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JiCi's page

1,360 posts. No reviews. 1 list. 1 wishlist.

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Combat is done by the fighter...
Skills are taken care off by the rogue...
Healing is done by the cleric...
Spells are taken care off by the wizard...

Hence the usual 4-member party...

However, over the years, has there ever being new roles that were added? Many games have more than 4 players, so having more roles to fill can help a lot.

Aside from these 4 roles mentioned above, is there new roles that a party member can fill?

Ok, when I saw the Mutation Warrior fighter archetype in the Advanced Class Guide, the first thing I thought was: "Well, this guy uses a drug to become better."

Let's face it... it's not far from the truth either, as such a character can become addicted and dependant to the mutagen to win his battles. However, I kept thinking about a plot device: what if the warrior's mutagen WAS drugged and that he constantly shoots himself? What if someone tricked him into adding a drug in his mutagen to become more effective... and now he pays the price of addiction?

My question is: what drug would suit best for such a character? This is mostly for a NPC, but still, that would be an interesting feature.

P.S. I say Mutation Warrior... but an alchemist can easily be in the same boat.

If you could pick only one class, without multiclassing, what class would you pick to build an archer?

Yeah, yeah, fighter, ranger, rogue, hunter, warpriest, zen archer monk, that's a lot to choose from... but which one do you prefer and why?

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Here's one of the Mauler familiar's qualities:

Familiar Folio wrote:
Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.

Emphasis mine

This... is considering that most regular familiars are animals that have Int 1 or 2... but what about familiars that you can obtain with the Improved Familiar feat? Many of them have an Int score higher than 6... so... do they get dumber??? or does their Int score remain the same if it's 7 or higher?

Does your Shadow Drake, Faerie Dragon or Pseudodragon get an Int score of 6?

Sounds a little... odd that only the lance can do that.

I'm looking for a way to make any weapon from the spear weapon group, the group where the lance belongs, to be as efficient as the lance.

Any way to make a longspear wieldable in one hand while mounted, or to make a trident deal double or triple damage on a charge?

I could expand this to weapons from the polearm group... but one thing at the time, shall we? ^_^

Dumb question, but still...

How many hands do you need to cast a spell? Assuming you're human, both of them, or just one?

If I'm a wizard holding a staff, can I let one hand go of it (a staff being a two-handed weapon) and cast a spell with just one hand free and take... whatever action to grasp it again in the next round?

(Yeah, that last part is a bit hazy, because unless I'm having Quick Draw, I assume that it would take me a move-action to grip my staff back with my free hand.)

Let's say one character has a bite attack, he can only use it once per round. Is there any way to allow him to make multiple bites using iterative attacks. I know that Feral Combat Training allows a monk, or a brawler, to use a selected natural weapon for flurrying, but... that means that you can use it up to seven times during a flurry, but not up to three times during anything else without flurrying...

Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.

So basically, if my gunslinger has Signature Deed (Up Close and Deadly), I can literally spam this deed as long as I have at least 1 grit point in reserve.

For something called "Up Close and Deadly"... where's the "Up Close" part? Isn't there suppose to have a maximum range to that, like "any ranged attack under 20 feet" or something?

Back in D&D 3.5, that was a table that showed how much cash a PC should start with if it doesn't start at 1st level... but higher.

I... can't find something similar for Pathfinder...

Care to help me with this?

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Vital Strike can used with ranged weapons. Someone needs to roll attacks when firing a direct-fire engine such as a ballista or cannon. That someone could have Vital Strike as his feats.

Can you actually Vital Strike something or someone using a ballista or cannon???

It doesn't say that these siege engines require a full-round action to fire, meaning that it's done as a standard action, but still...

Instead having:
7th: Dragon Form (1/day) as Form of the Dragon 1
10th: Dragon Form (2/day) as Form of the Dragon 2

You'd have:
4th: Dragon Form (1/day) as Form of the Dragon 1
7th: Dragon Form (2/day) as Form of the Dragon 2
10th: Dragon Form (3/day) as Form of the Dragon 3

Point is to get Form of the Dragon 3 instead of capping at Form of the Dragon 2. Granted if you're a sorcerer, you can ALWAYS cast the actual spell and/or make an item that allows you to use that spell, but still...

