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Roy Greenhilt

Fromper's page

FullStarFullStarFullStar Pathfinder Society GM. 6,349 posts (7,366 including aliases). 4 reviews. No lists. 1 wishlist. 23 Pathfinder Society characters. 3 aliases.


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Silver Crusade ***

According to the email from Bob, everyone should have every scenario but 8-03 in their downloads. Check again and email Tonya and Bob if you're missing anything.

Silver Crusade ***

Mike Bramnik wrote:

Is there an event code for Gen Con GMs who like to do their chronicle sheets in advance?

Thanks very much!

I was going to ask the same thing soon. Filling out as much of the chronicle in advance as possible is a real time saver on game day.

Silver Crusade ***

Wei Ji the Learner wrote:
Sounds like at least a couple of folks completely gun-decked that mission objective and/or it wasn't accomplished enough in mission reporting...

I don't think there was mission reporting back then. The concept of checking certain boxes to reflect game events when you report the session wasn't introduced until season 4 or 5.

Silver Crusade ***

Yeah, they do seem to be getting better at this. Unfortunately, the front loaded schedule to get this many new scenarios out right at the start of the season makes Gen Con tough every year.

Silver Crusade ***

Rigby Bendele wrote:
While there are occasionally scenarios that trickle out early, the typical date to expect the scenarios is the Friday before. As someone who's waiting for 3 scenarios for Gen Con, I know it's rough, but I'm keeping that weekend free. I recommend starting on prepping what scenarios you already have now.

That's why I've skipped GMing at GenCon the last two years, after that experience 3 years ago. This year, I volunteered to GM, but only if they gave me scenarios that would be available to download months in advance.

Silver Crusade ***

Wei Ji the Learner wrote:
jon dehning wrote:
caex wrote:
Gary Bush wrote:
caex wrote:
This is Nathan Hale, just in case my email was not seen, I recently received a schedule email and am confirming receipt on here, and I am male for the other email I received
Welcome to the wonderful world of volunteering!
Should be interesting, haven't been to Gencon before
Yer in for a great time! The Sagamore is a crazy place when it fills up with nerds.

I had to turn in my 'nerd' card, because it's been pre-empted by folks who have hopped on the 'Nerdsrkewl' crowd and I can't keep up with the strange permutations they put 'nerdiosity' through.

Do I still get to go to GenCon?

The fact that you're willing to travel to GenCon (and aren't a local to the Indy area) is enough to get your nerd card back.

Silver Crusade

So... are we moving along? It's been a week since the last post here.

Silver Crusade

Latrecis wrote:
the Lorax wrote:

I'm planning on picking up my campaign again after Labor Day, and I ended things after HMM.

Does anyone have some interesting things that they did between Hook Mountain and Fortress?

Does it help to say No? That's the one part of the AP where there is an implied urgency. The pc's should want to get back to Sandpoint as quickly as possible given they find the note from Mokmurian to Barl. The AP doesn't provide a penalty for delay - basically, the giant attack starts the day after the pc's get there regardless of how long it takes, but the pc's should feel urgency nonetheless (ie, they shouldn't know that.) At least that's how I ran it.

Completely agree.

Silver Crusade ***

trollbill wrote:
Tonya Woldridge wrote:

All badges should be in accounts.

Scenario dropping started. All 7-98 Serpent's Ire GMs should have their scenario, as well as a some of the regular items.

Next step - update housing requests.

I missed that this dropped into my downloads this weekend. I was too busy hunting pocket monsters in my neighborhood.

Our local gaming store is a PokeStop, and someone planted a lure there while we were playing PFS yesterday. So we were all playing both at once.

Silver Crusade

Thanks for running. As I said, I'll be dropping out for now. Just need to take a break from PBP for maybe a month or two.

Silver Crusade

Except that in the Bestiary's Universal Monster Rules, Fast Healing has (ex) after it, so it's not even supernatural. Maybe calling it natural healing is wrong, but I don't think it's meant to be magical healing. It's an ex ability. It's just that some magic can turn on that ex ability.

Silver Crusade

I'd say that fast healing is natural healing, but it's just sped up through magic. Magical healing is when a one time magical effect hits you and heals some of your HP instantly. So magical healing isn't an ongoing effect.

