Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Dwarf

Diego Rossi's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 8,685 posts (8,897 including aliases). 1 review. 1 list. No wishlists. 5 aliases.


1 to 50 of 596 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Liberty's Edge

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

It is not melded, it is using a form of movement.

PRD wrote:
Earth Glide (Ex) When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing the burrowing creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.]

A mole burrowing in your garden is melded with the earth? No.

Same for the earth gliding creature.

"Mended" is a completely different state, like a summoner melded with his eidolon.

Liberty's Edge

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

Let me get it straight: you have made a cleric with 16 wisdom and never put a point from the stat increases in wisdom? Or you have started with 13 wisdom.
That are the ways to have wisdom 20 at level 13 with a +4 item.

Your game don't seem to be a low buy point game as the witch has 26 intelligence, i.e. a starting value of 19, so I suppose you have other high value characteristics. Characteristics where you have spent your 3 stat increases.

Sorry, but unless you have rolled your stats and got bad results, your wisdom is a direct consequence of your choices.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Vivificient wrote:

Would Nugrah really reincarnate the Stag Lord, though, given how much they hate one another?

With the kind of history of abuse they have? Yes, probably he would. Call it beaten wife syndrome or Stockholm syndrome, I see it as the kind of unhealthy relation where both partners would go to great lengths to keep the other partner alive or return him from the dead.

Liberty's Edge Goblin Squad Member

2 people marked this as a favorite.

PvP players never want their game to be dictated by anyone, it is part of the mindset of being a PvPer.

Liberty's Edge

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

I use the old linnean division

Regnum Animale

Regnum Vegetabile

and anything that don't fall in those two kingdom is the mineral kingdom.

It is what was taught at the to us older guys, and Gygax was older than me.

Liberty's Edge

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

Philo Pharynx did a very good analysis.

I am interested and would prefer gestalt. There are character concept that I would really like to try, like magus/wizard or magus/arcanist.

I fear that mythic will become rapidly: "A is the first in order of initiative, he kill everything on sight."

Even gestalt and normal play will reach that point if the GM isn't carefult, but mythic will reach it faster. In any instance, interested.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
Thorgrim Foegrinder wrote:
EBA has a system in place for this for EBA members. If you're a member of the Everbloom Alliance (Phaeros, Brighthaven, Keepers Pass, Hammerfall, Blackwood Glade) please contact your settlement leadership if you'd like to get involved.

Lee has access to that survey, BTW.

the guys that programmed it did a great job.

Liberty's Edge Goblin Squad Member

2 people marked this as a favorite.
Neadenil Edam wrote:
Kryzbyn wrote:

What exactly was the tragedy here?

From what I've been reading the game, as it's intended to be experienced, happened.

No.

The game as some of the PvP fraternity intend it to be experienced happened.

In EVE the philosophy is learn to PvP or go play another game. People go out of their way to harass PvE people in EVE with the idea they need to either get into PvP or just quit.

Pathfinder is not actually meant to be that way longterm.

The problem is that peer pressure don't work to maintain "predatory" behavior in line, actually I think that it work in the other directions as the people that like to play "predators" is more likely to try and pressure other people into playing the kind of game they like, while people more interested in building stuff and a cooperative game tend to let other people play as they like until they are the target.

You will not get a herd of bison into stalking a wolf.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
Gol Tink wrote:


I have dumped almost the entirety of my main characters XP into being a better PvP combatant. My build is nearly identical to that of a PvE combatant, though I probably use a few different utilities than they do.

I doubt that your build is so similar to that of a PvE combatant.

A PvE combatant would have spent a good number of XP in knowledge skills to get more loot. How many you have spent there?
AFAIK a good number of conditions don't work on NPCs while they work on PCs. I am fairly sure that your actions bars are different from those of a PvE combatant and more efficients at killing PCs.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.

Nice piece, but I think there is a problem that you aren't considering:

Midnight of Golgotha wrote:


1) Get out there and do offensive PvP. It will make you a better defender as you see the various ways people defeat/escape you. Seeing what they do wrong or right when you’re not carrying anything important may make the difference when YOU are a defender and, thus, help you get those valuable resources, recipe drops, etc. to YOUR bank. You can practice offense in hexes with an open PvP window without reputation loss. If you find an often contested hex like a coal hex (where there aren’t many other coal hexes) you also aren’t likely to shock anyone and cause hurt feelings.

You see, number 1 advice, probably the more important, don't work.

You are suggesting PvErs to do something that they don't like to become better at doing something they don't like. In a game.

There should be some motivation for doing that, and avoiding being killed and looted wouldn't be enough for people that only want to unwind and have a fun game, without getting the adrenaline to flow.
They will quit, not train to win.

Maybe 1 in 10 will learn to enjoy PvP and become good at it. But then he probably will switch his position and become one of the hunters, not simply a prey capable to defend himself.

