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Harrowed Wizard's page

Pathfinder Starfinder Society Roleplaying Guild Subscriber. Pathfinder Society Member. 108 posts (109 including aliases). 2 reviews. 1 list. No wishlists. 3 Pathfinder Society characters.


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Sid De Squid wrote:
So what exactly is the reasoning for GMs not to be able to get points for the Alien Archive Boon? Because GMs who run more games than they play get the short end of the stick, because GMs are not getting any points wouldn't they just want to play and never GM except at cons? Sure GMs get slightly more opportuinty to get race boons but not that much more, and sure its great for the players but there has to be some incentive for GMs to run because the GMs by the actual scenarios not the players. In my opinion it'd be fair if GMs get points toward the Alien Archive Boon because they're buying the scenarios and actually running them.

The Regional Support GM Boon does give access to the legacy races, however it is after 12 games GM'd.

I do think that they should look at future Regional Support GM boons. In the future, access to races via this boon should be on par with the Player Focused Boon. This coming from a GM that has yet to actually play an SFS scenario, and does not normally see the chance to outside of Cons.

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Deadmanwalking wrote:
Nothing prevents them from going three times their speed, no. Though, as many Solarian Revelations are Move Actions to activate, that's often gonna be a better use of the free Move Action.

That is true, especially as a campaign progresses to a higher level, however between 2nd and 4th level, it is a worthwhile tactic. Even at higher levels, sometimes that extra mobility to line up the charge can prove useful to many.

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I'm currently a player in the Dead Sun's AP, and just hit level 2 with my Lashunta Solarian, and I'm also a Society GM that is curious about this in case I see it in play. I have a question about Stellar Rush, which reads as thus (emphasis mine):

SFCRB pg.104 wrote:

Stellar Rush(Su)(Photon):

As a standard action, you can wreathe yourself in stellar fire and make a charge without penalties (See pg. 248).

When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter.

Then Charge says (emphasis mine):

SFCRB pg.248 wrote:

Charging is a full action that allows you to move up to double your speed and make a melee attack at the end of the movement. You can draw a weapon during a charge attack if your base attack bonus is at least +1. Charging carries tight restrictions on how you can move. You must move at least 10 feet (2 squares), and all movement must be directly toward the designated opponent, though diagonal movement is allowed. You must have a clear path toward the opponent, and you must move to the space closest to your starting square from which you can attack the opponent. If this space is occupied or blocked, you can’t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement (such as difficult terrain), or contains a creature (even an ally), you can’t charge. You can still move through helpless creatures during a charge. If you don’t have line of sight (see page 271) to the opponent at the start of your turn, you can’t charge that opponent.

Attacking on a Charge:
After moving, you can make a single melee attack. You take a –2 penalty to the attack roll and a –2 penalty to your AC until the start of your next turn. You can’t move any farther after the attack. Some classes, including solarian and soldier, grant abilities that modify attacks made on charges

Does that mean that a Solarian that takes Stellar Rush can first use their move action to move up to their speed and then use a standard action to use Stellar Rush, allowing them to move up to double their speed in the charge. Thus allowing them to effectively move up to 3x their speed in a round? Or is there something akin to partial charges (i.e. standard action only) like in Pathfinder that I haven't come across yet?

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I think I'm gonna go with the Atonement route (there is a Cleric in the party) once the Insanity is taken care of. I'm excited for this RP chance in the published material we are playing through (details in the spoiler)

Published Material:
We are playing through an AP. Read no further if you don't want to know the name

Reign of Winter. Read no further if you do not want Reign of Winter Spoilers.

The Paladin went into the Eon Pit to save the Ranger that rushed into the Eon Pit and had failed the Insanity and Aging effects. The Ranger died of old age, but the Paladin was able to survive the Aging effects, and slowly work his way down the Pit, get the dragon scale, and get it to the party (after the party knocked him out)

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No, in the madness rules it states that if it is caused by the Insanity spell it is 1 madness per 5 Caster levels and this particular casting was with a CL 20.

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I'm the GM and I have a Paladin of Sheyln that was afflicted with the Insanity Spell (CL 20), and the party does not have any of the requisite spells to get rid of the Insanity right away. Instead of just having the character be "confused" until the party can cure the Insanity, the player asked if we could use the Madness rules.

