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David knott 242's page

Pathfinder Adventure Path, Roleplaying Game Subscriber. 2,429 posts. No reviews. No lists. No wishlists.


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When I heard about this errata, I was eager to show it to my fellow players (as I am playing a 19-year-old aasimar raised by humans, while two of the other players are playing young adult 60+ year old aasimars and tieflings.

When I actually saw the errata, though, I realized that if anything the ages of aasimars, dhampirs, and tieflings are actually more screwed up than ever. As somebody pointed out in another thread, it is now actually possible to play a dhampir who dies of old age before he is ready to begin play.


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I think you may be out of luck until Monday. You can still buy stuff just fine, but there appears to be no way to look at the saved items until Paizo's Web folks fix the issue. So at this point it appears that all you will be able to buy tomorrow would be whatever you yourself can think of buying.


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As confirmed by the corresponding PRD update, the change to aasimar, dhampir, and tiefling starting ages was not well thought out. Per the errata, the table changes the base age from 60 to 20 but leaves the random dice rolls by class in the table unchanged. With the overall lifespan and aging points changed to human values, a player who actually rolls the indicated dice for these races could easily get an old or venerable character by sheer chance, with middle-aged characters as the most likely result.

Wouldn't it have made more sense to simply change all starting age values to match human values for consistency?


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BucketheadBaptist wrote:
A gross of goblins.

No, a gross is a specific number -- 144.


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Although to be sure that you are using the correct term, you really should set them on fire. The goblins should not object since in principle they enjoy seeing things set on fire, and you can call them hypocrites when they object to being the things set on fire.


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Also -- during a brief interval when my "Items in your Cart - To Buy Now" section was emptry, I saw something that said I had over 80 items in my saved items. That is rather excessive, but I think most of it was a result of my attempt to refill what I thought was an empty saved items list.


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alexd1976 wrote:
Extra Traits?

That would be "Additional Traits" if you actually want to look that one up.

I would also give serious consideration to Cosmopolitan -- it gives you two extra languages and two extra class skills.


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I previously had numerous items listed in the "Saved Items - To Buy Later" section of the Shopping Cart page. When I looked at that page tonight, it was empty. I attempted to refill it with the items that I remembered being there, but each item that I moved there from "Items in your Cart - To Buy Now" immediately disappeared completely.

Is there any chance that this feature can be restored to working order?

If the items are still there but just not visible, I assume that I should be able to fix the quantities once I can see them again.


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I guess you could retrain into an archetype that radically alters the phantom in some way. Suitable choices from Occult Adventures would be the Fractured Mind or the Geist Channeler. For the Fractured Mind, the Spiritualist could not handle losing his Phantom companion and thus generates a new one from his own mind. For the Geist Channeler, the Phantom loses most of its personality and memories as the person who was its source is pulled back into the world of the living.

Maybe Occult Origins will offer better options?


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Brother Fen wrote:
Asparagus Jumpsuit produced three PDFs based on NPCs classes with options for humans, elves and dwarves called Instant NPCs. They only cover NPC classes however. At such a low price point, I doubt there is an incentive to expand it to the less popular races such as gnomes or halflings.

Also, they do seem to have some problems with rules accuracy. They seem to think that the Adept is an intelligence based caster class, for example.


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JJ Jordan wrote:
Anyone have a Strength score of 52?

A Huge quadruped eidolon with Muleback Cords could get by with a strength of 39.


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Is there any indication that Valeros's parents have PC class levels? If not, the problem goes away -- NPCs can be literate or illiterate or even unable to speak Common as the plot of the game demands.


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claudekennilol wrote:
Alexander S. Modeus wrote:

*checks errata*

Huzzah! Huzzah! Divine Protection is nerfed!

Divine Protection wasn't PFS legal. (of course now it probably will be but it won't matter because no one will ever take it)

Swashbucklers might take that feat, now that the feat provides a special benefit to them.


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I see now -- never mind. Those links are a good sampling of your many feat related PDFs.


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A simpler change for Divine Protection might have been to eliminate ALL prerequisites and simply have it grant +1 to all saves. A feat like that would be at close to the same power level as the existing feats that grant +2 to a single save.


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Don't sell yourself short here -- you also have several PDFs full of balanced, not at all overpowered feats. I especially like your "Feats of Multiclassing".


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DM Beckett wrote:
magnuskn wrote:

Yeah, my train of thought went in the direction of "Vroom vroom, here comes the nerf bus".

Which in the case of Divine Protection is a good thing, mind you.

