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Danse Macabre

DrDeth's page

3,973 posts. 18 reviews. No lists. 1 wishlist.




OK, a couple of us use Blink a lot. One does a lot of melee. The 20% miss chance when Blinking is just annoying. Is there a spell anywhere (even 3pp) that would allow one to bypass that miss chance? Applied to yourself or even a weapon?


I mean, after you "wire paladin" was the black clad gunslinger actually a Paladin?

We just haven't had enough paladin threads recently, so...


The boards have been infested by new posters who seemingly all have morality issues with paladins. For some reason- much like the squirrels in the park despite the signs telling you not to- many posters can't stop feeding them. ("But they are sooo cute!!")

They are easy to spot. They have a new ID, they start a thread on something like paladins eating goblin babies- and that's their first thread ever, and they have maybe a handful of posts.

I report them, but?

I do like how some veteran posters are posting silliness instead of morality debates.


28 people marked this as FAQ candidate. 4 people marked this as a favorite.

As many have discussed the old "sno-cone wish machine" is a way to mis-use the simulacrum spell to have (for example) a half HD Efreet, who then casts three wishes a day for you. This appears to be rather a strained reading of RAW, and is likely not RAI, but the actual wording of the Simulacrum spell is ambiguous.

Can we get a clarification on this spell?

1. Can you get Wish from a Simulacrum?

2. What is meant by "appropriate special abilities" and "a creature of that level or HD" in "It appears to be the same as the original, but it has only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD)."


40 people marked this as FAQ candidate. 1 person marked this as a favorite.

Scry & Fry." Can we clarify what is meant by '“Viewed once” is a place that you have seen once, possibly using magic such as scrying."?

James Jacobs has said it doesn't work like many people think it does, and while I agree with his RAI, the RAW seems to differ.

Can we get a FAQ on this?


3 people marked this as FAQ candidate.

Silly loopholes that are clearly not RAI but many insist are RAW, and that can be fixed with a minor errata:

1. Planar Binding = getting infinite wishes and/or simply slaying the summoned being so he/she can’t get revenge. Yes, I know there are checks involved, but a hyper optimized PC can easily make those checks automatically. (Simple fixes could include a firm limit on the number of wishes gained this way and/or a note that slaying the being will cause other allied beings to seek revenge.)

2. Did you really mean for a one level dip in Crossblooded Sorcerer to apply to Wizard spells?

3. Should there not be a absolute GP limit on Blood Money?

4. Simulacrum: Should this really be a “sno-cone wish machine”?

5. "Scry & Fry." Can we clarify what is meant by '“Viewed once” is a place that you have seen once, possibly using magic such as scrying."

Thank you.


This is in some enchanted woods, haunted by odd monsters, such as snarks, etc. There was a mad transmogrifier there, who created many one of a kind monsters.

The pool changes the drinker, in generally a good way with a side effect:
1. Gain Low light vision, but are dazzled in Direct Sunlight.
2. Gain darkvision 60' but eyes glow in dark.
3. Gain Scent, only 5' range- but take a -2 to saves on Stinking cloud, etc.

The side effect should make sense, given the benefit, and overall it should be a net gain.


1 person marked this as FAQ candidate.

Your attacks are truly devastating.
Prerequisite: Power Attack.
Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute."

Exactly what does "the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier" mean?

So let us say you have a BAB of 12, thus +12 to damage, right? With a two handed weapon it's +16? So that's doubled to 32? But is that doubled again by being a crit?

Figure a str of 18, +3 weapon, Weapon spec.


3 people marked this as a favorite.

Ok, folks, you know I am one of your biggest fans. Heck, I am often attacked on these boards just for that very reason. Sure, Pathfinder isn’t perfect, but it’s darn good. I have only a few minor quibbles (like the corner exception for reach weapons).

BUT there are some here who come up with weird rules stretches, stretches that if legit, could cause PF to break down. Now, we all know no sane DM would allow these, we all know they are against RAI, and we all know they are all there because of a strained or over literal wording of the RAW.

Sure. Given.

But these posters constantly, constantly, CONSTANTLY throw these up as to why Pathfinder is broken or how to break PF . Now, we know that they probably don’t actually play that way. Crikies- most of them likely don’t even play Pathfinder at all (in fact a couple of your biggest critics openly brag they don’t play Pathfinder).

So, you think- well, why bother? The devs know these things are silly, savvy PF players know these things are silly, heck, likely the people who post them know they are silly.

But you see- those aren't the only people who read these boards. Newbs, non-PF players, etc also read these boards. And, sometimes these “silly” arguments are posted in a rather convincing manner.

As an example- my 3.5 DM won’t switch to Pathfinder- and one reason is the “silly’ arguments he’s read here on this board. I’ll bet there are many more. Silly or no, it's costing you business.

