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Diego Rossi's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 8,593 posts (8,702 including aliases). 1 review. 1 list. No wishlists. 5 aliases.


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Liberty's Edge

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If my numbers are right you have a strong lead Varya. To the point that I am a bit sad I haven't voted for St John Smythe to increase his chances to be the 5th man.

Okhosa too has a strong lead.

Not sure about the others.

Liberty's Edge

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another 5-6 hours, I think.

Liberty's Edge

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dotting for interest.

GM Bloodied Waters wrote:

Recruitment will be open for 10 days.

Does anyone know where I can find a +999 bastard sword of 1,001 apocalypses and 333 incurable STDs that is covered in pit fiend poison and lit on fire with radioactive napalm so I can swing it at campaign info and the notion of word count?
EDIT: Make it a vorpal and bleeding weapon too.

I think the sword you can make in the old Moria game with the editor was enough. +99 to hid, +99 to damage, 99d99 of damage.

I need a clarification, what you mean with: "Tirion, it's a straight, non-escalating point buy."?
Can you make an example of how it work?

- * -

Firearms: I appreciate them in a pirate campaign, but I have trouble with people reloading flintlocks 8+ times in a 6 seconds round. There is a happy medium, where the firearms are useful and competitive with bows without the need to be capable to reload them a large number of times in a round?

- * -

GM Bloodied Waters wrote:


Fighting Chicken, funny you should ask that, because I was planning on bringing up that topic. Yes, Ultimate Campaign stuff is something that will be featured in the campaign. I personally love having downtime because NO ONE is strictly all adventure, all the time, not unless they are murderbots or something. :P

GM of my heart!

Liberty's Edge

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alsoBoris wrote:

In light of the new requirements, I am going to withdraw Zuwena's application. I simply do not have time or energy to make a pitch. In addition, out of her section, Zuwena has the least amount of skills, as I had built her to be more of a melee switch hitter.

Thank you for the choosing me for round two DM DoctorEvil, and I wish you luck in this endeavor.

Everyone else, good luck!

I am tardy saying it, but I am sorry to see you leave.

Liberty's Edge

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The other votes:

Melee: Varya Tial - I was uncertain between her and St John Smythe, but Varya post about her motivations has won my vote.

Divine: Celine Moonveil A though one as I know Jaime and will enjoy playing with her. I like Lhinneth description of her character more but Jaime healing abilities are more powerful. At the end the deciding factor where Lhinneth str 8 and cos 10. Sorry, but I feel that those are major weaknesses.

Arcane: Lartis - I liked both his and Okhosa concept, so again the deciding factor where the stats.
BTW, Lartis, you are a Universalist wizard?

I have listed the reasons of my choices and the best contender as, if we play with a group of 6 character, there is space 1 character from each group plus 2 extras.

Liberty's Edge

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Why Mikail should be chose as the skilled guy?

OOC reasons:
- being an Archivist will make him a good buffer. Not as good as a standard bard as he need a successful knowledge check to use the Naturalist ability, but still a very good one.
- decent reserve fighter, he will not do much damage if he is not buffed but he can protect the weakest members of the party
- bards have a solid spell list
- plenty of skills, all useful to survive now and later
- if he get that far he will take craft wondrous items, and that will be useful for everyone.

In character reasons:
Yes, I am sure you have meet plenty of starry eyed “archaeologists” ready to run in the jungle, convinced that they would be the next one to find some crashed Shory flying city or some Azlanti ruin and become rich and famous. And most of them never returned from their expedition.
I am starry eyed? Sure, to live without a dream is to live less. But I know that dreams don’t’ happens, you need to build them. And I am a builder.
I have trained to be a true scholar, not a tomb robber. Whatever I find will be recorded and documented, not plundered. And I have trained to survive a jungle expedition, learning both magical and mundane means to survive. I know that success will require preparation and perspiration, not only luck. and I will never abandon a partner to fulfill my dream.

- * -
My choices between the other characters (only the skilled in this post, I need to read several submissions before giving an opinion on the others):
Felix Season
He is direct competition for me, but he bring an ability that I think will be very invaluable: trapfining.
i was initially perplexed by his character background and him being a Archeologist bard. But he is not meant to be Indiana Jones (nor I, BTW). He has aptly chosen an archetype that give him the abilities he want, without being misled by its name. so I like his presentation very much and think he will eb a invaluable member of a group.

Liberty's Edge

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mdt wrote:

@Diego - Speed is based on players. I have no objections to craft and UC rules (I assume you mean buildings and teams). Prestige classes are on a 'see how it's going in game at the time' but generally I don't have much problem with them. You would have significant problems trying to convert islanders to worshiping a specific god, over ancestors and spirits. The spirits actually talk to them (including their own ancetor's ghosts). I generally don't require min/max'd characters (I can deal with them, but they aren't my favorite). I like characters that are more rounded. If you min/max for combat, you'll likely end up spending long periods simply grunting. You can rearrange the rolled stats as you like, but you have to use one of the 3 sets I rolled in the first post.

My doubt was about playing something that isn't min/maxed and not fitting in, so I think there will be no problem.

Decidedly set 3 for the stats. I had completely missed how it was intended to work.

The concept I had in mind don't work well with your setting, I think.
From what I read the samsaran come from off island but people coming from off island are meant to be foreigners and not eastern flavored (it is not about the class, but the background and motivations), while the character background I had in mind has a strong oriental flavor.

I will think about the options and see if I can get a good submission.

Liberty's Edge

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A few questions:

- it is a fast paced campaign like an AP or it would be possible to craft and maybe use the rules from ultimate campaign?
- it will be possible to enter the evangelist prestige class?
- if possible, there would be problems with it in the island?
- there is space for non optimized character (I don't mean inefficient, simply not optimized to the max)?
- the stat stay in the rolled order or you can reorganize them?

set 1

Stats: 4d6 - 1 ⇒ (1, 6, 6, 6) - 1 = 18
Stats: 4d6 - 2 ⇒ (6, 3, 4, 2) - 2 = 13
Stats: 4d6 - 3 ⇒ (6, 5, 3, 6) - 3 = 17
Stats: 4d6 - 1 ⇒ (4, 2, 1, 6) - 1 = 12
Stats: 4d6 - 2 ⇒ (2, 2, 3, 3) - 2 = 8
Stats: 4d6 - 1 ⇒ (4, 2, 1, 6) - 1 = 12

set 2

Stats: 4d6 - 2 ⇒ (2, 6, 3, 5) - 2 = 14
Stats: 4d6 - 1 ⇒ (6, 1, 3, 2) - 1 = 11
Stats: 4d6 - 1 ⇒ (5, 6, 1, 2) - 1 = 13
Stats: 4d6 - 1 ⇒ (3, 4, 5, 1) - 1 = 12
Stats: 4d6 - 1 ⇒ (3, 5, 1, 4) - 1 = 12
Stats: 4d6 - 1 ⇒ (5, 2, 1, 1) - 1 = 8

set 3
Stats: 4d6 - 2 ⇒ (4, 5, 2, 2) - 2 = 11
Stats: 4d6 - 1 ⇒ (6, 1, 1, 1) - 1 = 8
Stats: 4d6 - 1 ⇒ (6, 6, 1, 1) - 1 = 13
Stats: 4d6 - 1 ⇒ (3, 3, 1, 5) - 1 = 11
Stats: 4d6 - 1 ⇒ (6, 2, 3, 1) - 1 = 11
Stats: 4d6 - 1 ⇒ (5, 1, 6, 3) - 1 = 14

I had a concept I wanted to import for a samsaran, but making a intelligence based character with those stat ....

