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EvilMinion's page

814 posts. Alias of CursedFrogurt.


1 to 50 of 814 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

As Kysh mentions, oblique references don't count in PFS. It has to be explicitly named. Which it is not.

Your Improved Natural Armor example works, because that feat is explicitly named.


FLite wrote:

I wonder if the bigger problem with the old FCB is sound striker's weird words. With the errata to WW it is no longer capped at 10 levels of damage. So at level 8 you would have 12d6+charismax3 damage, and at 11th you would get 16d6+charismax4 damage. All sonic, one of the rarer energy resistances. All ranged touch attacks.

Seems unlikely this was any sort of game breaker. 8P

You're forgetting you cannot take a FCB to boost a class ability you do not have, so they can't start boosting weird words until they get it at level 6.

The Base soundstriker gets a word at 6, 8, 12, 16, 20
OLD FCB soundstriker gets a word at 6, 7, 10, 13, 15, 18
NEW FCB soundstriker gets a word at 6, 8, 11, 15, 18

So, under the Old FCB, they got one extra word over a 20 level career. VS just a few levels earlier on some for the new FCB.

In a normal 12 level PFS career, there's almost no difference at all, as all will only ever have 3 words.


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It comes up for the Breadth of Experience feat...


Dhjika wrote:

mask of stony demeanor going from 500 gp to 8000 gp is the other big one I saw - but there may be others I missed.

About time!

Sadly, people will still try to buy the 500 gp version 'cause they didn't change it in Ultimate Equipment as well.


No. No it is not.


Divine Grace is now once per day rather then constant.
Wonder if it will become PFS legal again.

Druids have had options to wild shape into things other then animals right from core.

Animals, magical beast, elementals, and plants have always been options.

Planar Wild shape is limited to just the animal forms as stated.

Eidolon's can only use grab on things smaller then them.

Its fairly limiting.

They're using 'touch triggers' in their example... so to use it offensively, they have to touch you with it (instead of you touching it).

The same would apply when trying to force people to activate 'view' triggers.

If you're trying to force someone else to activate it through your actions instead of theirs, you are using it offensively.

Blinkback belt?

I'd rule them the same thing.

Your logic is flawed.
As pointed out, and ignored earlier, you are NOT using ready to 'turn a swift spell into a standard spell'. That's what you want to do, but that is not allowed, and not what the ready action is doing.

You can 'ready' a swift action, as pointed out, but its still a swift, and you still only get one.

I don't quite get how Battle song of the People's Revolt is really helping at all.

Since you can't have two performances going at once, you can give them amplified rage, but you can't give them raging song to use with it.... and visa versa.

So what's the point? Or am I missing something.

It does go to 90', but you still gain the light sensitivity.


GMT +10? Egads...
Math is hard!

Anyway, pretty sure that's around 5pm the day before for me, which is all doable, so I'll sign on with a brand new level 1 dwarf cave druid.
Personal info to follow in PM


Inspector Pendergast wrote:
That is definitely incorrect (unless there's been an FAQ or something), since the Investigator's writeup says they prepare spells "like an Alchemist".

The use of spell trigger items has nothing to do with how someone prepares spells.

Read what The Fox quoted above ^

As it stands now, Investigators cannot use wands like Alchemists can, due to the missing language in the Alchemy class ability description.


Irwin, the Gnome wrote:

I seem to recall an Investigator in my area using a wand of Alchemical Allocation, which is why I thought wands of Alchemist spells were a thing.

Apparently I'll have to track him down.

Also, Investigators cannot use spell trigger items without UMDing.

Though I keep hoping this gets errataed if and when they come out with the advanced class guide errata.

FLite wrote:
here is the whole list, reordered by who gets what:

Wow, I thought it was just the Inevitables that got hosed for options... but it appears like all the Good-aligned forms (except Agathions) did as well.

Definitely alot of love for the Evil over the Good when you look at the list from this PoV

And really, Rend should not be listed under 'All' as it requires claws... so should be listed under those that can get claws.

How about one of the dwarves during their quest for the sky... so coming up from the darklands to the surface.... just make sure you got stoned before the sky citadels themselves were all created, else you'll have a hard time explaining why you don't know where those lost ones are. =)

Besides, if the statue is underground, it offers a good explanation why it managed to go undamaged all those thousands of years.