Debatable. Divine Protection was actually a pretty good option for just about everyone that could qualify for it, but not terribly broken except for in one case. The Oracle was the only real exception, in which case it basically sky-rocked to stupidly amazing.

The new form is now pretty "meh". Something I'd probably only take with an Oracle now, and feels like it completely misses the point of existing. Wish they would have just made it where Oracles couldn't take it.

I suspect Swashbucklers might also take a second look at this feat. Previously a Swashbuckler would have had to multiclass to take it, but now that class specifically gets a special benefit from it. A 1x/day ability to add your charisma bonus to a saving throw after you roll it is definitely more worthwhile than the ability to do so only before you attempt the roll.


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Interesting -- I will have to keep my eye out for that, wherever it turns up, then.

By the way, was there any good reason for including background skills in the other groups? Doing so merely creates confusion when using your skill system -- in fact, it creates the risk that an inattentive player might accidentally select the Artistic group at 2nd level and gain no additional skill access at all.


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There is a minor error in the product descriptions. One line begins "Three new variant multiclass options from three Third-Party companies:", but that part is followed by an enumeration of FOUR classes from three companies. Let's not sell this product short here!

Also: Are there any plans to come up with VMC options for the official classes that Paizo skipped? Or perhaps to give VMC in general the same sort of boost given in this product for skills and favored class bonuses?


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With all the references to the Mystic Inheritance divine traits in this thread, there is an apparent error in those traits that I am surprised nobody has brought up. Sorcerer bloodlines grant powers at 1st, 3rd, 9th, 15th, and 20th levels. Mystic Inheritance I grants you the 1st level power, Mystic Inheritance II lets you choose a power of 7th (sic) level or lower, and Mystic Inheritance lets you choose a power of 14th (sic) level or lower.

Shouldn't the last two level references be to 9th and 15th levels?

As things stand, Mystic Inheritance II effectively requires you to take the 3rd level power (since you already have the 1st level power and do not qualify for the 9th level power yet), and Mystic Inheritance III effectively requires you to take the 9th level power (since you already have the 1st and 3rd level powers and do not qualify for the 15th level power yet).


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Here is something that escaped my notice before now: You do not have apprentice level guidelines for the Magus from Ultimate Magic. The class features given for the Apprentice Magus in this PDF are actually for your own Magus class (later renamed Magister).


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Aha! Everyone knew about how Cheliax falsifies their history books. Now we have evidence of Andoran doing the same thing. I guess no Inner Sea nation can be trusted to be honest about history, eh?


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LazarX wrote:
Joseph Kellogg wrote:
For a child, she spent her wealth-by-level awfully responsibly. I figured 5000gp at least would go toward candy.
Read her backstory again. She grew up poor, probably in a household where frugal saving was the watchword. In other words, she wasn't raised as an American suburbanite. And more likely she acquired and scrounged her stuff rather than ordering it at MagicMart.

Now I see how she is more likely to be size Small. Apparently the modern average height of an eight-year-old girl is 50 inches, or 4'2". With the confirmation that eight is indeed her current age and the fact that she is an undernourished Tian, it is not much of a stretch for her to be more than two inches shorter than an average modern girl of her age.


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Tels wrote:
I'm interested in 'aging up' Yoon. What mechanical adjustments were made for her? Please don't just say, "we made her smal" I'm looking for the actual numbers (as some people make them small through different means).

How old is Yoon supposed to be, anyway? Her backstory mentions something that happened when she was eight years old, so she must be at least that old and is probably slightly older since there is no indication that the event in question just happened. However, the average height of an eight-year-old girl is slightly over four feet (the cutoff between Small and Medium size), so I guess we must assume that she is small for her age, whatever it is.


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So I guess her name is Inavir?


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By the way: Should I bother flagging multiple spam messages in the same thread, or is flagging the first one enough to get the whole thread nuked?


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Tiny Coffee Golem wrote:
The water disappears after 24 hours. It says so in the Spell. It's magic. Not physics.

But that 24 hours is simply a maximum in case it is left in its container and not consumed or otherwise altered. Created water is not immune to normal evaporation, so there is no guarantee that it will last 24 hours. Also, it is fairly commonly accepted that the water does not disappear if somebody drinks it -- otherwise, you could cause somebody to die of thirst by giving them nothing to drink but created water.

