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Karui Kage's page

Goblin Squad Member. FullStarFullStar Pathfinder Society GM. 2,544 posts (2,907 including aliases). No reviews. No lists. No wishlists. 5 Pathfinder Society characters. 2 aliases.


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Scarab Sages

DM Bigrin wrote:

Here are some from the first part of The Lady's Light. I'll try and add more as I get to them, about 1-2 a month.

Boggard Village

Cavern of Many Mouths

Solifugid Nest

Troglodyte Caves

Temple of Gogunta

Entrance Chamber

Dungeon Level 1

Dungeon Level 2

Again, these are awesome, but I did notice a small error on Dungeon Level 2: The dock that the PCs arrive at (L1) is missing. Technically the falls are as well, but that's less of a concern.

Scarab Sages

Thank you so much! I've been running a PBP game of Shattered Star, and the PCs just got to the second level of Lady's Light. Would love it if you happened to do more of these!

Scarab Sages

4 people marked this as a favorite.

It has been far too long since I made an update post. Apologies to all the users of the Archives, I was attacked by the Holidays and only recently have been able to make some much-needed updates. Enjoy!

Main Page - Archives of Nethys

New Additions
[Adventure Path] Pathfinder #84: Pyramid of the Sky Pharaoh
[Adventure Path] Pathfinder #85: Fires of Creation
[Adventure Path] Pathfinder #86: Lords of Rust
[Campaign Setting] Technology Guide
[Campaign Setting] Undead Unleashed
[Module] Risen from the Sands (nothing to add)
[Player Companion] People of the Stars
[RPG] Advanced Class Guide
[Site] Technology section created, along with multiple related subsections

Next Up
[Adventure Path] Pathfinder #87: The Choking Tower
[Campaign Setting] Ships of the Inner Sea
[Player Companion] Advanced Class Origins
[Player Companion] Champions of Corruption
[RPG] Monster Codex

[Campaign Setting] Inner Sea NPC Codex - 52% done

Scarab Sages

1 person marked this as a favorite.

Hey all! Question for those who have begun running this: I saw the recommendation for limiting Androffan to only characters who had the campaign trait for it until 3rd level or so. I was thinking about limiting Technologist in a similar fashion. At 3rd+ level, anyone can take it, but until then the only way to interact with it would be one of the two campaign traits that mimics aspects of it.

Would this be too big of a problem, or is Technologist really not *that* necessary levels 1-3? Keeping in mind that some PCs may have the campaign traits that mimic it.

Scarab Sages

As the title says. Can a druid wild shape from one form into another (given enough uses) or does he need to wild shape back to normal first?

Relevant Text

Scarab Sages

For those curious, here is a glimpse at my progress (been working on it a lot today). The Technology Guide itself is almost done, now that the tables have been created/edited/tested. The next few Iron Gods should go quickly, followed up by whatever else I have on my list.

Scarab Sages

Hi guys! Apologies for the lack of updates here, or on my front page. I really need to update my front page more often. As it stands, a combination of holiday, workload, and some addictive games (damn you Fantasy Life) got me a bit behind.

As it stands though, I've been busy crunching away again, even if the results may not be fully obvious. I've almost fully added the entire Tech Guide and a few other books that have tech items in, making new tables in the database. Once I make the pages (a much smaller task), those new items will appear all at once on the site.

The place I give the most frequent updates is actually my Facebook page. Check in there if you're ever curious on where I'm at.

Oh, as for the offers of help: I've had a number of them now, and it's extremely flattering. Unfortunately, you guess it pretty much correctly: the only way for people to help right now would be to have access to my database, access which I'm hesitant to give out. The quality control is another issue as well, I'm much harder on myself then I would be on helpers. :)

Anyhow, work is progressing, check Facebook, and more to come! :D

Scarab Sages

5 people marked this as a favorite.


Scarab Sages

Yeah, OP and Taldanrebel = same person... not sure if intentional or accidental. -shrug-

Scarab Sages

As has been pointed out taldanrebel, normally you can't cast a spell with a Full Attack Action either. The entire point of the Magus's ability is to "break" this rule.

I always felt Bladed Dash was created with the Magus specifically in mind. Makes perfect sense that they can combo this with Spell Combat.

Scarab Sages

Yes, it's actually a very good combo for a Magus. Use Bladed Dash to advance and get in one attack (+INT bonus, -2 for Spell Combat), then get remaining attacks at -2.

