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However, according to the section on subdomains in the Advanced Players Guide, it states that a cleric must have access to both the domain and subdomain through their deity. Therefore, there is clearly a mistake that was made on Sivanah. Firstly because of the above mentioned, second because the deity's alignment doesn't match the subdomain, thirdly, because according to the lore of the setting, proteans HATE Sivanah, so serving the cause of them kind of goes against the deity.
The rule about a cleric having to have access to both the regular domain and subdomain was retconned some time ago, as deities like Kostchtchie grant the Ice subdomain without having access to the Water domain; it simply means that you get that domain, but taking the subdomain is mandatory.
Regardless, checking Inner Sea Gods reveals that Sivanah has no access to the Chaos domain, and therefore OP does not get the Protean subdomain.
1. If you mean "Can I use Explosive Missile to infuse an alchemical item?", no. The most recent version of the Explosive Missile alchemist discovery specifically states it has to be an "arrow, crossbow bolt, or one-handed firearm bullet."
Ultimate Combat, pg. 24:
As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. An alchemist must be at least 4th level before selecting this discovery.
3. Correct, except the part mentioned in #1. You can't use Explosive Missile on alchemical items.
4. It's up to you. It would cost the user three uses of their bombs, so it would be a "nova" option that would very quickly get outclassed. Technically, as long as the weapon being used is ranged, it would be fine rule-wise.
Mike Shel wrote:
Ah, the good old "Hey, you can't fight this thing so the GM expects you to run!" encounters.
Mike Shel wrote:
Are you allowed to tell us just how much of the dungeon you used? Considering that the deep levels are basically 15th level plus possibly mythic.
A. 5th edition D&D is doing very well. One of Pathfinder's biggest niches was "Hey, at least we're better than 4e, and we're still roughly like that old system you liked!" Now that WotC is actually putting up good competition with a recognized brand, it's natural that PF sales will slip.
B. Pathfinder is bloated. They're scaling back the amount of books because they finally realized that putting out books at breakneck speed is not the best way to go about things when everyone's already overworked AND they have a whole new system to worry about.
C. On top of B, Paizo has recently lost a number of high-level employees in the past year or so. They literally only have one forum moderator and seem unwilling or unable to fill the positions that are left.
A preface: Are you crafting these, or having an NPC put the enchantments on? Also, enhancing existing unique items is basically GM fiat-only, but they rarely tend to say no.
1. Adding the champion special ability to the murderer's blackcloth would be the equivalent of going from a +1 to a +2 armor, so it would cost 3,000 gp for an NPC to do it, or 1,500 gp for a PC crafter. Make sure to add the additional price to the base price of the armor in case you decide to sell it.
2. The monk's robes are not armor and, barring GM fiat, cannot be enchanted with armor enhancements or abilities. You can however place brawling on bracers of armor; do note that brawling has been changed to be a +3 enhancement.
3. Similar to #1, adding the balanced special ability to a +3 armor would be going from +3 to +4, so it would cost 7,000 for an NPC or 3,500 for a PC crafter. Make sure to add the additional price to the base price of the armor in case you decide to sell it.
Hate to necromancy this thread just a tiny bit, but I had a question. I know that your standard fillable sheet supposedly doesn't play nice with Foxit, but has anyone else had a problem when adding skill ranks to the Life Science skill? When I do, it doesn't calculate properly and is treating the ability mod and the class skill bonus as part of the same number, so if I have 1 rank, an ability modifier of 2, and the class skill bonus, it'll come out as 1+23.
Lord Fyre wrote:
I'm envisioning the 80s "Satanism" backlash to D&D, only this time it's because Paizo would be trying to teach our innocent, impressionable youth about the mathematically-precise dangers of metric. :v
Believe there was a special clause in most of the ninja mooks's text in certain parts of the Jade Regent AP where they specifically said, "If it looks like they're about to get taken captive, they attempt to commit seppuku at the first opportunity, which is treated as a coup de grace attack on themselves."
Pretty sure it was one of the devs who mentioned it, but changing the "handedness" of a grip on a weapon is more or less a free action. All of this seems pretty legal to me as long as you have Quick Draw, although it is the final say of a GM as to how many free actions you can take on your turn.
