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I've done some day job rolls as have most people playing I'll assume. My fighter has a Hunting Lodge Membership and my cleric has a Temple Membership. The money is piddly at the best of times, or really hardly worth the effort, unless you have some other use for the skill while adventuring. But what if you could become a master of your art? The finest tracker in the whole of the Inner Sea or the finest surgeon within Absalom? Or the greatest lyrical composer, who's skills are sought after by the Imperial Royalty of Taldor and Cheliax? My proposed addition to the current Day Job rolls would be that if you roll a 19 or a 20, you get a +1 to your specific skill. You aren't just Bob the lvl. 7 fighter, with 7 slots of Survival, for a total of 10. Maybe you got lucky and rolled 3 of these high rolls in your 18 scenarios and you are the finest tracker in the vicinity, more capable than the next 20 trackers at your level. After all, a 40 year-old lvl. 2 tracker probably should be better than the lvl. 7 20 year-old tracker. He's been doing this a lot longer and its his bread and butter. So it doesn't quite make sense that the young buck who's killed monsters on 20 different missions, should automatically be the better woodsman. What do you guys think?
Are Metamagic Items allowed to work together on the same spell? (specifically in PFS) My example being:
My wizard currently may be able to purchase both. Could he use both to both Maximize and Empower a Fireball?
Does a trait that reduces the level of an Intensified, Maximized and Empowered spell, reduce the spell for each feat or just for one of the 3 feats even if you are using all 3 feats? Would the Fireball for example be lvl. 3 + 1 + 3 + 2 = a lvl. 9 spell -1 for a trait making it a lvl. 8 spell or would it be a lvl. 9 - 3 for the trait applied to each feat, only making it a lvl. 6 spell?
A question for those who might know. As we all know, Trolls regenerate, except fire damage. Having put down a Troll and having decapitated it, what grows back, the head or the body? Or do both grow back, creating two Trolls for the decapitation of one? And does the newly decapitated Troll have a brain if the head grows out of the body? Now if the head is the source of the regeneration, how does it do so, without nutrients? Just wondering if anyone ever thought about it?
So, last night I had a player come up to me and tell me he couldn't find the description of a backpack. Both me and two other GMs, said it should be in his CRB. Yeah, it says 2lbs on the list and gives a price. And NADA, as in no description, no carry weight, no entry. So, just wanted to give you guys an FYI that it isn't there. Cheers
BAB +1 TWF - Scimitar & Light Shield -2 PENALTY to hit for both.
Now your to hit should look like this for all 3 attacks +9/+4/-1. Sound about right? Enter Shield MASTER (And MASTER it truly is, if played as written.) You do not suffer any PENALTIES on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus. Now the off hand shield attacks look like this +11/+11/+11? And if you take a second light shield as your main weapon they become +11/+6/+1? And this is before we add the +5 bonuses which make it two +5 weapons at the cost of a single +5 weapon?
Ok, I've got an issue. Had a new player join a few months back and he decided to play in a 7-11 scenario. It was a 4 part scenario. He played all 4 of them but I informed him that he could only apply 3 of them to one PC and the 4th one to another PC, since the PreGen was a lvl. 7. Now, the question is would it be legal for him to apply all 4 scenarios to his single PC? I like the player and I'd like him to get the boon for his PC, who has now reached level 7, 3 months later. However I'd like to know the legality of this and whether this rule can be bent a little.
Is fame all that is needed to buy Dragon Hide Armor in PFS? I informed a player that only players who have a boon sheet can buy those and he has made counterpoints essentially stating that there is no ruling in PFS which limits Dragon Hide to boon sheets and that fame is all that is required. Anyone know where the ruling for this would be. I'd love to be wrong, so if I am, please let me know.
First, I was informed that you can get Ghost Touch on this, without having an initial +1. (I reluctantly accepted this as a GM, since I haven't found anything to counter this.) Second, I was wondering if a wraith has a DR/Magic and is Incorporeal. Would such an Amulet of Mighty Fists of Ghost Touch, count as both Magic for DR purposes as well as allowing someone to hit incorporeal beasties like Wraiths and Wights for full dmg?
Having an interesting discussion. I believe I read somewhere that once a PC turns Undead, that PC is no longer available to play, even with a raise dead or resurrection spell. Could someone confirm this and tell me where the ruling can be found if I am correct? And if I'm not, I'd be glad to hear it, as well.
