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Karui Kage's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber. FullStarFullStar Pathfinder Society GM. 2,377 posts (2,734 including aliases). No reviews. No lists. No wishlists. 4 Pathfinder Society characters. 1 alias.


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Osirion

Pathfinder Adventure Path Charter Subscriber

Yeah, I'm not sure about the Exalted. It seems fairly clear that normal Cleric domains don't stack with it... however, at least in regards to Calistria's Stunning Touch, I ruled that as soon as she hit that level, her Exalted levels would stack with Cleric just for the purposes of the Dazing Touch/Stunning Touch HD limit.

It does say that Spell-Like Abilities gained from the Boons stack. However, Stunning Touch is a Su, where-as Dazing Touch is Sp. It's a weird bit.

Osirion **

Pathfinder Adventure Path Charter Subscriber
DesolateHarmony wrote:
Archives of Nethys lists gods with inquisitions in most cases, but I'm not sure where the source for these is. It is probably good guidance, however.

The source for those is typically the reference I found them in. I spoke to Sean once and suggested that the Inquisitions be tied to Domains instead, much like Sub-domains. This way whenever a new god/archdevil/crazy demigod spaghetti monster got added, any older inquisitions could be automatically updated to the new deity based on what domains it had. Very backwards compatible. I think by that point though it was too late to change things. As it is, they only got listed with major deities, so it's less than ideal.

Osirion

Pathfinder Adventure Path Charter Subscriber

He does? I don't disbelieve you, but how do you figure? If we assume Kensai 5 that goes into Evangelist, then at 8th level (5/3), he unlocks Fighter Training. At that point, his magus levels -3 (which include evangelist) count as fighter levels for purposes of feats, so he's essentially a level 4 fighter (as he has 7 levels of virtual magus by this point). A fighter at the same progression would be Fighter 5, Evangelist 3, and treated as Fighter 7 for purposes of feats. Right?

Still curious about the Exalted questions though, but this is interesting as well.

Osirion

Pathfinder Adventure Path Charter Subscriber

By chance anyone get this book yet and have some thoughts on the questions?

Osirion

Pathfinder Adventure Path Charter Subscriber

Yeah, I think that part's common for prestige classes that clerics jump into. I do think the Dazing Touch/Stunning Touch ability should scale appropriately though (based on the above).

Osirion

2 people marked this as FAQ candidate.
Pathfinder Adventure Path Charter Subscriber

I know that the PDFs are still going out, so my questions may not be answerable by everyone. Still, my players and I are very curious on a few of these and would love opinions.

================================================================

1A. A Cleric of Calistria (with the Charm and Trickery domains) decides to go into the Exalted prestige class. At Cleric 5/Exalted 6, she gains access to her second boon, improving her Dazing Touch into Stunning Touch! However, the Touch itself scales off of Cleric level, meaning that at 11th level, she still can't use it on anyone higher than 5 HD. Or can she?

The Divine Boon ability in Exalted says "When a divine boon grants a spell-like ability, the exalted's caster level for the spell-like ability equals her total character level". Stunning Touch is, as listed, a Supernatural ability. However, it modifies a Spell-Like Ability. As Stunning Touch is one of the three main boons this class gets, shouldn't it scale with the Exalted levels (plus Cleric)?

I think that by RAW, this is a flat no, but RAI... maybe yes? Question 1B touches more on this.

================================================================

1B. Here's some logic to why the Stunning Touch (Su) ability needs to scale with character level, instead of cleric. A fighter (of Calistria) could take the feat Deific Obedience if he had the requisite ranks and worshipped her. At 16 HD, he'd gain the second boon. The boon states that if the user does not have Dazing Touch, then he gains it 3+Wis/day. However, as the ability itself is based off of Cleric level, this is completely useless to the fighter unless he's able to treat his character level as the cleric level.

Again, this seems like it should be intended, but it is not at all allowed by pure RAW.

================================================================

2. Still in the Exalted prestige class. The Expanded Portfolio ability allows the character to take an additional domain of their god, getting full use of it and its spells as spell-like abilities. While I initially saw this as a third domain for a cleric, one of my players asked if he could just take a domain he already had again, allowing his Exalted and Cleric levels to stack for its abilities (and also gaining the spells as SLAs). As the ability doesn't specify that the domain needs to be new, this seems possible.

