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HangarFlying's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 2,980 posts (2,985 including aliases). 1 review. 1 list. 1 wishlist. 4 Pathfinder Society characters. 3 aliases.


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Andoran

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Kaisoku wrote:

It just sucks in a situation where you've changed your judgement (swift), moved to a new position (move), and now you are stuck (standard action left) unable to Lay on Hands yourself, but you could lay on hands an ally?

This is where the internal consistency kicks in for me, and I have to let it happen. Maybe the abilities that should be capable of doing this should have the same verbiage as bardic performance (in that at 13th level, you *can* start it as a swift, but you don't lose the ability to do it as a move).

If I must, I'll houserule it from one end, or the other. LOL!

Fortunately, you count yourself as an ally, so you're more than able to Lay on Hands to yourself as a standard action.

Andoran

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Malachi Silverclaw wrote:
Quote:
Swift actions are specifically limited to one per turn, regardless of what other actions you take, and nothing in readying an action changes that.

This, although true, is not what's being posited.

Take the first swift action off the top of my head: Lay On Hands. It takes a swift action to use LOH on yourself.

We are not asking to convert our standard action into a swift action so we have two in the same round. We are asking to be able to LOH on ourselves as a standard action. Not a swift.

We are saying that we can use our standard action to do stuff which normally only takes a swift, not asking for two swift actions!

Therefore, saying 'you can't have two swift actions' is irrelavent.

I think the issue is not that it's being used as two swift actions, but that it's being used twice in a round. The fact that it's a swift action indicates that the intent is for it to only be used once a round—specifically, it allows you to give yourself a bit of a heal and still lay the smack down that same round.

Generally speaking, I feel that there are some situations in which I would allow the swift action to be expended as a standard, with the caveat that it would provoke an AoO to do so (as others have already alluded to).


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This was all much more exciting when you were talking about me.


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fretgod99 wrote:
"I want to change my appearance to that of Captain Shuffles McTrufflestein so I can bluff my way into the guardhouse barracks more easily."

It really pisses me off when people try to disguise themselves as me.

Andoran

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Pathfinder Adventure Path Subscriber
NobodysHome wrote:


Option 3: Have them send the party Conna's head. REALLY mean. I wouldn't do it, but you know your players better than I.

O.O

—.—
o.—
—.—
o.—
O.o
^.^

Andoran

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Lilith wrote:


You'll notice Paizo really hasn't trod down that particular path since.

While certainly adult in nature, it was well within the context of the storyline.

Andoran

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The problem isn't that theory crafting is a part of the playtests, the problem is that people have trouble receiving criticism or being told "no" without getting butt-hurt.

Participate and contribute, but leave the 'tude at the door.

Andoran

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Regardless of what it actually ends up being, some people will still complain about how broken and OP it is.

Andoran

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In my experience, the biggest time sink are players fretting about which equipment they want to buy or what spells to pick out. Everything else was ready to go in 5-10 mins.

Andoran

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What kind of pirate are we talking here? Johnny Depp pirate, or Cartman pirate?

Andoran

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I pretend to not hear the players announce any action during a monologue.

Andoran

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I wouldn't have a problem allowing it, but I reserve the right to rule differently in the heat of the moment.

Andoran

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O.o

Andoran

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I've been in a "retro" mood for the last few months and have been looking at various clone systems. Having only flipped through and skimming parts of the PHB, and reading the free download, I do have to say I'm impressed. While I'll never stop playing PF, and likely won't invest in 5e, I'd be more than happy to jump into a game to try it out. I do think it will be a successful system, and that alone is something we should all be happy about.

Andoran

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Name of PC: Variel
Class/Level: Elven Mage of the Veil 3
Adventure: Burnt Offerings
Catalyst: A failure to heed the "Adventure Party Golden Rule" assisted by Yeth Hounds.

Story:

Spoiler:
While exploring the first level of Thistletop, the group encounters and dispatches Bruthazmus, the Harem, and Orik. The group proceeds into the jail cells, with the rogue checking doors as they go along.

The rogue makes an off-hand comment that it's a bit difficult to be sneaky when the rest of the group is so close. The group moves off, back into the central room. The rogue discovers, but doesn't open, the door into Lamashtu's temple.