What we need is advice for the prey, advice for the hunters will not help them.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
Al Smithy wrote:

What irks me, is that for some reason, some people have trouble understanding it's *all* role playing.

When you play a paladin and rush into battle heroically against 30 monsters ogres, it is recognized as roleplaying, nobody actually thinks you have the personal gumption to fight 30 people in hand to hand combat in real life. It's role playing, you get to pretend to be a hero. I'm not going to count on you to protect me from a mugger in real life.

But then, when you play a villain, who attacks and steals from other players in a game, you are called a sociopath? Even though in real life you might never ever consider doing such a thing and are a kind and law-abiding citizen. You're roleplaying, it's just acting and for pretend.

You are aware that you are comparing two different things?

"play a paladin and rush into battle heroically against 30 monsters ogres" vs. "play a villain, who attacks and steals from other players in a game" aren't comparable as one affects NPC the other PC.

Possible paragons are:
"play a paladin and rush into battle heroically against 30 monsters ogres" vs. "play a villain, who attacks and steals from the trainers and destroy NPC settlements"
or
"play a paladin that defend a settlement PC against assaults from other settlements" vs. "play a villain, who attacks and steals from other players in a game".

I think that the kind of argument you are making fail most of the time for that kind of error.
You can't compare affecting NPCs with affecting PCs.

DISCLAIMER: I am not against PvP, actually, so far, I prefer the PFO version to EVE version of it. I am simply saying that you are making a wrong example that will foster more incomprehension, not clear up things.

Liberty's Edge Goblin Squad Member

2 people marked this as a favorite.
Savage Grace wrote:
Diego Rossi wrote:
Savage Grace wrote:

In real life people come in on student visas, pay us to train them to fly airplanes, and then crash airplanes into buildings.

Please, avoid that kind of rhetoric. It was a tragically event, but you are using it as a way to stop counter arguments and that is a bad behavior in a forum.

BTW: you succeeded with me. The opening row of your post make any reply unfeasible.

Every city siege in medieval times was a tragic event. The Detroit factory plan that Decius Brutus posited (and I responded to) would have been a tragic event. Many of the behaviors of my hero Francis Marion led to tragedy for people. Many of the collective punishment reprisals for his actions (as well as collective punishment reprisals for the actions of other guerrilla fighters throughout history) were tragedies.

Simply put: war, insurgency, revolution, and even crime is tragic.

How delicate will your sensibilities be when justice systems for settlements come in and we have to discuss policing and proportional and non-proportional responses to crime?

If the real world is off limits in the forums (and I'd take my cue from the devs on that) that makes discussions more difficult but not impossible. All I'd ask from devs is that it be truly neutral and not jingoistic in a game with an international audience, because every real world glorious military victory that led to dancing in the streets was a tragedy for someone else.

It is clear you don't haven't got at all what I was saying.

My point is that you have used a emotionally laden argument that make very hard to argue against what you have said , but for reasons totally unrelated tot he validity or less of your position.
Any counter argument putting your post in the right prospective will have problems with the real life example you have chosen. You can do the same kind of debate trick using Hitler or Stalin as references in your post.
Stick to in game references. They don't bring with them outside emotional baggages.

Liberty's Edge Goblin Squad Member

3 people marked this as a favorite.
Savage Grace wrote:

In real life people come in on student visas, pay us to train them to fly airplanes, and then crash airplanes into buildings.

Please, avoid that kind of rhetoric. It was a tragically event, but you are using it as a way to stop counter arguments and that is a bad behavior in a forum.

BTW: you succeeded with me. The opening row of your post make any reply unfeasible.

Liberty's Edge

6 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Quintain wrote:
Quote:


DC 10 "A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging"

And as you know, no one has ever fallen out of ships rigging...

That's the problem. Take 10 eliminates risk.

On the other hand sailors weren't dying every fourth climb up the rigging. Falls generally were born out of drunkenness, bad weather, tiredness or other external cause.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.

The resources in the nodes have been changed in the last patch and apparently they will be changed again, so, beside the common items, nothing is sure about what node drop what.
In my area the mineral nodes stopped giving gems with the last patch. The only place where I find gems is from trash nodes in a cultivated area.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
KarlBob wrote:
Yrme wrote:
KarlBob wrote:
Training in all four combat roles, a crafting skill, a refining skill, and three gathering skills, on the other hand, is a bad plan. (Yes, you'll lose your hat.)
+1 for Girl Genius reference.

Thanks. I figured someone here would recognize it.

For those who didn't, the relevant dialogue from Girl Genius (Note - Misspellings indicate outrageous fake German/Eastern European accent):

"Dis is turnink into vun of dose plans... Hyu know, de kind vere ve keel everybody dot notices dot ve's killin' people?"

"It is?"

"Uh huh. And how do dose alvays end?"