Essentially a cleric can either have three domains (two powered by Cleric level, one powered by Exalted level) or two domains (one powered by Cleric level, the other powered by Cleric + Exalted).

================================================================

3. Evangelist and Aligned Class. Oh man. Obviously, this is quite possibly one of the best abilities I've ever seen on a prestige class. You take a one-level hit to your chosen aligned class, then you start getting class features again. A Bard 10/Evangelist 10 still counts as a Bard 19 for all of their class abilities, on top of the abilities an Evangelist 10 gets. So.... huge.

Balance issues aside, I did have one question that I think I already know the answer to:
Does the Aligned Class ability grant Spellcasting? Technically, it's a class ability, so it makes sense. I'm so used to seeing prestige classes just include that extra column that says "Spells per day" and "+1 of spellcasting class" or something. However, maybe the designers just figured it was already included in the Aligned Class ability, so it didn't need to be called out.

It does make this already amazing class even more so, though.

Osirion

Pathfinder Adventure Path Charter Subscriber

Easiest solution: The mongrelmen agree to send two of their own to help rescue the PCs. Let the two captured PCs play a couple mongrelmen rangers (level 1-2, depending on where you're at) and help stage a rescue. When they find the old PCs, maybe they have a lot of nonlethal damage and lethal damage, MAYBE a point of ability damage or two, from torture and such, but otherwise alive.

At that point, maybe the mongrelmen help with the rest of the base, then depart back home. It'll make it easier, but so what, they had a harrowing experience with getting captured already, let them have the victory :)

Osirion

Pathfinder Adventure Path Charter Subscriber
Tangent101 wrote:

Okay. so you want an anarchistic world where there is no social order at all and no form of leadership.

After all, kings and guild leaders can order PCs around. Queen Galfrey in WotR issues a couple - sending the PCs to Drezen to retake it, and also into the Abyss to close a portal allowing the potions that Mythicize demons. And there is of course a certain Goddess who sends the PCs to the Winding Labyrinth to rescue her Herald....

Perhaps you misunderstood my point, or weren't responding to me. Queens and Kings and those kinds of awesome characters are encouraged, I was more speaking to how the GM represents them. If he uses NPCs as characters that he keeps with the party and places greater importance on them then the PCs, then that's bad. If he uses them to help motivate the PCs or provide flavor to the world and some subtle background here and there, that's better.

For what it's worth, I love the NPCs in WOTR.

Osirion

2 people marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber

Flavorful NPCs that interact with the story are great. They are awesome for the campaign. The problem, as far as I can tell, isn't with the NPCs. The problem is how the GM presents them.

GMPCs: NPCs serve in the foreground. GM presents the NPCs as necessary for the campaign. Uses them to order PCs around. Grants them any special privileges beyond what the PCs get.

Awesome NPCs: NPCs serve in the background. Help to further the story. Assist the PCs if needed. Fill in gaps of knowledge, maybe help if things are being missed.

If the GM is over-handed with them, any NPC, whether flavorful or not, is going to come across as a GMPC.

Osirion

Pathfinder Adventure Path Charter Subscriber
David knott 242 wrote:

Okay, then the lists can clarify one point. I assume that they are all core or base classes? By implication, that would exclude prestige classes at least -- for the sake of sanity if not balance. I think a lot of people's heads would explode if they had to deal with multiple layers of "+1 level of existing class".

I'd *assume* it's only base classes, and that's definitely how I'd rule it in my games... but it doesn't quite spell it out. :)

Osirion

Pathfinder Adventure Path Charter Subscriber

The 5 classes per 20 deities are not restrictions. They list the most common *examples*. Any class that you have taken levels in before Evangelist can legally be your Aligned Class.

"Below are examples of the class types most likely to become evangelists in each of the major faiths of the Inner Sea region."

Edit: Misread the post above mine, so not directly responding to that. Still leaving this here for clarification if anyone else has questions.