So, Sean, Jason, James, the design Team, etc- let’s fix these silly loopholes.

Some of these include:
Planar Binding = getting infinite wishes and/or simply slaying the summoned being so he/she can’t get revenge. Yes, I know there are checks involved, but a hyper optimized PC can easily make those checks automatically. (Simple fixes could include a firm limit on the number of wishes gained this way and/or a note that slaying the being will cause other allied beings to seek revenge.)

Simulacrum= and the “sno-cone wish machine”. (Just re-write this spell, OK? or dump it. )

Heck, you could even say "A PC has a lifetime limit of wishes".

Blood Money= Limit maximum funds that can be formed/replaced this way. 5000gps? Yes, I know there are Strength issues- again, easily solved by a hyper optimized PC.

There are others, and I know we’ll get a list. Most posters here are also tired of these silly arguments.

It’s time to put an end to some of this foolishness. Just do it.

Folks? Let us focus on what can be fixed with simple errata. Thanks.


1 person marked this as FAQ candidate.

"School evocation [air]; Level druid 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range 120 ft.
Area 120-ft. line
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
Summoning up the power of the tempest, you direct a current of forceful winds where you please. This spell creates a 5-foot-diameter line of wind—the direction of the wind is away from your location when you cast the spell, and remains constant in that direction for the spell duration. Creatures caught in a river of wind take 4d6 nonlethal damage and are knocked prone. A successful Fortitude save halves the damage and prevents being knocked prone.

A creature that begins its turn wholly or partially within a river of wind must make a Fortitude save or be pushed 20 feet in the wind's direction of flow, take 2d6 nonlethal damage, and be knocked prone—a successful Fortitude save means the creature merely takes 1d6 nonlethal damage. Creatures under the effect of freedom of movement and creatures with the air subtype are unaffected by a river of wind."

Ok, then, on Round one, it's pretty clear.

But what happens on Round Two if the Wizard moves?
Does the river stay where it was?
Does it continue from the wizard in the same direction, but from his new location?

Or move or not? What does "You direct a current of forceful winds where you please" mean vs "the direction of the wind is away from your location when you cast the spell, and remains constant in that direction for the spell duration".


7 people marked this as FAQ candidate.

"CALL LIGHTNING
School evocation [electricity]; Level druid 3
Casting Time 1 round
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect one or more 30-ft.-long vertical lines of lightning
Duration 1 min./level
Saving Throw Reflex half; Spell Resistance yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts)."

Now, there's two ways of reading this spell;
1. One round 1 you cast and R2 a LB comes down, but that doesn't cost you a standard action, and r3-? you can call another bolt, each as a standard actions.

OR

2. One round 1 you cast and R2 -? you can call a bolt, each as a standard action.

Option 2 has you losing a round.

I think it's Option 1, otherwise the spell really sucks.


Our PF group is 12th level, need one one player. Adults, no super-power-gamers, no smokers. Meets Friday, Downtown SJ.

We also have a spot of two in a 16th level 3.5 game, meets Mondays, occ weekends.


This is mostly a poll. Mostly for PF.

How many rounds does a typical encounter last for your group?

How many encounters per in-game "day"?

How many encounters per gaming session?

Then , what type of game do you have? Low magic? AP? Highly houseruled? Are you the DM or player?


10 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

OK, since the other thread was closed as the question was nebulous let me restate what I think is the question.

A character has X attacks due to whatever combo of claws, weapons, bites, headbutts, etc.

He gains two vestigial arms thru the Alchemist Discovery.

Does he now still have X attacks or X+2 attacks?

In other words, can the vestigial arms discovery give you more attacks than you would have without the discovery? The debate seems to hinge on the term “extra attacks” as in ‘what is EXTRA”?

Clearly the discovery can give you more OPTIONS for your available attacks, yes. And certainly, like if you have TWF but want a shield, since Vestigial arm allows you to use a shield and also TWF there is sort of an 'extra' attack in there.

Or, if you now put claws on your vestigial arms- does that give you two MORE claw attacks or just the option to use claws or weapons?

My thought is that the answer is No, and two devs have weighed in and it seems they agree, but there’s no FAQ. the debate rages hotly. This is truely a FAQ. So, please Pathfinder Design Team – clarify this with a FAQ.

Thank you.


Did somebody actually ask that question, and did a number of posters actually FAQ that question?


My DM has just decided to go Mythic for one of our campaigns. He is concerned about the various paths (Archmage & Heirophant) that allow extra casting of spells, such as Arcane Surge or Wild Arcana. He is worried that this means 5 or more extra casting of the spellcasters highest level spell. Has this been an issue? Is there anything you suggest to calm his concerns here?


After a rogue qualifies for Advanced talents, could the Extra Talent feat grant a Advanced Talent?


1 person marked this as a favorite.