"De dirigible is in flames, everyboddyz dead an' I've lost my hat."

"Dot's right. Und any plan vere you lose you hat iz?"

"A bad plan?"

"Right again!"

Jäger are Jäger.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
DominusMegadeus wrote:
James Risner wrote:
It isn't my fault if I'm playing and some other player goes nova and wants to stop. He gets to be less effective while the rest of us continue the day.

I see this kind of thing a lot in topics discussing the '15-minute work day'.

Do you actually press on and threaten TPKing because your friend is out of spells? Why would you do that, IC? And if you can complete the challenges of the day ahead of you with a spell-less wizard, I seriously doubt it was even close to a real challenge for your group.

Because it is the first reason for all the "spellcaster are overpowered" threads.

Their power is limited if the can't go nova and the regain all the power without any in game hindrance.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Jeff Merola wrote:


In fact, I'm probably going to reintroduce the Cure Minor Wounds spell in the next game I run.

Have pity of the poor caster sore throat. ;-)

Make it a cantrip that give fast healing 1 that last as long as you concentrate and touch the target creature.

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
James Risner wrote:
DominusMegadeus wrote:
This guys DM is already confirmed to be okay with this as long as the rules say it's okay. The rules say "Whatever the DM says goes".

The GM is free to allow the item, but you will never see any item like this printed. The boots of Fast Healing 1 is the closest to this item you will ever see made by Paizo.

WotC made a Belt of Healing in the MIC that was 750 gp and had 4d8 once a day or 6d8 if you used 3 standard actions. So a max of 6d8 healing a day for 750 gp.

Out of combat healing that isn't a wand is strongly discouraged. It breaks all kinds of parts of the game. It allows parties to not need a Cleric/Druid/Bard to use the Wands. An At Will item of healing isn't something I would ever allow in any game I ever played or GM.

Or wizard/sorcerer et c. with infernal healing if we go beyond the CRB.

Or a witch.

"Playing a healbot" don't exist in Pathfinder unless someone want to play it.

Healing is part of the resource management, and that is part of playing the game. Remove the need to use resources to heal and you change some of the basis of the game.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Baron Ulfhamr wrote:
So accordind to the item creations rules, it seems that my over 3 necromancer can craft a wonderous item that casts Cure Light Wounds all day for 2000gp (spell level 1 * caster level 1 * 2000). The party bard is assisting the crafting by casting the spell. This feels cheap somehow, but is it legal? The gm will allow it if rules support it.

1) Generally items that cast instantaneous spells have a number of daily uses, not a unlimited number of uses.

2) unless it use a body slots there is a x2 multiplier

3 and most important) Always compare what you are crafting to an existing item before using the table.

4) It should be a command word item, not a use activated, so the base is 1,800, not 2,000.

- * -

Existing cure X item:

Strand of Prayer Beads
Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
Each special bead can be used once per day,
bead of healing –9,000 gp
CL: 5th (healing),

Reverse engineering of the price:
1 day use converted to 5 daily uses = x5 = 45,000
no body slot used converted to slot use = /2 = 22,500
3rd level spell, CL 5 =3*5 = 15 (you can cast only 1 of the 3 possible spells in a day)
22.500/15 = 1,500

It seem they are giving it the discount for "several similar abilities".
So, to remove the discount: 1,500/75*100=2,000

Personally I will not give the "several similar abilities" to a item like the Prayers beads, but I would consider it a command word item. The difference is relatively small.

So your item pricing:
5 daily use CLW item with a CL of 1
2,000 *1 * 1* 2 (no body slot) = 4,000 (2,000 to make it)

(later Edit: I hadn't read all the thread when I did make the post, your item use a body slot, hands, so it don't get the multipler. On the other hand, hands items use both hands, even if they are 1 single glove)

Depending on the campaign, it can be worth it, or not.
A CLW wand price is only 750 gp, crafting it is only 375 gp and it has 50 charges.
But it require a UMD check to use it if you don't have CLW in your class spell list.

The item cost a bit less than 5 CLW wands, so your campaign will last long enough that you will use it more than 250 times?
The added benefits for your necromancer to be able to use CLW without a UMD check is worth it?

I had already examined the possibility to make a similar item for my magus, probably it is not worth it money wise, but even with maximized UMD it is not guaranteed that I can make the UMD check.

A way to reduce the cost is to make it a wearable item (like a bracelet or some such, depending on what is your class).
A price of 2,000 gp and a production cost of 1,000 make it more interesting.

As I said above, I will make it a command word items, so 1,800/900 is mi final price.

- * -

Edit:

The usual citation:

PRD Ultimate Campaign wrote:

Pricing New Items

The correct way to price an item is by comparing its abilities to similar items (see Magic Item Gold Piece Values), and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item. If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item in the Core Rulebook, the GM should require using the price of the Core Rulebook item, as that is the standard cost for such an effect. Most of these loopholes stem from trying to get unlimited uses per day of a spell effect from "command word" or "use-activated or continuous" descriptions.