Osirion

Pathfinder Adventure Path Charter Subscriber
Matrix Dragon wrote:
I know it is extremely unlikely, but is there any information/material for Daikitsu in the book?

There is a single sentence.

Osirion **

Pathfinder Adventure Path Charter Subscriber

This thread is of great interest to me. I've been looking into better ways to manage inventory for a while... I'm curious.

Would there be a great deal of interest from the PFS players for some kind of online medium that:

- Took a list of items
- Allowed editing the quantity/cost to correspond to chronicle numbers
- Formatted them into a printable page similar to the ITS

Obviously it'd be unofficial, really it would just be a way to do what Hero Lab does but online for free. Maybe throw in some database tracking or other code tracking to allow you to copy a previous pseudo-ITS, throw it back in, keep all your chronicle numbers intact, edit it/update it, then have it re-format so you can print it.

This may be something I need to make. Really it's no different than what someone could do with Word/Excel, but I like convenience.

Osirion

Pathfinder Adventure Path Charter Subscriber

Haha, do you have any suggestions for the most useful/primary ones? I might have some time in the future to work on one or another, so now is the time if you want to give me ideas.

Osirion

Pathfinder Adventure Path Charter Subscriber
John Kretzer wrote:
Dylos wrote:
John Kretzer wrote:
Dylos wrote:

BTW, here is what you gain over 10 levels other then 9 levels in your aligned class and the deific obedience boon as an Evangelist:

2 additional class skills
+2 dodge bonus to ac that is lost anytime you lose your dex bonus to ac
2 bonus languages
+4 on skills without ranks
and Spiritual form, which gives telepathy 100ft, +4 to one stat (untyped), and either wings, gills, or a natural attack, the spiritual form is useable in 1-minute increments for a total of minutes per day equal to character level.
At the cost of a dead feat for serveral levels and you loose all of that if you don't perform your obedience for the day.
You lose the bonuses from the aligned class too, so if you are a Rogue5/Evangelist10, and you fail to maintain your obedience, you are essentially a Rogue5 with 10 extra hit dice and no extra class abilities.
Which I think balances it out...if you don't just hand wave the obedience.

Honestly, 3/4 of the obediences do not seem that difficult. A lot of them seem to include a hard one and an easier one if you can't do the hard one. Calistria? Sleep with someone OR just think about vengeance on someone while praying.

Yes, being able to lose all the abilities if you can't do your obedience is a big risk, but I don't see it as any bigger than some Paladin Codes and the risk of falling. SOME of the gods have hard obediences, but most are pretty easy to do. This class seems really powerful to me.

Osirion

Pathfinder Adventure Path Charter Subscriber

Oooh, I like Seannoss's idea too. Recovering 1d4 might be too limiting for a party of four, but recovering based off the surge bonus (1d6 at 1-3, 1d8 at 4-6, 1d10 at 7-9, and 1d12 at 10) could be a nice way to scale it.

As for the mythic power cap: is having the normal amount really a big issue? It seems like the "recovering" mechanic is limiting enough. If a player has 7 MP at 2nd (normal) instead of the 5 MP you use (reduced), that's not too many extra uses, and once they've begun using it up, the recovery mechanic can keep it even further in check (once they're down to 1, they'll be back to 3 either way if they only roll a 2, so the total amount only matters if they roll high or don't use much).

Of course, I might need the extra challenge. Two of my players are Paizo employees, so I think I have my work cut out for me.

Osirion

Pathfinder Adventure Path Charter Subscriber

Quick question magnuskn, if you don't mind. I've been following this thread with interest.

I'll be starting my own WOTR game in a few months. In your opinion based on experiences so far, assuming a 4-player group with 15-point buy, would you still recommend one or both of these mechanics:

- Mythic power per level is halfed, i.e. player characters only get 3 + 1/tier mythic power.
- Player characters only recover 1d4 mythic power per day.

I'm thinking about applying these, but noticed that you also had 6 players with 20 point buy, and wasn't sure how much you were doing to increase the enemies themselves beyond what you listed.

Osirion

Pathfinder Adventure Path Charter Subscriber

That... is pretty awesome. I use MapTools to display maps on an LCD TV on the table for all our games, but that interface looks a lot smoother.