I randomly determined which ones he was afflicted with and they ended up being:

and Multiple Personality Disorder.

My first big question is: Does the Will penalty from Amnesia and Multiple Personality Disorder stack? Off hand, I want to think so since the penalty is from two different sources and I have found nothing that states what penalty type they are.

Next question: If the party is able to get their hands on a Heal spell, would the alignment change from Psychosis revert back to original OR would the character still be Chaotic Evil?

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So my party will probably make its first attempt at Artrosa tonight and I'm doing my prep work, when I realize that they want Erdija to follow the PCs until they basically tell her to go away.

How would she follow them during the climb up to the top of one of the cliffs?

Would the party need to either get her magical flight (which is possible) or jury-rig something else up(which would be hard to do since it is about half a mile up).

Or should I just handwave it and treat her climb as any other PC/NPCs climb ignoring the fact that she has horse hooves for feet?

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I sort of want of picture of this couch that got mentioned, not once but twice!

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Timitius wrote:
Harrowed Wizard wrote:

Probably a question that has already been answered, but I'm on my phone on vacation and want to ask:

If we sent in a submission, would we get some sort of notification that it was accepted?


I get asked this a here's my answer: Sort of.

When I first took the reins, the standard practice was you found out if you were in when the issue came out. I know how that sits with people, so I emailed everyone who submitted to let them know if they had been accepted or not. Back then, only 50 people submitted, and nearly everyone got accepted, so that was easy enough.

That practice was short lived, however, when we started to get over 100 submissions. We are usually under a time crunch to get them all reviewed, picked, and assigned to editors ASAP. We got overwhelmed, and sending out acceptance/rejection letters was just one too many things on the list. So, we silently slid back to not letting people know until the issue came out.

Now, we've hit a compromise. When we make the selections for the issue, we post the names of all those who got something selected. I post it here, and on Facebook. If you don't see your name, you didn't get in the issue. We then follow up with those selected to let them know what article(s) were chosen, and to notify them that editors may contact them with questions or feedback.

That's how it rolls right now. We will likely make our selections by mid-January, so look for my post in the latter half of January 2017, OK?

Thanks for the thorough response!

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Probably a question that has already been answered, but I'm on my phone on vacation and want to ask:

If we sent in a submission, would we get some sort of notification that it was accepted?


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About to start Reign of Winter in about 2 months and I'm starting to look for any supplement material here on the forums and came across this. Can't wait to use these maps on Roll20!

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Thanks everybody for your responses so far! It is greatly appreciated!

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My VTT group is going to be starting another AP in about 2 months or so and we have narrowed it down to Hell's Vengeance and Reign of Winter. As the GM, I don't have any particular preference over the two.

All of the players are willing to be in an Evil campaign and we have talked about consent and the like in regards to HV. I'm just looking for some input from folks that have played/GM'd at least one (if not both) of these APs to give me some insight into the pros/cons of each AP from a play perspective and/or a GM perspective. Thanks in advance!

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zimmerwald1915 wrote:
Harrowed Wizard wrote:
Kerney wrote:
At least Cheliax will be headed towards freedom, true, civil war and all that but hey.
Well, with the exception of the Archduchy of Ravounel which would probably become free of Cheliax with its own Hell-bound contractual reasons, but still has a Thrune in charge, albeit he is now a Genius Loci on top of his own regular power.
I was under the impression that Barzillai's sphere of influence as a genius loci would gradually expand to include the rest of the country.

Possibly? But remember that Ravounel is not technically part of Cheliax as far as Hell is concerned.

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Kerney wrote:
At least Cheliax will be headed towards freedom, true, civil war and all that but hey.

Well, with the exception of the Archduchy of Ravounel which would probably become free of Cheliax with its own Hell-bound contractual reasons, but still has a Thrune in charge, albeit he is now a Genius Loci on top of his own regular power.

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Valandil Ancalime wrote:
Harrowed Wizard wrote:

Curse of the Crimson Throne - Urban campaign after the death of the city-state’s king.

I would say, "Mostly urban...".