- * -

Boots of the earth:
I think they are a badly thought item.
Fast healing 1 when standing still for 5,000 gp is too good.
Especially as there is no requirement to touch earth/rock at all.
You are on the 3 level of a tower, on a wooden floor? They work.
So that "of the earth" si a misnomer.

The only question is if that "move action to plant your feet" should be repeated every round. But that is irrelevant for out of combat healing and would be a big hindrance for in combat use. Trying that to reduce their benefits would only make them even more of a "out of combat" healing item.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
PRD wrote:
Alternate Racial Traits: This section lists alternate racial traits for each of the seven core races. Many of them play on racial themes not reflected in the standard racial traits, like the elven alternate racial trait fleet-footed, which grants the Run feat and a bonus on initiative checks instead of the normal keen senses and weapon familiarity traits, reflecting the grace and uncanny reflexes of that race. To take one of these alternate racial traits, you must exchange one or more of the existing standard racial traits available to the race. You can exchange one or several of the standard racial traits, but you cannot exchange the same racial trait more than once. For example, an elf who takes the fleet-footed racial trait cannot take the urbanite racial trait, because the latter trait also replaces keen senses.

The skileld racial trait is one of the standard racial trait for a half- orc? No, so you can't exchange it.

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Too logical, Ashiel.
;-)

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Chemlak wrote:

To inject a little realism, lighting tries to follow the path of least resistance to earth, with pointy things being more likely than flat things, and conductive materials being more likely than resistive things. Fear wearing spiked armour. But trees, being taller, are more likely to get hit.

Not a big expert, but isolated trees or trees that are noticeably taller that the others are more likely to be hit.

Isolated cypress? It a lighting magnet.

In the middle of a deciduous forest, possibly in a depression and away from the tallest trees? Relatively safe.

Liberty's Edge

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

First, it would be a good idea to put this post in the section of the forum about the specific module, maybe someone has already resolved your problem. We lack too many information about the module, supposed PC level and so on to reply with some accuracy, and if you give the needed information your posts and the replies would require spoilers.

Second can pose a hazard to characters without proper shelter isn't the same thing as will unerringly strike characters without proper shelter.
The PC are in the center of the thunderstorm?
Can't move away?
Can't find shelter? (i.e. they are in a featureless plain? Even crouching into a ditch can give a modicum of protection against lighting strikes. Not being the tallest item in the area help)
No one can make a survival roll to reduce the hazard?
What is the DC of the reflex save to halve the damage? (You or the module should give one, it is an area attack as all others)

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Marroar Gellantara wrote:
Matthew Downie wrote:
RAW, the Fly spell gives good maneuverability, and that does nothing at all because the bonus for good maneuverability only applies to natural flight.

That isn't true at all. You are applying a general rule to take precedence over a specific ability.

That is not how the game works.

You are not being "good at the rules". You are going out of your way to not understand them and create contradictions where there are none.

Maybe you have missed it the few times it has been pointed out, but the Fly spell specific rule [b]don't[b] say that it change the general rule.

It only say that fly give a specific maneuverability, not that you get to use that maneuverability bonus to the check it even if you don't have a natural fly speed.

Without that exception there is no "specific rule to override the general rule".

Liberty's Edge Goblin Squad Member

2 people marked this as a favorite.
Baki Firefist wrote:
Hi diego i don't know if you see but i'm actualy tring tu run a company of iternational- italian focused players (as i am italian too) feel fre to contact me if you need.

Yes, I have seen your posts in the Italian forum, but the most recent I have seen are dated June. And I would like to stay with my current group.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.

I think that the title say all.
Currently to trade between the two characters in my account I have to pass through a 3rd character owned by some other player.

That require:
1) to have a trusted player logged in at the right time
2) in the right location
3) to be able to log with the two character in a reasonably fast sequence (and more often than not when I re-log I get the message "log in failed")

Essentially you shackle 3 characters to the same location for a fairly long period.

I have just gathered some stuff in the Nothrern Craghorns with my adventuring character. My crafter is in Hammerfelll.
The best option would be to have him come to Golgotha, take the stuff, craft whatever he can locally to reduce his load and them move south with a full load of semi crafter items to finish them in Hammerfell or trade them to other settlement members.

Instead I am forced to have my fighter leave his heavy armor in Golgotha and run to Hammerfell, hoping to find the right player to trade his stuff to him, so that he, in turn can trade the interesting items to my crafting character.

Very inefficient as my crafting character will have the freeholder or expert armor skill to benefit for the increased carrying capacity and will have strong back slotted, while my fighter character will have the normal fighter feats slotted.
This way I am forced to train 2 different set of armor skills on my fighter and reconfigure him for traveling/transportation. Fairly annoying.

