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Diego Rossi's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 8,927 posts (9,226 including aliases). 1 review. 1 list. No wishlists. 5 aliases.


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Liberty's Edge

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Ravingdork wrote:

The orc racial trait needs to be errata'd to a racial bonus as well.

The UC trait is fine as is since it isn't always active (which will be especially true after the above errata). :P

It double the power of stone of good luck, and that is a constant item.

A trait that make a 20K item work as a 80K item. Nice.
Depending on what other abilities you can use at low level it can be a very god trait to take.

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Glord Funkelhand wrote:
Does that mean a witch can draw a wand while cackling?

"Regular move" mean moving, not taking a move action. It is the Move action of the Actions In Combat table, the first you find in the "Move Action" section of the table, not the whole section.

I.e. this:Move

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Gwen Smith wrote:

Surely, though, once something attacks you in the surprise round, you are now aware of it. Can you cry out in pain or do you have to wait for your turn in the first round?

And could you say, "ow, I was hit by a ghoul!" Instead of just "ow, I was hit!" ?

Yes, you can cry in pain, no you can't identify what has hit you. You are seeing stars and clutching you head/hand/whatever in pain.

Why you guys try to metagame this way?

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dumptruckman wrote:

The biggest issue I've seen with it is not allowing knowledge check to identify creatures and warning your party until your turn.

It's already exceedingly clear that the knowledge check can be done instantaneously upon perceiving the creature. It's just that apparently speaking about what I know has to wait until my turn since I'm flat footed.

"Knowledge checks on your turn" is how the majority of my PFS lodge's GMs run it and I am trying to show that this is not RAW.

In my reading of the rules, at worst it is subject to GM interpretation due to flat-footed stating "unable to react normally to the situation." At best, you can speak while flat-footed because there aren't rules saying you can't.

You are flat footed, so you probably have failed your perception check or for some other reason you aren't unaware of the situation. So no, you can't make a knowledge check as you haven't noticed anything, you can't transmit information as you haven't noticed anything.

Until you act you are at the "Duh, what is happening?" stage.

Some people has special training (Uncanny Dodge) and can react by instinct, but they haven't a clear idea of what is happening until they get to act.

So, no shouting a warning while flatfooted, no knowledge check while flat footed.

PRD wrote:


Unaware Combatants: Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.

Unaware people is, you know, unaware.

Liberty's Edge

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Casual Viking wrote:

I'm usually the guy who says "F@!% your painstaking discussion of the interpretation of the words, reading takes context, interpret for consistency". But the wording of this spell is completely crystal clear, and absolutely, no doubt about it, allows you to Heighten Mount and trade the horse for a Bearded Devil.

The Bearded Devil might not automatically attack your opponent, though; it might stand around waiting to be saddled. That's less clear. But I notice that the Mount spell doesn't say anything about not going into combat, just "...to serve you as a mount. The steed serves willingly and well." It doesn't have the passus from Summon Monster about "It attacks your opponents to the best of its ability", but if you can communicate with it, I see no reason it wouldn't do what you tell it. As a conjuration(summoning) effect, it obeys orders unless otherwise specified.

If you have the ride skill, you are riding the creatrue and you can make the appropriate skill check he will do what a mount of his type do.

"Fight with a Combat-Trained Mount: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action."

I am willing to admit that any monster of the different summon lists is war trained, but riding them is difficult and most of them aren't trained to be ridden.

The effect is the same of a halfling stain on the shoulders of his barbarian friend as pretending to guide him with his knees.

Liberty's Edge

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LazarX wrote:
Dallium wrote:


b) a 9th level Mount is a 9th level spell,
This is where you (and others) make your mistake. Mount is not a 9th level spell, it is a First Level spell heightened to be 9th level for purposes of spell save DC's and interactions with other spells that would block spells based on spell level. In all other aspects it is still that same First level spell.
FAQ wrote:

Heighten Spell is worded poorly and can be confusing. It lets you use a higher-level spell slot for a spell, treating the spell as if it were naturally a higher level spell than the standard version.[/quote+

Sorry, but it seem it is a higher level spell for all purposes. The text of the spell will still limit what it do, but for all uses it is a spell of the new level.

