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EvilMinion's page

854 posts. Alias of CursedFrogurt.


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Just cause its a spell like ability, does not change the casting time.

It still takes a whole minute.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description

You said it already, it seems the closest to the urgrosh.

Which is basically a battleaxe/spear combo.

If you want to ignore the spear side, then its just a battleaxe.

It is not a dwarven waraxe.

You could use feat you mention, to do piercing damage with a battleaxe.
Or you could use the same feat to just take exotic weapon proficiency in the urgrosh
Or if your a dwarf, you get it as a martial proficiency for nothing.
If you're human, you can take the adoptive parentage racial trait (replaces your bonus feat) to get the whole dwarven weapon familiarity and achieve the same result (plus a few other weapon profs and languages).


mileage will vary

There is no miss chance due to being incorporeal.

The concealment from the evolution should apply to everything (corporeal or not). that's part of the 'shadow' stuff, not the 'incorporeal' stuff.

Shadow Form is not making your eidolon incorporeal. Be clear on that. It gives it some concealment, and allows it to affect incorporeal creatures... but it is not incorporeal itself else it would not need to give it the Ghost Touch ability, as incorporeal creatures can already affect other incorporeal creatures.

And just for clarity, you can give your eidolon the shadow form evolution via the level 2 summoner spell, lesser evolution surge.
In case you don't want your eidolon all shadow all the time.

Also, this evolution might not be PFS legal, unless you're a Fetchling... if it matters.

You already found one. With shadow form, the melee attacks do 50% to corporeal creatures, not incorporeal. You get full damage on incorporeal.

Gwen Smith wrote:
TriOmegaZero wrote:
In the Pathfinder Society Primer there is the spell Kreighton's Perusal, but that is all I know of.
I love this spell. All my knowledge-based characters keep a wand of this in a spring-loaded wrist sheath. Add a handy haversack with all the the Pathfinder Chronicles in it, and you have +2 to any knowledge check in a single round.

Utilizing the chronicles takes more then a round... well unless you spent the hour on the right book earlier in the day I suppose.

To reitterate what the previous poster was referring to...

It looks like someone overwrote the slayer class description page with the slayer archetype page.

and tml

both have the same content.

Not sure when this happened... but as of now, its impossible to look at the class description =)


outshyn wrote:

The spell Make Whole will fully restore a fully destroyed weapon. Yes, even if it's completely destroyed, Make Whole will return it to perfect working condition! There is a risk/cost -- the person casting Make Whole must have a caster level "at least twice that of the item." So you may need a high level caster, and that might cost a little extra.

OK, so what is the level of the item? The rules say, "For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met." So let's use the +1 corrosive thundering katana as an example. The enhancement is +1, so that's easy. Corrosive is +1 equivalent, and thundering is too. You pick the highest (they're all 1) and triple it -- so the caster level is merely 1x3 = 3! Make Whole says it'll fully restore the item if the person casting the spell has twice that level, or in this case is at level 6.

Spellcasting services cost "caster level × spell level × 10 gp." So 6th level caster x 2nd level spell x 10 gp = 120 GP. Yes, that's right. To restore our completely destroyed example item, it's a mere 120 GP!!!

You're calculating this wrong in your example

a +1 weapon requires a caster level of 3
Weapon Special Abilities - Caster Level for Weapons wrote:
For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus.

A corrosive weapon has a caster level of 10

A thundering weapon has a caster level of 5
Weapon Special Abilities - Caster Level for Weapons wrote:
The caster level of a weapon with a special ability is given in the item description.
Corrosive wrote:
Price +1 bonus; Aura moderate evocation; CL 10th; Weight —
Thundering wrote:
Price +1 bonus; Aura faint necromancy; CL 5th; Weight —

So a +1 corrosive thundering katana, would have a final CL of 10 (the highest of the three) and thus the make whole would require a 20th level caster (thus putting the cost at 20 x 2 x 10 = 400 gp)

Out of curiosity, does a beast rider cavalier qualify to take Monstrous Mount? (They don't meet the requirements, as written, having none of divine bond, hunter's bond, or the mount class feature (the later is traded out for the exotic mount class feature)).