Harrowed Wizard wrote:
Kingmaker - Explore the vast wilderness and ancient ruins to clear space for your budding kingdom!
"...and then defend it."

Those are additions that make sense! Thanks!

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dharkus wrote:
Wrath of the Righteous only spends half the AP battling demons on the material plane, a third is spent on 2 separate demon lords' own sections of the abyss, and the last bit all over the place

The one sentence description doesn't say all the fighting is done on the Material Plane. Just says that they are fighting the demons streaming into the world. It doesn't necessarily say which side of the stream they are on ;)

Also, these are only 1 sentence descriptors to give a brief description of the AP. Do you have any suggestions on what WotR sentence should be instead then?

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That is a pretty good idea! Thanks for the feedback!

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So I am looking to get some newer players to play an Adventure Path. I'd like to be able to give them a 1-2 page list with a one sentence description of each of the APs. Below you will find what I've written up about each of them. I've only personally read/played/GMed 4-5 of the APs, so any help getting the best description possibly would be much appreciated!

Rise of the Runelords - Traditional high fantasy including goblins, giants, dragons and many other foes!

Curse of the Crimson Throne - Urban campaign after the death of the city-state’s king.

Second Darkness - Explore elven ruins & eventually deep underground, eventually fighting dark elves!

Legacy of Fire - Desert adventure including genies and planar travel!

Council of Thieves - Urban adventure that helps guide a city before it tears itself apart.

Kingmaker - Explore the vast wilderness and ancient ruins to clear space for your budding kingdom!

Serpent’s Skull - Explore ancient ruins, racing against other parties to be the first to explore them, hopefully preventing an ancient sleeping god from arising!

Carrion Crown - Horror adventure that pits the players against traditional horror themes.

Jade Regent - Travel from traditional European fantasy across a land bridge to the Asian-themed lands!

Skull & Shackles - Explore the seas as pirates, fighting sea monsters, other pirates and more!

Shattered Star - Seek all of the pieces of an ancient artifact, delving deep into the history of a land!

Reign of Winter - Fight the machinations of a reviled Winter Witch, and travel through time & space!

Wrath of the Righteous - In this mythic adventure, players will fight off the hordes of demons streaming into the world!

Mummy’s Mask - Delve into ancient tombs and uncover the secrets of a cult to prevent the rebirth of an ancient tyrant

Iron Gods - Barbarians and robots collide in this adventure to bring a dash of high-tech into this fantastical game!

Giantslayer - Fight orcs & giants, preventing them from overtaking the human lands!

Hell’s Rebels - Rebel against an evil Hell worshiping empire to free a region from its grasp. (Not directly influenced by Hell’s Vengeance)

Hell’s Vengeance - Play as the villains, helping the evil empire put down a divine inspired rebellion (Not directly influenced by Hell’s Rebels)

Strange Aeons - Madness has grasped the players and they must discover not only their own past but also stop the madness of cults from spreading across the globe!

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That is great to hear! Both as a potential player, but most likely a GM trying my best to get all of my players playing these great sounding PCs.

Most adventures are designed with 4 players in mind, however you are building an adventure with the assumption there will be 6 PCs.

(1) Will many of the encounters be designed to be more difficult than a typical adventure due to there being 6 PCs?

(2) If you have only 4 players, will you have advice to GMs out to tone things down to to make that accommodation?

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Great interview with Know Direction!

In the interview you mentioned that the characters might not start at the same level. Is there going to be some sort of incentive to play the lower level characters mechanically (beyond Class selection)?

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I'm running my party through Hell's Rebels and they are currently 8th level. One of the players is playing as a Promethean Alchemist. In the early levels if/when the homonculus died, I didn't worry too much about the cost of 1 pint of blood/Hit Die of the homonculus.

However, now the party is 8th level and the homonculus has 6HD. Meaning if my players wants to bring back the homonculus after it is 'killed', it would take 6 pints of blood. (In the real world with current donation guidelines, this would take a full year to safely donate)

I have been unable to figure out how this actually translates into a mechanical consequence. Off hand, I was thinking of 1 point of Con damage/pint of blood.