Waiting for the replies.

Liberty's Edge

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The background is fairly long, but I had fun writing it.

Here is Mikail Ruben, Bard (Archivist).

Background:
Native of Absalom, Mikail is the third son of a wealthy merchant. While he will not inherit the family business or a great wealth, he had an happy childhood and the possibility to study at some of the best Academies of Avistan and even take some magic lesson at the Arcanamirium.
His first books were abridged versions of the Pathfinders chronicles, adapted to audience made of young boys and girls. Those books gave birth to a dream, that of becoming a Pathfinder and discover hidden mysteries and gaining fame while doing good deeds. Generally that kind of dreams don’t lead anywhere, but Mikail had the stubbornness to follow them even against his parents wishes and the potential to get them to fruition.
While his parents wanted him to prepare for some remunerative profession like lawyer or civil law notary he was able to steer his academic courses in the direction he wanted, learning very little about law but a great deal about history and geography. In the end hid parents accepted the inevitable and allowed him to study magic and survival skills in preparation for entering the Pathfinders academy instead of going to the law school. After all the Pathfinder are one of the glory of Absalom and a son trained in the skills needed to survive dangerous voyages and talking with natives can be a valuable asset for a trading house.
One of Mikail discoveries during his early school years was the faith of Eritrice, Empyreal lord of debate, opinions and truths. During several debates he had the occasion to hear the argumentations and questions of Robert Fist, a student a few year older than him, and was impressed by his clarity and his willingness to challenge the lecturer doctrine when that was based on shaky assumptions. He had several discussions with Robert and they became fast friends. Robert introduced him to the faith of Eritrice and Mikail realized that he had found his patron deity. They followed different study courses, as Robert is now a lawyer in Absalom, one famous for his honesty and willingness to defend even the poor, but they are friends even today.

In the last years Mikail has discovered some truth about the Pathfinder. Some of them are like the heroes of his childhood dreams, seekers of hidden truths and spreaders of knowledge but a good numbers are nothing more than grave robbers and treasure hunters. Entering the organization as un unexperienced apprentice would likely meant that he would be indebted to some experienced Pathfinder willing to sponsor him, and he don’t want to follow the order of someone that can be a unscrupulous tomb robber. He want to enter the organization on his terms, free of obligations. So he has decide that he should accomplish something noteworthy before petitioning to enter the Pathfinders, hoping to be able to enter the organization on his merits, without the need of someone recommendation.
So, again, he has mapped the way for the next stage of his life with his peculiar combination of practicality and dreams. He has chosen an area worth studying, the Mwangi lands in Garund, a period, that of Old Man Jatembe and has prepared for a private expedition, learning the languages he think cam be useful and honing his skills at survival, exploration and basic medicine, gathered the equipment he think will be useful and reached Corentyn in Cheliax to embark on the Jenivere to reach Sagrava.

Statblock:
Mikail Ruben
Male human (Taldan) bard (archivist) 1 ( Pathfinder RPG Advanced Player's Guide 80)
NG Medium humanoid (human)
Hero Points 1
Init +1; Senses Perception +4
—————
Defense
—————
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d8+5)
Fort +2, Ref +3, Will +2
—————
Offense
—————
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
rapier +1 (1d6+1/18-20)
Ranged sling +1 (1d4+1)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], naturalist)
Bard (Archivist) Spells Known (CL 1st; concentration +6)
1st (2/day)— cure light wounds , sleep (DC 14)
0 (at will)— daze (DC 13), detect magic , light, scrivener's chant
—————
Statistics
—————
Str 12, Dex 13, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 12
Feats CosmopolitanAPG, Toughness
Traits boarded in cheliax, focused mind, wealthy dabbler
Skills Diplomacy +7, Heal +3, Knowledge (arcana) +7, Knowledge (dungeoneering) +3 (+5 to navigate
underground), Knowledge (engineering) +3, Knowledge (geography) +7, Knowledge (history) +7,
Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge
(religion) +3, Perception +4, Perform (oratory) +7, Sense Motive +4, Spellcraft +6, Survival +4 (+6 to avoid
becoming lost when using this)
Languages Common, Elven, Jistka, Polyglot, Takritanin
SQ bardic knowledge +1, hero points
Combat Gear antitoxin, bodybalm, healer's kit; Other Gear chain shirt, dagger, rapier, sling, sling bullets
(10), sling bullets (10), backpack, bedroll, belt pouch, brush, shaving (0.1 lb), buttons (0.1 lb), canteen,
charcoal stick, chest, medium, compass, conditioning oil for leather (0.4 lb), cup, shaving (0.2 lb),
explorer's outfit, file, small (0.1 lb), flint and steel, hemp rope (50 ft.), ink, black, ink, black (2), inkpen,
inkpen (2), journal (3), leather paring knife (0.5 lb), leather straps (0.4 lb), measuring cord (10 ft.),
measuring cord (10 ft.), mess kit, metal polish (0.3 lb), mirror, paper (10), pot, powder (2), sack, scroll
case, sewing needle, shaving powder (one shave) (0.01 lb) (50), soap (2), soft cloth (0.1 lb) (2), straight
razor (0.2 lb), torch (10), trail rations (5), whetstone, 3 gp, 6 sp, 9 cp
—————
Special Abilities
—————
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5
alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature.
Antitoxin has no effect when you cast the spell on an object.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Boarded In Cheliax +2 Knowledge (Geography) in the Mwangi Expanse.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Focused Mind +2 to Concentration checks
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Wealthy Dabbler (Detect Poison, Mending, 2/day) Select two non-harmful arcane cantrips. You can cast
these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these
cantrips, your caster level for these cantrips is equal to that class level.

There is a lot of equipment as the Boarded in Cheliax trait give 200 gp to spend on mundane equipment. Most of it is in a chest. I hope it will survive the shipwreck.