Would that houserule break the game?

You know that huge castle from Ultimate Equipment that serves as an artifact? Yeah... where can I find actual plans of the place so I can use it as an actual dungeon?

Ok, maybe it's reserved for the Giantslayer AP, but still... that would be nice to get the plans of this castle.

(Too bad that wasn't included in the book :( )

"Special Attacks: A ghost retains all the special attacks of the base creature, but any relying on physical contact do not function."

So... can a red dragon ghost breathe fire and roast anyone caught in it?

Ok, long story short, I'd like to have an adventure or campaign based around a criminal case, using an Investigator as the PCs' patron. Here's my major problem: EVERYTHING CAN BE THWARTED BY MAGIC!

Scrying and divination spells can really screw everything up. Finding the bad guy can result into Scrying onto him and then teleporting right next to him.

Any advice on how to make a criminal case REALLY hard to solve? I'm not really talking about having powerful minions taking roles of the main culrpit until the mastermind is revealed, but asking more about making it difficult for PCs to easily solve it through magic.

Sure, I can't expect my party to have a diviner everytime, but... anything would be welcomed.

Yeah... I played SSB4 for too long XD

Race: While the Boggards and Gripplis could work, I keep going back to Alluria's Mogogols link

Class: Ninja... no, for real :P ?

Abilities: That... might need some work.
Water Gun/Hydro Pump/Water Pulse: the Eldrith Heritage (Marid) feat tree can help, by having Skill Focus (Knowledge [Planes]) and by selecting Frost Ray and Water's Fury. The 3rd feat can be useful for getting a full caster level and a better swim speed.

Water Shuriken: houseruling... like this:
Ninja Trick

Kinetic Blast: A ninja with this trick can create a small energy orb to us as a deadly projectile. This works like the Kineticist's simple blast, using the ninja's level as the kineticist level. Upon selection, the ninja picks one element, and this cannot be changed. Using this ability uses up 1 Ki point per blast.

This trick can be selected multiple times, selecting a different element each time.

Master Trick

Kinetic Talent: A ninja with this master trick learns a Kineticist's wild talent. The ninja must meet the talent's prerequisites, using his ninja level as his kinetist level, along with having the right element per his Kinetic Blast trick. Using this trick uses up a number of Ki points equal to the number of burn points required, in addition of the Ki point used for the blast, if used in conjunction. The ninja must have the Kinetic Blast trick before selecting this trick.

This trick can be selected multiple times, selecting a different talent each time.
Pick Water and you're good to go.

Water blades: See the custom Master Trick, pick Kinetic Blade to slash people with these.

Substitute/Double Team: Shadow Clones and Shadow Split tricks

Unarmed combat: Imrpoved Unarmed Strike and the Unarmed Combnat Mastery trick

Lick: The Mogogol's Tongue Lash feat, along with the Whip Mastery feats

Feint Attack: your typical feint maneuver

Night Slash: Huh... score a critical hit and you're good.

Mat Block: That's the only thing that I cannot figure out...

Protean: Huh... make that 2 things...

Language: Just pick the Vow of Silence... that'll save you the humiliation to speak like a Pokémon XD

Enjoy ^_^

Ninja Trick

Kinetic Blast: A ninja with this trick can create a small energy orb to us as a deadly projectile. This works like the Kineticist's simple blast, using the ninja's level as the kineticist level. Upon selection, the ninja picks one element, and this cannot be changed. Using this ability uses up 1 Ki point per blast.

This trick can be selected multiple times, selecting a different element each time.

Master Trick

Kinetic Talent: A ninja with this master trick learns a Kineticist's wild talent. The ninja must meet the talent's prerequisites, using his ninja level as his kinetist level, along with having the right element per his Kinetic Blast trick. Using this trick uses up a number of Ki points equal to the number of burn points required, in addition of the Ki point used for the blast, if used in conjunction. The ninja must have the Kinetic Blast trick before selecting this trick.

This trick can be selected multiple times, selecting a different talent each time.

Basically, I want to give the ninja a more mystical feel by giving it the ability to learn the Kineticist's simple blast and talent. However, I wished to balance it by having it use Ki points instead of a true at-will ability with no cost.

How does it fare balance-wise?

