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Diego Rossi's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 8,769 posts (9,022 including aliases). 1 review. 1 list. No wishlists. 4 aliases.


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Liberty's Edge

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Angry Ghost wrote:

ok so he is a Magus, that is using the black blade archetype and the kensai archetype.

Essentially wanting to use the Estoc as the black blade and the kensai abilities in addition to being a drow noble for race with Xian region traits. Armor wise using a Haramaki which gives a +1 AC while not giving a arcane spell failure or armor check penalty, but with canny defense able to add intelligence to Dex for the purpose of additional defense. Its a very smart build... but the rest of the crew will not be able to compete on levels I believe beyond 4 as their ideas are fairly simple.

So ok, I am letting him be a drow noble but he is going to be a level behind everyone else as I think its a +1 level adjustment.

The other characters are essentially.
Ratfolk alchemist no archetype or anything
human barbarian no archtype
and there was talk about a human monk and human paladin again with no archetypes.

Allowing him to be a noble drow is a questionable choice.

A kensai that get
+4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution.
is getting a large boost.
We are speaking of +2 to hit, +3 to AC, +1 to will saves, +1 arcane pool point.
The -2 to constitution can be ameliorated through magic items or feats and it is the same drawback a elf get.

As he is clearly meant to be a melee character and not a spellcaster the loss of 1 spellcasting level will not hurt him much, the -1 to hit a bit more, but it is compensated by the the +2 for the higher dexterity.

Essentially you are giving him a non standard race that boost his strong point while minimizing the cost. That can create problems within the group.

Liberty's Edge

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I wouldn't reference a DPR Olympics character when making a playing character that will have to survive from level 1 to 20.

If you want to limit a magus, disallowing some metamagic feat, like Intensified Spell, or the traits that allow a character to add metamagics at reduced cost work better. And avoiding the 15 minutes adventuring day help too.

A magus can go nova but he can't do that several times in a day unless he spend resources (feats, arcana, money) for that. Resources that other characters can spend to stay on par with him.

What is the advantage of the estoc against a scimitar or rapier? 2d4 vs 1d6. If enlarged they both become 2d6.
Disadvantages? It cost 1 feat to be able to use it one handed (unless you are a kensai).

I think that helping the new players with their builds will be more useful and more fun than limiting the experienced player (up to a point, there are extremes that is better to avoid).

Liberty's Edge

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Blakmane wrote:
Diego Rossi wrote:

CRB.

FAQ wrote:


Sorcerer: Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer's spell list?

The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer's spell slots.

General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)
posted October 2010 | back to top

Note the difference:

PRD wrote:


Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Vs

PRD wrote:


If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell.
There's absolutely no difference. Nowhere does that class ability state it is applying only to spells of that class.

Missed the bolded part?

Liberty's Edge

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ZanThrax wrote:

That was the FAQ I had in mind when I started thinking that the wizard dip might make the bonded item restrictions apply to my magus spellcasting, but I couldn't remember what book it was from. (The FAQ would be so much more useful on a single page.) Even with the restriction, I think that I like the idea of being able to improve my sabre (actually a rapier, but only in the same way that Cayden Cailean's sabre is called a rapier) enough to live with it. And the main reason for the dip is to get the hand of the apprentice ability; the bonded weapon is just a happy side effect.

I considered bladebound, but the GM for my upcoming campaign wants us to make characters with only a single archetype, and kensai is more important. Which means that Soul Forger is out as well (although I will admit I didn't realize that there were any Magus archetypes that included an arcane bond.)

CRB.

FAQ wrote:


Sorcerer: Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer's spell list?

The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer's spell slots.

General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)
posted October 2010 | back to top

Note the difference:

PRD wrote:


Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Vs

PRD wrote:


If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell.

Liberty's Edge

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[quoter)PRD]Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

All the bonus and limitations refer the wizard class. It don't change your spellcasting abilities, it change how your wizard class work.

So:
- only your wizard levels (or class levels that stack with your wizard levels, like some prestige class levels) count for your ability to enchant the bond;
- only your wizard spells require you to use the bonded item to cast them without a concentration check.

Liberty's Edge

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It is simply a permission to take sorcerer spells from other sources beside the CRB.

You are disregarding half of the phrase to get the result you want.

PRD wrote:

These new spells can be common chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. [/b]

Define "common spells". Not a game term, so you get a permission to violate something that isn't a defined rule, getting common spells.

Unusual can be a reference to common spells as easily at it can be a reference to the sorcerer/wizard list. As every other part of the rules say that you are limited to your class spell list and the exceptions are spelled very precisely, interpreting it as common vs unusual is way more credible than sorcerer list vs non sorcerer list.

BTW, it is further clarified by this piece of the magic section:

PRD wrote:
Adding Spells to a Sorcerer's or Bard's Repertoire: A sorcerer or bard gains spells each time she attains a new level in her class and never gains spells any other way. When your sorcerer or bard gains a new level, consult Table: Bard Spells Known or Table: Sorcerer Spells Known to learn how many spells from the appropriate spell list she now knows. With permission from the GM, sorcerers and bards can also select the spells they gain from new and unusual spells that they come across while adventuring.