Meaning that in a safe environment there is a good chance that the Shaman in the party can cast Restoration spells to off-set the Con damage as it happens so that at the higher hit dice the homonculus can still be brought back. This would make bringing her back mid-adventure/dungeon crawl a lot more difficult, but allow downtime to be used to bring her back fairly easily.


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James Jacobs wrote:
Alternately, you could run the section as-is, but have the aged leader of Acisazi use some sort of one-shot ritual or the like to grant the PCs combination freedom of movement/water breathing plus a swim speed to more or less negate the parts of underwater combat that made things a slog. It'll make some of those encounters less dangerous, but it'll preserve the story.

That is actually a pretty neat solution! If I hadn't already prepped No Response from Deepmar over the last week, I might've used it! I actually got excited with that Module when I read it, and started prepping it the same day as my OP. Thank you though for your response! I love how active Paizo staff is on these messageboards! :)

rkotitan wrote:

That part of the Lucky Bones is coming up and I'm planning a huge amount of prep to try and make sure that it goes well.

Maybe a small white board with a grid on it to mark depth. Print out individual copies of important underwater rules to remember.

Throw in some key points of the swimming rules. I actually got a really decent grasp on the rules during Skull and Shackles but every one of the characters had a ridiculous swim check on top of having traits that increased their ability to breathe underwater.

Lay it on really heavy that they shouldn't sell that cloak of the manta ray. In addition it would probably be fair for me to tell them that if they buy equipment to do the underwater stuff it will be useful again.

I made sure my party didn't sell that Cloak of the Manta Ray either, and it was helpful but it felt like not quite enough.

Just for reference, my party was:

Human Slayer (Stygian), with Dervish Dancer and some archery feats (so the scimitar was not very effective since it is not actually piercing damage, only treated as piercing). He was wearing the Cloak of the Manta Ray

Human Shaman (Life), thankfully he was our easy access to Water Breathing, he also has Augment Summoning, other focused on his Channel Energy

Elf Hunter, focused on archery with a Raven animal companion

Elf Alchemist (Promeathan/Chirurgeon) with a kick butt homunculus. Most of his extracts are used to buff the homunculus and feats are for crafting.

With most of the damange coming from the Slayer and the homunculus, both had issues getting through the DR of some of the monsters, especially after the underwater rules were taken into effect.

I ended up having Lictor Octavio go down with the party after clearing out the skum and a near death expierence with the shell sentinels (their DR AND fast healing make long lasting against my party). Octavio's Great Weapon build made pretty easy work of the Shell Sentinels (especially since he critted on a power attack).

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Thanks for the suggestions! I will definetly try and take a look at No Response From Deepmar and see how that'll work with this group.

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My party plays on a VTT and we only get 2-2.5 hours per session to play every week (and sometimes even less). The end of Turn of the Torrent ended up taking us 4-5 sessions to complete because the current party is woefully not built for aquatic combat and we just slog through it. So much so, that my players are becoming more frustrated with the adventure than actually having fun.

With that in mind, I want to reach out and see if anybody has any ideas about replacing the Acisazi village & Menotheguro. Ideally something that still makes sense for the Silver Ravens to make alliance with that would help against Cheliax's navy much as the aquatic elves would.

I have just started reading book 4 and plan on finishing it this week, but I don't know if the Acisazi have a strong role to play in the AP after the alliance is secured.

Any help would be appreciated. Thanks!

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Manly-man teapot wrote:
Who's going to enforce it, and what kind of training do they have?

An interesting way to go about it, is that the City in question is ancient and has magic's that help the local government enforce this law (and by this point long tradition) of monitoring magic use (think CCTV, but for magic in a city). Obviously this would be artifact level device and could be the hook for a number of possible adventures (removing, protecting or retrieving said device).

Ideally, that would then limit the number of wizards necessary to enforce the actual laws.

Seeing how this would likely be a Lawful city, it could have a major magic school/university. The School has an agreement that each Staff Member, student and employee capable of casting magic must spend X days/year (or pick a time frame) assisting in monitoring and working with the city guard to enforce the laws of the city. The city could also "Call Up" the School (or Particular members) in certain circumstances (say "Call Up" the Headmaster when a high level magic-user goes rogue).

For this to work, the school would obviously also need to get something out of this deal beyond just being in the City.