Step 1
Open your book Ultimate Combat

Step 2
Get to page 229

Step 3
Notice that the ninja iconic character... is using the Fiery Shuriken spell.

How can this be achieved... regularly?

Has the ninja gotten a trick to learn spells? Is it a new Qinggong Monk power that the ninja can get access?

I'm asking something that doesn't require multiclassing.

The quiver can hold up to 6 staves, or spears, and also up to 60 arrows and up to 18 javelins.

What if you want ONLY a staff "quiver" that can carry like 12 staves, because you're a staff magus or a warpriest who decided to use his or her deity's favored weapon (a staff) as his or her Sacred Weapon?

Any existing item for this... or a way to substitute the arrow and javelin slots for staves?

...does it look easier to produce a NPC or Monster Codex than a Bestiary?

Pick a PC race or monster, slap a class, rince and repeat. Monsters? you have to think of just about everything from the ground up.

So, for those who are asking for another Bestiary, looks to me that this will have to wait for a while longer, while a Codex can be whipped up in a relatively short time. Granted for a monster codex, you need extra archetypes, items and one monster per creature clan, but still...

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Advanced Class Guide; Brawler wrote:
Close Weapon Mastery (Ex): At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.


Monk Weapon Mastery (Ex): At 5th level, a monk's damage with monk weapons increases. When wielding a monk weapon, she uses the unarmed strike damage of a monk 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium monk wielding a sai deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The monk can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

That... or it should be a feature for the Weapon Adept archetype.

Each new class brings a new Iconic character to the table, so I hope that Paizo makes short backstories for the new Iconics, on this site ^_^

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- Centaurs
- Cyclops
- Dark ones (creepers, stalkers, slayers, callers, dancers)
- Derros
- Hill giants
- Stone giants
- Harpies
- Merfolks
- Locathahs
- Tritons
- Catfolks
- Shaes
- Tanukis
- Changelings
- Gathlains
- Shobhads
- Trox
- Wayangs
- Wyrwoods
- Wyvarans

In short, what creatures should be expanded upon in a 2nd Codex?

Ok... it has been said before that James Jacobs "hates" the concept of dire animals, because over the years, there were some pretty laughable examples. In the bestiaries however, ALL dire animals are now referring to prehistoric, more primal versions of the animal in question, such as the dire tiger now being the sabertooth tiger/smilodon. However, the sub-category "megafauna" appeared in later books and... it pretty much describes dire animals in its own way.

Wouldn't you call a Megaloceros a dire elk, a Glyptodon a dire armadillo, a Megatherium a dire sloth, and so on?

So... yeah... should the actual dire animals be rebranded as megafauna animals, now that their real existance can be proven in real life and such?

They are proficient with all weapons from the Close weapon group, which includes heavy and light shields... but they're only proficient with light armors, but NOT shields???

Wait... they can use them for shield bashes, but not for armor???

Doesn't being proficient with shields include both the offensive and defensive qualities?

The Technology Guide is [surprisingly] in the PRD, so... I think I'm in the right place to ask for a rule clarification instead of posting in the Golarion-related sections.

The Speed enhancement can be applied to ranged weapons... except that most of them require loading in between shots that makes it kinda impossible to use it multiple times in a row. However, bows, repeating crossbows and certain firearms can be sped up.

What about Slow-Firing weapons, such as the Rail Gun, Rocket Launcher and Vortex Gun? All 3 guns have charges that work like chambers or barrels, meaning that you don't need to reload between each shot unless it's empty. However, you cannot make more than 1 attack per round with them because they take a full action to shoot.

If I apply the Speed enhancement to them how does it work? Do I get a 2nd shot with the weapons in question?

Ok, you know that feeling when you see a rule just think that it would be so much better if you could break it? I'm looking for 1001 of these.

#1 Allowing the Endless Ammunition enhancement to be added to firearms, slings and blowguns.. as well as other projectile weapons.

The Endless Ammunition enhancement can only be placed on bows and crossbows... when you could easily add them to other projectile weapons as well. A +1 Sling of Endless Ammunition isn't gonna be problematic. Feel free to make at a +3 enhancement for firearms though.

#2 Adding a third advancement for some of the animal companions, such as for bears, boars, badgers and even dinosaurs.