"With permission from the GM,"

With permission from the GM my human character can have a par of wings or be able to turn into a ooze.

Liberty's Edge

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Melee tactics toolbox wrote:

Estoc: An estoc is a sword about as long as a bastard sword, but designed exclusively for thrusting attacks. Its “blade” is a steel spike with a triangular, square, or hexagonal crosssection. Like the bastard sword, an estoc requires special training to use it one handed, but it can also be wielded as a two-handed martial weapon. When you wield an estoc with one hand, treat it as a one-handed weapon; when you wield an estoc with two hands, treat it as a two-handed weapon. If you can use the estoc proficiently with one hand, you can also use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls when wielding an estoc sized for you with one or two hands, even though it isn’t a light weapon.

FIGHTER WEAPON GROUPS
Blades, Heavy: Ankus, estoc

One-Handed Weapons
Estoc 50 gp 2d3 2d4 18–20/×2 — 4 lbs. P

It follow the bastard sword rules and it is definitely a one handed weapon.

On the other hand it isn't a slashing weapon or a rapier, so it can't be chosen as a black blade by a magus.

Liberty's Edge

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DC for crafting firearms and what crafting rules you use would be very important. In a E6 group the unchained rules seem to work if you put some limit to the size of the crafting shops (there was a thread in the rule forum about those, if you can build a big crafting shop you can make a lot of money, it the GM don't limit it, As usual the problem is that it don't limit the number of items you can sell. )

Liberty's Edge

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TarkXT wrote:


Geography, isolation, and culture are a partof it.

If anything I can see mandarin or cantonese mostly intact. English on the other hand is one of those monster languages that eats other peoples words and spits out gibberingly mad grammar nazis.

+1000

And spelling whose rules are incomprehensible for most other people.

Callambrea [a settlement in PFO] = Columbia

Leave = livs

and so on.

WTF?

Liberty's Edge

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The Dragon wrote:
TarkXT wrote:

You can't forget the rather huge Japanese, Chinese, and Korean populations in california.

According to the stats, people who speak those languages are relatively rare, according to the big three. One in thirty to hundred each, or thereabouts. Still pretty big, and might seem bigger to you because there's a high concentration in the cities/certain parts of the city, or something?

The Chinese speaking group is mostly concentrated in a few areas, so there is a good probability that there will be a few communities speaking it. I think that it will work similarly for Korean.

And languages are a strange thing. There is at least a town in Italy where the dialect is Scottish as a Scottish mercenary company settled there during the XV century, a village near were I was born has a form of proto-Russian as dialect that is at least 1500 years old and so on.

Liberty's Edge

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GM Bone Man wrote:
Diego Rossi wrote:

You are using Dreamscarred psionic, not Paizo, right?

that's why I have linked above

I have no experience with that set of rules, but from what I read they are based on the 3.5 rules and aren't so different from them.

I need to know what you will decide about the firearms as my idea involves making a gunslinger.

Basic idea.

gunslinger/psion (Psychoportation)
He is the apprentice of the tribe shaman [if they actually are some kind of technomancers in your setting]
or the apprentice of the tribe technology expert

Stats
10/18/14/17/10/10
skills

Craft (firearms)
Disable device
Knowledge Science
Knowledge technology
Perception
Survival
Electronics (class skill with Dangerously curious)

Alternate racial trait
Versatile human (+2 to dex and Int)

He is acceptable?

And what languages are available? Modern earth languages? There is some technology related language?

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You are using Dreamscarred psionic, not Paizo, right?

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Derek Vande Brake wrote:
RDM42 wrote:
Derek Vande Brake wrote:
CWheezy wrote:

Ah, it was james jacobs who said how it should work,

http://paizo.com/threads/rzs2qtom?Pit-spell-A-shrink-wall-and-dispel-pit#26
That is pretty reasonable

Based on this, all you need do is cast Create Pit on a movable flat surface (like a 10x10 board) and then tilt it up against a wall - boom, instantly walk through any wall! Stuck in Orv? Place the board up against the ceiling, and the opening will snap up to the surface!
Not really. Even with that interpretation, the pit is not a door. It opens into an extra dimensional space, not the other side of the wall, etcetera.
You missed my point. If you cast it on the 10x10 board, and then place the board up against the wall, you have an extradimensional space in the board. When that spell ends, anybody inside that space will wind up between the board and the wall - except that, by JJ's reasoning, they would actually pass through the wall and wind up on the other side of it. I'm not saying the extradimensional space punches through the wall, I'm saying the new "surface" would be the wall rather than the board.

You are disregarding this little piece of the spell:

You must create the pit on a horizontal surface of sufficient size.
The pit stay on the horizontal surface, so you move your board, it stay on the horizontal surface below it. You can't move the pit.

Cuuniyevo wrote:
I agree with ryric's interpretation if the board were laying down when the spell was cast on it, but if the board were being held up during the casting time, I think the pit could travel with it, as per the spell's clause referencing a ship's deck, which can clearly move and even become vertical. The surface only has to be horizontal at the time of the casting, by my reading.