Hey guys, I'm at work. Any of you know of the top of your head, which items give the most Sense Motive bang for your buck? I'm looking to build a 40+ Sense Motive if I can. I'm at 14 at lvl. 3. And I'm looking for more. I've got 5,000 that I have yet to spend. This is for a Monk of Many Styles who has Snake Style. Currently at lvl. 3, my Monk has 14 for his Sense Motive, thus he always has a minimum of 15 AC and 15 touch AC. If I could get the sense motive to 40+ his AC and touch AC will always be 40 + d20. Obviously I won't get it all at lvl. 3, but I'm looking for the best sense motive items or traits possible, so that I can have uber AC. Don't have access to every item right here at work but right after work I'm traveling a long way to the game, so I won't be able to look at a book until I get there and might not have found every item that is possibly out there. Any help would be absolutely appreciated.
Here is the rule for this feat: You can expend a large portion of your channeling power to reverse death itself. Prerequisite: Channel energy 6d6 (positive energy). Benefit: As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the breath of life spell (Core Rulebook 251). Questions for those in the know and who have a better understanding of things than me: 1. Could the cleric now, using a Phylactery of Positive Channeling, cast Breath of life at lvl. 7? 2. While this does become a full on spell, is it still a channeled ability or do you actually have to do a touch? 3. If you have channel force and it is a channeled ability, could you drag your intended corpse however many feet away while casting this, thus allowing the PC to revive, without being in the range of the enemy and to stand up, without provoking an AO, while others engage said enemy? I realize this may be considered gamey, however it would make a powerful combo to save the guy, who gets dropped in a fight.
Have a guy doing dmg 2d6+10. Lvl. 10 fighter. How much extra dmg does a Power attack grant him? This is a 2H weapon. I believe its +9 dmg/-3 Attack. Am I incorrect? He claims that he gets to use his STR bonus and gets a +50% bonus on that, too. I don't see it but maybe I'm wrong. Anyone know why he might think that?
Once again I ask because of several disagreements at my gaming group, with people I respect so I'd rather get it right and pass it on. Are ALL Free RPG day scenarios PFS legal for multiple runs. That's what I've heard from one person. Example: Can a PC play "We Be Goblins, Too," multiple times to apply to different PCs obviously. Or any of the other Free RPG Day scenarios for that matter?
p. 39 “Full credit” means the GM gets the following: 1 XP for the scenario, 100% of the Max Gold for the subtier most appropriate to the GM’s character. Question
Ok, I know there are 3 slot wayfinders, however I'd like a just plain old boring 3 slot one. Is there one, that won't cost $100k? I like the synergy bonuses, not necessarily the side spells cast on them. Is there one available that doesn't make me pay $80k for some spell that I couldn't care less about?
Grand Lodge’s Observant only gives you ONE choice to gain a +1 to either Perception OR Sense Motive and makes one of them a class skill for you. While Osirian’s Tomb Raider gives you +1 Perception AND Dungeoneering and one of them becomes a class skill for you. Quadira’s Gold Finger Trait gives you a +1 to Disable Device AND Sleight of Hand and one of them becomes a class skill for you. While Taldor’s Fashionable Trait gives you a +1 to Bluff AND Diplomacy AND Sense Motive and one of them becomes a class skill for you. So my question is. Why no love for the Grand Lodge? The main Lodge of the Decemvirate seems to be rather poor at rewarding its faction members, when in fact these are the most loyal of the Pathfinders and should get some extra something, something. For your comparison, I copied these straight from the Guide to Society Organized Play. Grand Lodge
Osirian
Quadira
Taldor
So, there is a human trait called Honor Bound or something like that, in the People of the North book. (+1 to sense motive) Now, is that considered PFS legal? Also, since I'm a Human Aasimar (Ulfen heritage) am I allowed to take the trait, if my PC is a Scion of Humanity? Finally, they called it an ethnic trait, which category of traits does it come from? FYI, I'm at work and can't verify anything, so I'm going from memory.
Is there a way to have a Wayfinder enchanted with the improved Light Spells? I’m annoyed with Darkness and Greater Darkness spells and all that other nonsense. So I wanted to know if there’s a way to have an existing Wayfinder with the most ubber light spell, so that when you pop it open it will negate Dark effects? And would you have to pay for an entire new spell, every time you wanted a better one or would you just have to pay the difference, like going from a +1 weapon to a +2 weapon?
Is it possible to add the buy just the ability to weapons? I came up with a Chronicle Sheet (Shades of Ice III) yesterday that gave me a (fire ability) yesterday but having to buy an axe +2 with the (fire ability worth another +2). Now since my character is a fighter with archer feats, I won't get access to this ability until much later on maybe lvl. 9, since I want a +3 weapon first. However having the specific (fire ability) would be nice to get at lvl. 7+ when my bow gets the +3 upgrade. But I have ZERO interest in an axe with the same flame ability. Or perhaps a ranseur user, who would like this ability added to my ranseur but an axe is pointless for him. Having the ability added as an option to purchase, without the actual weapon that might not be the PC’s choice, makes most of these Chronicle Sheet boons kina useless, IMHO. While making the abilities available, would actually be a boon to weapon using PCs.
