demons, devils, and other evil extraplanar creatures.
When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the bane weapon quality against evil outsiders. Furthermore, whenever you score a successful critical hit against an outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds—the outsider can reduce this nauseated condition to sickened for 1 round with a successful Fortitude save.

Taldor Cylerist (Pathfinder Charter Superscriber)

Walk Through Space has no casting time.

Taldor Cylerist (Pathfinder Charter Superscriber)

1 person marked this as FAQ candidate.

Pilfering Hand mentions Bard,oracle,Sorcerer,Magus and Wizard in the description for determinging CMB but oracle is listed on the level line.
2nd time I noticed this.
It happens again in Symbol of Striking.
That fact that the index lists orcale spell list for pages 212-213 makes me either the list is missing or Paizo dropped the oracle from the book during production but never cleared up the spell descriptions from spells they where intending to give them.

Pilfering Hand
School evocation [force]; Level bard 2, cleric 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target one object
Duration see text
Saving Throw none; Spell Resistance yes (object)
You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends.
Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range. Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer), Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this spell might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it.
Careful Maneuver: You attempt a Disable Device check or a Sleight of Hand check to pick-pocket a target within range. This spell lasts as long as you need to accomplish the task, requiring your full concentration for that duration. Once you resolve the skill check, the spell ends. If you are successful on your Sleight of Hand check, you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception check to notice the successful attempt.

Taldor Cylerist (Pathfinder Charter Superscriber)

3 people marked this as FAQ candidate.

Litany of Vengeance has instantaneous as Duration - should it be 1 round or next attack?

Litany of Vengeance
School transmutation [language dependent]; Level antipaladin 4, inquisitor 5, paladin 4
Casting Time 1 swift action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw no; Spell Resistance yes
This litany causes your enemy to feel the pain of blows more sharply. Anyone who hits the target with an attack gains a +5 sacred or profane bonus (depending on the alignment of the caster) to that attack’s damage.
While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.

Taldor Cylerist (Pathfinder Charter Superscriber)

1 person marked this as FAQ candidate.

Jolting Portent mentions the oracle in the description for save DC but it is only listed as Cleric 7.
Also the index lists "Oracle Spell Lists 212-213" but no list exists?

School evocation (electricity) Level cleric 7
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level (D) see text
Saving Throw none; Spell Resistance yes
The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per round when the target makes an attack or casts a spell, it must succeed at a Fortitude saving throw with a DC = 10 + 1/2 caster level + Charisma (in the case of oracles) or Wisdom (in the case of clerics). If the target fails the saving throw, it takes 4d6 + your Charisma modifier (in the case of oracles) or Wisdom modifier (in the case of clerics) electricity damage. It takes no damage on a successful saving throw. You can dismiss this spell as an immediate action when its subject confirms a critical hit to negate the critical hit and daze the creature for 1 round. The attack still hits its target and deals normal damage. The effects of the daze occur after the attack.

Taldor Cylerist (Pathfinder Charter Superscriber)

"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn"

Taldor Cylerist (Pathfinder Charter Superscriber)

Thanks for the replies.
That was my guess, but had to check. I will have to stave of my fiction addiction until then. :)

Taldor Cylerist (Pathfinder Charter Superscriber)

Usally by late Wednesday (east coast time) the new one is up?

Taldor Cylerist (Pathfinder Charter Superscriber)

Is the ship date known yet?

Taldor Cylerist (Pathfinder Charter Superscriber)

Azure_Zero wrote:
Cylerist wrote:

Still waiting for order to ship to DL PDF.

7 days since "Should ship in 2-6 days" email.
Must...be...patient...all good things take time. :)
I hear you

Thanks for the response at least I don't feel so alone. :/

Taldor Cylerist (Pathfinder Charter Superscriber)

Still waiting for order to ship to DL PDF.
7 days since "Should ship in 2-6 days" email.
Must...be...patient...all good things take time. :)

Taldor Cylerist (Pathfinder Charter Superscriber)

Jiggy wrote:

It's pretty sweet that activating a wand doesn't provoke an AoO. Problem is, whipping it out in the first place DOES.

At least, so it seems. Retrieving a "stored" item provokes. I assume this refers to items in a backpack.

In a recent game, the GM told me that there's a spring-loaded wrist sheath that you can load with your wand of choice and pop it out as a swift action without provoking.

But surely there's a less... exotic option for safe wand retrieval? I mean, it's shaped very much like a dagger, rapier, arrow, etc. All of those have containers (sheaths, quivers, etc) from which you can draw them without provoking. Surely it's not too far-fetched to have a simple leather "wand sheath" or belt loop so you could do the same thing, is it?

Does such a thing already exist and I just haven't seen it? Should I already be treating drawing a wand as "drawing a weapon" instead of "retrieving a stored item"?

If I were running a home game, I'd houserule belt loops or something that would allow non-provoking draws of wands. But what are my options by the book, for PFS?

Efficient Quiver in the core rules book, put your wands in the arrow "slot".

Eficient Quiver
Aura moderate conjuration; CL 9th
Slot —; Price 1,800 gp; Weight 2 lbs.
Description
This appears to be a typical arrow container capable of holding
about 20 arrows. It has three distinct portions, each with a
nondimensional space allowing it to store far more than would
normally be possible. The first and smallest one can contain up
to 60 objects of the same general size and shape as an arrow. The
second slightly longer compartment holds up to 18 objects of the
same general size and shape as a javelin. The third and longest
portion of the case contains as many as 6 objects of the same
general size and shape as a bow (spears, staffs, or the like). Once
the owner has filled it, the quiver can quickly produce any item
she wishes that is within the quiver, as if from a regular quiver or
scabbard. The efficient quiver weighs the same no matter what’s
placed inside it.
Construction
Requirements Craft Wondrous Item, secret chest; Cost 900 gp

Taldor Cylerist (Pathfinder Charter Superscriber)

Does any one else think Undeath Ward is to powerful? (pg 63)

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