EDIT: OP Posted right before I did, figured I'd add my thoughts to my post.

Charon Onozuka wrote:
Finally, there are powerful and influential groups in the city who are invested in the idea of having LESS magic restrictions (Mage Academy, Church worshipping Goddess of Illusions, etc.)

I think that what some of those organizations would like is a more restrictive measure, but they are the few that can use magic within the community and that gives them standing, as the more freedom the organization is to use magic, the higher its standing is with the Local Government maybe.

As for the merchant and trade portion, most(in a generic Fantasy setting) of regular trade is mundane. Magic trade, while lucrative takes a lot of start-up capital and time so most merchants do not normally deal in magic.

Adventurers and the like could still be offered large bounties, luring them out to the city, but then when selling magical items might need to do it through one of the official magical organizations in the city.

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MeanMutton wrote:

I'd go a different route - what specific spells are allowed? They might just go with a very small list of allowed magic instead of a very long list of banned magic. Healing magic, abjuration, conjuration(creation), and non-damaging cantrips are fine.

If you want to go the route of the banned list, I'd imagine the city banning basically all divination, necromancy, evocation, conjuration(summoning), enchantment, and illusion magic.

Was just thinking along those lines basically.

Also what you could do, is ban all magic unless the practitioner has a some sort of Writ from the local government that will expressly list the types of magic or specific spells. I think this would allow some of the "trusted" citizens to use some of the more destructive spells or divinations and the like.

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OksebShogun wrote:
Harrowed Wizard wrote:
Honestly, you'll want to talk to your GM about the Order of the Torrent and the role that they have in later books. From there he can pick and choose what information you know about the Order of the Torrent and from there you should be able to hopefully pick out what you need for Roleplaying a Paladin Hellknight of the Order of the Torrent.
we are currently in the second book and have saved the amrigers and this character has already made an enemy of thrune and if this order can help put a thorn in his side im all for it XD

I'm at work right now so I don't have any references in front of me, but off hand I would say that a Paladin Hellknight of Ragathiel that is a member of the Order of the Torrent would be interested in getting righteous vengeance for those that were kidnapped (i.e. Taking "care" of the kidnappers). Beyond that I'd need to reread the Ragathiel entry and the Order of the Torrent info in the AP when I get home tonight (which is convenient for me since I'm running my HR campaign tonight)

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Honestly, you'll want to talk to your GM about the Order of the Torrent and the role that they have in later books. From there he can pick and choose what information you know about the Order of the Torrent and from there you should be able to hopefully pick out what you need for Roleplaying a Paladin Hellknight of the Order of the Torrent.

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Lord Twitchiopolis wrote:

My thoughts are more

"this AP FEELS Lawful"
rather than
"We CAN play a Lawful party in this."

A far as a Lawful AP goes, I think Galnörag was right in Kingmaker being as close as we've had so far, but Archpaladin Zousha makes a good point on it as well.

I just feel like the Law/Chaos axis doesn't get the attention that the Good/Evil axis does.

I think the reason the Law/Chaos axis doesn't get the attention that the Good/Evil axis does, is because ultimately it will be harder to write an entire AP along.

Good/Evil has many great literary examples both modern and classical. Not to mention the Good/Evil delineation between the two is more clear than the Law/Chaos line. Especially since I see Good/Evil as a character's Morals and Law/Chaos as a character's philosophy/approach in life. With that being said, the Law/Chaos spectrum is a lot more subjective and is going to be harder to pin-point than say Wrath of the Righteous' being the Good campaign and Hell's Vengeance being the Evil campaign.

I do have to say that having read most of Hell's Rebels, it definitely feels like it could be the Chaotic campaign, that could be played by Lawful people, but chaotic players are going to have a more interesting go at it.

Maybe one of the future APs will be a bit more Lawful? Maybe Strange Aeons, trying to fight the chaos/insanity that the Cthulu mythos is guaranteed to try and impose on the players.

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Orfamay Quest wrote:
Claxon wrote:

No, but anyone who is formally expected and authorized to talk about their deity is a priest.

Yes, but the real question boils down to who is authorized by the church.

Which is exactly my point. There's no indication anywhere in the books that spellcasting is even a consideration for receiving authorization to lead services.