Ok... you can get the equivalent of a Dire Wolf as a companion... but not the equivalent of a Dire Bear, Boar or Wolverine. The wolf is the only companion that STARTS at its base size BEFORE getting bigger than usual. Note that the wolf doesn't start as a Small animal and then gets Medium, but a Medium animal that gets Large.

So yeah... at 7th-level, you could allow a 3rd advancement similar to the Beast Rider Cavalier archetype, as follow:
"Size Large [or one size larger]; Ability Scores Str +2, Dex –2, Con +2. Increase the damage of each of the mount's natural attacks by one die size."

1) He's a nature-based character, which is rarely on 2 extremes.
2) He's animal-based, like the Agathions.
3) The Stag Archon... looks like an Agathion than a LG Outsider.
4) There's no Agathion deity in the core pantheon.

May sound like nitpick, but still...

Ok, in Adventure Path #80, Empty Graves, of the Mummy's Mask adventure path, there's a chapter about Ancient Osirion deities... which are based on the real-world Ancient Egyptian pantheon.

I'm sure that I'm not the only one who's seeing a parallel with WotC D&D's Deities and Demigods, where they described pantheons based on the Greek/Roman, Eqyptian and Asgardian deities, in addition of their own D&D/Greyhawk Gods.

Seeing that Orision got an Ancient Pantheon based on the real deal, can we except Pathfinder to have info on the Olympian Gods, the Asgardians, the Babylonian Gods and even more Japanese deities?

Before saying that it's weird enough to see that people used to worship Horus in Golarion, please remind yourself that Golarion is often associated with the Middle Ages, which usually come AFTER the Antiquity age, which used to have a LOT of pantheons in various civilizations.

On a sidenote... kudos to everyone who can match regions to Ancient Greece, Italy and Babylon.

If you had to pick a magic item of any kind, from either D&D 3.5 and Pathfinder (as one can be easily converted into the other), that upon studying its inner works, you just thought that it would become the cheesiest, most abusable and most broken piece of equipment ever... what would it be?

For me, it's a 3.5 item I found in Complete Mage known as the Rod of Many Wands. You know how it's possible to power-up a wand with a low-level spell enhanced with metamagic feats up to 4th level? You know how you could technically get a wand of empowered intensified shocking grasp that deals 15d6 points of electricity damage per hit up to 50 times before being drained? Now, triple that amount.

In short, the Rod allows you to activate 2 or 3 wands at once, at the increased cost of 1 or 2 extra charges for each extra wand per extra wand (2 wands into the Rod drains 2 charges per wand and 3 wands into the Rod drains 3 charges per wand). You know that wand of empowered intensified shocking grasp I talked above? Well, if you have 3 of them plus this Rod, you essentially have the most destructive tazer ever created.

Oh, it doesn't stop there. If you converted the Metamagic Feat known as Split Ray (for 2 slots, it adds an extra ray to ray spells), add it to Scorching Ray into a wand (now a 4th-level spell) and have 3 of these wands into the Rod, you essentially have a machine gun that shoots not 9 but 12 rays that deal 4d6 points of fire damage each.

Now use wands that have intensified lighting bolts, fireballs or acid breaths (each dealing 15d6 points of damage times 3), or have magic missiles... all times 3 using the Rod. You could argue that using 3 wands of cure critical wounds isn't too bad, but still... undead are dead again if hit.

Yes, it's expensive and yes, it drains the wands a lot faster... but the damage output is just insane.

So yeah, the cheesiest magic item I've found was the Rod of Many Wands. What about you?

Of all the monster templates that are published, be by Paizo themselves or by 3rd parties, which one would you consider the most uncontrollable or that you can lose control pretty quickly with it?

For me [so far], the template that can lead to brokeness is the Undead Lord from Sword & Sorcery's Tome of Horrors Complete Unlimited Edition. Why? Basically, it's your typical enhanced undead template... until you read this part:

Undead Lord wrote:
Create Spawn (Su): A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. Spawn are under control of the undead lord. This replaces any other create spawn ability the base creature possesses.

Applying it to a ghoul, a skeleton or zombie, no problem...