I can send you the hero lab files and/or the PDF of the character if you want. I will make a new alias if I am chosen, I don't want to add unused alias on the server.

Feats, trait and deity:

Feats

Cosmopolitan
Living in large, exotic cities has put you in touch with many diverse
civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your
choice. In addition, choose two Intelligence-, Wisdom-, or Charismabased
skills. Those skills always count as class skills for you.

Languages: Polyglot, Takritanin
skills: perception and survival

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess
beyond 3, you gain an additional +1 hit point. If you have more
than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die
(such as when you gain a level).

Traits

Boarded In Cheliax
While you aren’t necessarily a native of Cheliax, you boarded the
Jenivere at one of that country’s port cities. As the people of
Cheliax generally know the Mwangi Expanse as a near legendary
land home to strange beasts and exotic treasures, your views of the
region have a distinctly romantic tinge, and the desire for fame,
wealth, and adventure likely motivate your travels. You begin the
campaign with a detailed map of the Mwangi Expanse (this grants
+2 competence bonus on all Knowledge [geography] checks made
regarding this region) and 200 gp worth of mundane equipment to
aid your exploration of the jungle.

Focused Mind
Your childhood was either dominated by lessons of some sort (be
they musical or academic) or by a horrible home life that
encouraged your ability to block out distractions to focus on the
immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

Wealthy Dabbler (Detect Poison, Mending, 2/day)
You must be from the listed region to select this trait: Taldan

You study magic at a social club, wowing your friends with your
recent discoveries and showing off your expertise in the simplest of
magical exploits. Select two non-harmful arcane cantrips. You can
cast these two cantrips once per day each (caster level 1st). If you
have levels in a class that can cast these cantrips, your caster level
for these cantrips is equal to that class level.

! I failed to notice the bolded part when I did choose this trait. It is possible to get it for a native of Absalom? I could make my character a Taldan, but Absalon seem more appropriate to his background.

Eritrice
At the dawn of creation, so the stories go, the archdevil
Geryon filled a pit in the Hellish realm of Stygia with an
outpouring of lies. From beneath the weight of these lies
rang out a single truth, which f lew free of the fifth layer
of Hell before ascending to the upper planes. That truth
was Eritrice.
The muscular Eritrice stands 8 feet tall, and her feminine
form is typically covered with a pale brown pelt. Her head is
that of a female lion’s and her eyes gleam like amethysts. She
wears a short leather kilt beneath a rose-colored breastplate.
Eritrice’s voice is so compelling, it is said, that those who
hear her speak forget her remarkable appearance.
Eritrice works to spread truth and wisdom throughout
the world, but believes that insight gained through spirited
debate is more valuable than knowledge gleaned from
books. Her agents encourage discussion and respectful
disagreement. In regions where lies are spoken aloud but
truth remains hidden, Eritrice and her minions help good
individuals pass messages. Geryon and his minions are
Heart-Speaker’s sworn enemies, and the two are known to
have had titanic battles in the past.
Heart-Speaker makes her home on the broad, sun-soaked
plains of Nirvana. Her favorite spot is the Windswept Lea,
a green and verdant meadow. When entertaining guests,
she stays in a grand pavilion of chestnut wood, whose
walls open to the sweet grassland and whose rooms are
separated by hanging shantung curtains.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

You allow archetypes? I would like try a bard and there are a couple of interesting archetypes, if allowed.

For humans, the alternate racial trait: Dual Talent is allowed. if not, alternate racial traits are allowed at all?

Long term: there is a chance to craft magic items in the game?
The ability to craft mundane items seem a good thing for castaways.

Liberty's Edge

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The wall of force thing:

1)
Control Winds
Area 40 ft./level radius cylinder 40 ft. high

2)
When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area.

3)
Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin).

So we have 3 things interacting, 1 and 2 seem to say that control wind, being a cylinder, will work even behind the wall of force.

But item 3 clearly states that it don't, as Wall of force block line of effect.
I think that 3) is the more specific rule, so it supersede 2.

- * -

Fortitude save:

Control Winds
Saving Throw Fortitude negates

and

Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. See Environment for more details.

I don't see what there is to argue here. Fortitude negates is clear.

- * -

Wind strength; I agree with you, but the spell text could be interpreted both ways.

Liberty's Edge

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:( sad.

Have a good game.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
UMD wrote:

Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).

Use a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check.

This use of the skill also applies to other spell completion magic items.

Read that two piece of UMD.

Emulate a class: you count as a member of that class with a level of your UMD check -20.
Use scroll: CL of the scroll +20.

If you succeed at the Use scroll check you are emulating a level in a class that is exactly what you need to cast the scroll safely. If you fail the check you don't activate the scroll.

So your check has a binary result:
- successful "use scroll" check: you have emulated the CL needed to cast the scroll safely.
- failed check: you are unable to activate the scroll.

There is no problem with failing the CL check to activate a spell completion item, the UMD check has already taken care of that.

Liberty's Edge

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DM_Blake wrote:

The spell says "Your melee touch attack...". That's you. You can only cast this on yourself, then you touch the targets.

It might be more clear if it had listed Range: Personal but it didn't, so that part is weird, but clearly the spell gives you a cold melee touch attack and you can only use that touch attack against "creature touched".

It's instantaneous because if it had a duration, it could be dispelled or interrupted. So you cast it on yourself with an instant duration, but you get a number of touch attacks up to one/level. So if you are 4th level, you get 4 touch attacks. If you dual wield and have iterative attacks and/or Haste, you might use all of your 4 attacks in just one round. Or you might only hit one guy every 3 rounds so your 4 attacks might last for a dozen rounds. Or whatever. But there is no ongoing spell effect to suppress or dispel because it was instantaneous.

I hope that clears it up.

You can do that trick with iterative attacks only if you are a magus with spellstrike or you if you are using unarmed attacks and/or natural attacks. And you would target normal AC, not touch AC.

Liberty's Edge

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_Ozy_ wrote:
These boots make sure that the party is at full hp before each encounter. Wands of CLW do the same. Are there any encounters where the CR is calculated assuming the PCs are not at full hps?

The adventures balance assume you are expending resources to overcome obstacles, including healing, and that you will not be always at full resources.

That is why items that allow you to recover resources at little or no cost are generally bad.

Wand of CLW: it cost a little, it get depleted at inconvenient moments, it require time.

These boots: they require time. The cost is negligible as it is a one time only expenditure. Actually you aren't even rooted in place when using them out of combat. Use move action to move, convert standard to move and root in place, benefit from fast healing 1 at the start of the next round. Repeat.
You get fast healing 1 and move at normal speed.

Liberty's Edge

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DM_Blake wrote:

I can't back it up with source quotes, but I can back it up through logic.