Just an opinion, though. If someone has a better explanation that proves me wrong, I'll listen.

Silver Crusade ***

waltero wrote:
How can the party learn about destroying the altar? Could this be a Knowledge check? (Religion pertaining to Camazotz? Local pertaining to lycanthropy?). Any suggested DC?

I think my GM had us roll knowledge religion. Also, it detects as magic, so we knew something was up.

Silver Crusade ***

1 person marked this as a favorite.

Totally agree on making the pins available for FLGS sales. We need to support our local stores.

One other question about the roll bonus from using a pin: Do you have to actually be wearing the pin on our shirt or clothes? Can I just attach all 7 of them to my backpack that I bring every game instead? OK, I probably won't buy all 7, but at least 2 or 3 for the factions where I have the most PC's.

Silver Crusade

I don't mean to be a whiner, but if we could speed up the game a little, I'd appreciate it. I'm really hoping we'll be done by the end of the month, so I can bring this PC to play at GenCon.

Silver Crusade

I'll be stepping out for the last adventure, too. Trying to get out of all PbP for a bit.

Silver Crusade

The three core books that define the game are the Core Rulebook, Advanced Players Guide, and Bestiary. After that, everything's optional.

One of my favorites is the Advanced Race Guide. Even if you're sticking to only the races from the Core Rulebook, it adds some interesting options to trade out for the core racial traits.

Ultimate Equipment, Ultimate Magic, and Ultimate Combat add some decent stuff, but aren't essential. UE is my favorite of the three, as it really does have something for any PC. Advanced Class Guide is also fun, but it adds so many new classes that it'll just confuse new players. Wait until you know the older classes before diving into that one.

And don't forget to look at the thinner soft cover line. There are some real gems in there. I've used ioun stones from Seeker of Secrets on a lot of PC's. Inner Sea Magic has some nice archetypes and spells. And Familiar Folio is just plain fun - it made me want to play more PC's with familiars just to try out all the new options.

I'm surprised the Gamemastery Guide keeps getting mentioned. I've been playing for 4 years now, and I keep forgetting that book exists. I don't own it, and I think I've looked at it online maybe once or twice, because a published adventure specifically referenced something from it. Maybe it's useful if you're designing your own adventures, but I mostly run the ones Paizo publishes.

Which brings up my next point: I honestly think the published adventures are what Paizo does best. Until you get comfortable GMing by using those, you shouldn't be trying to invent your own.

Silver Crusade ***

I could hang out for lunch and meeting people after GMing Sunday morning, but I need to drive home that day, so I can't stay too late.

Silver Crusade ***

Michael Meunier wrote:
I should be at the hotel by 1030 or so (I'm flying out at the crack of dawn) and will have to be done by 5 or so.

Too early for me. As I said, I plan to arrive in the afternoon, probably around 3pm. Since I'm driving, that's very subject to change, depending mostly on how lazy I am getting started in the morning.

Even if we don't have time for a game, does anyone want to get together Wednesday evening, maybe for dinner or drinks? My usual crowd won't be there, so I have more time to just hang out and hopefully meet some of the people I've talked to here on the forums over the years.

Silver Crusade ***

I could do a non-Scotty's game on Wednesday, too. There are usually places to grab a table in the various hotel lobbies nearby.

I'll be arriving in the afternoon, so maybe a late afternoon dinner/game would work. I don't want to start after 6 PM or so, because I have to be in the Sagamore at 7:30 AM, and I really want to go to bed early, at least for the first night there.

Silver Crusade ***

1 person marked this as a favorite.
jon dehning wrote:
Fromper wrote:
The game id # is still on the ticket, and there are only 6 of them. I'd say big signs letting people know which id # corresponds to which sub-tier would be the easiest. Also, fliers with that same information for every table GM and muster volunteer. Much easier than yelling and checking the internet.
You haven't heard me yell have you? ;)

No, I haven't. And we're both in the midwest, so you must not be THAT loud. :P

Silver Crusade ***

2 people marked this as a favorite.

The game id # is still on the ticket, and there are only 6 of them. I'd say big signs letting people know which id # corresponds to which sub-tier would be the easiest. Also, fliers with that same information for every table GM and muster volunteer. Much easier than yelling and checking the internet.