Osirion

Pathfinder Adventure Path Charter Subscriber

I'm happy so many people enjoy it. :) I wish I could dedicate more time to it than I'm able already.

CWheezy: What kind of tools would you find useful?

Osirion

2 people marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber

The following new releases have been added to the Archives.

Enjoy!

Main Page - Archives of Nethys

New Additions
[Adventure Path] Mummy's Mask Player's Guide
[Adventure Path] Pathfinder #79: The Half-Dead City
[Module] Tears at Bitter Manor
[Player Companion] Champions of Balance

Backlog
[Campaign Setting] Inner Sea NPC Codex
[Site] Section for Magical Tattoos
[Site] Section for Ninja Tricks

Osirion **

Pathfinder Adventure Path Charter Subscriber
James Risner wrote:
Lazlo Woodbine wrote:
Why does this have to be some complicated?

How is it complicated?

If the option is explicitly allowed in a Additional Resources, then it is legal. Otherwise not.

This one is kind of an odd case. If you search for the actual mechanics, you don't find them. Bestiary 4 doesn't mention them as legal. In this case, the only way to find them out is to notice that on the right sidebar there are a few links to Blog articles, and one of them is where they are made legal.

Normally, yes, go to the Additional Resources, look at the book, find out if it's legal. This one was confusing, I totally get it.

Osirion

Pathfinder Adventure Path Charter Subscriber

It gets a little sketchier there. I think the easiest way to treat it would be to say you can't "promote a business" while a business is still under the effects of a promotion. It doesn't outright say that, it may not be the intent, but it's a simple ruling that should avoid too much complexity.

Osirion

Pathfinder Adventure Path Charter Subscriber

I believe it means over the entire course, not per day. The only reason to roll per day is to see how quickly this is determined.

For example, if you generate 10 extra whatever and roll a 1 on the d6, then you generated that extra 10 over 1 day. If you roll a 6, it took nearly a week to do it. In this case, rolling lower on the d6 seems to be the better option. It represents a giant influx of customers on a single day, as opposed to spreading them out over many. Either way, the end extra gain is the same.

I haven't really used the Downtime rules much before, but just reading it that seems to be the intent.

Osirion

Pathfinder Adventure Path Charter Subscriber

Mad Monkeys Spell Details

"Creatures failing a saving throw against the mad monkeys’ distraction attack are deafened for 1 minute as well as nauseated."

Normally, the nauseated effect for a monkey swarm is 1 round. I *believe* the intent of this spell is to say that they are deafened for 1 minute as well as the normal nauseated effect (of 1 round). However, I've seen people read it differently and wanted to know if there's been any other information on this.

Going to rule it as 1 round nauseation in my own game (10 rounds of it on a failed save is just nuts), but am curious what others think.

Osirion

Pathfinder Adventure Path Charter Subscriber

You need to beat an opponent's CMD in order to "tumble" through their threatened squares without provoking. This can increase by 5 for moving through their square instead, or 10 if you want to move at full speed instead of half. Each check can increase by 2 if you're trying to move past multiple enemies in the same turn.

As there are lots of monsters with CMD of 30+, you won't auto-succeed on all of them. Most, sure, but not all, especially if you want to move fast or through their squares.

That's really the only reason to keep increasing it. If you just want it for jumping/balancing, you should be fairly set.

Osirion

Pathfinder Adventure Path Charter Subscriber

Yeah, Cape of Free Will is your best bet.

Osirion

Pathfinder Adventure Path Charter Subscriber

For what it's worth, I didn't filter out specific domain spells in mine either.