If you make a +1 shocking sword, you need to use either the spell Call Lightning or Lightning Bolt. Both of those spells grant a ranged attack that requires no attack roll; it just automatically hits a target who then takes damage (save for half).

But the sword doesn't work that way. Countless other magic items are like this, created with a base spell that is quite different than what the item actually does.

So clearly there is precedent, lots of it, that you cannot apply all the feature, effects, benefits, or limitations of the base spell to the item created via that spell. Therefore assuming that the limitations of the spell used to create an item apply to the magic item is a flawed assumption. Worse, your assumption about Soften Earth is based on a spell that is not even related to the boots in question.

In short, Soften Earth has nothing to do with these boots.

As for the item itself, "draw strength from the earth" is descriptive, but it's not the rule. The rule is that you plant your feet as a move action to gain fast healing 1 and +4 to CMD until you move or get moved. Nothing in that rule says you must actually plant your feet on earthy ground.

If the authors had wanted a restriction telling you where you can or cannot plant your feet, then they would have included it.

Ergo, no restriction. It does NOT say "plant your feet on the earth", so you can plant your feet anywhere, indoors, outdoors, on a boat, on a moving wagon, on a tree limb, on the ceiling (Spider Climb could help with this), or any other solid surface. Heck, you could probably get away with planting your feet on water if you had Water Walking active.

Once your feet are planted, you draw strength from the earth, but nothing says that this strength doesn't flow up through the floor, or up the tree trunk, or up the wagon wheels, or up from the ocean floor to the surface, or wherever. Nothing says you must be in direct contact with the earth...

Blake, it say:

Quote:
As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition(APG), and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.

I don't get how you can say that half of that phrase mean something and the other half don't.

I can do the same, cutting away what I don't want. I can say that the part about planting your feet is fluff, and the actual way in which the item work is that the wearer use a move action to draw strength from the earth.
To me it seem very clear that you need to plant your feet on earth, not on wood, water, upper floors of a building or other things unrelated to "earth" as the term is generally used in game (i.e. dirt, unworked stone and similar things).

Liberty's Edge

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Mefika wrote:
Scott Henry wrote:
Diego Rossi wrote:
Scott Henry wrote:
@the widget, what the heck is that thing in your profile? It's hideous. lol
Disenchanter, the terror of every adventurer.
They made something WORSE than a rustmonster? OR was the rust monster copy righted by D&D so Pathfinder made the Disenchanter?
Oh they still have the Rust Monster in Pathfinder, don't you worry. This horrible creature must be it's meaner, bigger, I-don't-even-have-any-appropriate-descriptors older brother.

Actually, it is a AD&D 1st edition monster, together with the zorbo.

They are some of the classic equipment destroying monsters.

I used the zorbo in one adventure, as a "the DM hasn't jet completed this part of the caver complex, stay away" sign.

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Scott Henry wrote:
@the widget, what the heck is that thing in your profile? It's hideous. lol

Disenchanter, the terror of every adventurer.

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Scott Henry wrote:
Kage Kaijitsu wrote:
TheWidget wrote:
Kage Kaijitsu wrote:
You can't leadership or buy away the need for a healer or a trap disarmer if you need one. That's also rather lame. So why have any PCs at all? Just have someone with leadership replace the whole party? :-( So what, have a group of people who are all the same class type role ALL competing for the same leadership roles too? Come on...

You can't force people to take certain roles dude. If someone wants to play a barbarian instead of a rogue or a slayer instead of a cleric, that's fine because they'll be more infused about that character in the long run. I mean, you picked a ninja cus (and i suspect this is the reason anyhow, no offence meant if i'm wrong) ninjas are frikkin cool!

Like, i get being concerned about balance, but it's none of our calls who gets picked for this game anyway, so why worry? 8)

Way to go with the obvious butt kissing and trying to oust other players so you can play bro...
I disagree. D&D is usually about a team and roles are needed. So if NO ONE wants to play a healer, what then? No healer? not a long lived group then.

I won't be happy, but I can get CLW. And later on make wands of it. That for immediate hit point healing.

I suspect other people can do something similar.

There are ways to manage and, as we are building a kingdom, we will have access to NPC healing for a price. In adventure healing will be a problem but builds can be adjusted.

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FAQ wrote:

Deflecting Attacks: Does an attack that is deflected count as a miss?

It depends on the ability that is deflecting the attack.
For example, the Deflect Arrows feat says, "Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it." It doesn't say the attack is a miss or is treated as a miss--instead, you take no damage from the attack. Because it is not a miss, effects that would trigger on a miss (such as Efreeti Style or Snake Fang from Ultimate Combat) are not triggered.
Likewise, the Crane Wing feat (Ultimate Combat) uses similar language and does not say the deflected attack is a miss or treated as a miss.
Note that the Snatch Arrows feat counts as a deflected attack--you do not take damage if you choose to catch the weapons instead of just deflecting it, and catching the weapon does not mean the attack was a miss.
Update 5/29/13: If the attack is deflected, not only does the target take no damage, but any other effects (ability drain, negative levels, harmful conditions, and so on) associated with that attack do not occur. If the deflected attack is a touch spell or other effect that requires "holding the charge," the charge is not expended. For example, if a ghoul's claw attack is deflected, the target is not subject to the ghoul's paralysis ability from the attack. If a shocking grasp touch attack is deflected, the attacker is still "holding the charge." The Crane Wing feat will be updated in a future printing of Ultimate Combat to clarify these issues.

Reading this FAQ I think that the bomb will explode, but the guys using deflect arrow will take no damage for the bomb, neither the direct hit damage nor the splash damage.

For the splash damage area the bomb would work as if it had hit the character with deflect arrows but he would get 0 damage and no secondary effects.

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I am in the done section? I don't think I am missing anything.

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Kawanaga Kaneda

Further informations.

Appropriate Leadership roles based on characteristics:

Magister - appropriate to the character background
Diplomat - not the best fit for his background, but acceptable
Treasurer - not the best fit for his background, but acceptable
Spymaster - totally outside his background

how Kaneda was received the charter:

Kaneda has completed the tests to become a journeyman weaponsmith only a few days ago. He was recognized as the best of this year and probably of the last 20 years.
There are speculations hat he will be recognized as a mater in a year, the shortest time allowed by tradition.

Magistrate courier: "You are Kwanaga Kaneda, journeyman weaponsmith?"
K.: "Yes, how I can be of service?"
Courier: "I was instructed to deliver this letter to you."

K. open the letter:
From the office of Magistrate ... of the Yan Province.
As a loyal subject of the King of Linghsen we call you to do your duty for the Kingdom.
The eastern lands beyond our borders have been a land of strife for a long time and it is time to put an end to that.
So, in the name of our King Huang I order you to present yourself to the Magistrate office of the Yang province where you will receive instructions on your mission. Bring with you the instruments of your craft as one of your missions will be to help equip our loyal subject with weapons armor.
signed
... Magistrate of the Yan province.