Although an interesting thought has occurred to me -- what happens to the water when it leaves the body of somebody who drinks it? How much water could you save if you created water, had people drink as much as they could without risking water intoxication and then urinate into another container, which is then purified with Purify Food and Drink? Now the limiting factor would be how much water a human being can safely process in such a manner.


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It is too bad that the newer classes do not provide the same degree of specificity as the cleric domains, for which there is no issue in regard to what levels the domain spells are.


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Strix were covered in the Inner Sea Monster Codex.


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James Risner wrote:
Don't take my comment wrong, I'm a true believer (fan) of Unchained Monk. Even with the change in saves. Just wish more archetypes worked with it.

If you are willing to use 3rd party products -- Alexander Augunas at Everyman Gaming has already addressed conversions of most if not all of the monk archetypes to use the unchained monk as a base. Only a couple of them required him to do anything more than apply a half-page sidebar that he helpfully included in both of his monk archetype PDFs.


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Melkiador wrote:
David knott 242 wrote:
If Ice Storm is a 4th level spell, though, a witch with the Winter patron would be unable to cast it since she has no 4th level spell slots at that point, not even specialized "patron" slots like the special domain slots of a cleric. So clearly Ice Storm is meant to be a 3rd level spell for a Winter Witch.
That's the generally accepted opinion, but then what about Case 1 where the Witch has it added at 7th level instead of 6th.

You use the most standard possible case to calculate spell level. The only relevant factors are the fact that you are a witch, you have the Winter patron, and that patron grants the Ice Storm spell at a level when a witch can cast spells of up to 3rd level. The fact that you took an additional option that delayed your access to patron spells should not affect the spell levels of those spells already calculated from the levels at which standard witches get them.


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Nazerith wrote:
Melkiador wrote:
That would mean that the Winter Patron Witch couldn't cast their Ice Storm at level 6 though, since for all classes that is a 4th level spell, and the witch can't cast 4th level spells until 7th level.

So a Drow Noble can't cast Deeper Darkness until they hit level 5 because it's a 3rd level spell like ability? I know spells and SLAs are different, but we have characters casting above their spell level all the time. This isn't anything new.

It means that your Winter Patron Witch would be able to cast a 4th level spell earlier than normal. That's all it means.

The mention of spell-like abilities just confuses things. Spell-like abilities include statements about how often you can use them, so you don't have to worry about having high enough level spell slots to power them.

If Ice Storm is a 4th level spell, though, a witch with the Winter patron would be unable to cast it since she has no 4th level spell slots at that point, not even specialized "patron" slots like the special domain slots of a cleric. So clearly Ice Storm is meant to be a 3rd level spell for a Winter Witch.


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Elitechobohax wrote:
I fail to see how Alter Self provides you with any additional attacks, it mere grants a few senses and either +2 to str or dex. To me, thats a pretty s%~@ty 2nd lvl spell, considering you can get a +4 str from Bull's Strength for 10 times the duration at the same spell level.

Look up the Polymorph under the Transmutation school under Magic in either the Core Rulebood or the PRD. You also gain the base land speed and natural attacks of the creature whose form you are taking, along with other fringe benefits (such as the ability to breathe water if you have a swim speed).


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Shisumo wrote:
David knott 242 wrote:
Shisumo wrote:
When a medium calls up a heirophant spirit, they can gain the ability to channel energy. I'm not seeing any details there, like their effective cleric level. Any help?

In the absence of any other information, wouldn't using medium level as effective cleric level make the most sense?

It would, and is my plan for houserule should it be necessary - but, for example, PFS might see it differently.

What other level would you use? The only alternative by RAW would be to say that the ability does not work at all. So PFS would have to either go with effective cleric level equals medium level or ban the Hierophant spirit entirely -- anything else would require unwarranted creativity.


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Melkiador wrote:
Nazerith wrote:
So you are asking for spells from a different spell list. I know before they changed it, they had a FAQ that told you how to calculate the spell level of SLAs, but they removed it. I would have used the same methodology.

So, do you think a Blackened Oracle1/Class8 would be able to cast scorching ray and flaming sphere as 1st level spells?

Quote:
An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle.

I am pretty sure that you should take the simplest case and assume a single-classed character -- so in this case you assume Oracle 5, which makes Scorching Ray a 2nd level spell (conveniently, it happens to be a 2nd level cleric spell anyway). But it does help with Flaming Sphere.


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Matrix Dragon wrote:
Not a huge fan of Cheliax, so my wallet may have some time to recover over the course of the next year xD

On the other hand, two Cheliax adventure paths in a rows was just the thing to get me to subscribe for at least a year.