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Racial heritage does not, in any way, allow you to select alternate racial abilities.

The answer is no, they can not.

How is this a problem at level 1?

A fine sized gunslinger will be doing what?

1d8->1d6->1d4->1d3->1d2 damage.

So he does 1 or 2 points of damage? And won't have any bonuses to that at 1st level other then maybe point blank shot. Most things will laugh at him.

Now, once the dex to damage kicks in, then it might be a decent number (along with deadly aim) ... but until he gets to level 5, he's not going to destroy anything.


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Hmm... was sure the dwarven longhamer and longaxe were going to be in the polearm group as well.

Guess not.


I thought there was a rule somewhere that dire animals were not legal to purchase in PFS.


So its not legal to purchase dire animals from the Animal Archive.
But that language is missing from Ultimate Equipment.

Does the AA supersede the UE, due to being the newer publication?

Seems like it should just be a blanket things, but guess not.

or greater overrun.

quibblemuch wrote:
Ravingdork wrote:
However, according to the Bestiary monster creation table, that means he's hitting less than half the time with his primary attack.

That is a touch attack, though. While a typical CR 12 monster might have an AC of 27 (per that table), their touch AC is generally significantly lower. Might change your calculation a bit.

Its not a touch attack though.

All the physical kinetic blasts are regular ranged attacks.
Only the elemental kinetic blasts are touch attacks.

Thus his original question.

You'll note that traits are not mentioned anywhere there.

That particular trait is still legal for fighters-only in PFS (except in Core-mode)

There is no official write up for the iconic oracle. That might be part of the problem =P

Those are all player-created stuff.

Try tying it to lesser animate dead, that might bring the cost down.

But if you want the item to control the critters, then ya, it will need to be an intelligent item, as mentioned.

hmm... what happened? When I first posted, we were high tier whether I played 4 or 6... =) Now we're low, regardless.

As with Gunnar, I'd rather not play a 6 in a 3-4.

Curaigh, could you hook up the discussion thread?

Was there an opening? And was it high or low?
No one quite said =)

If you need another body, I can muster another PC.
Either level 6 (ranger) or a 4 (rogue).

No worries!

Always good to have slightly offset start times anyway!

For the record, I am passing on Fane of Fangs. (Just ran it for the 2nd time)


What is 'completely legal' can vary greatly from GM to GM.

Just cause you read something one way, and thus sure its 100% legal.
Does not mean the GM might read it another way, and be equally sure its not.

Thus table variation!

Hit the FAQ.

But just to throw another bone in the pile.

Mithril is generally priced by weight for non armor/weapon items.

Would it make sense for the size/weight of the armor to take a similar route...

For instance...

A mithril chain shirt for a human is 1100 gp
A mithril chain shirt for a medium sized small cat has the exact same weight. Sure, it costs a little more to make, due to the odd shape, but the amount of mithril present has not really changed.
So wouldn't it make sense for it to be 200*2 + 1000 = 1200 gp?
I can't see why you'd double the mithril cost if there's the same amount of mithril in it.

That would mean a chain shirt for a large-sized animal, which only weighs twice as much, would end up 100*4 + 1000*2 = 2400 (instead of 4400 if you'd multiplied it all by 4)

So basicaly, multiply the base armor price by the cost multiplier (x2 for medium, x4 for large) and the mithril price by the weight multiplier (no change for medium, x2 for large)

That makes sense from a materials standpoint, and might keep the armor in a price range where folks might be able to afford them.

Of course, it then makes you ponder small-sized guys...

Just a thought.

Ya, I've seen all that. Thus my confusion =)

I'll hit the FAQ button and hope it gets to a point where someone 'officially' says something!

Given that if its not wrong, the entire animal companion section of a whole book is wrong... perhaps that will lend some weight to getting an answer. Errors in that scope seem like something that should get answered.

what to play... what to play...

Disclaimer: This is for PFS, so keep that in mind... I'm casting the net wider, however, for information's sake.