Pioneer trait and weapon focus:

1) the pioneer trait is not something that Kaneda has learned in this life, it is the memory of a past life in which he has explored the lands between Linghsen and Shenmen.

2) the scimitar he is currently using his the weapon he forged to get his journeyman title and his weapon bond.

If I am one of the players in this campaign I will chose an avatar and completely format him to better show the informations in the this two posts.

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"and his hand was trapped between himself and the bear"

The rules don't have this level of granularity. Unless you are pinned you always have a free hand.

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My proposal:

Kawanaga Kaneda Magus (soul forger), Samsaran

Crunch:
Kawanaga Kaneda
Samsaran magus (soul forger) 1 ( Pathfinder RPG Advanced Race Guide 198, Pathfinder RPG Ultimate Combat 57, Pathfinder RPG Ultimate Magic 9)

NG Medium humanoid (samsaran)
Init +2; Senses low-light vision; Perception +5
—————
Defense
—————
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d8+5)
Fort +3, Ref +2, Will +2; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
—————
Offense
—————
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
mwk scimitar +3 (1d6+2/18-20)
Ranged composite longbow +2 (1d8+2/×3)
Special Attacks arcane pool (+1, 5 points), spell combat
Spell-Like Abilities (CL 1st; concentration +1)
1/day—comprehend languages , deathwatch, stabilize
Magus (Soul Forger) Spells Prepared (CL 1st; concentration +5)
1st—shield
0 (at will)— dancing lights , prestidigitation
—————
Statistics
—————
Str 14, Dex 14, Con 12, Int 18, Wis 11, Cha 11
Base Atk +0; CMB +2; CMD 14
Feats Additional Traits, Toughness
Traits bladed magic, pioneer, trustworthy, valashmai veteran
Skills Bluff +0 (+1 to fool others), Craft (armor) +9, Craft (bows) +8, Craft (weapons) +9 (+10 to craft magic or masterwork weapons), Diplomacy +1, Knowledge (arcana) +8, Perception +5, Spellcraft +8
Languages Dtang, Hon-la, Hwan, Minkaian, Samsaran, Tien
SQ arcane bond, dragon empire native, mystic past life
Combat Gear alchemist's fire;
Other Gear mwk chain shirt, composite longbow (+2 Str), dagger, mwk scimitar, backpack, belt pouch, fishhook (2), flint and steel, signal whistle, spell component pouch (2), sponge, straight razor (0.2 lb), string or twine, torch, waterskin, whetstone, donkey, artisan's tools, artisan's tools, artisan's tools, bedroll, brush, shaving (0.1 lb), chewing stick, comb (0.2 lb), cup, shaving (0.2 lb), cutting board, wooden (2 lb), flint and steel, hairbrush (0.3 lb), hemp rope (50 ft.), ink, black, inkpen, knife, cutting (0.5 lb), ladle (0.5 lb), mess kit, mirror, mirror, mug/tankard, nail file (0.1 lb), pack saddle, pot, pot, saddlebags, scissors (0.3 lb), seasonings, local (0.5 lb), sewing needle, shaving powder (one shave) (0.01 lb), skewer (1 lb), skillet, soap, soap, thread (50 ft.), tinder packet (0.5 lb), tooth powder (0.1 lb), torch, trail rations, trail rations, tripod, iron (3 lb), waterskin, whetstone, 37 gp, 9 sp, 4 cp
—————
Special Abilities
—————
Arcane Bond Gain an arcane bond with a weapon.
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or
selected item powers.
Bladed Magic You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.
Deathwatch (1/day) (Sp) With Charisma 11+, cast Deathwatch once per day.
Dragon Empire Native You come from the Dragon Empires in Golarion, and so your starting languages are Samsaran and Tien instead of Common and Samsaran.
Lifebound (Ex) +2 to save vs death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mystic Past Life (Magus [Soul Forger]) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

Spells Added:
1 Charm person (wizard)
2 Heroism (bard)
2 See invisibility (wizard) [alternatively 1 Cure Light Wounds (bard) if we are short on healing abilities]
3 Magic circle against evil (wizard)
4 Freedom of movement (bard)

Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Stabilize (1/day) (Sp) With Charisma 11+, cast Stabilize once per day.
Trustworthy +1 on Bluff checks to fool someone.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
—————
Donkey
Female donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
—————
Defense
—————
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
—————
Offense
—————
Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
—————
Statistics
—————
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run B
Skills Acrobatics -2 (+2 to jump with a running start), Perception +5
Other Gear artisan's tools, artisan's tools, artisan's tools, bedroll, brush, shaving (0.1 lb), chewing stick, comb (0.2 lb), cup, shaving (0.2 lb), cutting board, wooden (2 lb), flint and steel, hairbrush (0.3 lb), hemp rope (50 ft.), ink, black, inkpen, knife, cutting (0.5 lb), ladle (0.5 lb), mess kit, mirror, mirror, mug/tankard, nail file (0.1 lb), pack saddle, pot, pot, saddlebags, scissors (0.3 lb), seasonings, local (0.5 lb), sewing needle, shaving powder (one shave) (0.01 lb) (50), skewer (1 lb), skillet, soap, soap, thread (50 ft.), tinder packet (0.5 lb), tooth powder (0.1 lb), torch (9), trail rations (5), trail rations (7), tripod, iron (3 lb), waterskin, whetstone
—————
Special Abilities
—————
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

—————
Horse, light
Horse ( Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
—————
Defense
—————
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
—————
Offense
—————
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
—————
Statistics
—————
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run B
Tricks Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ riding
—————
Special Abilities
—————
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
p3

special abilities:
Toughness Feat
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Bladed Magic Trait
You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.
Appears In : Ultimate Campaign

Pioneer (Perception) Campaign Trait
You have long lived along the eastern border of Lingshen, in the shadow of Shenmen. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your remember even claim holdings in the Shenmen lands,
.
Benefit: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
Appears In : Kingmaker

Trustworthy Trait
People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Appears In : Ultimate Campaign

Valashmai Veteran (Perception) Trait
You have traveled to the Valashmai Jungle on numerous occasions,
and your prowess in traversing the jungle wilderness makes you a
formidable guide and explorer. You gain a +1 trait bonus on
Perception checks, and a +1 trait bonus on Survival checks in
jungle terrain. One of these skills becomes a class skill for you.
Appears In : Dragon Empires Primer

Deathwatch (1/day) (Sp) Racial Ability (Samsaran)
If you have Charisma 11+, you can cast deathwatch once per day
at caster level = character level

Dragon Empire Native
You come from the Dragon Empires in Golarion, and so your starting languages are Samsaran and Tien instead of Common and Samsaran.
Appears In : Dragon Empires Gazetteer

Lifebound (Ex) Racial Ability (Samsaran)
Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Low-Light Vision Racial Ability,Senses
See twice as far as a human in low light, distinguishing color and
detail.