The way I understand it now, you can buy a wand as a Pathfinder but only the 50 charge wands. Now I've come across players who ran a scenario or two, where they could by a 10 charge CLW wand for 1/5th of the cost. So, why aren't these available to all Pathfinders? The reasoning behind this is that CLW is a great want to hand to your healer or spell caster but at a certain point you want homeboy to use a bigger stick. So, I might need a CLW wand for about 10 charges or 20 charges at best for levels 1-3 and then I'd like a CMW wand for levels 4-6, except I'm stuck with a lvl. 1 want that still needs to be used up. And really, who will ever need a 50 charge wand of resist elements? Again a 10 charge wand, would really hit the spot. Can this be changed come August? Is it too much of a hassle? Just wondering if anyone has ever brought it up?
Ok, so what can I buy to increase my initiative? I know the Belt of DEX is good for a +2/+4/+6 for +1/+2/+3 but I'm looking for just plain ol initiative items. I heard that there is an Ioun Stone for a +1 bonus. Is there anything better than that? Including the price would also be very much appreciated.
With Improved Snap Shot, the PC has a 15 ft. AoO range. With Combat Reflexes, he can make as many AoO as he has DEX +s. Does that mean that the fighter with these feats, can make a full round of attack and when the enemy decides to attack him and takes a run at him he can potentially make as many AoOs before the monster even comes up on him? In my case DEX 20, so 6 AoOs before the enemy comes into range? Also, if that's true, which feats are allowed for dmg in this scenario?
“Nice bracers dude, what do they do?” says bard to orc. “Oh, they help me hit things with a bow and arrow.” replies orc. “Sweet dude, how much they set you back?” inquires the wizard. “5,000gp.” smiles the orc. Dwarf jumps from behind and smacks orc upside the head, “Should have had a V8 or stayed at the Holiday Inn.” Bracers of Archery: +1 to hit with bows and arrows ONLY. Cost: (5,000gp) Belt of DEX +2: +1 to hit with any missile weapon, +1 to initiative, +1 to AC, +1 to all DEX based skills, and allows access to feats that require higher DEX. Cost: (4,000gp) Are we expecting this to be changed in PFS or the equipment errata? Or anywhere in 2013?
Ok, so I had me a weird scenario yesterday. BBEG has 66 hp and we need to capture her. Alchemist drops her with 23 lethal dmg. Everyone else drops her with 41 non-lethal dmg. BBEG is down to 2hp which I don’t know, I hit her with 27 non-lethal dmg and she dies due to taking 25 lethal dmg, because all dmg beyond 0 is lethal, which takes her way beyond her CON. We checked again and on p. 191 CR it appears that she has only taken 23 lethal from the alchemist and the 25 lethal from me, so would this mean that she has only taken 48 lethal and she’s still alive? Or would she be dead? Mind you, I'm not a rules lawyer but since I don't know this info, I'd like to hear if you guys ever came up against this before? Is she still alive under current rules? And was this rule different in the past?
About Harsk IronbackMale Oread Geokineticist 8
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Melee
Ranged
Spd 20ft --------------------
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Elemental Overflow: +2
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Corrosive Mithril Knuckles {Attuned}
Handy Haversack
Money
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Fluff:
Appearance Were it not for his dark obsidian skin Harsk would appear almost unremarkable human. Of a thinner build Harsk is tall and would almost seem to most as a more delicate and finesse oriented sort. Harsk often changes his style but always features metallic coloring or some other nuance as a call to his earthly heritage. For those few who have cause to see it, Hark's body is coverd in a myriad of tattoos and symbols, the remnants of a former life as a supplicant of Torag. An Oread raised among dwarves, Harsk felt great commitment to his adopted parents and societies until it becmae clear to all that the he was meant to walk a different path. Personality
Harsk takes little umbrage with those who think him an odd sort and see his personal history and achievements as a point of pride. Harsk's training is much of his life and why he functions as a being but he understands that sometimes one must accept traditions and beliefs that are not wholly in line with his notions of faith and pursuit of accomplishments, his ability to stay polite about this fact is, however, sometimes questionable. Having traveled some distances Harsk enjoys his time reading about geography and trying to continue to craft items of metal from his part. As such he has invested some time to the pursuit of metalworking both in traditional balcksmithing as well as finer metals. Harsk sees these as mind sharpening and emotionally balancing acts that supplement the use of his abilities. In the end, Harsk is steadfast, loyal, and empathetic. His training is as much about keeping others from harm and a commitment to imapre others ability to do harm more than it is about doing harm. His residual faith he sees as a testament to his ability to be steadfast in commitment and as a part of home. Harsk is piercing, committed and opinionated. Background
As the fire heats the metal Clang, Clang As the hammer works the steel Clang, Clang As the anvil shapes the weapon Clang, Clang Torag shapes us all Clang Clang The Father of Creation does bless
Karsk let the last of the invocations words pass his lips, sweat rolling from his brow, his chest and arms slick from the work at the anvil. Around him the High Cleric and Grand Master each stood viewing his work. "It is a fine hammer Karsk, worthy of Our Father's praise," the cleric said in his deep baritone. "Are you ready to seal your pact with Torag?" Karsk stepped from the anvil and answered only with a nod. Stripped down to nothing but leather pants, Karsk's skin felt hot from the coals of the pit and charcoal in the braziers surrounding the ritual site. The tattoos of rings, chains and Torag's holy words played about Karsk's chest and arms seeming to dance with the shadow's cast by the various lights. The room glowed orange from the fires. On each arm, amongst the various runes and symbols, were identical blank circles the same width of a heavy coin. The Grand Master pulled a rod that had been set in the pit to warm; a brand that detailed the hammer of Torag glowing with furious heat. The priest moved to place the brands upon the empty circles and paused. "Praise Torag and His Creation!" cried the Grand Master.