The inclusion of an Inevitable subtype was kinda of nifty...
Especially given it gets some construct traits...

Makes for all sorts of fun character concepts...

Until you notice that it was not included in ANY of the evolutions that are only available to certain subtypes. So you can select almost nothing to help customize it to fit any of those concepts.

Horribly thought out.

OK, I realize that the NPC magus is not available in the pregen download...

But according to the additional resources, the 1st level iconics from the NPC Codex are allowed...

So the question is, does Seltyiel's stat block show up on pages 274 to 297 of that book? (Don't have it myself, so can't look) =)

OK, here then! I'll run with Kyra.


Noticed they did not change the wording on grab to follow the regular grab rules.
So its still only on creatures smaller than the eidolon. Always hoped they'd just forgotten to update that to 'your size or smaller' like the regular bestiary rules. Guess not.

Had hoped they removed the the cost for slam if using it to replace the starting claws. It was bearable with a few more evolution points to throw around, but hard to stomach with the lower evolution amounts.

Interestingly enough, the Reach evolution can not be selected more then once... (It does not have the 'can be selected more then once' language)
Yet the Daemon serpentine base form has reach on two different attacks, breaking that rule.

Some have mentioned not needing the Mount evolution to ride an eidolon... The Mount evolution allows you to treat the eidolon as 'combat trained'... if you don't have that, you will be having a very hard time using it in combat at all... for more than just a -5 to ride checks (waste a move action *every* round to do a single standard action... and if you fail the ride check, no action at all).

Is it just me or are a lot of the evolutions not allowed to the Inevitable Subtype? lessee... in the 1 or 2 point range: they cannot select: Bite, Claws, Mount, Pincers, Sting, Tail, Tail Slap, Tentacle, Gore, Poison, Trip
So basically, the only way an inevitable gets extra attacks is more slams... which means you have to add more arms... wing buffet... which means they have to get flight... or use a weapon... which also requires additional resources spent. That kinda sucks for what seems like it should be a flavorful option.

The loss of variety is noticeable reading through all this stuff.


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Divvox2 wrote:

And just to throw out my level 8 Eidolon build to show that combat is not nerfed half as much as some folks like to complain...

Eidolon Feats:
-Improved Natural Attack (Bite)

Pretty sure this feat is not legal in PFS... unless something in the unchained book opens it up for eidolons? (which was not true up until now)

I'd love to jump in on this if there's any room remaining.

Light Sensitivity is a -1 on perception and attack rolls.
How is that 'not able to function'?

Squint a lot, curse the great fiery orb, and go about your daily business as usual.


Acedio wrote:
Only humans get an ethnic language for free, so you would need to learn these languages using linguistics ranks.

Although its true that only humans get the free ethnicity languages, I don't think the rest of this statement is right. They can still pick them with bonus languages due to high intelligence.

The PF Guide to Organized Play states:

"If you have a high Intelligence modifier, you may select bonus languages from those listed in your race's entry in the Core Rulebook and the Modern Human Languages list (The Inner Sea World Guide 251)."

The blog states they overlooked this bit, and that the languages in the blog would fill in for the Inner Sea World Guide for the language availability in Core.

So as a halfling, due to his 14 int, he can select two languages from elf, dwarf, gnome, goblin, or any of those modern human languages listed in the blog.

The rank in Linguistics then allows him to select other languages from that list as well as any of the other languages in the Core book or from other languages listed in the blog (Ancient and Other)

That's my interpretation anyway.

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Mathius wrote:
The wear of the cloak is large and a Magus would love to ride him in order to be able to move an full attack. That is standard with a mount but can a manta ray be used and are there rules for intelligent mounts?

I just want to stop on this for a moment for a slight derail:

I've seen lots of folks who seem to think they can use a mount for free pounce type effects... ie: it moves you to the target on its turn, then you get a full attack, once there, on yours. But that's contrary to the mounted combat rules as far as I know.

Am I missing something, the rules for Mounted Combat say that if you're mount moves more then 5', you only get a single attack (with melee weapons, at least).

Or is something else in play here?

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You could also be a cast off. Someone who didn't quite meet the stringent standards.

The last chapter (or was it next to last?) in the Shackled City adventure path for 3.5 had a big set of adamantine doors in the bad guys' lair ... I knew as soon as I read it that at least one of my players would be doing math in his head as soon as I described them.