You should always remember that we are operating with a perceptive reference system, not with a external frame of reference.

From the perceptive point of view a ship is a single "universe" where everything stay in the same position even if the ship move, so you can cast a spell that reference the ship universe and have it stay on the same spot on the ship.
If you are outside that universe you see the spell area move, but it stay in the same position within the operational frame of reference.
That is what allow you to cast a spell that stay fixed in space on the surface of a planet and not have it zip away at ungodly speed as the planet spin on his axis.
If you play with changing your frame of reference you start creating problems<.

Liberty's Edge

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_Ozy_ wrote:
A readied action doesn't allow you to automatically target an invisible caster. If the caster doesn't become visible until the spell is cast, then you can't disrupt it with a readied action unless you can detect an invisible person. The caster is simply not a valid target for your readied action.

Setting the condition don't target anyone and with weapon attacks and several spells you can attack an invisible opponent.

So you can set up a ready action "When someone cast a spell I will attack him.", hear/notice someone casting a spell (you can do that even if he is invisible), try to pinpoint his square for free (reacting to a stimulus) and attack that square if you succeed or a square of your choice if you fail.

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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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Pathfinder Design Team wrote:

FAQ:

FAQ wrote:

Size increases and effective size increases: How does damage work if I have various effects that change my actual size, my effective size, and my damage dice?

As per the rules on size changes, size changes do not stack, so if you have multiple size changing effects (for instance an effect that increases your size by one step and another that increases your size by two steps), only the largest applies. The same is true of effective size increases (which includes “deal damage as if they were one size category larger than they actually are,” “your damage die type increases by one step,” and similar language). They don’t stack with each other, just take the biggest one. However, you can have one of each and they do work together (for example, enlarge person increasing your actual size to Large and a bashing shield increasing your shield’s effective size by two steps, for a total of 2d6 damage).
PRD wrote:

Beast Shape III

School transmutation (polymorph); Level sorcerer/wizard 5

This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

PRD wrote:


Strong Jaw

School transmutation; Level druid 4, ranger 3

Casting Time 1 standard action

Components V, S

Range touch

Target creature touched

Duration 1 minute/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural weapons, you enhance the power of that creature's natural attacks. Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead. This spell does not actually change the creature's size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged.

You are changing your shape to that of a huge animal, so you are increasing your size. Strong jaw give a virtual size increase.

It seem they fall under the FAQ, so you can't stack them.

I am no expert, so there can be a way to make it work, but the FAQ seem explicit.

Liberty's Edge

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PRD wrote:

Augment Summoning: Does this feat apply to monsters summoned with summon monster or summon nature's ally spell-like abilities?

Yes.

I think it work the same way, so Yes.

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

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Congratulations.

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Philo Pharynx wrote:
What gets me (and has gotten me since 3e), is remove blindness/deafness. You may be great at healing hp, but 1 second level spell can ruin somebody until they can get this fixed. In PF, only clerics, alchemists, witches and paladins get it. Paladins can't get it until 10th level, and alchemists and witches need to get it in their spellbook/familiar. So if you don't have a cleric, you're screwed.

Actually anyone with dispel magic can remove it:

PRD wrote:

Blindness/Deafness

Duration permanent (D)

Permanent, not instantaneous, so it can be dispelled.

PRD - Magic chapter - Duration wrote:


Permanent: The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.

It was a recent and quite shocking discovery for my group.

Edit. Melkiador said it before me.

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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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My plan worked. There is no divine caster available beside me. Buahhahah

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Guys if you really want perfectly consistent use of the worlds there is a easy fix that will not please anyone.
Paizo stop using contributors that aren't employees and use only 3 or 4 developers. And then they check each other work to see all the therms are used with perfect consistency.

Production will go down to 1 book year and maybe not even that, but you will get your wish.

As long as there are contributors that aren't employees, w hardbound year and several softbound supplement your wish will never be fulfilled.

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blackbloodtroll wrote:
Big Brother wrote:
Classic Omar's Hatchet

Omar Gonzalez?

Explain.

He is trying to start a new meme using several alts.

The more annoying part is that he won't explain what he mean.

It is the same thing as Occam's Razor.

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By building memorials to the fallen heroes (monuments) and other kingdom actions.
Some event can give permanent bonuses too.

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RJGrady wrote:
bookrat wrote:


Since those are italicized, they count as subfeatures and can be traded out individually. So an archetype that trades out pistol-whip would be compatible with an archetype that trades out utility shot. I didn't see any archetypes that trade out all dreads from a specific level based on a quick search of pfsrd.

But wouldn't that be a modification of 3rd level deeds, making the archetypes incompatible? If 3rd level deeds isn't a thing, why is a fighter's 2nd level feat a thing?

"Fighter bonus feats" is clearly a base ability, so if adding Iron Will is a modification, isn't not getting a bonus feat at 4th level also a modification?

This archetype add the following swashbuckler deeds to the gunslinger deeds change the whole feature, this archetype exchange pistol whip with Targeted Strike change only pistol whip.