Silver Crusade

I moved Ophelia twice. She was in the alcove initially, but then stealthed up to hide behind the first pillar before the conversation.

Then she just moved up on the first round of combat. I probably should have been more clear, but when I wrote that she "comes out of hiding", that was a full 30 foot move, followed by an attack on the now adjacent enemy.

Silver Crusade

Lord Foul II wrote:
52: emergency healer via celestial bloodline familiar or improved familiar or UMD

Doesn't apply to a wizard's familiar, but paladin's familiars (from the Chosen One archetype) can Lay on Paws. I just love that name, though I call it "Lay on Beak" when I do it, since I have a thrush familiar for mine.

Silver Crusade

2 people marked this as a favorite.

As I mentioned in earlier posts, I'd have the paladin see the visions of the haunt, but just auto-make the saving throws. Remember, each PC is only going to be affected by a couple of the haunts. The rest of the party might get a bonus from the pally, but they'll still have to make saves.

Silver Crusade ***

4 people marked this as a favorite.

An interesting question just came up again in the forums. What's the intelligence of an improved familiar? Do they keep the monster's base intelligence, or do they go by the familiar int table in the Core Rulebook, even if that's less than what they have in the Bestiary?

Silver Crusade

1 person marked this as a favorite.

In Pathfinder Society, empyreal lords can be the deity for paladins, so there is support for it in that regard.

Silver Crusade ***

Paul Jackson wrote:
pH unbalanced wrote:


The GM should *definitely* go over the Social Encounter rules ahead of time. They even have a 2 page synopsis of the rules included which can be used as a handout, since it has no spoilers for the scenario.

I can definitely understand a group being confused and upset if the GM doesn't explain the rules first, and I wouldn't blame them one bit.

I haven't run or played this, but my immediate question for those who have read the scenario is :

How clear is it that, to Run As Written, you are supposed to explicitly tell the players the new rules that they are using?

If it is not CRYSTAL clear then that is a serious problem.

Are the GM's supposed to go over the mechanics with the players? Does it say that in the scenario? I haven't read or GMed this one, so I don't know.

But I can think of at least one other season 7 scenario I've GMed twice, where there's a specific mechanic for PC's to use their skills beyond just a single check, and I've intentionally hidden that mechanic from the players when I GMed the adventure. Instead of telling them, "You need to make this many skill checks at each step of this specific process", I've just let them improvise whatever they wanted to say or do, and told them to roll a skill check when it seemed appropriate. That meant more improvisation for me, to fit their random and weird actions into the specific process laid out by the scenario, but it made the whole thing seamless for the players.

In case anyone's wondering what I'm talking about:

The Consortium Compact:

In the bar scene, the PC's are supposed to do three phrases of a plan: 1. Plan it, 2. Do it, 3. Deal with complications. At each step, the DC for skill checks goes up, and at least 3 party members need to succeed at a skill check for each step (2 if there are only 4 PC's).

I never told them that. They tried to gather some information (both socially, and through perception), and that counts as planning. If they talked to the bartender early, then it counted as planning. If they did it later in the process, that might be part of actually doing their plan. It depended on what they were trying.

Again, it made the process seamless to the PC's, who didn't have to know or care what the scenario's oddball mechanic was, but it meant more work for me as a GM, to improvise the whole thing as we played.

Silver Crusade

1 person marked this as a favorite.
Kurald Galain wrote:
mourge40k wrote:


... In what universe is the Healing hex ever a good option?

It depends on your campaign. As you say, in party-vs-monster combat you should instead use wands. However, in a more sandboxy setting, this hex allows you to heal anyone and everyone you meet, for free. Try using it in a hospital or orphanage and make friends fast...

The Healing hex also combos well with the Scar hex. It's not going to be your primary healing for the party, since you can only use it on each party member once per day. That's what wands are for.

But if you scar all your party members in advance ("mark your minions"), then you can heal them from up to a mile away once per day. Usually, that means keeping the unconscious barbarian from bleeding out, even though he's 200 feet ahead of squishy healers in the back.

I really like Scar for a witch focused on buffing and healing hexes, and then use your spells for pure offense.

Also, why does everyone keep talking about level 2 for your first hex, and only even levels after that? Witches get their first hex at level 1, and I'd assume Extra Hex is a popular feat.