Applying it to a ravener... or a lich... or worst, such as Agmazar the Star Titan, y'know, ANY undead that can one-shot-kill an entire settlement? What would happen if an ravener undead lord wipes a village with its breath weapon? You would get a flock of raveners in no time. Ouch...

So yeah, while the Undead Lord is great for powering up weak undead, it's not so great for greater ones when they can turn every victim into their own powerful selves, under THEIR control.

(Ok, that might have been discussed a few times before, but might as well post it here for future purposes.)

I'd like to get a Compendium composed of monsters that appeared in Adventure Paths and Adventure Modules. Just so you know, some of the monsters ALREADY made it into Bestiaries 2, 3 and 4, but, considering the HUGE number of exclusive monsters, that might take forever to make them accessible to everyone via the Core Books.

Why is it posted in "Paizo Products", and not in "Pathfinder Campaign Setting Products"? As I said, several monsters were reprinted in previous Bestiaries. Also, I... don't really see the AP/M monsters as solely exclusive to Golarion, as many can be adapted to any setting. If it was the case... then why would Paizo have added some of them in Bestiaries in the first place?

So yeah, I would like to suggest one or more monster compendiums, composed exclusively of creatures that were published in Adventure Paths and Modules. Seeing that each 6-booklet series presents 30 monsters on average, they could take 9 or 10 APs, take all the monsters, remove the ones already reprinted in Bestiaries (:P), add monsters from Modules to fill the blanks... and they'll have a 300-monsters Bestiary in no time. To put you in perspective, they could take EVERY monster from Rise of the Runelords to Skull & Shackles (maybe Shattered Star since I'm sure that at least 30 monsters were already reprinted) and make a compendium with it. That tells you how huge they could make it.

Now, before saying that it would bust the idea to purchase APs and Modules, let me remind you that you're buying for the setting, the locations, the NPCs and such, NOT just for the monsters.

At best, Paizo could make an exclusive Pathfinder Campaign Setting book named "Monsters of Golarion" or "Golarion Bestiary", like WotC did with "Monsters of Faerun". My point is that Paizo could make such a book using their monthly publications.

So, what do you say?

Ok... the Alchemy Handbook introduced grafts [source], more specifically fungal grafts. One of them is the Reaching Vines, which essentially gives you two vine attacks that deal no damage, but can be used to pull opponents in.

What if I could weaponize them even further?

Here are homebrewed feats that use the Reaching for more potent effects.

Whipping Vines
You have learned to use your vines as effective weapons.
Prerequisites: Fungal-grafted (Reaching vines), base attack bonus +2.
Benefit: You can use your vines as primary natural attacks, dealing 1d4 plus your Strength modifier. You can still use the pull maneuver instead of dealing damage if you wish.
Normal: The vines deal no damage and are used as secondary attacks.
Special: This feat counts as Whip Mastery for the purpose of feats, prerequisites and such.

Grasping Vines
Your vines can tighten your grip on objects you held.
Prerequisites: Fungal-grafted (Reaching vines)
Benefit: You can wrap your vines around your hands and objects you currently hold. This grants you the same benefits and properties of a locked gauntlet, with the exception that you cannot make lethal unarmed strikes. You can wrap only one of your vines around one of your hand if desired, such as to hold a one-handed melee weapon, but you can also wrap both vines to grasp a two-handed object, doubling the bonus to your Combat Maneuver Defense. Wrapping one vine is a move action and wrapping both vines at once, be for one or two objects, is a standard action. Unwrapping either or both vines at once is a move action.
Normal: The vines cannot be used to lock your objects in hand.
Special: If you possess the Quick Draw feat, you can wrap one vine as a swift action or both as a move action, and unwrap them as a swift action.

Flailing Vines
You can wield a weapon like a long flail using your vines.
Prerequisites: Fungal-grafted (Reaching vines), Grasping Vines, base attack bonus +6.
Benefit: After wrapping a weapon with one or both vines, as a free action, you can choose to release it and use it similar to a flail. Your weapon attacks gain reach. If the weapon already had reach, add 5 feet to your reach. You can snap the weapon to your hands as a move action. You cannot use the pull maneuver while wielding a weapon in such a manner nor can you hold another object while the vine is extended.
Special: If you possess the Quick Draw feat, you can snap the weapon back as a swift action.