With this archetype you get Iron will at second level, this feat replace the bonus feat you get at second level only change the feat you get at second level and is compatible with something that change your 4th level bonus feat.
If instead it say "you add Iron will to the list of the fighter bonus feats" it change the feat feature and it is incompatible with something that change your 4th level bonus feat.

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I think it would be best to have 5 characters, to have some margin if a player leave.

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Kazaan wrote:
I find it odd that, despite only decreasing your "effective" Con score, Con damage equal to your Con score will outright kill you. You'd think that, even with a Con score of 14 and 14 Con damage, you'd just be KO'ed. But if Con score damage also affects how many negative HP you can accrue before death, it makes sense because your effective Con score is 0 meaning you die at 0 HP. I suspect that the same logic that applies to temporary ability score bonuses (FAQ says they apply to all the same things as permanent bonuses) also applies to ability score damage.

Con damage specify that it don't change your Con value. On the other hand having Con damage equal to your starting score kill you. It is the equivalent of being killed by any disease.

If you survive them most disease allow full recover with enough time, so it is temporary damage, but they can kill you. Same thing in game. Temporary damage to your constitution can kill you.

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Mark Seifter wrote:


Also, as an aside, the reason you guys saw that hatchet thing in several threads is that the poster used several aliases to post it in rapid succession. I'm not sure why. Maybe to start a new meme?
Mark Seifter wrote:
Nefreet wrote:

Thanks for the clarification!

(I'm not sure what the "hatchet thing" was, though)

That was in response to glass and Grellik.
David M Mallon wrote:
My dad's boss called him the other day, and during the conversation referred to Occam's Razor as "Omar's Hatchet." This needs to be a thing.
Tin Foil Yamakah wrote:
Omar's hatchet, I need to start throwing that around in these flamebait wars

Tin Foil Yamakah = Cole Slaad

Essentially this guy is trying to be annoying.

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VRMH wrote:
Juda de Kerioth wrote:
Rynjin wrote:
What this means is you take a -6 penalty to Fort saves, and HP per level. ONLY.
you at least gains 1 hp per level.

Correct. But you're not leveling up (or down) when taking ability damage, so that's probably not relevant.

Unless the intent of that rule is that a PC always has at least 1HP per level.

I think that that is the RAI as long as the constitution is >0.

I don't think that the RAI for a 20th level character with d6 HD and a starting constitution of 10 is it to have a maximum of -18 hp if he has suffered 9 points of constitution damage.

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Rynjin wrote:

Determining HP is really simple.

Penalty (-6) times Hit Dice (your level, which is 3) = 18, which you then subtract from your total HP.

Doesn't matter in what order you add FCB or Toughness or anything else. It's just a simple multiplication then subtraction.

There are two conflicting rules:

PRD wrote:


Constitution: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed.
PRD wrote:


Constitution (Con)
...
You apply your character's Constitution modifier to:
• Each roll of a Hit Die
(though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level).

Here it clearly states that you apply your constitution modifier to the hit die only.

Let's make an example with a class with a d4 for hp:

First level 4+2 (constitution) +1 (preferred class)
Second level 3+2(constitution) +1 (preferred class)
Third level 3+2 (constitution) +1 (preferred class)

for a total of 19 hp

The straight -6 level for 13 points of constitution damage remove 18 hp from the maximum and set it at 1.

If instead it was 13 points of constitution drain it would be:

First level 4-5 (constitution)= 1 +1 (preferred class)
Second level 4-5(constitution) = 1 +1 (preferred class)
Third level 4-5 (constitution) = 1 +1 (preferred class)

Maximum hp 6.

RAW is the first version, RAI almost certainly the second. Loss or damage to your constitution should never reduce your rolled hp to less than 1/level.

As I read it, it work like the human skill bonus. You always get at least 1 skill point/level from your class and the human bonus is added to that, so regardless of his intelligence a human always get at least 2 skill point level.

For hit point you always get at least 1 h/level from your rolled dice (even if your constitution is extremely low) and abilities that increase that value add their bonus after that base amount has been determined.

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Rynjin is right.

@Meisenheim you determine your hp subtracting 3 from the result of you hp die roll for the level, with a minimum of 1 at each level.

I think (but I haven't checked all the rules about that), that you would add the favorite class bonus and the toughness bonus after that (similarly to how skill work for humans with 7 intelligence).

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The problem is that both require a full attack with the normal rules. Now you can perform them while making a single attack.

Attack, move , hide without penalty. Super sniping at work.

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"Oscillating slightly" is very, very far away from violent motion.
At worst it is equivalent to being on the deck of a ship with a sea force of 1. Or being in a hammock.
I wouldn't require a concentration check for that.

Look the definition of Vigorous motion:

PRD wrote:
Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the spell you're casting) or lose the spell.

There is a big difference between "oscillating slightly" and "taking a bouncy ride in a wagon" or any of the other examples.

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Sorry, but I have noticed another problem with the Revised Action Economy: rapid shot and many shot.
How they work with the RAE?