Silver Crusade

I just made a buff/heal focused witch, with the Scar hex very early. You can scar your entire team, and then cast your hexes on them from up to a mile away, including Healing and Major Healing. Granted, those are only usable once per day, but there are other buff hexes that work with Scar (Fortune, Cackle, Ward), so it's still a pretty nice option for your hexes, while using spells in a more offensive capacity.

Silver Crusade ***

Steven Schopmeyer wrote:
You should read the scenario. It's quite good. The Handle Animal problem is a common misconception because people don't check the clause at the end of the skill description.

Yeah, that's a common misconception. Handle Animal CAN be used untrained most of the time. It's just for training an animal that it can't.

Silver Crusade ***

2 people marked this as a favorite.
Bob Jonquet wrote:

One huge piece of good news is, for the first time, we will be listing the interactive special by sub-tier in the event catalog. This means players will be able to buy a ticket for the specific level of their character (1-2, 3-4, 5-6, 7-8, 10-11). That coupled with some minor changes to the marshaling process, learned over the past few years, the seating process should be the smoothest ever.

It also means that since we will know precisely how many players are registered in each sub-tier, GMs will know what specific sub-tier to prepare. One of the struggles in past years has been we did not know the distribution of characters by level before the event. Typically we would see a small demand for Sub-tier 10-11. However, last year we experienced a spike in demand and were not prepared for it. Many GMs had to judge sub-tiers they had not prepared which led to some less than ideal conditions and poor experiences. By eliminating this uncertainty, the GMs will be better prepared to run their tables and can provide a better experience for the players.

I cannot properly express my excitement towards this development!

Houston, we have a problem.

Pre-registration badges and tickets were mailed out by Gen Con and arrived this week. I bought a ticket to play in the big special, and I just noticed: My printed ticket doesn't have the sub-tier printed on it. Apparently, the event name is too long, so the ending got cut off.

It's not the end of the world, but it's safe to assume this will cause some confusion. People will forget what tier they bought their ticket for. Some people might want to trade to switch sub-tiers, and not know what their ticket says. Some groups or families may have bought multiple tickets together for different sub-tiers and not know which is which. So the new, better system won't go quite as smoothly as we'd all hoped in its first year.

There is a game ID # on the ticket, and I checked to confirm that those are different for each sub-tier. So this will require educating the marshals and table GM's to look at those ID #'s to make sure players have tickets for the correct sub-tier.

Just thought I'd raise the red flag as early as possible, so plans can be made to deal with this.

Silver Crusade ***

The Will Call line is huge and intimidating, but it moves surprisingly fast. When I got in last year, it was around dinner time Wednesday, and my group decided to get on the line and get it over with before eating. It only took maybe 20-30 minutes, despite the hundreds of people in line ahead of us. The convention staff really know what they're doing. The DMV could learn a thing or two from them.

Silver Crusade

4 people marked this as a favorite.

I'm surprised a pair of paladins managed to be that sneaky, but it's not like the bad guys are paying much attention to their surroundings. They're in the middle of nowhere, and not expecting anyone to find them.

I just love how the friendship between O-Chul and Monster-San is becoming such a major plot point.

And from that final panel, I'm guessing we're done with this look at the bad guy camp and great white north for a bit. I suspect we'll be back to the Order, or the other Team Evil (Durkula), next strip.

Silver Crusade ***

Lau Bannenberg wrote:
It's not as obvious, but even the embassy in The Disappeared is fairly linear. However, during that one, you get to make a lot of choices in different ways to overcome each new obstacle. It's un-railroady in that the author tells you "you need to get there", provided several ways to cross the intervening distance, and left guidance to GMs for what if the players try something else.

This is a great example. When I first played The Disappeared, it looked like a sandbox adventure that you could tackle any way you want. Then I read it, and GMed it 4 or 5 times. Every single group has to go through the place in the same order. They have choices as to how to handle each section, but it's still an extremely well hidden railroad.

As for the complaint about Mists of Mwangi, the same problem existed in The Penumbral Accords... in the same map. I think this is why they changed up the layout of the Blackros Museum, starting with the Silver Mount Collection. My only complaint there is that they added a big, new building format that's mildly annoying to draw, and then waited a year to publish the flip-mat for it. And then didn't put out a second adventure in that new museum yet.