Hoarse from effort and tired from the exertion, Harsk found his voice, "In his name shall we protect!" The two other dwarves nodded in quiet agreement and the brand was pulled away. Without warning the Grand Master doused the heated metal and hot steam filled the room. "It is not to be" intoned the Grand Master.
Fighting against the swimming sensation and the weakness from the fasting and hammering of forging his own hammer, Harsk felt fury and rage; he clambered from the coming darkness to find his voice, "But why? My heart is true. My faith complete! I wish to serve..." The darkness took Harsk and he fell to the floor. Light. Sound. Harks awoke to find himself clad in his armor, his hammer polished and wrapped at his side. His bags set beside the chair he had been placed in. His body ached and the room was smoke filled from coal and incense but after a moment Hark's eyes found the Grand Cleric and as their eyes met the elder dwarf smiled only slightly and nodded. "The ritual complete," the dwarf almost growled, "You are ready to go. You meant to leave a servant but the embers told us what we long suspected. You are a child of Highhelm but it not where you are meant to be." Rising from his own chair the Grand Cleric approached Harsk and aided the young oread to his feet. "We have word from far off Jalmeray. A secret bidden by air and breath brought low to stone to our home. There is a place there for one like you. One whose heart is metal and flesh is stone. Torag has great affection for you but it is in this 'House of Five Elements in which you are meant to be forged." Guiding Harsk to his gear the cleric clapped his hand on Hark's back, the blow a jarring one. The cleric presented a small runebound book and note. "Nothing is left for you here, though perhaps one day you will return and tell me of your efforts. This book will serve to introduce you as we have been instructed. You will be tested and, if worthy, will find your right path. Good Journey Harsk." Without another word the cleric stalked off, leaving Harsk alone in the dim coal firelight. He was headed to Jalmeray it would seem, hopefully Torag would give him purpose there... =================================================== The oread Harsk was found by the caravan moving about the Five Kings Mountains years ago. An apparent orphan the lifes and times of oreads was known to many dwarves and so the obsidian skinned baby was brought to Highhelm and taken in by the clans. As tough as the dwarven children, though much lankier than them, Harsk was raised as dwarf. Haughty. Boastful. Dedicated. Harsk was tough in spirit and found something of a family in the clergy of Torag whom oversaw the group home in which he was raised. After a failed attempt at joining the clergy Harsk was sent Jalmeray to present his skills and abilities to the House of Five Secrets. Older than many applicants there was much doubt that one who had matured outside of hte monastery might have a worthy connection to the elements. It was neither great skill or power that saw Harsk accepted but resolve and immovability. It was clear to those present that Harsk embodied his birthright and was meant to -know- the earth the way the earth knew him. Under the tutelage of Arak Kal'sem, another "human" who could trace his ancestry to Shaitans of ages past Harsk began the slow road to mastering his kinesis. In becoming a kineticist Harsk found the commitment of self and principle that he had connected as a faithful of Torag but a much more intimate and complete experience compared to his attempts as an acolyte. This was a connection of matter and mind, history and present, being and element; a reconciliation of self. Arak emphasized the connection to earth as a philosophical basis for power. To the master and the student the connection to earth was one that was best felt first and applied second. Where others in the school ranged in spirituality versus pragmatism Arak offered instead an emotional appeal. Feel the nature of earth, practice to shift as it does and the rest will flow as a matter of natural connection. In this way the somewhat dour Harsk can now often seem almost ephemerally connected when speaking OF his power though its application is far more tangible. Unlike others who sometimes gained some skill with other elements, Harsk has found that his skills lie in connecting to earth in its purest forms. Now a practitioner of greater skill and ability, the oread is summoned for a new task meant to expand and test him in all new ways... |