Not to mention many of the Chaotic (and even Neutral) deities along the Law-Chaos spectrum do not have formal churches that some are thinking about.

Many of the Chaotic deities in Golarion (Cayden, Gorum, Desna etc..)are called out as having loose, if not non-existent hierarchical churches.With that being said, I feel like there is no "formal" authorization for those churches to begin with.

Now the Law deities (Abadar, Iomadae, Asmodeus etc...) might have something different to say about that since both the god and the church are Lawful and probably have fairly strict hierarchies (the Catholic church hierarchy comes to mind when I think Lawful churches)

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For Golarion in specific there are a few gods(esses) that allow non-divine spellcasters into their priesthood. Nethsys is specifically called out as having a lot of wizards in his priesthood. And as mentioned earlier Desna has a number of non-divine casting priests as well.

In the RotRL campaign I was in, I had a Sylph Wizard(Air) that considered herself as a clergy member of the Desnan faith. It did include a lot of factors from RPing a strong faith in Desna and preaching now and then (although not super evangelical), but also the sheet did support this with a high Diplomacy and Kn:Religion.

Essentially, I agree with LazarX when it comes to a Priest being a role that can be filled by many. I will concede that in generic settings and even Golarion many priests are divine casters, but I still say not all of them have to be.

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We just started Emerald Spire a few sessions ago and my players didn't much like the light effect of the first level (especially since the ranged character only had Low-Light), and I think they had a good time on the second level with the spiders.

The issue is:

On the third level, when they fought Jaris Phenogian and his Iron Cobra their luck started to change. First their scout failed the Fort save with the Blue Winnis poison the Cobra has and fell unconscious. Then the second round comes around and their next frontliner a Cavalier also rolls poorly when the Cobra hit him and he is unconscious as well. I finally get Jaris into position and the remaining two players make their saves vs the Color Spray and they promptly start working on making a tactical withdrawal. Sadly, they don't get away fast enough and Jaris is able to get close enough to use his Arcane Bond (Ring) with Color Spray and both of the surviving players are hit with his Color Spray. They are 3rd level so they were stunned for 1d4+1 rounds. I basically had Jaris tie up the players and we ended the session so that I could prep what I wanted to do next with the group since I did not want to do a TPK.

Within reason, where should the players be kept as prisoner within the Emerald Spire or Level 3 of the Spire? (I have 5 players but the 5th was not at the session, I'm just going to have his character with them for group cohesion purposes)

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There is always Sandpoint in Varisia. Plenty of source material to pull from and lots of wilderness around. In fact, most of Varisia would be good. As mentioned earlier, Kyonin would be a good place, especially if you want to play up your Elven heritage.

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So, whether or not I'd allow this at my table, I am very much on the fence but RAW Mithral states,emphasis mine: wrote:
Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

While Celestial Plate Armor says (emphasis mine): wrote:

Aura faint transmutation (good); CL 8th

Slot armor; Price 25,000 gp; Weight 25 lbs.

Celestial plate armor is a sturdier version of the standard celestial armor.

This bright silver suit of +3 full plate is remarkably light, and is treated as medium armor. It has a maximum Dexterity bonus of +6, an armor check penalty of –3, and an arcane spell failure chance of 20%. It allows the wearer to use fly on command (as the spell) once per day.

Requirements Craft Magic Arms and Armor, fly, creator must be good; Cost 12,500 gp

Mithral calls out the need for Heavy Armor Proficiency if you take a stock Full Plate and add Mithral, whereas Celestial Plate Armor says it is treated as Medium Armor without explicitly calling the need for Heavy Armor Proficiency, meaning if you have Medium Proficiency you could use Celestial Plate.

So, from there it is easy to see that Celestial Plate Armor at a Base is Medium Armor, than applying Mithral would make it Light Armor, but still needing the Medium Armor proficiency to wear it without penalty. There is nothing stating they are the same type of bonus. In fact you could argue that Celestial Plate Armor drop in category is a "Magic" bonus and Mithral is a "Physical" bonus due to change in material. Much like a deflection bonus and an armor bonus will stack for AC.