Rapid Vines
You have learned to use your vines as fast as any weapon.
Prerequisites: Fungal-grafted (Reaching vines), Whipping Vines, base attack bonus +6.
Benefit: You can use your vines to make iterative attacks. The vines are treated as light weapons and you can use both at the same time, but doing so occurs all the usual penalties from wielding two weapons, including adding only half of your Strength modifier to an off-hand attack.

Versatile Vines
You have learned to use your vines for various maneuvers
Prerequisites: Fungal-grafted (Reaching vines), base attack bonus +4.
Benefit: You can use the Disarm, Trip, Drag, Reposition and Steal maneuvers in addition of the Pull maneuver. However, you cannot let go of the vines if countered.

So, what do you think?

You have to burn a spell to recharge ONE SINGLE CHARGE... and no, there's nothing that would allow a spellcaster to recharge a staff faster, such as a feat or class ability that allow him or her to use a spell to recharge a number of charges equal to that spell's level.

Why has it become so hard to recharge a staff?

(Ok, I honestly don't know where to put this, but please change it to the right directory if necessary)

This isn't a topic about what book(s) should be considered for the future, but more what content should be added in future books. Y'know, a portion of what a book could contain. So what features, rules, abilities, items and such would you like to see in future Paizo products, be general or Golarion-specific, if judged adequate?

1) Rules to make intelligent constructs
Ok, hear me out: yes, the Bioconstruct Modification (brain) can make a construct intelligent... but I'm talking making your own construct as intelligent, Wise, Charismatic and thus independent as you see fit. What does it takes to give a construct Int 15?

2) A feat to transform breath weapons into ballistic projectiles
I think I've lost track of how many times I've seen monsters in fiction spitting out stuff as rapidly as someone firing arrows. I'd like to see either a rule or a feat that allows the creature to use its breath weapon as a ranged touch attack, instead of an area of effect, using attack rolls and such.

3) Either more weapons or weapon equivalencies
You cannot imagine Paizo listing just about every different sword, spear, axe and bow that people in history made. It's true that a few weapons can have their own entries. However, what could be useful is a list of weapons that would have the same stats as another weapon. For instance, you could have a list of 4, 5 or 6 different swords that would have the same exact stats as the standard longsword. So... if a player would like to use a specific weapon for his or her character, you'll have this to help out.

4) More combination weapons
Ok, that might be more for firearms, which might be considered "wrong" by the Pathfinder community, but in history, we've seen swords, whips and polearms with gun barrels attached (axes, shields and hammers have been listed in UC already). Then again, what about whips with hidden daggers? rapiers with hidden daggers? bows with hardened wood and spiked grip? Even better, what about pistol keys and other items that were doubled as weapons?

5) More monster variants
As with weapons, not every monster can be listed; that's why variants can be used. While that might be reserved for booklets, more variants for existing monsters would be a nice addition, based on legends or even other previous editions of D&D, if possible.

6) More racial weapons
Gnomes are familiar with... only the gnome hooked hammer. Halflings are familiar with slings and... the halfling sling staff. Orcs are familiar with greataxes, falchions and... the orc double axe. Yeah... I have a feeling that dwarves and elves have a bigger arsenal of familiar weapons than the other races. The culture is varied and the world is huge, so I'm sure that more "racial exclusive" weapons for gnomes, halflings and orcs could added to the mix.

7) Futuristic weaponry
Now before flaming the skin out of me, please note that Paizo isn't a stranger to anachronistic weapons: "Rasputin must die" has a handful of modern/early 1900s firearms and in Numeria, robots with laser guns and plasma cannons have been spotted. While I don't except a full section, these weapons could be added if time travelling and dimension hopping is done. Maybe that wasn't in the works when the Game Mastery Guide was published, but that could be revisited in a later product.

That's pretty much what i can think of. What about you?

I tried to post something on the forums, but each time, I get a "Inaccessible Page" error, with this line "ERR_SSL_BAD_RECORD_MAC_ALERT", saying that the address is temporarily down or that it changed place.

I tried to sign out and then sign back in... and I got that same problem, meaning that I cannot log in using Chrome.

It worked before and now it stopped working...

(P.S. I'm using the latest version of IE to post this message.)