Mystic Past Life (Magus [Soul Forger])
You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Note: The selector is for the class to whose spell list you will add spells.
Appears In : Advanced Race Guide

Stabilize (1/day) (Sp) Racial Ability (Samsaran)
If you have Charisma 11+, you can cast stabilize once per day at caster level = character level

Arcane Bond Class Ability (Magus) Currently Scimitar
At 1st level, a soul forger gains a weapon as an arcane bond item. This is identical to the wizard class ability, but the soul forger must select a weapon.
Appears In : Ultimate Combat

Arcane Pool +1 (5/day) (Su) Class Ability (Magus)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst , frost, icy burst , keen, shock, shocking burst , speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see Table 15-9 on page 469 of the Core Rulebook). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex) Class Ability (Magus)
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or onehanded melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.
Modification from Soul Forger : A soul forger may use this ability only when wielding his bonded weapon.

Background:
Kaneda is a samsaran and that mold his life.
He vaguely remember a large number of past lives. Sometime in the far past of his first life he was an apprentice under a sangpotshi master that taught him the basis of magic and how to be in balance with the world. Before he could complete his instruction something happened. In his dream sometime he remember fragments of that strife, chaos, destruction, someone fighting his master then ...Kaneda first death and rebirth as samsaran.
In the following lives Kaneda has tried to find his way to balance and his center, but that war in his soul with the need to know what happened in the last day of his first life and if his master is still alive [he think he was an immortal]. He feel that he should take revenge against the person that shattered his first life.
That past has brought him to his current incarnation.
His way to find the center and maintain his balance is to be the better weapon smith in all countries, blending skill and magic to make his perfect weapon, a weapon that, in this life or another, will be the instrument of vengeance against the one that attacked his master.
Religion:
Kaneda is a devoted follower of Shizuru, mostly in her aspects as goddess of honor and sworplay. He hope she will guide him in his search.
Loyalties: K. is loyal to Lingshen, but his first loyalty is to his beloved past master. He feel that he has somewhat failed his duty the day he died. Perhaps he did flee without fighting? Failed to raise an alert? He know he failed somewhat.
Short term goal:
to forge a weapon capable to receive the magic that will make it the right weapon for his mission of vengeance and redemption. I will not wield a katana until it will craft the right one himself, it should be made of the finest materials and quenched in the bloods of enemies. [translation, he want to craft a adamantine katana to enchant]
Middle term goal:
to learn the magic needed to make the katana really his soul, the soul of a samurai that should avenge his lord.
Long term goal
discover what happened to his master, finding him if he is still alive and receiving his judgment for his past actions or avenging him if he was slain.
If he were to fail in this life, he want to secure the katana for his return in his next life.

Side goal:
to become the best weapon smith of all the know lands.

Ruler ship roles:
Magister
Warden
General
Other notes:
some of K. vague memories point to the border between Lingshen and Shenmen as the location of his master home. He will search for sign of him there.

I have changed some small thing, so for the first levels my character will be using a scimitar. That will resolve any problem with retraining.

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Matthew Downie wrote:
Diego Rossi wrote:

My basic assumption will be that the wizards use high quality inks, probably oil or alcohol soluble ones that will suffer little or no damage from immersion in water.

So, if a wizard fall in the water there is little risk of immediate damage to his spellbook.

That is a perfectly reasonable house rule, but on the previous page it was shown from the description of Blessed Book and Waterproof Bag that ordinary spellbooks and scrolls held in a normal backpack are by RAW 'ruined' within a few rounds (somewhere between 0 and 9) if the wearer falls in the water.

(If he falls into lava or acid, they'll probably be fine.)

You mean:

Waterproof bag: "Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items."
and
"Blessed Book - All such books are durable, waterproof, bound with iron overlaid with silver, and locked."?

Sorry, that don't prove in any way that "normal" spellbooks aren't as water resistant as good books.

Unless you use the same line of reasoning for any other effect cited:
- Blessed Books are durable, so any other book isn't durable.
- Blessed Books are bond with iron overlaid with silver, so no other book can be bound with iron overlaid with silver.
- Blessed Books are locked, so no other book can be locked.

You are using the waterproof bag as a proof that a map is destroyed after 10 round of exposure to water? Unless you are using water soluble inks 10 minutes will do very little.

You are assuming RAW from something that don't give any RAW rule beside saying that some specific item give or have some specific protection
If my map is written with inks that aren't water soluble putting it in a waterproof bag and immersing it in water for 10 rounds don't ruin the map, even if the bag say that items in it are ruined after 10 rounds.

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A few words from someone that work with modern and ancient books and know people that have restored books after the 1966 Florence flooding.

The old books are more resistant to water than most modern one. The paper is way more sturdy and parchment, vellum and so on resist very well to being immersed in water.

The ink is a different thing, some are water soluble and will be destroyed, but other are water resistant. Case in point after the Florence flooding the books that couldn't be restored immediately were kept in tanks filled with distilled water. It was way more damaging to dry them incorrectly and without washing away the mud and other pollutant than to keep them submerged. Molt was one of the big dangers for the wet books.

Copying a spell has a high material cost. It is done by the spellcaster, so the cost isn't paying a scribe. We can only assume that it is the cost of special inks.
My basic assumption will be that the wizards use high quality inks, probably oil or alcohol soluble ones that will suffer little or no damage from immersion in water.

So, if a wizard fall in the water there is little risk of immediate damage to his spellbook. On the other hand, it is very important throughly dry the book after exposure to water. Mold can be terrible for a book.

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Human Fighter wrote:

Strong language with "utterly wrong". Could you please elaborate better on how I'm utterly wrong?

Breath of Life is creature touched, and doesn't say dead creature touched. Why couldn't you use cure light on a dead creature? The creature would still be dead, and while thinking about it, this could be helpful for getting breath of life to work if someone was worried the dead creature wouldn't have enough HP after it is used on the creature.

Dead creature touched is just a more specific requirement for the spell target, rather than just a creature touched.

I don't think I phrased my example with the damage well. My point with the damage is that even though you might take some slashing and some fire on the attack, once you resolve DR, resistance, and other things, you apply the damage as just damage. The difference between ability damage and hp damage is that ability damage you add up, whereas hp damage you reduce a maximum score.

As a reminder, dead is just a condition, just like being prone, or pinned.

Rules, HF:

PRD wrote:

Cure Light Wounds

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5).

No CLW on dead creatures.

PRD wrote:

Breath of Life

Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature.

A very specific exception.

