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Gully13's page
Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Battles Case Subscriber. Pathfinder Society Member. 109 posts (151 including aliases). No reviews. No lists. No wishlists. 2 Pathfinder Society characters. 2 aliases.
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1) A number of class powers (like those from various domains and bloodlines) give characters an ability for one round.
2) Page 178 of the Core Rulebook says "effects that last a certain number of rounds end just before the same initiative count that they began on"
3) Because many of these powers require a standard action to activate, their durations often ends before the character with the power can make personal use of them.
Resulting in:
– powers that can only be used on others at lower levels (example A)
or
-powers that have no direct function because it can't be given to others and doesn't last long enough to be used by the character (example B, unless its a swift spell I suppose)
Does anyone know if this is what the developers intended? Has it been addressed in an FAQ or in other posts somewhere? It seems like the obvious purpose would be to have the character use the power for one round (similar to True Shot), but the wording prevents it.
Example A wrote:
War Domain
Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Example B wrote:
Pit-Touched
Your diabolic corruption is from a source in the deepest parts of Hell.
Associated Bloodline: Infernal.
Bloodline Arcana
Whenever you cast a spell, you gain a bonus on Intimidate checks equal to the spell’s level for 1 round.
I assume, this:
Quote: "12 gp, sp" is correct, "12.5 gp" is not, nor is "12 1/2 gp." should read:
Quote: "12 gp, 5 sp" is correct, "12.5 gp" is not, nor is "12 1/2 gp." Otherwise, very interesting ... I enjoy learning about the editorial choices made by Paizo.

6 people marked this as FAQ candidate.
I was wondering if there has been any clarifications on how long a single round spell lasts ...
The standard ruling has always been "effects that last a certain number of rounds end just before the same initiative count that they began on." (page 178 of Core Rulebook) But how would something like the Bloodline Arcana from the Pit-Touched bloodline work?
Ultimate Magic wrote: Pit-Touched
Your diabolic corruption is from a source in the deepest parts of Hell.
Associated Bloodline: Infernal.
Bloodline Arcana
Whenever you cast a spell, you gain a bonus on Intimidate checks equal to the spell’s level for 1 round.
This effect is never longer than 1 round (some spells last longer as you get more levels),
you can't give it to someone else (its not a touch spell),
and as as far as I know there is nothing you can do with Intimidation that is just a move action ...
As written this would only have an effect if you cast a quickened spell?
Am I missing something?
These look great ... but just out of curiosity can someone fill me in on the role the footpads play in construction? Some of the minis have them, some don't and I'm just wondering what determines if they get them or not. Thanks!
I need to cancel my ongoing Pathfinder Adventure Path subscription. Thanks for your help, love your work.
Richard Pratt aka gully
Hi
I need to cancel my subscription for the Pathfinder Adventure Path. With some luck I'll be able to renew soon. Keep up the great work.
Thanks
Richard Pratt
AKA Gully
Greetings Paizo,
Unfortunately I need to cancel all my subscriptions except for the Pathfinder Adventure Path. I'm sure I'll be back for more soon ... you have some great products.
Thanks for your help,
Gully
(Richard Pratt)
Hello,
Can you end my Pathfinders Modules subscription?
All the others keep going forward.
Thanks!
Great work BTW ... (just need to tighten the budget)
Gully
(Richard Pratt)
So I'm looking at the Bard rules and was hoping to get a clarification on the ramifications of performances with audible, visual or both components ...
It was implied in another thread that a performance with an audible component would prevent a bard from casting spells ...
If this is true does that mean a performance with a visual component would prevent attacking with a weapon? with spells with a somatic component?
Is there a place in the rules where this is clarified? They seems to go out of the way to say what performances require what components but not what the ramifications are of those choices.
Thanks for any input ....
Gully
BTW ...
I assume Performance skills break down into categories based on Countersong and Distraction (keyboard, percussion, wind, string, sing = audible performance / act ,comedy, dance, oratory = visual performance) ... is this what others have concluded?
HI,
I received access to the PDF over a week ago (maybe longer) but it hasn't arrived in the mail and my box with RPG+Companion arrived yesterday. Just checking to see if this is working as intended or if there was a problem.
Thanks!
The title says it all... I wont say how long I've been looking ...
If your interested I have a thread on the Meetup Group board for "The Sacramento Dungeons & Dragons Meet up". Hoping to get enough people to put together an ongoing game in Midtown or East Sac.
Gully
The Sacramento Dungeons & Dragons Meet up
Hi ... I know I'm being paranoid, but without think how it would effect my current pending orders I was playing with my shipping a week or so ago and now I'm concerned about my pending shipments.
I was hoping you could check on my pending order with the core rule book (# 121680) to see if it is still on track to be here by Aug 13th.
I appreciate the time and effort,
Many thanks,
Gully
I'm sure this must have been addressed somewhere, but I've had no luck finding it ...
I'm looking at someone welding a quarterstaff...
Using a two handed weapon (Quarterstaff) with 2 hands:
+1-1/2 STR mod damage
Fighting with Quarterstaff as two weapons (still using 2 hands):
primary attack: +STR mod damage
off hand attack:+1/2 STR mod damage
How do the above interact with each other?
How do they interact with feats:
Double Slice (offhand full strength bonus)
Backswing (Take full-attack action with 2-handed weapon add 2xSTR mod to damage to first attack).
Thanks for any clarification ...
Gully
I'm generally new to Pathfinder, and was wondering ... I noticed these maps are being released around the time of the new adventure path (Council of Thieves) ... are they meant to be particularly useful for that adventure (while still being helpful for various other ones of course) or is the content basically random and it just happens to be releasing at the same time?
Thanks!
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