Silver Crusade

Any faction tie ins? I'm scheduled to play this over the weekend, and I have a choice of PC's to bring.

Silver Crusade

1 person marked this as a favorite.

I've never had to scan chronicles. I just make sure I have my PC stats entered for whichever PC I'm playing.

Silver Crusade ***

1 person marked this as a favorite.
Rei wrote:
Mike Kimmel wrote:
As an occasional scenario author, I'm curious as to whether anyone has examples of good, fun, non-railroad scenarios. Ones in which you feel the GM and players have a great deal of flexibility. Which scenarios (from any season) should authors keep in mind so that we can deliver more content like that in the future?
Seeing an intrigue-influenced version of Murder on the Throaty Mermaid would be super interesting.

Agreed. A murder mystery like that can be fun, if done well. And actually, my big complaint about that one is the most railroady part.

Murder on the Throaty Mermaid:
No matter what's going on, the bad guys reveal themselves and attack the PC's in the end. So it doesn't matter at all whether or not they solve the murder - the murderers will reveal themselves. So what's the point of the investigation?

Silver Crusade ***

gnoams wrote:
sun orchid scheme:
so the forced combat stealth check example where it gives a distance the enemy see's you and doesn't allow for any other way than attacking the caravan, yeah, that's directly taken from this scenario. This was one of the worst railroad scenarios ever written, because it makes you think like you can plan your own heist, psych, you can't, you just roll checks and do it the way we wrote, there isn't enough info provided to actually let players be creative. When I ran it my players wanted to try sabotaging parts of the caravan as it was being built (not taken into consideration by the scenario). They wanted to join the caravan, make a distraction and break into the safe (the scenario says you attack the caravan, can't go with it as guards even though it just forced you to spend 3 days infiltrating and joining the caravan guard).How about sneaking someone inside to hide in the transport while it's being built (I duno, maybe, there isn't really enough info for the gm to have any idea if that would work). It was missing tons of crucial information like how many guards are there? What are their patrols, how do they respond to threats, you know, information you'd think any good criminal would research before starting their heist (seriously, the author should have gone and watched some heist movies before writing this) Even basic info like how long is the trip is not provided (I don't how long it is, but it doesn't matter because you have to attack them at this one map location we provided).

I only played this one, haven't read/GMed it yet. I actually plan to start reading this soon, since I'll be GMing it multiple times at GenCon. But I have a couple of comments about your complaints that I bolded in the spoiler above.

Sun Orchid Scheme:
Joining the caravan after training as a guard was possible when I played it. Not sure who got that wrong, but our GM allowed it, so we had one spy undercover in the caravan, and that meant one less guard to fight when we attacked.

As for sabotaging construction or hiding inside the platform while it's built, I'm not 100% certain, but that seems to go against the point of the mission. You're supposed to test the caravan's defenses after they're built, not stop them from being built in the first place. That's what the teams was hired for.

Not sure about your other complaints, but I did get a general feel from our GM that some of this stuff was covered, though he may have just been improvising and selling it well.

I really liked the scenario, though, even though it ended up being more railroady than I initially thought it would be. But again, our GM let us improvise on the spy stuff, and get good results from it.

As for the rest of the season, I've enjoyed most of it, having played more than half and GMed a couple of them. There are a lot more skill challenges, but they're mostly handled well. I have complaints here and there about some of the scenarios, but not of the type you're complaining about.

Silver Crusade ***

Yeah, my halfling dex based melee PC still has a 10 str, for the sake of carrying capacity. I don't track all the details too closely, but I wanted to be able to wear a mithral chain shirt, carry my primary weapon and 2 or 3 backups, and a handy haversack, while still being light encumbered.

I've never dumped any stat as low as 5. I do have a fighter with 6 charisma, but I play it up appropriately, and he's smart enough to stand in the back, shut up, and "let the pretty boys do the talking" if a social situation is important to the mission.

Silver Crusade ***

pH unbalanced wrote:

Yeah. when nosig put that one on his list I was like immediately like "huh"?

I'm probably oversensitive, but if someone tried to police the gender of one of my characters, I'd be unable to continue playing with them. I'm trans, and I am unable to put up with that crap. I wouldn't be loud, but I would be gone.