I will never take them, but someone could.

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Triune wrote:


3. It leads to weird vagueness about wielding versus holding.
Generally when the rules reference wielding, they just mean holding a weapon at the ready in hand. But this makes the distinction important, in a dumb way. If I hold a weapon I'm not proficient in, am I wielding it? Am I wielding a weapon if I don't attack with it? Can I choose whether or not I'm wielding a weapon? How often and at what point? If I hold an object, am I wielding an improvised weapon at all times?

When rules use the term "wield" or "wielding" for a weapon they generally mean "actively use".

There are few instances in the rules where that mean "hold". Some author use the term differently, but the norm is that wield mean use.

About the base petition, I am in favor of completely redo the armor spikes, but simply because they extremely unrealistic.
If you were wearing an armor with armor spikes outside of arena combat a weapon wielding enemy would be tanking you for that.
Pieces of your armor that guide my weapon toward your body? Many, many thanks.

Picturing armor with armor spikes is a bad habit of fantasy artists that was made into a rule.

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Note that if you are hit by the AoO for the ranged attack you don't risk to lose the spell. It has already been cast.

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Variant multiclassing and actual multiclassing.

It is suggested not to mix variant and actual multiclassing, but if I wanted to do it, it is possible?

I would be interested in taking a level of fighter to get martial weapon proficiency and access to heavy armors. As my build is already burning feats learning losing a level as inquisitor would be better than waiting till level 6 for the first available feat.

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The rule is very simple:
your make an attack roll and get a critical hit you you roll your damage twice, included all the bonuses and add it all together to get teh final damage.
The damage a greater shadow deal is 1d8 strength damage, so you roll 2d8 when you get a critical hit.

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pH unbalanced wrote:

I was accepted into the other games I was up for, so I will be withdrawing from this one. I'm very tempted, because this game looks very cool -- but I know my limits.

To all other potential applicants -- don't shy away from being a full-caster. There are some feats that raise DCs (Spell Focus) and Caster Level (Varisian Tattoo, Angelic Flesh) which you might find useful.

Besides, there is more to casting than DCs. Limited magic makes spreading your attributes around more viable, and I suspect makes PrCs more useful. If having a casting stat start higher than 16 gives you little benefit, then being an Arcane Trickster, Arcane Archer, or even Mystic Theurge becomes a lot more manageable.

Just something to think about.

The needed feat is Skill focus spellcraft. With that an intelligence based spellcaster can use overcloked spells with a decent reliability and benefit for his full caster level.

Essentially limited magic+overcloked spells add a feat, skill and action tax to get what in other games is the norm. And make the intelligence based spellcaster the strongest (unless there is some trait that allow a character to use other characteristic with spellcraft).

Those that will have problems are:
- characters with few skills
- characters that need feats for other things
- non intelligence based characters

Seeing how it work probably I will end burning a feat and maybe even my first stat increase here.

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Bandw2 wrote:
Diego Rossi wrote:
Mysterious Stranger wrote:
list of class skills is not a class feature. A class feature by definition is only affected by the class that it is a feature of.

So uncanny dodge isn't a class feature?

Oracle curse?

Barbarian and rogue levels stack for uncanny dodge.
levels in other class count for the oracle curse.

explicit exceptions

Really? Several abilities affect other class features. To add another example the increase spell damage from some bloodline or from the wizard evocation school.

Mysterious Stranger definition is something that he has invented, but there are enough exceptions that show that his definition isn't so valid.

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Mysterious Stranger wrote:
list of class skills is not a class feature. A class feature by definition is only affected by the class that it is a feature of.

So uncanny dodge isn't a class feature?

Oracle curse?

Barbarian and rogue levels stack for uncanny dodge.
levels in other class count for the oracle curse.

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I have put Julius in your format, I have added a spoiler for the main section (a inquisitor has a large number of abilities at level 1) a separate spoiler for the spells (I haven't seen a spell section).
I have added a small bit of informations on the contacts and corrected some spelling error.

I have paid for 1 month of average lifestyle, we are in a city after all. And it make tracking some expense easier.

Advancement Choices:

1st: inquisitor VMC Magus

The crunch:

Sex Male Race Varisian (Varisia, currently Korvosa) Inquisitor 1 Age 19

CG Medium Human (alternate racial trait: dual talented, Strength wisdom)

Init +1; Senses -; Perception +7

--------------------
DEFENSE
--------------------

AC 15, touch 11, flat-footed 14 (+ 1 dex, + 3 armor, +1 shield)

HP 13 (1d8+2 [con]+3 [toughness])

Fort +4, Ref +1, Will +5
Birthmark : +2 trait bonus vs. charm and compulsion
--------------------
OFFENSE
--------------------

Speed 40 ft.

Melee

+3 morning star, damage 1d8+3

Ranged

+1 shortbow, damage 1d6

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Agile Feet (6/day) (Su)
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 +your Wisdom modifier.