The party splits up, spreads out, and starts to open different doors. The mage opens the door leading to the Tentamort, discovers it, but does not approach (the Tentamort is oblivious, continuing to catch seagulls). The barbarian remains in the central room. The cleric heads up and discovers the double-doors leading to the Temple.

The rogue meets up with the cleric, and together they open the doors. The cleric moves away and approaches the door leading to the Tentamort area. The rogue moves up to investigate the altar.

Both Yeth Hounds bay. Rogue and barbarian fail their save. Barbarian runs upstairs and away. Rogue runs. Yeth Hound catches up, crits, knocks rogue into negatives. Other Yeth Hound heads up to the cleric, hits, knocks him prone.

Yeth Hounds gang up on cleric, who channels to bring the rogue back up to positive health. The mage moves into line of sight of the Yeth Hounds while invisible. Next round he drops obscuring mist which saves the group from a TPK.

The rogue works back to the altar via the jail cell room to pick up her bow. Barbarian still running. Mage maneuvers to hit both Hounds with Color Spray. Both hounds make the save. Next round, Hound crits against the mage, dropping him. The mage fails his next stabilization roll, which kills him.

The obscuring mist allows the cleric and rogue to hold on long enough for the barbarian to recover and return. Eventually, with the barbarian in the fight, the hounds finally succumb. The group beats a hasty retreat back to Sandpoint. The male elf is reincarnated as a female half-orc.

Andoran

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Simon Legrande wrote:
blackbloodtroll wrote:

Hmm, there is nothing noting you must move the entirety of your Acrobatics check, as a horizontal jump.

I am carefully reading through, and am just not seeing it.

PRD wrote:
For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.
I agree that it doesn't say "must", but it also doesn't say "can". It only says distance = jump check.

It doesn't say "must" because a character doesn't actually jump 20 feet to clear a 5-foot gap. And yes, this is a RAW interpretation, despite what your protestations may be.

Andoran

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Suffice it to say, if the campaign setting being played in is Golarion (and the GM is sticking to canon), then no, a Paladin cannot worship an Evil deity.

If, instead, the GM is using PF to play in a home setting, it is up to the GM to decide whether or not this would be allowed.

Andoran

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What is the point of this thread? To tell everyone that you're switching games? Ok...best of luck to you. I'm sure that game will be fun too.

Andoran

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Coridan wrote:

I don't agree with every Paizo decision (Pathfinder Online, ACG, monthly companions/quarterly modules) but at least Lisa doesn't plan on selling to some publicly traded monster

The reality of life is that everything is for sale...for the right price.

Andoran

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No. That doesn't mean that I don't want 5e to be successful. I just won't be spending any money on it.

Andoran

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Darned kids and their "real world" examples in my "don't mix fantasy with fantasy" thread. Stay off my lawn!

Andoran

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TOZ because he made me look up 'vociferous'.

Andoran

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Erylium forgot that she had enough HD to only be stunned for 1 round, instead of falling unconscious from color spray and allowing herself to be CDG'd.

Andoran

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Rushley son of Halum wrote:

Actually Gauss, no I don't. Because PFS in Australia doesn't twist the rules to such absurdities so I can in fact threaten diagonally with a reach weapon.

The only time i've ever even see this raised in on the forum by a few people who for some reason want to ruin the game.

You could possibly be 100% correct, but that doesn't excuse your tone and attitude.

For the record, you're not correct.

Andoran

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The internet quakes in fear from all of the "factual opinions" given in this thread. /sarcasm *rollseyes*

Andoran

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Nefreet wrote:
How long did it take you to come up with this post?

Who, me? :-D

Andoran

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No. When prone, you can crawl 5 feet as a move action. Whether actually crawling or rolling is irrelevant, it is a move action to move that 5 feet. To avoid the AoO, as a full-round action, you can make an Acrobatics check vs. the opponent's CMD+5 to move that 5 feet.

EDIT: For further clarification, the 5-foot step rules state that any creature with a speed of 5 feet or less (a prone character, for example) can't take a 5-foot step.