CLW heightened to 9th level is CLW 9th level. It still cure the same of the 1st elvel spell, but it is a 9th elvel spell.

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avr wrote:

If Heightened Mount smells too cheesy there's at least one other spell you could use for this - Eagle Aerie (or Summon Accuser, mentioned in the thread someone linked here.) The eagles will vanish after one fight, the accuser after 10 min/level, but being able to precast your summons is still valuable.

I didn't invent this combo, no.

Same problem:

You summon a flight of giant eagles (one per three caster levels, maximum of six; Bestiary 118) to ferry you and your allies across the skies. The eagles avoid combat if possible but defend themselves if attacked; if the eagles attack, the remaining duration of the spell changes from 1 hour per level to 1 round per level (so if the spell had 5 full hours left, the eagles remain in combat for 5 rounds before the spell ends).

turn into:

You summon a flight of Trumpet archon (one per three caster levels, maximum of six; Bestiary 118) to ferry you and your allies across the skies. The Trumpet archon avoid combat if possible but defend themselves if attacked; if the Trumpet archon attack, the remaining duration of the spell changes from 1 hour per level to 1 round per level (so if the spell had 5 full hours left, the eagles remain in combat for 5 rounds before the spell ends).

Liberty's Edge

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Dallium wrote:
Dave Justus wrote:

I believe you could do this. However, it isn't really very useful. The mount spell makes the creature you summon serve as a mount. That is all that is does. It doesn't attack your foes or do anything but server willingly and well as a mount. Altering the creature summoned doesn't change the base spell.

So if you want to spend two spells to ride an earth elemental, it will do that. But it won't give you an earth elemental that can fight your enemies, use special abilities or obey other commands other than 'be a good mount'.

Where are you getting that? The full text of the Mount spell is:

Mount wrote:


You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
Regular mounts can attack. Regular mounts can use all special abilities the creature/AC has. There is nothing in the language of the spell to suggest the Mount created by the spell behaves any differently.

Compare:

Mount wrote:
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

with

Summon spells wrote:
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10–1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

If you exchange a Trumpet archon for the pony, you get:

You summon a Trumpet archon to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

You summon him to act as a mount. Summons do what the spell say they do. They aren't free to chose what they do and you can't give them orders that go outside the parameters of the spell that summoned them.
So, like a ordinary mount, your archon will defend himself if attacked, but he will not attack someone by his choice, nor you can order him to attack.

Liberty's Edge

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Gabriel Cantrell wrote:
Talon Stormwarden wrote:
Restarting the day count back to 0 is not the same as fulfilling the ' 'died within 1 round' requirement of Breath of Life. This would not work by the rules.
Actually the dust very specifically states that it allows the corpse to "be identified or raised as if it were killed recently". So by the rules then it COULD work. Of course I imagine it would be subject to a GM ruling.

There is a gulf between "killed recently" and "killed in the last 6 seconds".

Liberty's Edge

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Orfamay Quest wrote:
Orfamay Quest wrote:


I don't think the intention was to allow a first-level wizard to take this feat, so I think A is right out, as well. At a minimum, it would need to be A1: Magic jar needs to be on my spell list at a level that I can cast.

Further to previous, I think A1 (as above) trumps B (in my spellbook).

The reason being, feats are eternal, spellbooks are ephemeral.

If I have magic jar in my spellbook, and someone steals it or sunders it or burns it, have I just lost the feat? I would argue no,.... which means not-B.

A.1.1

Magic jar needs to be on my spell list at a level that I can cast and I must have learned it at some point in my career.