Inquisitor Domain (Travel)
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Judgment (1/day) (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end.
The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Judgment of Sacred Destruction (Su)
The inquisitor is filled with divine wrath, gaining a +1 sacred/profane bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Judgment of Sacred Healing 1 (Su)
The inquisitor is surrounded by a healing light, gaining fast healing 1. This
causes the inquisitor to heal 1 point of damage each round as long as the
inquisitor is alive and the judgment lasts. The amount of healing increases by
1 point for every three inquisitor levels she possesses.

Judgment of Sacred Justice +1 (Su)
This judgment spurs the inquisitor to seek justice, granting a +1 sacred/profane bonus on all attack

Judgment of Sacred Piercing +1 (Su) Class Ability (Inquisitor)
This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred/profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Judgment of Sacred Protection +1 (Su)
The inquisitor is surrounded by a protective aura, granting a +1 sacred/profane bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Judgment of Sacred Purity +1 (Su)
The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred/profane bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Judgment of Sacred Resiliency 1: Magic
This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Judgment of Sacred Resistance 2 (Fire) (Su)
The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Judgment of Sacred Smiting (Magic) (Su)
This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore +3
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

--------------------
STATISTICS
--------------------

Str 16, Dex 12, Con 14, Int 13, Wis 16, Cha 10

Base Atk +0; CMB +3; CMD 14

Traits:

Armor Expert

Birthmark

Framed (Family Honor)

Drawbacks:

Family Ties -

Feats:
Toughness

Skills (8 Points - 6 class, 1 favorite class, 1 intelligence):

Acrobatics +0 (0 ranks, 1 DEX, -1 ACP)
Appraise +1 0 (0 ranks, 1 INT)
Bluff +6 (1 ranks, 0 CHA, 3 class skill, 2 trait)
Climb +2 (1 ranks, 3 STR, , -1 ACP)
Diplomacy +0 (0 ranks, 0 CHA)
Disguise +0 (0 ranks, 0 CHA
Escape Artist +0 (0 ranks, 1 DEX, -1 ACP)
Fly +0 (0 ranks, 1 DEX, -1 ACP)
Heal +7 (1 ranks, 3 WIS, 3 class skill)
Intimidate +1 (0 ranks, 0 CHA, 1 class bonus)
Knowledge (arcana) +5 (1 ranks, 1 INT, 3 class skill)
Monster Lore : +3 bonus to identify the abilities and weaknesses of creatures
Knowledge (local) +2 (1 ranks, 1 INT)
Monster Lore : +3 bonus to identify the abilities and weaknesses of creatures
Knowledge (religion) +5 1 ranks, 1 INT, 3 class skill)
Monster Lore : +3 bonus to identify the abilities and weaknesses of
creatures
Lore (sobachesky family ) +5 (1 ranks, 1 INT, 3 class skill, background)
Perception +7 (1 ranks, 3 WIS, 3 class skill)
Profession (driver) +7 (1 ranks, 3 WIS, 3 class skill, background)
Ride +0 (0 ranks, 1 DEX, -1 ACP)
Sense Motive +4 (0 ranks, 3 WIS, 1 class bonus)
Spellcraft +5 (1 ranks, 1 INT, 3 class skill)
Stealth +4 1 ranks, 1 DEX, 3 class skill)
Survival +3 (0 ranks, 3 WIS)
Swim +2 (0 ranks, 3 STR, , -1 ACP)

Favored Class:
inquisitor

Racial Modifiers:
Human, Varisian, dual Talented
+2 Strenght, +2 Wisdom
additional language: Varisian

Languages:
Common (taldane)
Varisian
Shoanti

--------------------
GEAR/POSSESSIONS
--------------------
Location: On Person 60 lbs

Arrows x20 0.15 lbs
Backpack 2 lbs
Belt pouch (empty) 0.5 lbs
Buckler 5 lbs
Chewing stick -
Comb 0.2 lbs
Explorer's outfit (Free) -
Flint and steel -
Holy symbol, wooden (Desna) -
Holy text (Desna) -
Manacles 2 lbs
Mess kit 1 lb
Mirror 0.5 lbs
Morningstar 6 lbs
Rope 10 lbs
Scissors 0.3 lbs
Shortbow 2 lbs
Soap 0.5 lbs
Spell component pouch 2 lbs
Studded leather 20 lbs
Tooth Powder 0.1 lbs
Waterskin 4 lbs

Location: At home 28.5 lbs
Bedroll 5 lbs
Candle x10 -
Hairbrush 0.3 lbs
Nail file 0.1 lbs
Pot 4 lbs
Peasant's outfit x2 2 lbs
Soap 0.5 lbs
Sponge -
Torch x10 1 lb
Trail rations x5 1 lb

Carrying Capacity
Light: 76 lbs, Medium: 153 lbs, Heavy: 230 lbs

1 month Average lifestyle prepaid

Average (10 gp/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.