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
PRD wrote:
Benefit: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.

It is a "special charge", not the "full round action: charge". I doubt you get any of the benefits or drawback of the charge action.

I can be wrong, but I don't see how using abundant step or casting dimension door would give you the momentum of a charge.

I think that the feat need a better text, as currently it can be read both ways.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
Blog wrote:

Early Enrollment Will Start at 10:00am (Pacific) on Wednesday December 31st

Read this whole blog especially if you have a Destiny Twin.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Matthew Downie wrote:
seebs wrote:
The inclusion of scrying as a way you could see a location and thus be familiar enough with it to teleport to it makes the intent of the rules clear.
Six months on, I still disagree with this. Just because the Teleport text suggests it's possible to scry on a location and teleport to it, that doesn't mean scrying is guaranteed to automatically give you sufficient information to do so.

To restate my opinion:

- teleport require you to know the location in which is the target. Greater teleport is a bit more lenient, but it still require you to know the location

Teleport wrote:
You must have some clear idea of the location and layout of the destination.

- the Scry spell and devices based on it give you the second part of that requirement: the "layout of the destination" for a 10' radius around the target creature but not the location. It is possible that the layout of that area will be sufficient to recognize the location: if this is what you see and you know that subway station, you know that it is time Square in New York and have an idea of where NY is, so you can teleport there.

For me that is an image I have found on the Internet and without further informations I will not have any idea of where it is.
So it is possible to scry and fry someone that is in a location that you can recognize by the small area that you see around the target. A wrong guess on the location will automatically get you the False destination result.

- there are other ways to scry a location, like clairvoyance and the Mirror of mental prowess, but they have their set of limitations. Mostly, you don't target a creature, so you can't select someone and find where he is, but you can watch a location and see if the creature you want to attack is there.

So scry & fry is possible, but require way more preparation and the right circumstances, it is not a easy tactic that anyone can use.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
Hobson Fiffledown wrote:


TL;DR - I'm old, and I don't want to join your mumble or myspace page.

LOL. I subscribe that.

I suspect that the settlement public spaces will see a lot of off topic discussion and several kinds of negative posting, but they will have a valuable function.We will need to recruit people for our settlements, and people need to see that we exist, so a public space is needed.

Think of them as a open messageboard on the wall of a tavern. You will find personal insults, offers of sexual favors, incomprehensible messages and so on. But amid all the dross you will find some useful thing.
Offers of recruitment into local companies, call for semi organized raids against escalations, trade proposals and "I want to buy 100 unit of green ink, contact XXX between 16.00 and 18.00 server time" and so on.
If we can contain the dross to an acceptable level they can be useful.

Liberty's Edge

3 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Sean K Reynolds wrote:
And then I was ordered to be the point man for FAQs again, despite me not wanting to, and despite being told "you get into too many arguments on the boards.")

But I loved most of your arguments. Especially the "you aren't stupid, stop trying to interpret the rules as if you are stupid." one.

;-)
Sometime people really argue that way.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Mulet wrote:


Treating them like babies by using house rules is not the solution. Finding in game rules, resources and locations is. I've often house ruled things in their favour, and now I've got a soft party that barely thinks about the problems I create for them to solve.

They get upset if their level 10 characters fight anything with an AC of 20 or higher.

You have houseruled that they should be under geared for their level and you are surprised that they try to avoid problems?

A NPC that use gear usually has half of the Wealth by level of a normal PC of his level. Increasing that WBL to that of a PC of his level increase the CR by 1.
If, as it seem from your posts, you are reducing the equipment of the PC to a fraction of what is normal, the effect is that the capability of the PC to fight equal level NPC is reduced.

To make an example, a 10 level fighter with appropriate level gear can have an AC of 32, +19 to hit on his first attack, a damage of 1d8+10 and 114 hp. Saves 13/7/7. (taken from an actual character played from level 1 to 10)

What are the stats of your players?

Liberty's Edge

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

Caliban_ if you need to take any kind of action to threaten you can't take an AoO, so you can't threaten with a weapon you aren't wielding.
You don't threaten with a sheathed dagger, even if you have quickdraw and
you can draw it with a free action. Same thing for a uncast spell.
If it hasn't been already cast you can't threaten with it, even if you can cast it as a free action.

If you take weapon focus with Hurled produce flame you can threaten with it, but you should have already cast the spell, you can't cast the spell as part of the AoO.

For Snap shot to work with a bow the bow should be already in your hand, ready to be used.
For snap shot to work with a weapon like spell effect the spell should be already cast and the effect in your hand ready to be used.