Andoran

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Malovec wrote:

You guys are being extremely picky. :P

The reason the tape measure isn't exact in the picture is because I can't put it under the mini, the line effect label with out it falling over. It's got the metal notch at beginning of the tape measure.

If you put it under the mini and the line board, it would line up better. I suppose if I had a ruler, or a t-square something I could lay flat under the display it would look more accurate but then you can't see the numbers either.

do it yourself if you don't think so. Measure the same squares as in that second picture with the mite, and then put the mite and the line board down and it'll be EXACT.

I mean sure, if Paizo wants it to be mathematically incorrect, fine, it's their product and I'll keep using it that way since it is raw, but it's screwing players.

Calls people out for being extremely picky, then makes a statement about how the rules are a known approximation and is screwing over the players. O.o

Andoran

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@BigDTBone We had a couple of post get caught up in the crossfire. I'll repost this one because it's really the only one relevant, IMHO.

I agree that Spontaneous Casting is a class feature of the Cleric class, though it only applies to those spells prepared in Cleric spell slots. You can't prepare magic missile in a cleric slot anymore than you can prepare cure light wounds in a wizard slot.

For the most part, everyone who says that you could spontaneously cast from wizard spells are reading the spontaneously casting class description out of context.

The "any" doesn't refer to "any spell slot from any spell-casting class". And "prepared" doesn't refer to slots from a spell-casting class that prepares spells ahead of time. It is written in context of the cleric class and the cleric class only. So, a cleric must have a spell prepared, and any of those spells prepared may be exchanged for a cure spell of that level or lower.

Remember, the whole point of the class ability is so the Cleric can still be an effective healer without having to prepare healing spells ahead of time as well as an effective buffer without having to waste slots on preparing cure spells. In absolutely no way does the rules allow this class feature to apply to other spell-casting classes. Regardless of what people want from a misapplied FAQ.

Andoran

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KrispyXIV wrote:
Diego Rossi wrote:
KrispyXIV wrote:
Nefreet wrote:

For the people advocating that Clerics can swap out Wizard spells for Cure spells, consider this quote:

"A Magus must choose and prepare his spells ahead of time".

If you claim that the phrase "The Cleric" is irrelevant, and what it really means is "The Character", then wouldn't a multi-classed Magus/Sorcerer have to "choose and prepare" ALL of "his" spells "ahead of time"?

In effect, a Magus/Sorcerer would lose the ability to spontaneously cast spells.

This is not an ability that modifies Spellcasting, like Bloodline Arcana or Spontaneous Casting. It is Spellcasting. Not comparable.

Spontaneously casting cure or inflict spells is Spellcasting, not an ability that modifies Spellcasting.

:-P

You are incorrect. Please check the Cleric Class entry on the PRD and you will see Spontaneous Casting listed as a seperate Class Ability from Spells*.

*aka Spellcasting. It turns out 'Spells' is the name of the class feature.

[Inego Montoya]I don't think that means what you think it means.[/Inego Montoya]

Dumping a prepared spell to spontaneously cast cure light wounds isn't a modification to spell casting. Changing the DC, CL, damage dice, or adding damage to the damage caused by a spell is a modification of spellcasting.

If we continue with your logic, a Clr 1/Wiz 1 should be able to prepare Cleric spells in the Wizard spell slots, which we know cannot be done (unless they also have the Mystic Theurge Prestige Class.

No, regardless of what the Sorcerer FAQ says (because that FAQ is actually irrelevant to this discussion), one may not "lose" a prepared Wizard spell to cast a cure spell.

Furthermore, actually read what the description says:

Spontaneous Casting wrote:
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

And compare it to the bloodline arcana of Sorcerers:

Aberrant wrote:
Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Abyssal wrote:
Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Arcane wrote:
Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Celestial wrote:
Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Destined wrote:
Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.
Draconic wrote:
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Elemental wrote:
Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Fey wrote:
Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Infernal wrote:
Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.
Undead wrote:
Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

There is a distinct difference.

Andoran

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Marthkus wrote:
If the GM decides you mean.

No. If the character is not in one of the above situations that I mentioned above, and the GM said the player couldn't take 10 or 20, the GM is being a jerk.

Marthkus wrote:

The definitions of "immediate threats and distractions" are not explicit.

Pretending they are is a reaching claim at best.