Money: 32 GP 10 SP 1 CP
weight 1 lb

Total Weight: carried 61 lbs. at home 28.5, total 79.5

Spells:

Inquisitor spells known (CL 1st; concentration +4)
Melee Touch +3 Ranged Touch +1
1st (2/day)—cure light wounds , shield of faith
0th (at will)—create water, disrupt undead , light, stabilize

Background:

Julius is a member of the extended Sobachescky family. They are a Varisian family whose history extend back for hundred of years. Some of the family tales go back to the times of Starfall. One notable branch of the family has produced at least one Blackblade magus in each generation.
A large majority of the family mender are followers of Desna.
Julius branch of the family in the recent generations has had bad history, joining Sczarni bands and resorting to thuggery and small time swindling to live.
Julius was born on the road between Magnimar and Korvosa, after one of the numerous occasion in which the family had to leave a city to avoid the consequences of their actions.
Julius father, Dragoljub, finally settled in Korvosa, in the poor district outside the north wall of East Shore. A few years after they settled in Julius mother died of childbirth, leaving Dragoljub with 3 sons: Drago, Julius older brother (12 years old at the time), a 4 year old Julius and the newborn Alenka, his sister.
Broken by his wife death Dragoljub became a shiv addict. Who took charge of the family was Drago, that joined a Sczarni band to bring up enough money to feed his brother and sister. He tried to avoid the same fate for his brothers, finding a elder priest willing to teach the basic of Desna faith to Julius apprenticing his sister to a tailor.
Less than a year ago Drago was accused of murdering a merchant in the course of a theft. Julius, sure of his innocence (at least of the murder), was forced to search for the help of a local crime lord, Lamm, who "found" a eyewitness willing to testify that Drago was elsewhere. [I have changed the background trait a bit, but it seem to fit with the framed (family honor) trait]. To pay for the help Julius had to promise to work for several years for Lamm. Only after Drago release he discovered that almost certainly it was Lamm that framed Drago.
Currently Julius is 19 years old and has worked for Lamm for almost a year and hate with all his hearth what he do.

Contacts:

His family:
Drago, Julius elder brother, a middle ranked member of a Sczarni band. Drago is very protective of his younger brothers. He is regularly breaking the law but he generally do non violent crimes, mostly scamming and thieving. He has partecipated to some beating but never kileld anyone.
He is a CN rogue. 27 years old.
Dragoljub, father, shiv addict, destitute, 43 years old. He has an history of scamming, thieving, probably even banditry. CN with Evil tendencies.
Alenka, 15 years old, tailor apprentice. CG
Brother Yllian, a cleric of Desna (probably an adept), CG, 67 years old.
He is old and frail, but likes his student and is very sad as seeing him work for Lamm.
Katrina, a member of the city guard. She was the one that did the investigation when Drago was accused of murder. While a strict follower of the law she is very honest and had some doubt on the charges against Drago. She was taken aback when the witness exonerating Drago appeared and is unconvinced of his testimony.
As the murder is still without a culprit she is still investigating it in her free time.
She has some suspect on what Julius did and keep an eye on him.
Julius has a crush on her and occasionally has given her some information on Lamm activities helping her prevent some crimes.
LG, 24 years old, female, member of the city guard.

Description
Ht: 5' 10"
Wt: 180 lbs (muscles, not fat)
Age: 19
Hair: black
Eyes: Black
Skin: tanned

Description: very much the quintessential Varisian, he generally wear a shawl and know how to read a Harrow deck. Normally clean shaved, wear earrings, has a birthmark resembling a butterfly on his left hand. He is pleasant looking but nothing special. Generally dress in bright colored garments.
If you have Varisia, birthplace of legends, the guy on page 9.

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Variant channeling

It seem we have a whole page here.

beside that we have a few example of other uses of channeling in the rulebooks. I recall a passage about "a lock that open when you channel xd6 of positive energy". For that use the phylactery wouldn't work.

Edit:
Turn undead feat

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As suggested, the whole discussion about the revised action economy would merit its own thread, possibly in the rule forum or general discussion.

I am willing to try as it seem a nice buff for low level martials and some high mobility build, but I wouldn't be troubled if we dropped it.

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PRD wrote:

Phylactery of Positive Channeling

Description

This item allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.

Hmmm. It doesn't increase your channeling ability. It increase the damage dealt to undead by 2d6 and the hp cured to living creatures by 2d6.

So it isn't "answer is the same" when comparing it to stat increasing items.

It is like saying "Muleback Cords allow you to treat your Strength score as 8 higher than normal when determining your carrying capacity so they allow you to qualify for power attack".

If the text item was "item allows channelers of positive energy to add 2d6 to the amount of their channeling" it would work, but as written it work only for 2 specific uses of positive channeling, not for all the other possible uses of it.

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Fighting Chicken wrote:
Evelyn Gertruade deGrey wrote:
I like the new system because it is less limiting to low level characters (for example, it makes my necromancer-knight concept work really well) and prevents higher level characters from totally breaking the action economy. Plus, "standing around and full-attacking" isn't the default strategy of full BAB martials anymore. There are actually other, viable strategies one can take.

Agreed. There's a lot that the new action economy system does better than the old system, I think. Zahir's example above (start song, cast spell) is a neat example of this.