Osirion

Pathfinder Adventure Path Charter Subscriber

I ran a query of my own database (Archives of Nethys) to get you the information. Eventually this will be filterable by anyone from the main page, but for now... well it's something I can do at least. :)

Druid/Ranger Only (105)

Spoiler:
Hibernate 1
Calm Animals 1
Charm Animal 1
Detect Animals or Plants 1
Detect Snares and Pits 1
Entangle 1
Faerie Fire 1
Goodberry 1
Hide from Animals 1
Longstrider 1
Pass without Trace 1
Produce Flame 1
Shillelagh 1
Summon Nature's Ally 1 1
Aspect of the Falcon 1
Bristle 1
Call Animal 1
Cloak of Shade 1
Detect Aberration 1
Summon Minor Ally 1
Chill Metal 2
Flame Blade 2
Heat Metal 2
Hold Animal 2
Reduce Animal 2
Soften Earth and Stone 2
Summon Nature's Ally 2 2
Tree Shape 2
Warp Wood 2
Wood Shape 2
Aspect of the Bear 2
Eagle Eye 2
Lockjaw 2
Natural Rhythm 2
Scent Trail 2
Tar Ball 2
Forest Friend 2
Wilderness Soldiers 2
Scamper 2
Call Lightning 3
Diminish Plants 3
Dominate Animal 3
Plant Growth 3
Quench 3
Snare 3
Spike Growth 3
Summon Nature's Ally 3 3
Hide Campsite 3
Lily Pad Stride 3
Burst of Nettles 3
Fungal Infestation 3
Companion Mind Link 3
Hunter’s Friend 3
Thorn Snare 4
See Through Stone 4
Antiplant Shell 4
Command Plants 4
Rusting Grasp 4
Spike Stones 4
Summon Nature's Ally 4 4
Zone of Foul Flames 4
Aspect of the Stag 4
Bloody Claws 4
Grove of Respite 4
Strong Jaw 4
Arboreal Hammer 4
Atavism 4
Awaken 5
Call Lightning Storm 5
Commune with Nature 5
Control Winds 5
Summon Nature's Ally 5 5
Tree Stride 5
Wall of Thorns 5
Aspect of the Wolf 5
Blessing of the Salamander 5
Fire Seeds 6
Ironwood 6
Liveoak 6
Repel Wood 6
Spellstaff 6
Stone Tell 6
Summon Nature's Ally 6 6
Transport via Plants 6
Animate Plants 7
Changestaff 7
Summon Nature's Ally 7 7
Sunbeam 7
Transmute Metal to Wood 7
Siege of Trees 7
Tectonic Communion 7
Animal Shapes 8
Control Plants 8
Repel Metal or Stone 8
Summon Nature's Ally 8 8
Whirlwind 8
Atavism, Mass 8
Blood Mist 8
Summon Elemental Steed 9
Shambler 9
Summon Nature's Ally 9 9
Summon Elder Worm 9
Summon Froghemoth 9
Siege of Trees, Greater 9

Druid Only / Not Ranger (60)

Spoiler:
Hibernate 1
Faerie Fire 1
Goodberry 1
Produce Flame 1
Shillelagh 1
Bristle 1
Chill Metal 2
Flame Blade 2
Heat Metal 2
Soften Earth and Stone 2
Warp Wood 2
Wood Shape 2
Natural Rhythm 2
Scent Trail 2
Tar Ball 2
Call Lightning 3
Dominate Animal 3
Quench 3
Lily Pad Stride 3
Burst of Nettles 3
Fungal Infestation 3
Antiplant Shell 4
Rusting Grasp 4
Spike Stones 4
Zone of Foul Flames 4
Arboreal Hammer 4
Atavism 4
Awaken 5
Call Lightning Storm 5
Control Winds 5
Summon Nature's Ally 5 5
Wall of Thorns 5
Fire Seeds 6
Ironwood 6
Liveoak 6
Repel Wood 6
Spellstaff 6
Stone Tell 6
Summon Nature's Ally 6 6
Transport via Plants 6
Animate Plants 7
Changestaff 7
Summon Nature's Ally 7 7
Sunbeam 7
Transmute Metal to Wood 7
Siege of Trees 7
Tectonic Communion 7
Animal Shapes 8
Control Plants 8
Repel Metal or Stone 8
Summon Nature's Ally 8 8
Whirlwind 8
Atavism, Mass 8
Blood Mist 8
Summon Elemental Steed 9
Shambler 9
Summon Nature's Ally 9 9
Summon Elder Worm 9
Summon Froghemoth 9
Siege of Trees, Greater 9