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Given that there is an NPC class (adept) with Create Water on its spell list, water should be an issue only if you lose your divine spellcaster or you need more water than your caster can conveniently provide.

Either the writers of adventures should take that into account, or the rules developers should impose a daily limit on how much water a single caster can create.


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A more reasonable interpretation of the material component is that it would serve as a limitation on what humanoid forms you can assume. Do you want to assume the form of a human? We have one in the party who gave the caster a hair or fingernail clipping. Do you want to assume the form of an elf? The caster is one, so ditto. Do you want to assume the form of a kobold? The party killed several of them a while back, so the caster gathered what he needed from their corpses. Do you want to assume the form of one of the lizardfolk we are now encountering? No can do since these are the first lizardfolk the party has ever encountered -- but no problem after you kill them off in this encounter. Do you want to assume the form of a kasatha? No, because in character the caster has never even met one.


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Shisumo wrote:
When a medium calls up a heirophant spirit, they can gain the ability to channel energy. I'm not seeing any details there, like their effective cleric level. Any help?

In the absence of any other information, wouldn't using medium level as effective cleric level make the most sense?


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Azouth wrote:
In case it was missed what does the blood bender archetype do?

There is no Blood Bender archetype -- in fact, a search for the word "bender" in the PDF came up blank.

I did give some info about the Blood Kineticist several posts back.


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I think in both cases you would use the class level at which you would have gained the bonus spells based on the original archetype or curse without further modifications. In case 2, this could mean that in some cases you would have a bonus spell that you cannot yet cast (because you lack the slots for it) -- actually, that case would be quite common anyway for characters who take one level in oracle and all other levels in other classes.


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Axial wrote:
Does the Ley Line Guardian get psychic spellcasting?

Not really. That archetype is basically a spontaneous caster version of the standard witch.


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Fourshadow wrote:
Any chance we could get a little more detail on this intriguing archetype?

They get bonuses to saves against curses, hexes, and charms. They get bonuses with silver and mithral weapons. They have bardic performances that break curses and seal doors and windows against undead and evil outsiders.


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Fourshadow wrote:
In case my question got lost: Does Sound Striker work with Silver Balladeer?

No, they both have bardic performances that replace Suggestion.


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SquishyPoetFromBeyondTheStars wrote:


Also what abilities does the Escapologist replace?

Just Trap Sense, Uncanny Dodge, and Improved Uncanny Dodge -- but the Trap Sense replacement has similar language to the Danger Sense text in Pathfinder Unchained, so it is compatible with archetypes that replace Trap Sense.


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SquishyPoetFromBeyondTheStars wrote:


Would anyone be willing to share some ... of the new skill uses/feats?

For feats, I would need a more specific question -- I do not feel up to simply giving a full list by name.

The skill unlocks are as follows:

Automatic Writing (Linguistics)
Dowsing (Survival)
Faith Healing (Heal)
Hypnotism (Diplomacy)
Phrenology (Knowledge (Arcana))
Prognostication (Sense Motive)
Psychometry (Appraise)
Read Aura (Perception)


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SquishyPoetFromBeyondTheStars wrote:


Would anyone be willing to share some info on the Geist Channeler?

The Geist Channeler is a Spiritualist whose phantom is mostly a ghost, lacking emotional focus and the ability to manifest in any but an incorporeal form. The abilities seem to focus on ghostly abilities.


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Kryzbyn wrote:
ArcGygas wrote:
Query for those with their books; Are there favored class options for the new classes?
Yes :)

And, as was the case with the favored class options in the Advanced Class Guide, they cover all seven core races for all of the classes introduced in this book -- they do not cover any of the non-core races.

By the way -- they also left out any references to the new classes as intuitive/self-taught/trained -- and unlike with the Advanced Class Guide, we have no parent class information that we can use to make a guess with. Without that information, the allowed starting ages for these new classes are uncertain.


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Mark Moreland wrote:
The title of this thread is driving me crazy. Please to fix, web team?

Yes. Given the thread title, the only practical solution is to ban PFS characters from becoming landlords. If there are no tenants, their religious beliefs are irrelevant.


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brad2411 wrote:
Unfortunately I still have not gotten my PDF. So can anyone tell me some about how the Blood Kineticsits works, please?!!!!!!

The Blood Kineticist is basically a water oriented Kineticist who replaces many of her infusions with abilities related to abusing the blood of their targets in various ways. The capstone ability grants actual immortality as a result of gaining full control over her own blood.

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