- * -

Your whole argument is an attempt to say that casting a spell as a free action is the same thing as drawing ammunitions for a missile weapon and that is simply a false equivalence.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
Quote:

Loot

Document Items now drop from creatures as loot. These are currently set up to begin as Unresearched texts. Right clicking the item transforms it into a specific fragment of text that you can read via the tooltip description to learn about Pathfinder Online's specific lore and information about other relevant details about Golarion in general. This is a prototype version of the system; as we get access to new tech, researching the text will require particular Knowledge skills and the format will likely change to be more visually appealing.

If you don't want to create a library of lore, the researched texts can be used as scrap paper stock for the Tier 2 Recycled Paper Sawyer refining recipe.

Drool

We will be able to make our documents in the future?

We will have a library in our homes?

How much for an unseen servant keeping our home in order? (I want one in real life)

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
wraithstrike wrote:

As a spinoff from the thread concerning CL affecting magic item effect duration comes a new question.

Do magical effects with a specified duration, activated from command word magic items terminate before the duration is up if the magic item 1) leaves the possession of the activator for non-slotted items or 2) is removed from the worn slot for slotted items.

1) would be like the previously proposed orb that bestows a 1 hour mage armor 5/day
2) would be like the 3 minute invisibility from the ring of invisibility, or the 1 hour temporary hit points from the vampiric gloves

For the purpose of this question we are not counting staves, or wands since they actually cast spells.

[distress sounds from the background]

After that and having FAQed the post, my opinion:

Items that have a constant effect after being activated by a command word are easy: you lose them, the effect stop.

X uses day items that generate an effect after they have been activated are way trickier as there are several different kinds.
I am fairly sure that a Lantern of revealing will continue to work even if it wasn't in someone possession.
A Lyre of Building instead would stop working immediately if put down.

We could check tons of different items and find different replies for every one.

Personally I think that most items should fall in the "must be worn" category but RAW "cast spell X" seem to mean the exact opposite. After the item has cast the spell on its target there is nothing, rule wise, that force you to keep it in your possession or in one of your slots.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
Ravenlute wrote:
Diego Rossi wrote:

@ Ravenlute

You have missed completely the point.

You started off the thread saying, "with the intention to get pine logs and coal" so your point wasn't as clear as you'd hoped. Since it looks more like you were trying to show that there was an imbalance of herbs vs wood in Forest tiles than that's different and you did just fine.

It really is about finding the exact hexes that drop the certain resources from what I've found. For example, while searching for beast pelts there were a few particular crop hexes that had plenty of them while other crop hexes had none at all. That's why information in that spreadsheet I linked would be helpful.

Missed the labels?

Background
seem very clear. It give the background for what I did, i.e. tracking what I was getting.

Some consideration
give my opinion on what I found.

Redoing that:

First try
22 units of herbs, 10 units of logs.
Proportions seem right as we have 4 kinds of herbs against 2 kinds of logs.
Sadly I wasn't tracking the number of nodes at the time because, from what I remember, the plant nodes were relatively rare against the number of the other nodes. The essence nodes seemed very abundant.

For the second try I still think it counter deductive to get 92 units of herbs against 12 units of wood in a forest. Discarding the T2 that can be misleading as I have barely the skill to get them, almost a 8 to 1 ratio.
Or we can consider the how common are the different materials gathered in the plant nodes:
Herbs 29, 25, 14, 10, 5, 3, 2, 2, 1, 1, 5 (T2)
Wood: 7, 5, 2(T2)

The second set of number give us some interesting information: 10 kind of herds against 2 kinds of wood (or 11:3 if we consider the T2).
So I would anticipate something in that range, a 3:1 ratio. In a forested area with a shortfall of logs I would not be surprised by a 5:1 ration, not 7.7:1 or 6.9:1 if we consider the T2s.

Sure, it is a limited survey and getting informations from other people will be extremely useful, but Lee can compare what I have got against the numbers he expect. If the discrepancy is large he can try monitoring those numbers.
Maybe having 10 different kind of T1 herbs mean that, as a group, they regenerate faster than the wood?

Conclusion
The goal is to make crafting a viable profession.
I think that those numbers rise some doubt, at least until the AH is more useful.
Sure, I can exchange what I gather with other people in my settlement. After lugging it for half the map.
Oops, encumbrance is in, so I can lug around only so much (thankfully now TK has the freeholder and Expert trainers).

Thinking about EE I see a bunch of people that will need good equipment, a very fast depleting of the local resources and a long time with weak items while we try to gather what we need while the nodes regrowth at a low rate (as they have been depleted).
Every new wave of newcomers will deplete the local nodes and be very disappointed by what they find.

"Move away from the starter towns." is the answer, obviously, but you think that people that hasn't played the alpha will be so ready to move away with little prior knowledge of the different companies and of the land?
And we still have the problem that some stuff can be found only in some area, so we will be traveling constantly to get what we need.

To repeat it again, a healthy AH seem a very important thing for a good EE experience.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
Khaio wrote:
TEO Cheatle wrote:
1) No, much like EVE a few months of work and you will be able to compete with people playing years.