Tiroin wrote:
I think that what might be missing, and has been sort of referenced in several posts above, is that they seem to be missing a "Full Attack" option. It could be a 2 action complex action, sort of like spell casting. This would allow the high BAB characters, and Monks with their Flurry, to use their abilities, but would not result in the strange confusion of what happens when a fighter gets a third, or fourth, iterative attack.
Adding a full attack option that is two actions, but keeping everything else the same? Works for me!

Under seventh level, yes, above? A wash from level 7 to 12, a negative from level 13 onward.

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Evelyn Gertruade deGrey wrote:

I actually want to keep the revised action economy. Of course, it seems the general consensus is strikingly against that.

I really don't see how people are getting that certain classes are being punished or not punished. I mean, even if you use a swift action you can still attack twice, attack and move, or cast a spell, etc.

I like the new system because it is less limiting to low level characters (for example, it makes my necromancer-knight concept work really well) and prevents higher level characters from totally breaking the action economy. Plus, "standing around and full-attacking" isn't the default strategy of full BAB martials anymore. There are actually other, viable strategies one can take.

Perhaps a compromise is to drop the Revised Action Economy rules and use the "Removing Iterative Attacks" rules?

Also, I saw that someone said earlier that they believed Arcane Strike to no longer be viable. I kind of wanted to get a little more discussion on that, as that is a feat that was fairly important to my build and I don't see how it's bad (especially with the new stamina rules).

There are classes for which it is very punishing. It completely remove the pseudo-haste benefit of spellstrike. With it costing 2 actions and the inability to move between casting and attacking it nerfes it even more.

It completely remove the usefulness of using spell combat + spellstrike.

That for me is the most striking example as it has turned a option on the way in which you deliver your touch spells with no action cost into a spellcasting action with attack. In practice it ha completely overwritten the spellstrike ability making it something totally different.

As it is one of the core mechanics of the magus it had remade the class into something different.

There are other classes for which that is true but that is a class with which I am familiar.

In the forum there are posts about the damage done with shocking grasp if you sacrifice a feat and one or 2 traits for that, but they are mostly tall tales. Unless a group normally play with the 15 minutes adventuring day you don't have the Arcane pool points to do that so often. When you get the resources to do it repeatedly the pure martial classes consistently deliver more DPS than the magus with shocking grasp, so I fail to see why it needed to be nerfed.

I suspect that the inquisitor will suffer from the same problem. Any class that benefited from using swift actions is penalized with this system when compared with classes that use standard actions, as now the cost of a swift action is the same of most standard or move actions.

Another big change is the 5' step = an action.

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Zahir ibn Mahmoud ibn Jothan wrote:

Well, the spells I would normally choose (Glitterdust and Haste being a great examples) are certainly nerfed, but that doesn't mean that I'm going to nerf my CHA though. I figure others have the combat thing handled, and Shaeda will wade in herself with 3 acts per round, but a Bard needs Charisma for other things. I need to look into this overclocking stuff and esoteric components.

On the plus side, the Lore Skill can be quite uber since it qualifies for the Bardic Knowledge benefits. I read Lore as telling me that Lore (Korvosa) is a bit broad, but I can maybe do it by districts. Maybe add them as we experience them.

I wouldn't say that the bard (or magus) version of haste is nerfed. for them it is a 3rd level spell that is learned at level 7, so it last 7 rounds when cast. Generally enough to last a combat.

Even the wizard version, with a 5 round duration, would last through most battles.
Glitterdust will last 4 rounds, a bit short, but useful.

Zahir ibn Mahmoud ibn Jothan wrote:

Bardic Knowledge is one I don't want to give up. That rules out a LOT of the Archetypes. Versatile Performance is also tough to give up.

I'm thinking Sound Striker, bring a bit of the Weirding Way to Korvosa.

I love the archivist bard but it exchange inspire courage with Naturalist, an attack and AC bonus instead of attack and damage bonus and only with a succesful Knowledge check, so it lose something of the bard buffing abilities.

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kestral287 wrote:

Ally is a game term, not an in-universe thing. You could certainly ask your GM though.

Who is your ally has profound in game consequences, and yes, you can declare 8at least as long as you are conscious) that someone isn't your ally.

Someone that routinely swap his position with mine while in combat, without my consent? yes, I would say he is not my ally.

As written that ability is limited to allies but not to willing targets. I suspect that the RAI was allies and willing targets.

Mana Chicken wrote:
kestral287 wrote:

Ally is a game term, not an in-universe thing. You could certainly ask your GM though.

I haven't been able to find the item after looking through everything d20srd has on psionic items. Your GM is well within his rights to tell the player to produce that source of item though, since it's duplicating a sixth-level spell that has some really strict limits (Contingency).

Two core questions:
Does everyone find the character this disruptive, and does the player routinely make characters like this?

I'm not sure. I just joined the campaign because there was a slot open and we've only done two sessions so far. The first one was fine but the second one he kept dicking around with those two abilities.

I know he was only targeting me with it though, but he has done stuff like this in the past (from a story he told me).

Maybe it would be a good idea to speak with the GM before having a confrontation with the player.

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