I have a large sized mount, with the Narrow Frame feat... which is nice to get him into tight spaces... but alas, it does not remove the movement penalty for moving through those spaces.
Which puts the kibosh on options for charging, et al (PC is a cavalier)

So I'm wondering if there are options for removing this penalty for the mount. Traits, Feats, Magic Items, etc

To date i've been able to find a trait (Suck In Your Gut in Kobolds of Golarian... which is not PFS legal (I don't think))

A magic item (the Corset of the Vishkanya... which requires activating to use, which is not permitted by animal companions in PFS)

Is there anything else?

Being able to ignore difficult terrain does not seem to do it.
Would Freedom of Movement?

The NPC Codex supports the ruling.

3 people marked this as FAQ candidate.

This is in regards to the Multiattack feat that druids gain at level 9 for their animal companions.

"An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty."

Which, makes it sound like if you have an animal companion with 3 or more attacks, who has no secondary attacks (which is most of them) that gaining this ability does absolutely nothing.

So, is this a thing? Officially?

Based on the developer post linked, in response to that official blog post, animal companions with 3 (or more) natural attacks, are supposed to get an iterative attack once they get Multiattack at (druid)level 9 if they have no secondary attacks.

This seems contradictory to the wording of course... but if you look at any and all of the animal companions listed in the NPC Codex Appendix from Druid level 9 and up, that have 3 or more attacks (small/large cats, badgers, dinosaurs, etc). All of them gained an iterative on their main attack.

So it seems like this is actually an official thing... and there's some language missing from the ability description.

I'm asking from a PFS perspective of course...

The Kineticist has me curious... though not sure if level 1 is the best point to get a feel for it.

Failing that, barbarian or cleric (since I have aliases set up for them already and I'm lazy! =))

I'll give it a go as well.


FLite wrote:
Jessex wrote:
andreww wrote:
A Paladin of a Good aligned deity couldn't cast it in any event as they, like clerics, are incapable of casting spells of an opposite alignment to their Gods.
They are good divine casters. They cannot cast any spell with an evil descriptor period.

Ambiguous, actually.

Their deity does not grant them any evil spells, and they are effectively not on their spell list. But he isn't using his divine levels or divine spell list. He is using his bloodrage. It is a case where he is getting powers from two different sources. One is his god, the other is his blood. The powers from his god don't stop him from using the powers in his blood. But if he uses them for evil, he may lose the powers of his god.

Actually, the restriction on good/evil/chaotic/lawful spells does not state the restrictions are limited to spells from the class itself.

For instance the cleric/inquisitor versions state: "can't cast spells of an alignment opposed to her own or her deity's (if she has one)."

Nowhere does it state that the source of those spells matter.


OK, so the text for the Grab evolution for eidolons states that they can only use it on creatures one size smaller then themselves.

This has always been the case, and was not updated with the bestiary ability of the same name... nor was it changed in the Unchained version.

But, looking at the Iconic unchained summoner's eidolon (Padrig) included with the Fane of Fangs quest (@ level 5)...

The text for it's Grab ability does not match the Grab ability in the Unchained book, instead following the bestiary language.

Is this an error in Padrag or an error in the Unchained/APG?

Some clarification from the powers that be would be nice.

I know I've avoided this evolution for some time due to the size limitation.


If we already own the scenario in question, we don't need to register a game by this Sunday, correct?

Am humming and hawing about whether I want to give the PBP gming thing a try... just trying to determine my deadline to make up my mind =)

Still have the Amiri info from the last time I did this, so good to go. =)


As the subject states...

is this Quest replayable?

The fact its for level 5 pregens seems to make me think no.
But various language on the nature of Quests in PFS seem to indicate yes.

So in the end I am unsure.

I'd like to join!
level 6 evoker-type in the low tier.
If we end up high, might switch to something else.

I've got a level 6 and a level 4 near the arcane department.

looks like we're in the lower tier, whichever I bring so the 4 seems more appropriate.

Dr. Menese Strang

I would like to sign on for this one.

Not sure what character yet.

Its Harry... take amateur gunslinger and buy a pistol!


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?

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