Sure, if the characters are in a situation that the GM feels would constitute a reasonable distraction, and explains as such, then no, they couldn't take 10.

  • The presence of a trap does not constitute an immediate threat or distraction when using Perception to search for a trap.
  • The narrowness of a ledge does not constitute an immediate threat or distraction when using Acrobatics to cross that ledge.
  • The alertness of a guard does not constitute an immediate threat or distraction when using Stealth to sneak past the guard.
  • The presence of a trap does not constitute an immediate threat or distraction when using Disable Device to unlock a chest--they just set off the trap in the process of unlocking the chest.
  • The fact that you "could" fail on your Disguise check does not constitute an immediate threat or distraction when using Disguise to impersonate a local official.

    What does constitute as an immediate threat or distraction?

  • Climbing a vertical cliff during a heavy windstorm.
  • Searching for a secret door while being actively chased by bad guys.
  • Using Sense Motive on a charmed enemy while in combat.
  • Using Heal on yourself while under the effects of the "bleed" condition.

  • Andoran

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    Marthkus wrote:

    His post doesn't say rules dev next to it anymore. So what he says cannot be taken as from a rules dev. Some of his post still do have the "rules dev" title by them. I won't assume that isn't on purpose.

    That doesn't invalidate his reasoning, but SKR quotes are not Word-of-God for RAW.

    *bertstare*

    If any post ever deserved an epic facepalm, this one is it.

    Andoran

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    lantzkev wrote:
    Quote:
    Dismounting does not either. It is a move action (or free), not movement.

    Even if you dismount from one square into an ajacent square?

    Quote:
    Right now, they clearly state that you can't take a five foot step if you have moved any distance.

    the whole point is that moving from a horizontal position, to a vertical position requires movement to any english speaker with common sense. The fact that it does not factor into tacticle/overland/or local is irrelevant to the issue.

    Since you have moved from one position to another, you're prevented from taking a free 5ft step.

    Quote:
    That's just as clear, but people still ignore it.
    no
    Quote:
    You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.
    or
    Quote:
    You can move 5 feet in any round when you don't perform any other kind of movement
    is not clear, specially compared to your comment
    Quote:
    Movement occurs only when you move from one square to another. Actions taken within a square are not movement.

    Let's take a moment, ignore previous arguments and pay attention to just the following questions.

    Do you see a difference between the following statements.

    "you may not 5 ft step if you have moved any distance"
    and
    "you may not 5 ft step if you have performed any kind of movement"

    Now consider the full sentence rule quote:

    Quote:
    You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.
    If movement is only a reference to distance, the first part of the rule is meaningless. If the first part has meaning, it must refer to non-distance movement... which would mean things like standing up, dismounting, etc.

    Drawing a weapon out of a sheath requires movement to any English speaker with common sense. To an English speaker using any amount of common sense, attacking an opponent requires movement to do so. Under your strained, pedantic logic, these qualify as movement, thus preventing a 5-ft. step.

    Andoran

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    Spellbook Prices:

    Note: These spellbooks only contain the 0-level spells from the CRB unless specified in the NPC's statblock. If you wanted to include the 0-level spells from other sources, the prices would have to be adjusted accordingly.

    Lyrie Akenja: 515 gp (257 gp, 5 sp)
    Caizarlu Zerren: 954 gp (472 gp, 5 sp)
    Mammy Graul: 1,805 gp (902 gp, 5 sp)
    Barl Breakbones: 3,580 gp (1,790 gp)
    Mokmurian: 71,310 gp (35,665 gp)

    These are all I've gotten to, so far.

    Andoran

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    So, essentially, Remy Balster believes that if one is wearing +5 leather armor and bracers of armor +5, that the +5 enhancement to the leather armor should stack with the bracers?

    I mean, this is essentially the same scenario as what was in the OP. Or have we moved beyond the original question?

    Andoran

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    In all honesty, the Pathfinder Core Rulebook is what you want, anyways. If you want to keep playing a "Beginner Box style" of game, there is nothing about the CRB that prevents you from doing that. Just don't use any of the rules that aren't already found in the BB, and work through the list of feats and spells to weed out any items that don't work well within the confines of the BB parameters.