Magi are powerful, this spell definitely helps. Working as intended though.

Scarab Sages

To all of those who use Obsidian Portal: Do you know if there's a way to point the various Links to places external to OP? For example, I have my own forum. I'd like to point the Forum link there, instead of OP's forum. Not sure if I can.

Not a big deal breaker if I can't, just curious. OP does seem nice, although I can see it's going to take a bit of time to get everything setup.

Scarab Sages

I've been running a long-term online game of Shattered Star on my own forums (over a year now), and while I enjoy the setup, I've been curious about a nicer "campaign front" that I could use for easily displaying characters, maps, etc. Obsidian Portal seemed like a nice setup, but doesn't appear to allow external linking to other forums, and I don't really want to move to another forum.

What do people think of Obsidian Portal? Are there similar sites that help create RPG sites for free/small monthly? I'm technically capable of designing my own site, but don't really have the time to do so.

Thanks for the advice!

Scarab Sages

You know Ravingdork, I've always enjoyed your posts, and feel your frustration. I can't make any promises, but I enjoy running long-term PBPs. My current one, Shattered Star, has been running for over a year now with regular daily activity. It's full up at the moment, and I have no idea when that will change, but if a space ever opens up I'll be sure to let you know. :)

Small consolation, I'm sure, but I hope it's something.

Scarab Sages

Perfect, we kind of figured it had to be before hand, thanks! :)

Scarab Sages

Ability: "When another character attempts any check, you may display any number of blessings or weapons; for each card displayed, add 1 to the check. Return the displayed cards to your hand before you reset it."

I understand "before attempting a check" or "after attempting a check". With the above wording, we're wondering: can Oloch use his ability after a check is attempted? Is that still part of "when the character attempts it?"

Scarab Sages

That was my thought. I could see mixing in cards that don't already exist, for variety's sake, but it seemed like that would only water down the cards that were put into S&S to work with the campaign and its theme already.

Scarab Sages

We're starting S&S soon and a couple of us are playing heroes from S&S, a couple are playing heroes from the class decks. We figured we'd just play the heroes from the class decks without mixing any of the other cards in, since all that seemed like it would do is water things down (lots of extra copies of cards that already seemed to be in the base).

Is there a real reason to shuffle in some of the extra cards from a class deck being used? Right now it's just the Alchemist, Warpriest (both from S&S) and one of the Sorcerers (from the Class Deck). Does the Sorcerer need all his class deck cards shuffled in, or would the Spells and such that come with S&S already be enough?

(Note: We are not playing using any Society Guild rules or anything, just using the class deck characters as extra options atm)

Scarab Sages

Hmm. Fair enough. I think that's an unfortunate choice of wording, and senseless extra restricting. Feats already include a "requirements" clause after all, which often includes race. Why a feat would be okay for a non-orc in normal campaign games but restricted in PFS is beyond me.

Well, I maintain that the feat is displayed correctly on AoN. As far as I'm concerned, if designers wish a feat to be restricted to a certain race, they need to include that in the requirements. That's what it's there for. :)

Scarab Sages

Sure. Half-orcs and orcs *do* have access to all the below. That does not mean other races do not, however.

It's like saying "here is a park. ducks can access it." It doesn't say dogs aren't allowed to. It might be implied, but that's what the feat text is for.

In this case, the rule of thumb is to go with what the actual feat says instead of header/flavor/etc. text, as that can often be misconstrued. All the feats in that section list half-orc/orc as a requirement *except* for Surprise Follow Through and it's improved version. I would take that to mean that they were recommended for half-orc/orc races, but by no means are those races a requirement. There are a number of other feats throughout the book though that also have this trend, so it's not a singular error. Some sections will list feats that have the header race as a requirement, along with some that don't.

I would certainly rule this way in PFS as well.

Scarab Sages **

Ssalarn wrote:
PFS did pretty recently scythe a fair swath of materials out, so it might just be that AoN isn't aware of the change.

This. I check the PFS Legal page about once a month when I do updates, but unfortunately the page does not have the... greatest change log. Whenever I go there, it shows the latest changes in red, but this does not mean they are the latest ones I've seen. It may be that they changed things at -3 weeks, -1.5 weeks, and -2 days. I'll only see the -2 days ones. I don't have the time or desire to go back and re-evaluate every legal item whenever I do a check. :)

In these cases, I generally rely on the community to email me and let me know when something is in error. I may need to make a more prominent button on each page to email me specific errors...