I'm trying to get Fabricate for an Alchemist... with a spear and a prosthetic arm and leg (Go figure the reference)... because the Alchemist cannot learn the spell.

Some feats exist, such as Unsantioned Knowledge for Paladins, but what about other spellcasters?

From Pathfinder #71: Rasputin Must Die! pg. 64

"When using a flamethrower, the wielder projects a 60-foot-long line of fire, attempting a separate attack roll against each creature within the line. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil this line attack. If any of the rolls threatens a critical hit, the wielder confirms the critical for that roll alone."

"Critical —;"

1) If the flamethrower can even get a critical hit, then... what are the threat range and multiplier? I'm guessing it's 20/x2, but it could also be 20/x3 or 20/x4.

2) Can such a weapon even be magically enhanced? For instance, would it be possible to get a +2 speed flaming burst flamethrower that ends up giving me a +2 bonus to attack rolls (the ones along the line), dealing an additional 1d6 points of fire damage plus extra damage on a critical hit (depending on the yet-to-be-fixed range) and be firing twice per round thanks to speed?

5 people marked this as FAQ candidate.

"Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature's speed."

Care to explain why in B4, the hybrid werebat has a fly speed of 40 ft (average) (which is the same as the dire bat, but one category slower), the hybrid werecrocodile has a swim of 20 ft (which is 10 feet slower than the crocodile) and the hybrid wereshark doesn't have a swim speed?

That seem a little confusing... why not change the rule that lycanthropes in hybrid forms have the speed of both the base creature and the base animal, whichever is greater?

The crocodile can swim while the shark can't, the bat can fly while a wereeagle, wereowl or wereraven can't and the rat can't climb or swim.

2 people marked this as FAQ candidate.

Here's what I found lately: the Greensting Slayer archetype for Magus in Bastards of Golarion. It prompted me an interesting question.

Ok, the Greensting Slayer lets the Magus convert 1 point of his Arcane Pool into a Sneak Attack die, which gets more dice as he levels up. I've been wondering if getting a sneak attack temporarily (because it lasts only one round; usable at will until pool is empty) is enough to qualify for the Arcane Trickster PrC, which requires Sneak Attack +2d6, which the archetype can offer at 5th level, as the point spent now deals 2d6 points of sneak attack, which is also stackable with other sneak attack sources.

So, could it be possible to have a Greensting Slayer Magus eligible to the Arcane Trickster PrC without any multiclassing?

Here's the archetype in question.

Ok... I think I hit a snag here. What if I want to play a dude that focus on building a solid defense with a full plate and tower shield that ends up adventuring?

1) The armor and shield are heavy, slow down considerably his speed and require a sturdier mount to carry the guy. Then again, warhorses in Pathfinder got a slight boost.

2) The armor and shield itself can impede him due to the weight, which might lead to medium or heavy encumbrance.

3) The whole set has a huge armor check penalty for a number of viable skills, in addition of a maximum dexterity bonus.

4) The armor and shield are only a portion of the kit, when you add weapons, items and such.

So... yeah... if I want to make a guy who's motto is "COME AT ME BRO!" while drawing his tower shield and bastard sword that ends up adventuring in random terrains, narrow passeways and other natural hazards, what do I do?

It seems like adventuring is made for PCs who prefer to travel light, hence my concern.

Let's say I'm starting a new game. What's the best way to get all PCs together? How do you do to get your PCs together BEFORE they start adventuring?

I bought Dark Waters Rising... or Pathfinders Volume 1, a while back, and I liked it a lot.

I would like to know if Paizo plans to continue releasing compilation books every 6th issue.

If you prefer: will there be a Volume 2, named "Of Tooth and Claw"?

In People of the Sands, there's a spell called Storm of Blades, which summons up to 5 replicas of your sword and launch them at your target. It's cool and all... except that the material component is the original sword... which like any component, it gets vaporized upon casting the spell. I cited this spell as an example but MANY other spells consume, as per the rules, their components, including very expensive ones.

So, is there an ability or feat that allows a spellcaster to NOT consume a component upon casting certain spells I'm aware that Eschew Materials exists, but its price limitation isn't gonna help me saving components.