Osirion

Pathfinder Adventure Path Charter Subscriber

Rise of the Runelords: Ran up through Book 3 (near start of Book 4) before had to stop, members of group moved away.
Curse of the Crimson Throne: Similar story to above, but got to Book 5.
Second Darkness: Willing stop at Book 3. Not interested in the AP enough to continue.
Legacy of Fire: First AP to complete the entire way.
Council of Thieves: Played up to Book 4, TPK occurred, group not interested in continuing.
Kingmaker: All but completed, maybe one session left of Book 6, member left for military, put it on hold until a future day when it might get completed.
Serpent's Skull: Played to Book 3, dropped due to lack of interest.
Carrion Crown: Currently running in person, almost done with Book 4.
Jade Regent: Completed.
Skull & Shackles: Have not attempted.
Shattered Star: Currently running online, almost done with Book 1.
Reign of Winter: Have not attempted.
Wrath of the Righteous: Have not attempted, planned next campaign after Carrion Crown.
Mummy's Mask: Have not attempted.

Osirion

Pathfinder Adventure Path Charter Subscriber

One post a week is going to take forever to do an AP. I've been running Shattered Star since July 2013 (about 8 months now) and we're just wrapping up Book 1 of Shattered Star. That's with everyone regularly posting daily, often multiple times a day. Granted, this AP does have a bit more dungeon crawling then others, but still, going one post a week, I'd be shocked if you completed a single book in under a year. At that rate, it'd take 6-7 years to finish one AP. That's a lot of time for possible disinterest, players being unable to post anymore, or other problems. :S

As Voadam said, I'd recommend something shorter.

Osirion

Pathfinder Adventure Path Charter Subscriber

If you want to play using the Pathfinder RPG rules without needing to convert anything, use the Rise of the Runelords Anniversary Edition.

If you don't mind converting 3.5 rules/using them, then either it or Curse of the Crimson Throne. RotRL is still my favorite, it's just such a classic adventure. Goblins, giants, all that good stuff.

Plus, Sandpoint is just great to make your first 'home'. Korvosa is impressive, huge, and may be a tad difficult for new players to handle.

Osirion

7 people marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber
Orthos wrote:
Karui Kage wrote:
Puns are dangerous! Didn't any of you see the PSA?
Hello.

Yup! Fresh off the boat. What is this Pathfinder thing anyways? Some kind of car?

Osirion

Pathfinder Adventure Path Charter Subscriber

Puns are dangerous! Didn't any of you see the PSA?

Osirion

Pathfinder Adventure Path Charter Subscriber
Chris Lambertz wrote:

Katina You're a very devout pie believer.

Katina One might say you're... pious?

What did I tell you about puns?!

Osirion **

Pathfinder Adventure Path Charter Subscriber

I spoke to Mike about it. Sounds like the retroactive rule is as suspected, mostly to prevent credit done before the APs were allowed.

When I date them I'll be dating them as we played, so you'll see a range of dates through 2013 for our Jade Regent game, for example. I'm pretty meticulous about recording everything... haha.

Osirion **

Pathfinder Adventure Path Charter Subscriber

I'm still unsure on the logic behind this. Was the reason to not give retroactive credit because they completed it before RotRL was authorized as a legal thing? If that's the case, that makes sense. I wouldn't want people to complete an AP, have it become legal for PFS credit, then have a bunch of people instantly get 6 chronicles worth of credit.

If Jade Regent had been approved for PFS play before we began, then perhaps that would be acceptable? Not sure how to find that out. Hmm.

At the very least, I definitely need to give out chronicle sheets for our Carrion Crown play and Shattered Star play so far, heh.

Osirion **

Pathfinder Adventure Path Charter Subscriber
Jeremy Chapman wrote:
Note that, unfortunately, it's been stated that AP chronicles cannot be awarded after the AP has been finished. i.e. retroactively.

Is there a reason behind this? We just finished Jade Regent, and I'm not sure what the difference is between having applied it then and applying it now. If anything, it's worse to have it applied later because they are getting the experience and prestige late, but I'd think they should still get some credit if it was at least recent.

I'm talking about a two month lateness here. :)

Osirion **

Pathfinder Adventure Path Charter Subscriber

One of my players in an online game recently pointed out to me that, even when running an adventure path with non-PFS characters, my own few house rules and variants, etc., I can still give a chronicle sheet and credit to the players for them to apply to their PFS characters.