Okay, but will players that don't do a lot of research KNOW this? How does Goblinworks plan on successfully conveying this message? There is a big stigma with players getting a head start in MMOs (especially a year head start).

I don't see how that is different from entering any other game after its launch.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
KotC Carbon D. Metric wrote:

Seriously though, I know you have time frame issues and payroll to deal with but you should consider hiring some computational math/economy wiz full-time who can help sort out all the finer details related to the economic systems, AH, and the up-coming contract and caravan systems.

I'm starting to think that the whole idea of building the absolute smallest team possible to deliver content as inexpensively as possible is starting to show signs of buckling.

The AH doesn't need to be grade A awesome on day 1 of EE, but if players have to spend more than a few minutes looking for more than 1 specific item they are looking for then that is wasted time, energy, and frustration on the players behalf even IF they are able to find what they are looking for at the location they are currently in.

Or GW can struck a deal with CCP and copy their market.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
KarlBob wrote:
Schedim wrote:
Ravenlute wrote:

The search is fine but you want to break it down first. So if I want to find Basic strips +1 I click the "Crafting" button first, then the "Refined" button, then the "Tier 1" button, then up in the search window I type 'basic'. Boom, done, easy peasy. You just need an idea of what you are looking for.

yes perhaps the interface is functional for this very special case, but there is several other cases which is not working, for travelling merchants ... which in one way or another will be very important. So perhaps we can leave the instances where the AH work, and look at the bit where it don't work ...eh?
Searching for a specific item that you want to buy isn't really a special case, it's business as usual for the average player living in a settlement. I would consider traveling merchants looking for any item selling low compared to another market to be the unusual case. Sure, the system should work for you, too, but if your potential customers find the whole system too frustrating to bother with, then customers and merchants all lose.

I don't necessarily need exactly a +3 diminishing wand. If that is not available I could buy a different +3 wand, or buy a +2.

Knowing what is available without having to check each variant of the items for me is a big time saver.

Or maybe I need several different raw materials. seeing at a glance that we have iron but not coal in our AH and how much of it can change my actions and choices.
I can choose to buy the iron and go to another settlement to buy the coal and then transport it here. I can choose to go to another settlement to buy both coal and iron there, I can decide to buy the iron and try to gather coal or I can decide to buy the +1 steel ingots I wanted to make because I see that they are available.

If I have to check: coal available/not available, iron available/not available, maybe steel ingots +0, +1, +2, +3 available/not available I will be forced to spend a lot of time before I get to know what options are available.

Liberty's Edge

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

To reiterate what has already been said:

1) Activating the power is a standard action, so you can activate it only when you have a standard action available. So, normally, during your turn.
It can't be activate while using a AoO.

2) You don't threaten with a weapon that you aren't wielding. So you can't say "I get a AoO, I activate my weapon and take it" (the touch).
You should take the AoO with a weapon that was already threatening the enemy.

3) It is a SP ability, so you can activate it during your turn, miss with the attack or not use it and held the charge.
In that situation you are threatening with it and you can use it in a AoO.

Liberty's Edge

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

Breath weapons aren't spells.
It is a matter of table variation, so ask your GM.

@jiggy: nice work, but I think that the problem is that the general rules for AoE spells reference both damaging and non damaging spells.

My opinion is that all damaging spells will be potentially able to destroy a barrier and still deal damage behind it.
Personally (but it is a home rule) I would reduce the damage dealt by the damage absorbed by the item if it was giving full cover and give the target the benefit of improved cover for the saves.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Insain Dragoon wrote:
kestral287 wrote:
Excellent. If it's already happened it should be very easy to provide clear, concise numbers. Preferably in a civil fashion.

The numbers have already been run.

In terms of damage 2-Handed fighting ends up winning out on damage quite handily.

The deciding factors were
-2 to hit on the entire full attack.
It's harder to pump Dex like a mad man due to less spells giving Dex bonuses.
DR hurts styles reliant on many small attacks more than a 2 hander.

What these two feats actually buy you isn't better damage or even equal damage. They buy you higher AC (Not always though because Light or no armor), higher reflex, and higher initiative.

You are using a too narrow selection of checking points.

- What is the effect of a higher AC (with appropriate armor)?
- Higher initiative?
- lower carrying capacity that can be overcome with magic items or spells and the opportunity cost of those magic items and spells?
- Better reflex saving throw?
- Piranha strike?
- Number of dex based skills and str based skills and their usefulness?

Testing only against DPS isn't a reliable way to evaluate this change effect.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
CommandoDude wrote:

Note: Flyby Attack is a Monster feat so was designed with the expectation PCs would not be taking them.

Flyby probably provokes AoOs because the Devs figured that PCs would find it unfair that flying monsters were essentially untouchable by melee characters

PRD wrote:

Monster Feats

Most of the following feats apply specifically to monsters, [b]although some player characters might qualify for them[b] (particularly Craft Construct).