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Abraham spalding wrote:

Fair enough on the confusion. I didn't mean the end of the actual round, but that is what I said.

The more important part is when it ends -- which is to say the next round.

So if you died and got unlucky and it's 1 round until the shadow springs up the shadow still won't appear this round.

It would appear exactly after 1 round from the moment the character died.

The problem is that you missed what I was commenting too:

Shar Tahl wrote:


Round 1 - shadow drops character to 0 strength and they die per the shadow ability. 1d4 round timer starts on the shadows initiative with round 2 and goes through round round 5 potentially.

The 1d4 timer start immediately, not on round 2.

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bugleyman wrote:
tchrman35 wrote:
Well, first of all, initiative counts down, so it would end on 17 if we're gonna be lawyering.

You're correct of course.

tchrman35 wrote:
Second of all, it's a jerk move by the GM IMO.
The thing is, how would you fix it without fractional initiative and/or giving every ongoing spell an initiative score?

You simply put them in sequence, the rules already do that when they resolve initiative ties.

Init. 16 NPC rogue with +4 bonus to initiative
then
Init. 16 wizard with +1 to initiative

You have a nice, clear sequence and the spells end just before the wizard initiative.
It don't really matter if the difference in initiative is simply a better modifier or even winning the die roll to see who goes first, or it is 20 initiative points, what matter is who goes first and who goes second.

Liberty's Edge

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Abraham spalding wrote:
Diego Rossi wrote:
Abraham spalding wrote:


Duration is counted from the end of a round until right before the initiative of the same person on the next round. It's in either the combat or magic section I forget which.

Citation please, as I haven't ever seen it run that way for spells or timed effects. The only exception I know are the effects that stop regeneration.

No problem:

Quote:
When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.
Source

?

Abraham spalding = Duration is counted from the end of a round until
Abraham spalding rule citation= they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round

It start from the initiative count, not the end of the round.

Liberty's Edge

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Another question: you allow retraining?
I mean to enter the Evangelist prestige class, and that will give me the proficiency with my deity weapon, the katana (Shizuru seem a god fit). But playing 5 levels using it 2 handed would create problems with spell combat, so I will train it as soon as possible and then retrain at level 6.

Edit:
Two more, sorry:
- you will use the Kingmaker or the Ultimate Campaign for kingdom building? Th UCamp rules are more balanced, as the "magic economy" will over boost the kingdom economy.
- you will use the UCamp downtime rules about gaining capital, crafting and building structures?

Liberty's Edge

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I am in the same boat of Zahir ibn Mahmoud ibn Jothan. I have GMed Kingmaker (actually we are currently playing the last part of the last module) so I know that adventure plot and events.
You version of the adventure will change the story enough that that will not be a problem?

If the reply is yes, I would think_
- a magus (I love characters that can do a bit of everything);
- roles: magister or general (magister first, in a shogun maker campaign I will absolutely take crafting feats);
- Samsaran (I love the idea of reincarnation) with the Mystic Past Life (Su) alternate trait if allowed (very powerful, so I want GM input, especially about what classes are open for poaching);
- he will be a spiritual character that vaguely remember being taught his abilities by a tao master [or appropriate equivalent] in a past life,
- he will search for enlightenment [becoming an evangelist later on, if we can find an appropriate obedience].

It will not be the best magus at all, I am not a good optimizer, but it will be fun and full of possibilities.

Give me an opinion if that character has some possibilities, please.

Liberty's Edge

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Abraham spalding wrote:


Duration is counted from the end of a round until right before the initiative of the same person on the next round. It's in either the combat or magic section I forget which.

Citation please, as I haven't ever seen it run that way for spells or timed effects. The only exception I know are the effects that stop regeneration.

Liberty's Edge

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What penalty are you giving to him for throwing a now unbalanced net?

Hexing Doll - Weight 1 lb.
Net - Weight 6 lb.

A 16,6% increase in the net weight, a fairly large object tied to the net (a 1 lb rag doll isn't small), unbalancing the net ...
-8?

Plus:

PRD wrote:
Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

a) If the PC is controlling the net trough the trailing rope, the net is in the PC possession, not the target.

b) entangled, not grappled. You aren't carrying the bush that a druid has targeted with entangle. It is similar for the net. It is hindering your movements, but it is not in your possession, it can be easily on the ground entangling your feet.

Edit:
c) "Net adept - Benefit: You can treat a net as a one-handed melee reach weapon with a 10-foot reach.". Yes, decidedly the PC is carrying teh net, not the target.

Liberty's Edge

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Shar Tahl wrote:

Round 1 - shadow drops character to 0 strength and they die per the shadow ability. 1d4 round timer starts on the shadows initiative with round 2 and goes through round round 5 potentially.

The only hope of the character is a restoration spell cast for the 3 round casting time, with 25% chance of it not going off in time. The wording on the targeting of BoL and Rest are the same, "target creature", while raise dead does specify "target dead creature", so being dead does not necessarily exclude from restoration.

Ruling in question that are relevant here.

***Is shadow damage tracked beyond 0. so say someone was at 1 strength and they get hit for 7 damage. Does it stop at 0 or does it need to be healed up to 1 from -6.

***Can a potion of lesser restoration be allied to a dead person. RAW, it specifically gives rules for pouring down throat of an unconscious person.

***Does restoration work on dead bodies

Why tracking rounds should start on round 2?

The character drop dead, the 1d4 die is rolled immediately and you start the count.
When the initiative cont at which the character dropped dead come 1 round has elapsed and the second has started.

@Fergie: about your 3.5 comment, what is more accumulation that the damage reducing the actual score? That it what it did in the 3 and 3.5 version of D&D.

Liberty's Edge

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wraithstrike wrote:

Strength damage is not strength drain, but strength damage just like hit point damage does accumulate.

So if you take 8 points in the first hit, and 8 points in the second hit you have taken 16 strength damage.

If you score is only 14 then you die(if a shadow is involved) because 14 is less than 16.

"This" strength damage is referring to the strength damage from a shadow, not any one hit.

edit: You can try to make this argument in PFS or at a GM's table, but shadows have worked this way for a long time, and they won't really care so trying to push this argument really won't matter. At best someone will start and FAQ and the devs will say the damage accumlates, which means people will run it the way they always have.

It can be reasonably argued that only the damage from shadows attacks is relevant for the shadows ability, so if the character had some form of strength damage from other sources it don't matter and the strength damage done by shadows alone should be equal of superior than his strength score.

Liberty's Edge

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Fergie wrote:
Diego Rossi wrote:

BoL point is that it bring you back from being killed by hit point damage, not from other kinds of damage.

Please cite a source for that.

Note: PRD - "In case it matters, a dead character, no matter how he died, has hit points equal to or less than his negative Constitution score."