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Rhatahema wrote:

3. What qualifies as a "redundant ability" is kind of left up to interpretation. Allowing you to multiclass with your parent class was a decision made post-playtest, and I think the intent is that you handle it on a case-by-case basis. I would rule that your ranger would have to select the same combat style he selected as a slayer talent, but that he gains an additional feat from the list offered by that combat style (at the appropriate levels).

I might be inclined to rule similarly at a home table. Since I'm already in the camp that feels Martials do sometimes need a little leg up to be as flexible as a full caster. Definetly same combat style, just like with bloodlines for a possible Bloodrager/Sorcerer or Arcanist/Sorcerer (or school with Arcanist/Wizard)

masterdb wrote:
Since the Two Weapon Combat Style is selected for both, I do not see why the list is restricted when it's clearly the same Style with the selection of feats opened up.

This shouldn't work simply because than you could conceivably go Slayer 2/Ranger 2 and have access to the Level 6 feat list, get 4 more levels of either class so Slayer 6/Ranger 2 or Slayer 2/Ranger 6 and have access to the level 10 feats 2 levels early as well.

I'm sure your intent was when the total Ranger + Slayer level is 6 or 10 those feats would open up, but I feel that muddies the rules up even more for a case-by-case issue

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1) No you don't have to take them at 6 & 10, because it says you can take them at those levels, not that you have to. You can take that Slayer Talent after levels 6 & 10, but when you take the talent the second time you still only qualify for the level 6 Ranger feats.

2) Three is the max. Normally you cannot take a talent more than once, unless otherwise specified in the Talent. The Ranger Combat Style Talent specifically calls out when and how many more times you can take the Talent

3)The Combat Style you get from Ranger and the Combat Style you get from Slayer do not stack, as it does not specifically call it out in Slayer "Ranger Combat Style Talent".

ACG pg. 8 wrote:
While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don’t stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline).

Now, I'll be honest I don't know if a Ranger Combat Style would count as a "one-time" choice for the Slayer as it is not required, unless they pick up the Talent. I would say it is a "one-time" choice for the Ranger. Meaning that ultimately it would not make any sense for a Slayer/Ranger to take the "Ranger Combat Style Talent" since the abilities overlap, instead of stack.

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I would probably try approaching the situation like Aldarionn suggests. Just be vague about what the specific connection to the important NPC is to the player. It could be given time to mentally prepare for a little bit of the spotlight, the Player might be able to shine!

Of course if the player tells you they'd be too uncomfortable, you can always change it to Sarenrae with a little reskinning and maybe reflavoring some of the Desna specific items or abilities she has.

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For the long-term I think what isaic16 did is great too. As far as what to do after Drezen has been recaptured and the Queen can re-enter the picture for a short cameo.

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I'm in a similar boat. After the PCs discovered who put the shadowblood in Aron's pack, the NG Rogue/Cleric of Sivanah decided to try and redeem her.

I'm not sure if I want to take time out of our already limited game time though to go on a mini-quest that diverts too much time from the rest of the AP. I'm thinking of maybe converting one of the skirmishes in Drezen into a slightly longer encounter area that she tells the PCs about and she goes along and helps. I'll try and connect it to something she did in the past shortly after she converted over to the demons. As I'm writing this I'm sort of thinking about attaching Moxsahbuul's original death and then creation to Nurah somehow.

I'm also considering her telling the PCs about Eustoyriax being at Drezen as that was the whole reason for providing Aron with the shadowblood. She doesn't know that Eustoryriax is Mythic but the PCs are experienced enough to know that a "named" demon commander is probably more than just the basic stat-block for that monster.

EDIT: Also one of my players has read Worldwound Gambit and knows that shadowblood and Shadow Demon's aren't something fun to mess around with.

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Auspician wrote:

Went over this idea with my GM and her interpretation was this: the familiar can transform into an item and back again, but it is only treated as one or another at any given time. As a familiar it is not indestructible or immune to HP damage (even if a major artifact in item form). As an item it loses all benefits of being a familiar outside of its mental ability scores. This also means no Greater Familiar link to soak half of my damage taken into oblivion when the familiar is in item form.

If it is an artifact, if the familiar form reaches zero HP it immediately reverts to item form and cannot become a familiar again until it is healed up past half its HP total.