There's a big difference between "uncomfortable with particular details of the cross-gender play" and "uncomfortable with the fact of cross-gender play". I have certainly seen people playing cross-gender in a way that can be disruptive -- usually because they are being inappropriately sexual or playing up offensive stereotypes, but the problem there isn't the cross-gender play per se. If a player were making people uncomfortable with their portrayal of a Tien or Mwangi character invoking racial stereotypes, the issue isn't cross-ethnic play.

I feel like someone made uncomfortable simply by the fact of cross-gender play -- much like someone made uncomfortable simply by the fact of cross-ethnic play -- is probably not a good fit for PFS. I would expect that there would end up being a number of aspects to PFS that will make them equally uncomfortable.

That one struck me as weird, too. So many people play PC's that are different from their own gender that I just don't consider it unusual or noteworthy. The idea of anyone being upset about it, or changing the PC's gender for that adventure to accommodate them, just seems very strange to me.

I agree that anyone who has a problem with cross-gender play really shouldn't be playing in public.

Silver Crusade

I never said it was awesome. But they are better than nothing at low level. Not better than the really good options, but still usable.

I actually have two PC's in PFS that have domains with these types of first level powers. One is my casting focused druid with the Weather domain, mentioned above. The other is a cleric with the Fire domain, that I wanted to be able to do a little bit of blasting. Maybe they're not uber-optimized, but I did use these first level abilities on both of them at low levels, and nobody ever complained that my PC's were too useless to bring along on a mission.

Silver Crusade ***

4 people marked this as a favorite.
Mitch Mutrux wrote:
Woo! Stealth paladin alignment thread, everybody drink!

Stealth? Not at all. I took one look at the thread title and knew it would turn into a paladin alignment thread. I failed my will save to resist reading the thread anyhow.

Silver Crusade

The bottom line is that they give low level casters something to do when they don't have enough spells yet. People keep saying that's what Acid Splash is for, but many of these powers are on classes that don't get ANY direct damage cantrips (clerics, oracles, druids, etc).

If you need them to scale up so they're still useful at higher levels, then you've got other problems.

Silver Crusade ***

Ryzoken wrote:
Pete Winz wrote:
Mike Bramnik wrote:
Just posting this link in case people come seeking the same thing as you in the future :)
You can also use the Faction-specific traits found in the Pathfinder Society Roleplaying Guild Guide.
Which is super revelant for my -34 who will be walking around with no less than 5 character traits, one from each of the five trait categories permitted in CORE.

How? I know there are boons to get an extra trait, but the Additional Traits feat is in the Advanced Players Guide, so not legal for Core.

Silver Crusade ***

Heh. I missed that it was in the FAQ now. That's newer than the conversation with Mike Brock I linked.

Silver Crusade ***

The last campaign coordinator ruled that it's ok to assign a pregen death to a new character number. As far as I know, that's still an official ruling for PFS that hasn't been contradicted since then.

Silver Crusade

1 person marked this as a favorite.
quibblemuch wrote:
Torbyne wrote:
Once, back in the 3.5 days, a GM wanted to run a ship based campaign. He immediately and rightfully became suspiscious when i built a character dedicating almost all skills, feats and race towards swim checks. i pointed out how brutal the drowning rules could be and how i was going to go every possible fight with "I rush the enemy leader, take the AoO and go overboard with them." I may have to adopt this tactic to spaceships...
They should probably get rid of the create water cantrip in Starfinder. Otherwise, you know someone's going to fill up someone else's spacesuit and wait for them to drown...

I just have to ask: Am I the only one who thought of Negation?

Silver Crusade ***

I'm with BNW on this one. I allow substitute skills for various things, if the PC's can explain why it should work. In the older scenarios, especially in faction missions, there were situations where it had to be one specific skill, with less flexibility. But the newer scenarios are much better about giving options, and that opens it up to "and whatever other options the PC's can make a good excuse for".

Silver Crusade

In the Rise of the Runelords campaign I'm GMing, I allowed our ranger to give his badger Raging Vitality even with only 2 int.

It probably wouldn't pass muster with PFS, but I'm pretty sure the AC feat rules say something about GM discretion on other appropriate feats besides those listed. This just seemed like an appropriate feat that should work for that type of animal.

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