Notice what I said:

"BOL has brought you back to life? RAW, yes, even if it hasn't healed the relevant damage."

What you try to disprove is a RAI comment, but disproving it is irrelevant as the RAW of the rule say that you will be turned into a shadow.

Liberty's Edge

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a) Create Spawn (Su) A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds.

B) Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life.

You have been killed by the shadow? Yes

BOL has brought you back to life? RAW, yes, even if it hasn't healed the relevant damage.

It matter? RAW, no. You have been killed by a shadow and you don't have applied an effect that change that event. You have been brought back ti life, but you have still been killed by a shadow and become a shadow after 1d4 rounds.

BoL point is that it bring you back from being killed by hit point damage, not from other kinds of damage.

Liberty's Edge

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Komoda wrote:
Fried eggs, yes. All others would cook too fast.

Charred eggs.

I doubt eggs will have any hardness and more than 1 hp. And I think they are vulnerable to fire.

If they are not vulnerable you have a 5/6 chance every round of burning them (roll of 2+ on the d6).
AFAIK you can't fry eggs in 6 seconds, so it very hard to be successful in frying them.

;-)

Liberty's Edge

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Weirdo wrote:

Deadly Dealer says you enchant the deck as a weapon, not the cards as ammunition. Therefore it should work like a bow. You can use abundant ammunition with a bow, therefore you can use it with a deck in conjunction with Deadly Dealer.

It's odd but I'm pretty sure that's how it works. Personally I think it makes more sense to treat the cards as shuriken.

I also think that the arrows never actually become enchanted, they just take on the bow's properties for purpose of a particular attack - so on firing?

You use Abundant Ammunition on the arrows, not the bow.

Liberty's Edge

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PRD wrote:

Abundant Ammunition

When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.

and

PSRD20 wrote:

Deadly Dealer

Your skill with handling a deck and your arcane talents allow you to turn mundane cards into weapons.

Prerequisite(s): Arcane Strike, Sleight of Hand 5 ranks.

Benefit(s): You can throw a card as though it were a dart, with the same damage, range, and other features. You must use the Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage. A card is destroyed when thrown in this way.

Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortune-telling device after even a single card is thrown.

A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition. This enhancement functions only when used in tandem with this feat, and has no affect on any other way the cards might be used.

Only a character who possesses this feat can use an enhanced deck of cards; she must still use the Arcane Strike feat to activate the cards' enhancement.

PRD wrote:


Dart Simple Weapons Ranged Weapons

Darts aren't ammunitions, so they will not be affected by Abundant Ammunition.

I would allow it in a home game, but RAW don't work. sorry.

Liberty's Edge

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And there is where you are wrong claudekennilol: It is not a definition. It is something implied, not something defined.
You can't say "this" implied thing is stronger that "that" implied thing.

It is the same reason that make Ravingdork question FAQ worthy. That a feat parameters are chosen when a feat is taken and nor reset is a implied thing, not spelled anywhere. With Rav question you don't have further informations in the feat that give an answer, with your we have further informations that give the answer.

Liberty's Edge

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Please, cite this definition. I don't see it. I see it as a implied thing, but then the feat implies something different. Neither give a official definition. So we should use the context, and the context is clear.

Liberty's Edge

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FAQed, but for me it is very simple: you make the choices associated with taking a feat when you take the feat. You don't change them without retaining.

claudekennilol question on the other thread is already answered in teh benefit section:

PRD wrote:

Expanded Preparation

You can prepare more spells than other arcanists can.

Prerequisite: Arcanist level 1st.

Benefit: You gain an extra spell slot of the highest level you can cast. This is in addition to the number of spell slots you can normally prepare from your spellbook. You can instead add two spell slots, but both of these spells must be at least 1 level lower than the highest-level spell you can cast as an arcanist. You must choose which benefit you gain when you take this feat.

Special: You can take this feat up to three times. Each time you do, you can choose either benefit.

claudekennilol postulate:

"Obviously the intent is to prepare more spells (as per the description), but as written the feat allows an arcanist to cast more spells (as per the actual Benefit of the feat).", but that is not true, the benefit part of the feat go on and specify that the those slots are " in addition to the number of spell slots you can normally prepare from your spellbook". An arcanist use his spell book prepare his know spell slots, not his casting spell slots.

Liberty's Edge

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You can use spring attack while on a mount? No, you need a specific feat, Ride-By Attack. Same thing for the carpet, you are riding it, no moving.

PRD wrote:

Spring Attack (Combat)

You can deftly move up to a foe, strike, and withdraw before he can react.

Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Normal: You cannot move before and after an attack.

As written, if you have a flying speed you can use it, but the carpet don't give you a flying speed, it give you a vehicle.

And you don't have any need to "turn around" to use Spring attack while flying, you can move on a square on the left or right of the target, attack, and continue your movement in a straight line.

Liberty's Edge

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"Arcane Deed (Ex): When a magus takes this arcana, he can pick any one deed from the swashbuckler class feature "

From the swashbuckler class feature, not the class feature of a archetype.

Liberty's Edge Goblin Squad Member

But it is useful to point this kind of flaw out. GW people is reading this forum, not only GW forum, so someone can notice it.

Liberty's Edge Goblin Squad Member

Bluddwolf wrote:
TEO Cheatle wrote:
Settlements will be able to remove them through permissions, that is the only way I know of that is coming any time soon.
I would object to this as a violation of "You have what you hold". Settlement permissions should not be a magic wand to remove what another holds. You should have to remove it by force if desired, or by negotiation if you are looking to stick to an alignment that would resort to diplomacy first.

I agree. Maybe building smallholding will require some kind of permission, but removing them shouldn't be done by the simple act of removing that permission.

And it should be possible to deploy base camps (and the crafted equivalent) anywhere, within the limits of the number of structures allowed in a area.
The people calming the area should have do act to remove squatters, a simple keystroke in a settlement or hex interface shouldn't be enough.

Liberty's Edge Goblin Squad Member

So the general consensus is: "We don't care about ti until it become a problem when we finally will be able to do something about it"?

But we can do something even now: if we know that the smallholding is unauthorized we can prowl the area trying to catch the owner.

To me it seem a bad idea to say "Wait till it become a problem" when the possible problem can be resolved in advance.

Liberty's Edge Goblin Squad Member

I have just found a smallholding in our alliance territory. There is no player around and I don't have any information on who is the owner nor any way, beside asking on several different companies forums, to discover that.
Even if none in the different companies forums to which I have access were to say "it is mine" I wouldn't have any way to be sure if it is owned by some friend, foe or neutral character.
To me that seem problematic and it will become even more problematic the day we get the ability to damage or destroy one.

A placed smallholding will reduce my ability to place another, so it is interesting to know if it is allowed to be there or not and depending from a out of game source to know that seem wrong.

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