3 kind of characters in the CRB can take fly-by attack: druids and a fifteen level sorcerer with the dragon or infernal bloodline, that number increase greatly as you add the different books.

Most people opinion notwistanding, the rules don't say that you need a GM authorization to take the monster feats, only that "some player characters might qualify for them", with teh implication that most characters don't qualify.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
deuxhero wrote:
I'd say that any familiar is smart enough to try, though some may have issues actually waking a character up. A toad for instance is going to have a very hard time while others may be forced to attack the character they are trying to wake up because they can't make loud noises and lack the mass to "shove" the character awake.

Ever got a cat sitting on your head?

And a toad sitting on your face will surely wake you up.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Dualblades wrote:
Tarantula wrote:
Quote:
Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage.
Quote:
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

First, if he hits with it, the magic is now gone. If he misses, there is a 50% chance it is destroyed.

Second, luck blade is a specific magic weapon. It requires GM approval to craft a luck blade that does not match exactly what is in the book. You can just tell him "luck shurikens don't exist." I also think the UE luck blade is in error, as the core book luck blade goes from 0-3 wishes, while UE goes 0, 1, 2, 4.

Other than that, yes, you can craft a shuriken for 1/50th the price of a normal magical weapon. But once you use it as a weapon, it breaks, so its not that strong. I would strongly suggest that you tell him the specific magic weapons exist only in the form listed in the books.

well the thing is that he does not use the items as weapons, he carries them around as stat buffing kind of things. he only has the luck blade shuriken so he can have the luck spells and he also carries around things like a shuriken of continuous mage armor, a shuriken of continuous cats grace, a shuriken of continuous, ect. Would those kinds of items be considered legal?

No for several reasons. The most basic is that if he want to make magical weapons he is limited to the powers for magical weapons amge armor, cats grace, etc. aren't weapon powers.

Then there is this rule:

PRD - CRB wrote:
Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Piece Values.

So continuous mage armor is priced as bracers of armor +4 and continuos cat grace as a belt of dexterity +4 (actually, double those prices as the "shuriken" don't use a body slot,

That rule is reiterated in the Ultimate campaign book.

PRD wrote:

Pricing New Items

The correct way to price an item is by comparing its abilities to similar items (see Magic Item Gold Piece Values), and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item. If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item in the Core Rulebook, the GM should require using the price of the Core Rulebook item, as that is the standard cost for such an effect. Most of these loopholes stem from trying to get unlimited uses per day of a spell effect from "command word" or "use-activated or continuous" descriptions.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
PRD wrote:


Shades

School illusion (shadow); Level sorcerer/wizard 9

This spell functions like shadow conjuration, except that it mimics conjuration spells of 8th level or lower.
...

Shadow Conjuration
....
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.

and

PRD wrote:

Planar Binding

School conjuration (calling)

Your "note" is simply wrong. Shades don't remove the other limitations, it simply change the level cap. Reading your way you can cast any conjuration spell from any class. Something that this spell don't do.

Especially with the advent of the summoner, reading your way is way overpowered.

BTW, Teleport is a conjuration spell. What happen when a teleportation is 80% real)

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.

Fairly often when our character resurrect at a Pharasma shrine there are NPC camped near it, NPC that attack immediately and kill the character again, even if you try to run away (too often they have the bombs that change your character heading or effects that slow him down).
Las time I have been killed 3 times in a row, always respawning at the same shrine. The 4th time my previous attempts to run away had scattered the packs of goblins and wolves enough that I was able to run away.

A small time frame in which the character is untargettable (and can't target anyone but can move/hide) after respawning would avoid this problem.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
PRD wrote:
If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage.

Taking in account the bolded part I feel that the sphere don't fill the whole square and that a brief contact isn't enough to deliver the damage, so you can damage someone mowing the sphere against him, but someone moving around the sphere square can avoid touching it or at least reduce the contact to brief moments against protected areas, negating the damage.

To make a real life example: if I throw the coal and embers of a barbecue at you you would be burned, but if they were dumped to the ground you could step over them and beyond with minimal risk of being burned.

Edit:
note that the spheres have a spongy consistency, so they have a physical structure. So it is not possible to pass through the sphere square, only move around them.

- * -

PRD wrote:
A burning globe of fire rolls in whichever direction you point and burns those it strikes.

The sphere get a automatic hit when moving, but you need to strike someone to damage him. If you have commanded the sphere to move toward square A where is the enemy during turn 1 the sphere get adjacent to square A, strike the enemy and stop moving. During turn 2, if nod differently directed it resume moving toward square A and strike again the enemy if he hasn't moved, so a cornered enemy would be stricken by the sphere every round. Moving don't require moving x feet, a simple attempt to move toward teh square is sufficient

1 to 50 of 596 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.