Seems somewhat useful to do this if you're interested in hiding your familiar, but at the end of the day you get more mileage out of having both a familiar and a legendary item, so that might be the path I go.

I'm still open to other interpretations though guys, so keep them coming.

I would probably rule it similar to this in my Wrath of the Righteous campaign. I would probably work closely with the player (as is pretty much needed for Mythic play anyways) and come up with a plan regarding Legendary Item abilities, one of which would probably need to be Intelligence since it is a Familiar as well. (Sort of what Clectabled suggested, but only the first one)

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This is pretty awesome. I saw one of those photos on the Paizo FB page a little bit ago, but it is even better reading everything you're doing with those kids AND seeing even more photos!

I hope that it continues to be a success!

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Neo2151 wrote:

It feels like a lot of theorycraft in here. I still don't see any reason to prepare it past level 1, tbh, and really not even then.

My 7th level Sylph Wizard(Air) in a Rise of the Runelords campaign always has at least one MM prepped AND through one of the side-mods our GM added also has a 5th level wand of MM.

As many people have said it is nice to be able to throw that guaranteed to hit 4d4+4 force damage to the BBEG to topple them down when I know from the queues from the GM (either unconscious or conscious) that the BBEG is about to topple over but our front-liner just missed the mark, is low and HP and I'm right after the front-liner, but the BBEG is right after me. My wizard ended up killing off the BBEG and ensuring that the front-liner didn't get pounded into mush.

I've also used MM (albeit from a wand most of the time) on fights I know aren't going to last very long and I don't want to waste any of my precious 2-4th level spells.


In Book 2 of Rise of the Runelords, you fight lots of ghouls, my Wizard used to almost always exclusively have Color Spray and Sleep prepped. Even as an experienced player I learned a harsh lesson when we went out investigating the farmhouse and got ambushed by ghouls and after my second level spells were used up, I was relegated to using a Wand of Shocking Grasp (CL:1), which isn't a very good idea for a wizard to begin with, but it was really the only thing I could do a that point

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I have a Tiefling Ranger/Wizard/Eldritch Knight with a +4 Adapative Glamored Composite Longbow as his bonded object that he has named "Angel's Harrowing" since Outsider(Good) is his favored enemy.

EDIT: This character is in a Ways of the Wicked campaign.

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While Sprain Ogre is correct about the oracle's powers not coming from a particular god, even in Golarion, I presume you are actually more worried about the campaign trait Touched by Divinity

Where in Book 3 they discover they are in fact the child of the god chosen for that trait.

This is an interesting thing you'll have to work out since it also means that essentially a temple devoted to Baphomet gets turned into a temple devoted to Yog-Sothoth.

Personally, I would be hard pressed to say Yog-Sothoth would have any actual children since the Great Old Ones are so far removed from everything.

I think in the end, I would maybe work with the player, see what domain he chose for the Touched by Divinity trait (or Domains since you mentioned he will be a Heirophant). After that, I would look at all of the deities that also have the associated domains and change the deity associated with the Touched by Divinity trait.

Note, that this does not necessarily mean the oracle has to stop worshiping Yog-Sothoth. It just changes the aspect of the trait.

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No problem :)

Is it wrong that I think it is ironic that you had an inquisitor question while you avatar is the face of the Inquisitor iconic, Imrijka?

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Yes, exactly.

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It isn't that they get two Judgments. It is that when they declare Judgement, it lasts the entire combat. They can switch between specific judgments as a swift action during that combat. wrote:

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Emphasis mine. Basically the Inquisitor declares that they are using their Judgement ability and it lasts the entire combat (or until they are taken out of combat). During combat they can switch between the particular judgments they want to use(i.e. battle, justice, etc.)as long as they spend a swift action to switch the judgment.

EDIT: Here are a couple of links to some other thread discussions about it as well. Link 1 and Link 2

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They can change which Judgement they are using as a swift action.

d20pfsrd wrote:
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

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Paizo has actually published a book that goes into a little detail about pantheism and has a couple of traits & feats to go along mechanically for a PC that might be a pantheist. It is Faiths & Philosophies. In the Pantheism portion it does say that most people on Golarion are at least a little bit pantheist as they will offer prayers to deities other than their patron.

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