This particular set of doors had a constantly resetting disintegrate trap attached to it, but still...

Luckily, was a very strict time limit on the players at the time, so they couldn't try to scavenge them at the time, and they didn't get the chance to come back later.

Just be aware: neither the gun nor the rapier are a light weapon.
So you will be taking the additional penalties when using both. (So a total of -4 to hit with both the sword and the pistol).

The beneficial bandolier is not PFS legal.

Because it was made by devils?


That was it, perfect!

Totally missed that one little box at the very end.


So a question for those in the know:

On the session reporting section of the web site on the MyPathfinderSociety page, the GM/Event Coordinator tab where it shows the Events you have registered, I have two events.

One of them, I created for home games some time ago. For that event there is an additional link that says 'Download session sheets' which creates a handy pdf file with session reporting sheets, with the event code and name prefilled in. 3 such sheets to a page.

The other event, however, does not have this link, or any obvious alternate way to create these session sheets. I recently created this event (after the recent changes to the site), which might be relevant.

Anyone know why it exists for one event, but not the other? One is private, while the other is not... other than that, and when they were created, they don't seem different.


It does not seem to be a quick fix, even if you send a message to customer support.

Which is a shame since, given how the reporting works, the character becomes basically unusable until it is fixed, or else you just propagate the error to other folks.


I miss the 'show all scenario' button that used to show under reporting.

It is annoying to have to add every scenario to your event ahead of time.

Though the Core/Regular separation has necessitated the addition of a few extra steps here and there I suppose.

Handle animal is to get your animal companion to use tricks, as defined under handle animal.

You can not 'push' an animal companion to do skirmisher tricks.


There most certainly is a check box, and its very easy to check the wrong one.


Cause then he'll be one point over.
going from an 8 to a 7 returns 2 points.

Apocryphile wrote:

Don't forget Kukris are light weapons so Power Attack will only do -1/+1.

Where is this from?

The Power Attack feat does not indicate this.


Frozen Fingers of Midnight perhaps.

Also recall going up into some snowy sections in one of the Quest For Perfection scenarios, though don't recall if there were actual issues with the cold or not.

Wouldn't recommend using throwing weapons for a ranged attack if you have a negative strength modifier.

Use a crossbow like a proper dwarf! You get to ignore encumbrance penalties for the most part, so weight shouldn't be an issue.

And what the heck is a shortstaff? Give him a proper warhammer... or a battle axe!

Time mystery is kinda meh.

All of the revelations sound good on paper, not so much in practice (mostly due to extremely limited uses).


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One rule that seems to come up a lot is elves thinking they are automatically proficient in elven curve blades due to weapon familiarity.

Explaining to someone that their (rogue/inquisitor/bard/et al) also need to be proficient in martial weapons, and that being an elf is not enough, leads to lots of disappointment.

chakrams and throwing axes come to mind

I'd be interested if its in a higher tier (would hope to play with a lv5 character)

But no way to know that up front usually.

Jaunt wrote:
Actually, at level 9, the party would be silly for walking into a deathtrap without some means of restoring the dead. Letting the level 1 aristocrat housewife die, then carrying her body to the finish line and using raise dead would be a mostly painless way of completing the escort mission.

Wouldn't they still be dead? The negative levels from the raise dead is an issue when you only have 1 HD isn't it? And restoration has too long a casting time.

As mentioned, without Charge Through, the target of your charge is the target of your overrun, so you can't charge over allies.

With Charge Through however, you can charge over allies... but unfortunately, the prerequisite for Charge Through is Improved Overrun.

And Improved Overrun has the following bonus: 'Targets of your overrun attempt may not chose to avoid you.'

So yes, Charge Through will let you charge over allies to get to your foe... but they can't get out of the way.

So, to summarize: No, you can't use Overrun to move over allies and just have them safely step aside =)

But since Charge Through takes 3 feats (Power Attack, Improved Overrun, and Charge Through), that brings us back to the afore mentioned Dragon Style, which only requires 2 feats (Improved Unarmed Strike, and Dragon Style)


The investigator would not be proficient in the elven curve blade.
The weapon familiarity boon would just make it count as a martial weapon for you (instead of exotic) ... and investigators do not get martial weapon proficiency.

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