    Andoran

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    OldSkoolRPG wrote:
    2) Real world physics has no bearing on the game.

    Actually, yes, real world physics does have have a bearing on the game. "Magic" is the excuse to hand wave stuff that physics can't explain. We don't need rules to tell us that water flows downhill—real world physics. We don't need rules to tell us that if you drop something, it falls to the ground—real world physics. We don't have rules to tell us that plants need water to survive, or sunlight for photosenthesis. We don't need a game definition of "dead" because if a character is dead, we know what that means.

    Just because the game has magic and dragons and other things that break the rules of reality doesn't mean we blindly ignore reality for those things that have real world examples.

    Andoran

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    Per RAW, if your character is dead, nothing prevents him from hopping up and continuing to attack bad guys. Does that mean it's right?

    GM discretion. Personally, I would say no to both. And while I agree that the U.S. could hold up a tower shield, I would rule that no mechanical benefits would be gained.

    Andoran

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    Chyrone wrote:
    Indeed, the guy Tamago mentioned is dumping in Advice section

    Astrologer is crapping in the Advice section, Astrologer1 is crapping in the General Discussion section. Either these people aren't very creative, or bots are creating the accounts in addition to the posts. Perhaps anti-bot measures should be put in place at profile creation. It is a natural choke point.

    Andoran

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    Huzzah for Fantasy Grounds!

    Andoran

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    Makes me wish I knew enough about programming to make a computer virus that destroys computers and send it back their way.

    Andoran

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    You have 10 players? You should totally run a West Marches style campaign.

    Andoran

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    Holy crap! I couldn't tell if I should flag for "breaking other guidelines" or "double post".

    Andoran

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    Anguish wrote:
    WRoy wrote:
    Sorry, that wasn't the clearest... I was trying to point out two things at once and they got jumbled together. PRD states a character with a Strength score of 0 is too weak to move in any way, which the fly spell says nothing about superceding. Secondly, a creature with Str 0 has an effective max load of 0, so it could not carry anything aloft with fly.

    WAIT!

    WRoy just won the thread.

    I'm not kidding. I was just reading this and decided to look for those three key words: "in any way", just to see if (s)he was being... creative. Not important, but WRoy was quoting what written but didn't complete the quote.

    I present... THE ANSWER:

    "A character with a Strength score of 0 is too weak to move in any way and is unconscious."

    And. Is. Unconscious.

    Sorry, no purely mental actions allowed; you're unconscious.

    It's an oversight in the conversion from 3.5e to Pathfinder. In 3.5e, the details for Strength 0 were: "A character with Strength 0 falls to the ground and is helpless." That didn't include unconscious, so the paralyzed condition made sense as written: "A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares."

    So there we have it. Since Jason rewrote what happens when your Strength drops to 0, he negated a portion of the paralyzed condition, which moots the entire discussion. The text that permits purely mental actions should be stricken from the rules as it cannot possibly apply, with the possible exception of any rare creature that cannot be made unconscious.

    Can you fly while...

    One thing to keep in mind: paralyzed gives you an effective strength score of 0; it doesn't actually change your strength score to 0. Nor has your strength been drained or damaged to 0. So, no, you are not unconscious.

    Andoran

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    aegrisomnia wrote:

    FWIW, I've been using this as my reference for "Paralysis": http://paizo.com/pathfinderRPG/prd/glossary.html#_paralysis

    Upon looking again, it looks like there are separate sections for "Paralysis" and "Paralyzed", and I grant that "paralyzed" doesn't contain language about becoming "immobilized." Does the "Paralysis" entry in the Glossary only reference the Universal Monster Ability? If so, that's somewhat confusing.

    It doesn't change anything. The UMA "Paralysis" is effectually no different than the CRB "Paralyzed" in that it is in reference to the target creature unable to affect himself. It is not a literal "roots grow and bind the paralyzed character to a specific spot", it is a colloquial "the character is unable to move his own limbs and therefore cannot move himself from that spot". There is still no implication that another character may not pick up said paralyzed character and move him elsewhere.

    Andoran

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    Remind the rest of the group that it is a group effort. Maybe have the shadow encounter happen quite a bit earlier than written if they insist on proceeding without the cleric.