The Nerfbat. When the optimizers here find something is crazy powerful at high levels, let’s have a Nerfbat section. Like “Blood Money” which clearly wasn’t meant to allow casters to spend unlimited cash, even with unlimited wishes. The Dev’s forgot the brilliant/devious minds of some of the posters here, who found that with some serious maxing one can build up a caster “Strength” to something fantastic, then mine it for unlimited cash for material components. Even with JJ’s opinion that it only works on one round spells, we can still get unlimited Wishes.

We could Nerf this to add “can not be cast more than once a day, maximum amount is 1000gps” or something.

Simulacrum also needs the Nerfbat.

This was one of the great things about 4th Ed. The Devs there would watch the lists and boards and when they saw some Power that was out of hand, they’d just recon it on the spot.

What else is so broken that it needs to be fixed, now?

Now, I am not talking about things that are only broken by a strained reading of the rule.


Raise dead :Sean said it best”http://paizo.com/threads/rzs2kkid&page=2?Raise-Dead-and-the-Diamon d-Thing#82
"

Quote:

For people who can teleport across the world, literally travel to Hell and back, and conjure deadly fire and stone out of thin air, death is a trivial obstacle.

In terms of game math, the 5000gp cost for the spell also encourages metagaming, which is bad. See, if you have a party of 3 live PCs and one dead PC, they have two options:
1) Scrounge up 5000gp (either from the dead PC's stuff or from a group donation) and have the dead PC raised. Net result: party has 5000gp less than before and two more negative levels than before.
2) Leave the PC dead, divide his stuff among the PCs or sell it, have the dead PC's player bring in a new character (who has full gear for his level, and no negative levels). Net result: party has X more gp than before (where at worst X is half the expected wealth for a character of their level) and no extra negative levels.
In other words, it's better for the party to bring in a new PC than to resurrect the old one. Which is lame. In a "roleplaying" game that barely encourages roleplaying at all, costly PC death actively DIScourages roleplaying someone who's compassionate about a fallen ally, and ENcourages you to be a mercenary metagaming player who's only interested in the wealth and damage output of the group.
I don't like the expensive material component for a spell that is critical and necessary to the typical game experience, and I don't use it
My thoughts on it are: don't have the gp cost, don't have the negative level be permanent. It sucks to die, it sucks that one of the PCs has to use a high-level spell to fix the problem. We grew up playing video games where you die, hit Continue, and keep playing. These costs are among the last "DM vs. players" mentality of the old style of gaming, and I don't play that way."

And for those DM’s that want to “have death mean something” here’s what I said:

Players: “Hey Bob, we have to go on a quest for about 4 nites of gaming in order to raise you, so I guess you can just stay home or you can play my Mount.”
Bob: “yeah, sounds like real fun. Look, instead- here’s Knuckles the 87th , go ahead and loot Knuckles the 86th body. He's got some cool stuff."
The whole idea of “death should mean something” becomes meaningless when we all realize that D&D is a Game, Games should be Fun, and in order to have Fun you have to Play. Thereby, when a Player’s PC dies either you Raise him or he brings in another. Raising is preferable story-wise, and costs resources. Bringing in another costs continuity and actually increases party wealth. Not to mention, instead of an organic played-from-1st-PC we have a PC generated at that level, which can lead to some odd min/maxing.
The third alternative is “Sorry Bob, Knuckles is dead. You’re out of the campaign, we’ll let you know when the next one is starting, should be in about a year or so.’ Really?”

So, let’s have some debate here: how do you handle PC death? Ring it up, bring in a new PC, dump the player, or what?


Can one drop a archetype? I remember seeing that somewhere.


What with the various errata and FAQ going around, I just want to make things clear:

If the spell only requires a Verbal do you still have to make a Conc check beating their CMD?

"A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell."

How about Somatic?

If there is also a material comp, do you need to make two checks, one to grab the stuff , another to cast the spell?

And SKR posted this:

http://paizo.com/threads/rzs2p19o?Dimension-Door-Question#33

The above is a legacy of the 3E grapple rules. With PFRPG redefining grapple as "I have your arm, not your whole body," the above doesn't make sense, and it was only present in one part of the Core Rulebook (in the Concentration section, I think). So it's being removed in errata: the "no somatic components while you're grappled" rule shouldn't be in the book


Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity."

By this I surmise:

If you have iterative attacks, with a repeating crossbow you can get off that many shots, as long as there is enuf ammo in the clip?

And with Rapid shot, one more shot? So, with a BAB of 6, you'd get 3?

And Rapid reload does nothing?

Any other CB specific feats that would help?


Ok, guys, I am kicking around ideas for a back up for my Dwarf paladin/Hospitaler. We are 8th level, all Dwarves. Core & APG only, with feats from the two Ultimate books, and the Dwarf book. 20 pt buy, dumping CHA is not good.