If I may cite another example, True Resurrection requires a diamond worth 25,000 gp. Do you REALLY want to burn it with a single spell? While it's true that some DMs don't keep count of spell components, it is still a vital part of spell casting that can lead to various missions, but not consuming them after casting would be a useful attribute.

With all the spells that can bring someone back to life, do you think that death has become just anothe problem that can be fixed?

Sure, it doesn't bring someone back if dead by old age and most spells have quite the price to pay, such as high caster levels, negative levels, Constitution drain and limited time limit, but the fact that the ability to resurrect exists does beg the question if death still has the same impact.

You kill a villain, but it can be revived for round 2 later on.
You succumb to a disease or poison, but you can be revived healthy.
Your comrades die into battle, but they can be revived without mourning their deaths.

See where I'm getting at?

Am I the only one who see it as such?

The unfettered eidolon can be built the way you want using every evolution at your disposal, not just the one listed on its Bestiary entry (mostly due to the limited space).

But seriously, an eidolon can look like ANYTHING you want, from a wolf to a snake to an armored knight to a dragon to a huge iron golem. Aside from being an outsider, it can pretty much be... any monster you can get.

I don't get it. Why can't you shoot, but not load, a musket or rifle with only one hand, when you can shoot a light or heavy crossbow?

That might be a really odd request... but how about a follow-up to Pathfinder Chronicles: Gods & Magic?

What could be covered in this booklet? The first covered a lot.
True. However, many new elements could be added:

1) Statistics for aspects: the concept of aspects was first introduced back in WotC's 3e Miniature Handbook. An aspect is basically a much lesser version of a deity. It looks like a certain deity, it talks like a certain deity and it even feels like a cetain deity... but it's a weaker outsider with several powers related to that deity's portolio.

That might be very subjective, but what if a deity wants to investigate something related to its faith, show its presence in front of mortals, punish a disloyal follower itself or is summoned by a cleric via a spell? The deity itself wouldn't come back on its own, it would probably send a simulacrum of itself.

In short, aspects could be statted the same way WotC did with their own deities. However, since meeting a deity and fighting one are 2 different matters, an aspect could be used instead of the real deal.

Imagine seeing an aspect of Iomedae leading an army, meeting an aspect of Irori in a monastery for enlightment or bargaining a soul trapped in a mausoleum with an aspect of Pharasma. At best, make these aspects immortal so when they get killed, they just slowly vanish... and possibly cursing their killers with a horrible fate.

(Basically, take what WotC's Deities & Demigods and FR's Faiths & Pantheons and apply it to Golarion's deities)

2) Statistics for avatars: just like aspects, avatars could get their own stat blocks. As those aren't the exact copies of the deities they serve, we could get some interesting encounters. Speaking of which...

3) Easier encounters for everyone: there's a fight and then there's an encounter. Let's say your PCs are travelling in Hell, get captured and brought toward Asmodeus. How do you do it? Let's say you stumble on a sacrificial summoning ritual for Lamashtu... and that she's standing in front of everyone (kinda like a certain comic book series...). How do you do it? Let's say some lunatics open a portal and let loose Rovagug itself instead of a Spawn. How do you do it? So yeah, I don't know how involved with mortals the Golarion deities are, but if they ever do, some guidelines could be useful.

There was a Dungeon article, or adventure, about stopping a cultist to summon the Aspect of an Archdevil (can't remember if it was Asmodeus or Orcus) from an Iron Flask... or was it summoning another devil but got an Aspect as a more dangerous mishap... My memory is hazy about it.

4) Class options by the truckload: more deity-exclusive spells, more deity-exclusive magic tiems, but also deity-exclusive archetypes, traits, special abilties and so on.

5) Expanding the pantheon: lesser deities could be expanded upon, such as Besmara, Apsu and Dahak; foreign deities could be expanded upon, such as Susumu, Nanbyo, Sun Wukong and Shizuru.

Is it a mandatory thing for Paizo to make?
Of course not. This isn't a demand or request, but simply a suggestion. I stated above why it would be a good idea, but I'm in no position to order Paizo around when they surely have better and more important products to work on. Such a booklet would be awesome, but it is no need a necessity. The reason I'm suggesting is due to the growing number of statted powerful creatures, such as Demon Lords. I feel like aspects and avatars could be right around the corner and in the same league.

That wraps it up. What are your thoughts?

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