    Andoran

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    I know the Summoner Spell List is a major point of contention for the class. While some complain that it gives the summoner spells like haste one level before a wizard gets it, the bigger issue is that spells like baleful polymorph or teleport can be made into wands.

    So, I redid the summoner spell list, placing the various spells at the appropriate spell level. I also moved restore eidolon to 4th Level, and created a greater restore eidolon spell and placed it in the 6th Level list (essentially, the rejuvinate spells are odd-levels and the restore spells are even-levels).

    Anyone see any issues with the adjusted lists? Any spells that you can think of that could be added?

    0-Level Spells:
    acid splash, arcane mark, daze, detect magic, guidance, light, mage hand, mending, message, open/close, read magic, resistance

    1st Level Spells:
    alarm, ant haul*, corrosive touch**, endure elements, enlarge person, expeditious retreat, feather fall, grease, icicle dagger**, identify, jump, mage armor, magic fang, magic mouth, mount, protection from evil/good/chaos/law, ray of sickening**, reduce person, rejuvenate eidolon (lesser)*, shield, summon minor monster**, summon monster I, unfetter*, unseen servant, ventriloquism

    2nd Level Spells:
    alter self, barkskin, bear's endurance, blur, bull's strength, cat's grace, create pit*, cushioning bands**, daze monster, detect thoughts, eagle's splendor, evolution surge (lesser)*, fox's cunning, glide*, glitterdust, invisibility, levitate, misdirection, owl's wisdom, protection from arrows, resist energy, restore eidolon (lesser)**, spider climb, summon eidolon*, summon monster II, summon swarm, wind wall, web shelter**

    3rd Level Spells:
    agonize**, aqueous orb*, charm monster, control summoned creature**, devolution*, dispel magic, displacement, evolution surge*, fly, haste, heroism, mad monkeys**, magic circle against chaos/evil/good/law, magic fang (greater), marionette possession**, nondetection, phantom steed, protection from energy, rage, rain of frogs**, rejuvenate eidolon*, see invisibility, seek thoughts*, slow, spiked pit*, summon monster III, tongues, water breathing

    4th Level Spells:
    acid pit*, black tentacles, daze (mass)**, dimension door, dimensional anchor, dismissal, enlarge person (mass), evolution surge (greater)*, fire shield, hold monster, invisibility (greater), locate creature, minor creation, purified calling*, reduce person (mass), restore eidolon**, sending, stoneskin, summon monster IV, transmogrify*, vitriolic mist**, wall of fire, wall of ice

    5th Level Spells:
    baleful polymorph, conjure black pudding**, contact other plane, create demiplane (lesser)**, dispel magic (greater), heroism (greater), hungry pit*, ice crystal teleport**, insect plague, mage's faithful hound, magic jar, major creation, overland flight, planar adaptation*, planar binding (lesser), plane shift, rejuvenate eidolon (greater)*, summon monster V, teleport, true seeing, wall of stone

    6th Level Spells:
    banishment, bear's endurance (mass), bull's strength (mass), cat's grace (mass), charm monster (mass), create demiplane**, eagle aerie**, eagle's splendor (mass), fox's cunning (mass), owl's wisdom (mass), planar adaptation (mass)*, planar binding, repulsion, restore eidolon (greater), summon monster VI, wall of iron

    Restore Eidolon, Greater:

    School conjuration (healing); Level summoner 6
    Casting Time 1 minute
    Components V, S, M (diamond dust worth 5,000 gp)
    Range touch
    Target eidolon touched
    Duration instantaneous
    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

    This spell functions as greater restoration, except it only affects an eidolon.

    EDIT: Spells marked with * are found in the APG. Spells marked with ** are found in UM.

    Andoran

    1 person marked this as a favorite.
    Pathfinder Adventure Path Subscriber
    Anguish wrote:
    HangarFlying wrote:
    It would help if you actually linkified your links. Look at the "How to format your text" spoiler.
    Quick heads-up for something useful... if you use Firefox, there's an add-on called Linkification. If it sees text formatted as a URL, it automatically in-line edits the page and makes the link clickable. You basically don't realize someone hasn't made a link a link.

    Doesn't work quite as well on an ipad. ;-)

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