We lack ranged attacks somewhat. We have a battle oracle, a white witch, a summoner, a inquisitor, myself the paladin, and joining us will be a wizard. Pretty much, duplicates are frowned upon.

Cleric would be nice, as you can see, but they are not much for ranged, and Torag is the deity of choice.

No “ye olde magik shoppe” so altho we have some cool loot, you can’t rely upon buying a particular magic thing.


"Deep Pockets (Ex): A Pathfinder chronicler collects items as well as lore, picking up small amounts of this or that throughout her travels. As a result, she may carry unspecified equipment worth up to 100 gp per class level. "

Does this mean a Bard 10 PfC1 can do 100 or 1100gps?

And how powerful/worthwhile is this PrC?


Now the newest FAQ fixed a good number of small Monk issues.

Keeping within the bounds of balance, where monks should be around the level of barbarians and Paladins, what other changes would you like to see?

If it's a big one, like Full BAB, what would you give up? All good saves? Fast Movement? Slow fall? Ki? Bonus feats? Flurry?


Gang Up (Combat)
You are adept at using greater numbers against foes.
Prerequisites: Int 13, Combat Expertise.
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to flank an opponent.

It’s clear you don’t get the +2 from flanking, but some have claimed that it still makes your foes lose his DEX for purposes of SA.


Just how does this work?

Do the extra rounds count against your daily usages?


Moderately high level 4th ED game. We meet in San Jose then drive to DM’s house out near Tracy. Game is all day Saturdays, we start driving @ 11AM, back around 12 hours later.

PM me, please.


Is there any feat, etc which benefits this style?


Can one make and then have anyone drink a potion whose range if "personal" such as "shield"?


Other than being a druid, does PF have any way yet to use Spontaneous Casting to cast a Domain spell, instead?


Experienced gamer, age 30+ combat heavy group that's been together for nearly 10 years. 18 months old PF campaign based in Varisia. Power player may be frustrated at times. Play 35-40 times year. Must be able to commit to 30 sessions/year. Currently we have two teams, PC's are 6th and 8th level. Some RPing between sessions.

No "Ye Olde Magike Shoppe" here. Mostly Good aligned. Team playing a must. Right now, mostly Core & APG.

Game near Saratoga & 280. Fridays 7-11PM+.

PM or reply.


Oracle or Cleric. Some party boosting and healing sure, some utility spells would be great. Core and APG. Deities must be std Golarian ones, no Evils.

20 pt build, 8th level.


I thought we had a thread about this before, but can a Alchemist with Vestigial Arm get extra attacks out it this? I mean other than holding a potion/shield/etc in one hand and weapons in the others.

My friend thinks one can take this mutatgen several time, and then also Multiweapon Fighting, getting 4 attacks a round (plus iterative, etc). He thinks playing a Vivisectionist Alchemist with this would be super great.


5 people marked this as FAQ candidate. Question unclear.

I think this has been asked before, since when I did search I found several posts that said it was asked & ruled upon, but I could not find the ruling:

1. Magical Lineage + 1st level spell + Merciful Spell = 0 level spell.
1a. 0 level spells are not expended when cast.
1b. A Merciful (Magical Lineage)1st level damaging spell does nonlethal damage, is a 0 level spell and is not expended when cast


Does a druid still retain worn armour bonuses when using standard Core Wildshape?


In deciding whether or not to allow the Magus into our up to now only Core & APG campaign we ran into a group of 6th level Maguses, and we had one in our party.

Both sides could kill a character in one hit, given a high crit range (keen) , plus 1d6 frost plus Shocking Grasp- and they were critting a lot, given rapiers with Keen.

But I think we were doing some stuff wrong. I see at 5th a Magus can put several weapon properties on his blade, but it seems only up to a total of +2, and one of those must be +1 for the basic magic enhancement? Thus no elemental damage also, assuming keen? I can’t see any Magus Arcana that would allow both.

Then, they seemed to be casting SG, then moving, then hitting with SG on the weapon. It seems like that would be a full round action, even given both Spell Combat and Spellstrike?

Now, I know Magus is not supposed to be all that powerful, certainly not Tier 1. But the ability to crit doing 5d6 (or is it 6d6?) lightning , then double that, plus 1d6 + str double, plus other stuff, was one shotting some PC’s. How much damage on a crit should a 6th level magus be able to do, given Shocking Grasp and keen (but no magic gear at all).


Where a Fighter gets some powerful named weapon, and really good armor, and the wizard only gets scads of spellbooks & scrolls (both will get a few low level minor protective stuff, like a ring or cloak), which is more powerful and survivable at level 20? I say it’s still the Wizard by a longshot.


3 people marked this as FAQ candidate.

Let us say I design a Eidolon to use weapons. So I buy the critter a few weapons, and hand them over. So, it dies/goes away. What happenes to the weapons? Do they go away with the creature, and come back when it's summoned again?


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