I was a bit unsure, but after reading the section in the PFS Guide, I'm pretty shocked. I just finished Jade Regent not too long ago, and have been running Carrion Crown and Shattered Star simultaneously. All of my players do PFS, and now I find out I can give them credit for those APs?

This is kind of a big deal, but I have a few questions:

1. When giving this credit, they need to pick a PFS character to apply it to first?
2. This character has to be in the level range mentioned in the credit?
3. If they don't have an appropriate character, can they save the sheet until they do?
4. What do you fill in for the Gold section, and buying/selling? Anything?
5. Not really related, but is there a good way to do these digitally? My SS game is PBP.

I've run a decent amount of Society, but never Adventure Paths for credit before, so this is all kind of new to me. Any help is greatly appreciated!

Osirion

Pathfinder Adventure Path Charter Subscriber

We have this shown in our Carrion Crown game. The Inquisitor of Pharasma has now died three times, and brought back by Reincarnation each time in a new body. We've themed it as Pharasma (via her servants) are granting him a new form in order to better help his fight against the Whispering Way (arguably a greater evil). He was a bit uncomfortable with it at first, but has grown to appreciate his deity's grace in sending him back into the fight.

Osirion

Pathfinder Adventure Path Charter Subscriber

I'm the web owner in question. :) For what it's worth, I re-downloaded the Seekers of Secrets PDF, and it still shows the 5,000 gp cost. I thought there was a way to see version history somewhere on the website, but am not finding much.

Osirion

Pathfinder Adventure Path Charter Subscriber

My players just started Book 4, and I've been doing some thinking about Raven's Head. I definitely want it to be a big reward, it's long in coming. However, the only real Pharasman (that has been with the group since the start) is an Inquisitor, not a Cleric.

Because of this, while the mace is still a great weapon (+3 and undead bane), he won't get to use much of the weapon's secondary ability.

I was trying to come up with a bonus equal in power to the channel boost, but for an inquisitor. Has anyone else come across this, or have any ideas? Just brainstorming at the moment. :)

Osirion

Pathfinder Adventure Path Charter Subscriber

I'm the owner of the Archives. While I of course would love to talk up its reputation, and feel it does a good job of maintaining accuracy, I will tell you the same thing I tell anyone that uses 3rd-party sites: always double check. While 99% of the mechanics on my site are likely properly labeled, there is always an update here or there that I may miss that adjusts the legality of something one way or another.

Additionally, my site doesn't go into specifics when I say something is legal or not. For example, it would call out Defender Magi as just legal, when in reality, it's only legal if you're an elf. This is where checking the Additional Resources comes in handy.

In short: Use the Archives as a way to get a list of mechanics you're interested in full, then just double check them on the additional resources page. No 3rd party site is going to be 100% accurate, so it's a habit you'll want to get into.

Osirion

Pathfinder Adventure Path Charter Subscriber

Artwork is a little different. Only certain pictures are allowed. I just chose not to bother with any to reduce loading times and save the extra headache. :-)

Osirion

Pathfinder Adventure Path Charter Subscriber

The latest releases have been added to the Archives. You can find links to what has been added below in the New Additions section.

Enjoy!

Main Page - Archives of Nethys
Facebook Fan Page - Nethys, God-King of Magic

New Additions
[Adventure Path] Pathfinder #76: The Midnight Isles
[Adventure Path] Pathfinder #77: Herald of the Ivory Labyrinth
[Adventure Path] Pathfinder #78: City of Locusts
[Campaign Setting] Osirion, Legacy of the Pharaohs
[Module] Wardens of the Reborn Forge
[Player Companion] Bastards of Golarion
[Player Companion] Magical Marketplace
[Player Companion] People of the Sands
[RPG] GameMastery Guide

Backlog
[Campaign Setting] Inner Sea NPC Codex
Mechanics for Magical Tattoos are in database, need to add a new page to display them

Osirion

Pathfinder Adventure Path Charter Subscriber

I like to wait until I've got a planned bulk of updates done before I make an official announcement. That's coming though in the next few minutes. :)

Osirion

Pathfinder Adventure Path Charter Subscriber

Should be PFS-Legal. It's from the Half-Orc section.