A spellcaster can't cast a spell he hasn't learned and the prerequisite is the ability to cast.

And we still have the problem of a sorcerer that has taed it away for another spell after learning the feat. I would say that he lose access to the feat.

Orfamay Quest wrote:


.... which would be very odd/unusual. I can't think of any other magical feats offhand that can be turned off by a sunder maneuver.

Not magical feats, but:

- Power attack when you get strength 13+ thanks to your belt of giant strength
- Combat Expertise when you get intelligence 13+ thanks to your headband of vast intelligence
and a few other feats.

Another corner case:
- a cleric that follow a divinity with a domain that give him magic jar and that change the divinity he follows, or simply retain his domain selection can lose permanently access to the spell and tush to the feat.

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Sgt Spectre wrote:


but basically it lowers a 2nd level spell that has a metamagic feat on it to become two levels lower... so 2nd level minus 2 equals zero... which one would think could be a cantrip or orison.... and thus infinite and not expended....

And that too is wrong. Even if you somehow reduce a spell elvel to 0 it don't become a cantrip. It become a 0 level spell. And there are no spell slots for 0 level spells.

They are 2 different features:

Spells: A wizard [blah, blah, blah]

Several row and bolded sections below that

Cantrips: Wizards can prepare a number of cantrips [blah, blah, blah]

Each bolded section is a different feature or subfeature and cantrips aren't a subfeature of spells.

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I consider more amazing the stats of a fox.
Tiny animal with Str 9.

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Well, a monk wielding a ornate staff, possibly with magical glyphs (arcane mark help there) and flowing robes can be mistaken for a wizard at first glance.

A wizard in an adventurer outfit, without a spell component pouch (a sorcerer is better as he get eschew materials for free), carrying a monk weapon can be mistaken for a monk.

I partially disagree with Claxon. While there is no mandatory look for classes, I am sure there are plenty of traveling comedians that give shows where there are the stereotypical wizard, knight, cleric and so on, so people has a idea of how they look.

To make a modern example, during a public symposium where a a political figures is speaking, the two guys dressed in suits that sit at the back of the room and that are 20 years younger and have 20 kilos of muscle more than the average participant scream security service.
Or the two guys in withe shirts and black dress walking to the supermarket say Mormons.

Even if officially the don't have a specific dress code there are things that pigeonhole people in a group on the basis of their apprentice. And people expert in disguising themselves can benefit from that.


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Male Human from Absalom Bard (archivist) 1 (AC 15, HP 13, Fort +2 Reflex +3 Will +2, Perc +4, Init +1, Atk Rapier +1, 1d6+1, Spells slots: 4/4 Bardic performance 7/7)

"I think it is dead, Okhsa"
Or it will as soon as my turn come up.
Sorry if I alway post before my initiative count, but I think it will speed up play if I do it, as long as long as the post is in the right position when compared to the NPC position.
If that is bothering someone or creating problems let me know.

Liberty's Edge

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PRD wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form.

Generally your natural armor isn't a Ex or SU ability, so you don't lose it.

I know, it is counterintuitive, you lose your gleaming scales but you retain the armor class they grant. It is magic, the scales are still there, only they are covered with fake flesh.

With Pathfinder the polymorph don't change you into another creature and that has benefits and drawbacks. One benefit is that you don't lose you natural armor, the drawback is that you don't get the natural armor of the creature that you are mimicking.

If, for some reason, your natural armor is a EX or SU ability dependent on your form, you lose it.

Ascalaphus wrote:

It's a bit odd, but a lizardman using alter self to turn into a lizardman would gain a Strength bonus but lose his Natural Armor bonus.

The lizardfolkd natural armor isn't a EX ability, so you don't lose it.

Similarly a human polymorphing into a lizarfolk with alter self get a lot of scales but no natural armor.

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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.

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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.

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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.

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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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Too logical, Ashiel.
;-)

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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.

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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)

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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".

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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?

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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.

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