Also, for future reference, it's "feat", not feet in this case. :v
I didn't think JJ had actually given definite mythic ranges for each of the mythic Runelords. All I remember were that three were mythic, four were not, and three of those second four were sub-20th with power modifiers.
Three, I believe - Sorshen, Xanderghul, and Alaznist.
ye, that's what I remember JJ saying.
There are three categories for the final set of Runelords. There are the three lower level ones, who are all sub-20th level but have magical shenanigans to make them more powerful than they normally would be. These three are Krune (Sloth, dead), Zutha (Gluttony), and Belimarius (Envy). Each of them is at least 17th level.
The one in the middle is/was Karzoug (Transmutation). He was 20th level.
The 20th level + mythic end has Alaznist (Evocation), of whom JJ mentioned that she had just barely scratched the surface of mythic and was more of a warmage than a traditional wizard, and then Sorshen (Enchantment) and Xanderghul (Illusion), both of whom were strongly mythic with Xanderghul being stronger.
[Archives of Nethys] January Update - Pathfinder #114-116, Taldor the First Empire, Blood of the Coven, the Antihero's Handbook, and part 1 of Ultimate Wilderness
James Jacobs wrote:
Grabbing my copy of RotRL Anniversary, you're right. Guess I missed that bit.
And CorvusMask is technically right in that Thassilonian Specialist isn't an archetype, it does modify a wizard's arcane school which would preclude them from choosing an archetype that alters that same feature.
Did they use that archetype for Karzoug in the Anniversary Edition? If not I'm not sure I'd expect that they'd do so for the others.
Karzoug technically didn't have it spelled out in his statblock, but a detailed perusal shows that as a transmuter, he didn't have any enchantment or illusion spells in his prepared list. I want to say that Krune actually did specifically say he was a Thassilonian conjurer and therefore had no illusion or evocation spells prepared. It's basically canon that all Runelords are Thassilonian specialist wizards, because they're obviously the ones that came up with it.
Being the Runelord of Lust, I'd hope she'd have crazy high Charisma (Or Pragmatic Activator) and ranks in UMD. :v
Nathan Monson wrote:
Erm, Wish is universal, not transmutation. Also considering all the ridiculous contingencies the Runelords have, you'd need at least a Mythic Wish to get the job done.
Just remember, only Pride and Lust had one Runelord each. And there's a reason for that. :P
But yeah, considering there's time travel, I'm hoping this means we'll actually get to see all seven of the original Runelords (Even if JJ has said that the original set weren't the most powerful, barring Xanderghul and Sorshen.)
Jurassic Pratt wrote:
It's totally clear that the double crossbow is an updated version of the 3.5 minotaur double crossbow. Do as much mental gymnastics as you'd like.
Jurassic Pratt wrote:
It's because the double crossbow has actually been reprinted quite a few times. It's in Ultimate Equipment, under simply "double crossbow".
Uzziel the Angel wrote:
I was just looking at "Herald of the Ivory Labyrinth" and noticed that it was created it for characters of 15th level with 7 mythic tiers. Is there a convenient way to convert tiers to levels, such as 1 tier equals a level or 1.5 tiers equals a level or something?
Not really. There's a reason the modules basically say, "This AP ends early if you don't play mythic."
Volkard Abendroth wrote:
Implanting ioun stones is a gigantic pain if the GM sticks to all the relevant rules for starvation and dehydration for the fasting bit, plus the DC 20 Charisma check. Not to mention the high checks for the actual implantation bit.
You mean almost THREE months, right?
Just saying, not to excuse your brother but if your homebrew world's story is "f@#$ing dead" from three characters dying, it might not be a very good story despite your attachment. It sounds rather like you had one "canon story" set up for your world; real games don't pan out like that.
You're better off writing a novel.
Geniekin technically applies to the five elemental races: Oreads, sylphs, ifrits, undines, and suli. While the last one technically can only come from human and jann parents, the other four can conceivably come from a mortal being "planetouched" or affected by elemental energy, although Golarion's lore significantly downplays that fact to the point of being irrelevant.
I don't believe there's a catch-all term for the aligned native outsiders, such as aasimar, tiefling, and ganzi.
James Jacobs wrote:
Sadly, no. I'm not that much of a masochist. <3
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