Quote:
Half-Orcs: all alternate racial traits, racial subtypes, and favored class options are legal for play; all racial archetypes except blood god disciple and hateful rager are legal for play; all half-orc equipment is legal for play; all half-orc feats except Tenacious Survivor is legal for play; all half-orc magic items are legal for play; all half-orc spells except half-blood extraction are legal for play

Osirion **

Pathfinder Adventure Path Charter Subscriber

Should have been marked as illegal when I input the Core rules. It's been fixed. Good job on double checking here, it's always a good idea to double check the Additional Resources or base rules, the Archives can't be taken as gospel. :)

Osirion

Pathfinder Adventure Path Charter Subscriber

If there are really players out there that think infinite bouncing is an intended design of the rules, then I'm sure there are already plenty of other PACG rules they're abusing/misusing anyways. The "you can only use a power once per step" bit from above is fairly clear, and besides that... it's just common game sense here. :)

Osirion

Pathfinder Adventure Path Charter Subscriber

Character Name: Ezren
Role Card: Evoker
Skill Feats: Intelligence +4
Power Feats: Hand Size 7, Hand Size 8, +1 to recharge cards, +2 to Arcane check with the Force trait
Card Feats: Spell +2, Ally +1
Weapons: Deathbane Light Crossbow +1
Spells: Acid Arrow, Arcane Armor, Augury, Fire Sneeze, Force Missile, Frost Ray, Mirror Image, Scorching Ray, Toxic Cloud, Web
Armors: N/A
Items: Headband of Vast Intellect, Ring of Protection, Sihedron Medallion
Allies: Cat, Poog of Zarongel, Sabretooth Tiger, Sage
Blessings: N/A

Character Name: Kyra
Role Card: Exorcist
Skill Feats: Strength +2, Wisdom +2
Power Feats: Hand Size 6, Weapon Proficiency, Heal 1d4+2, Recharge Blessings of Sarenrae
Card Feats: Weapon +1, Blessing +2
Weapons: Heavy Pick +1, Icy Longspear +1, Longsword +1
Spells: Aid, Cure, Holy Light
Armors: Hide Armor of Fire Resistance, Shield of Fire Resistance
Items: Staff of Minor Healing
Allies: Monkey
Blessings: Blessing of Gorum, Blessing of Pharasma x2, Blessing of Sarenrae x5

Character Name: Lem
Role Card: Virtuoso
Skill Feats: Charisma +4
Power Feats: Weapon Proficiency, 1d4+1 Inspire, 1d4+2 Inspire, Use Inspire on Self
Card Feats: Spell +1, Item +1, Blessing +1
Weapons: Returning Throwing Axe +1
Spells: Augury, Glibness, Holy Light, Major Cure, Sanctuary
Armors: N/A
Items: Masterwork Tools, Sihedron Medallion, Wand of Enervation
Allies: Shalelu Andosana, Sheriff Hemlock, Yap the Pixie
Blessings: Blessing of Abadar, Blessing of Shelyn x5

Character Name: Valeros
Role Card: Weapon Master
Skill Feats: Strength +4
Power Feats: Hand Size 5, Hand Size 6, 1d4+1 Combat Assist, Use Melee for Ranged Weapons
Card Feats: Item +1, Ally +1, Blessing +1
Weapons: Bastard Sword +1, Impaler of Thorns, Longbow +1, Shock Longbow +1, Warhammer +1
Spells: N/A
Armors: Elven Breastplate x2, Spiny Shield
Items: Belt of Giant Strength x2, Holy Candle
Allies: Black Arrow Ranger, Father Zantus, Mayor Kendra Deverin
Blessings: Blessing of Abadar, Blessing of Calistria, Blessing of Gorum, Blessing of Torag

Osirion

Pathfinder Adventure Path Charter Subscriber

The Belt of Giant Strength, which is a "reveal to add 1 to your Strength check" has the additional text of "you may play an additional item on this check". Can that additional item be a second Belt? Can he reveal both belts to get a +2?

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