Scarab Sages

Surprise Follow Through is not an orc-only feat, it's tagged correctly at AoN. You can see the feat on Paizo's PRD here as well. Note that, unlike a number of other feats that require you to be a half-orc or orc, this one does not.

While the header of "these feats are available to half-orcs and orcs" seems to imply restriction, the presence of the "half-orc or orc" requirement in some and not others makes it clear that while all of those feats *are* available to half-orcs and orcs, only some of them are restricted to such.

Scarab Sages

Thanks for the update on this thread. I've corrected the Nethys version to mirror the PRD's version at this time (push is gone).

Scarab Sages

wraithstrike wrote: would be the place most likely to have a complete list, and it seems they dont have everything yet. To my knowledge nobody else has complied such a list.

I tried the archives of Nethys but is coming up as dead link for the newer site.

What do you mean as a dead link? The site looks up to me.

Scarab Sages

3 people marked this as a favorite.

Note to self: Force Erik's swashbuckler in next WotR game to do nothing but sit in the corner and test how long it takes to roll 20 20's in a row.

Scarab Sages

Diego or graystone, would one of you (with both of these books) mind shooting me an email? I didn't have a Module subscription until recently, and while I *should* have had both of those items in my DB, they must have been missed when my helper relayed those modules to me.

nethys at archivesofnethys dot com :)

Scarab Sages

My main picks:
1. Turn-based combat, either similar to TOEE (actual Standard/Move/etc. actions) or Divinity: Original Sin (action points, could work with Pathfinder).

2. Isometric view. Just a standard really.

3. Leave out Mass Effect style "choices", put in D:OS style choices. Mass Effect made it very clear which path would be "good" and which was "bad". D:OS (and a few other games) are a lot less clear about what personality you're ending up with.

4. Some kind of upgradeable/customizable "home base". Those are always fun.

5. The ability to customize more than just a single character. Neverwinter Nights 1 and 2 were great, but I missed being able to customize out more than just my main. TOEE did this right, letting you customize your entire party right off the bat.

I'm with OP, TOEE (at least after the patches) was an amazing example of what a Pathfinder CRPG should go for. TOEE+D:OS would be the golden great of CRPGs.

Scarab Sages

1) Do people generally really keep track of this?

2) Is it gamebreaking big if you don't?

Most characters only have two traits at character creation, so keeping track isn't very difficult.

Scarab Sages

I <3 99% of the ACG. Only thing I had a knee-jerk-ban reaction to (which, after much though, I did ban in my own games) was Divine Protection. Even if the Cleric only has a 14 CHA (average it seems for all the clerics in my games), that's still a +2 to every save for one feat. Effectively three feats in one right there. For Oracles, it's even crazier. Absolutely must have.

Glad PFS already banned it. I don't know a single Oracle player that wouldn't want their CHA as a boost to every save.

Scarab Sages

A little disappointed that it's for the card game. I do love the PACG, but not as interested in the digital versions. That said, it's promising that they have the license, and I look extremely forward to a Divinity: Original Sin or TOEE style game in the future. :D

Scarab Sages

Don't forget any spontaneous caster spell that has a metamagic feat applied to it. Those become "full round actions". Not "1 round" casting times, but "full round actions".

As I illustrated above, there is a very note-worthy difference. The former happens on your turn without a chance for the enemy to interrupt, the other requires you to be undisturbed for a round until your turn comes around again.

If a spell's normal casting time is 1 standard action, casting a metamagic version of the spell is a full-round action for a sorcerer or bard (except for spells modified by the Quicken Spell feat, which take 1 swift action to cast). Note that this isn't the same as a spell with a 1-round casting time. Spells that take a full-round action to cast take effect in the same round that you begin casting, and you are not required to continue the invocations, gestures, and concentration until your next turn.

Scarab Sages

Joe M. wrote:
If there are any spells with a "full round" casting time that's not the "1 round" cast, I'm not aware of them.

Well, I'm the guy to find out. :)

As it turns out, there aren't a lot of "full-round action" spells, and lots of "1 round" spells. As far as I know, the difference was:

Full Round Action: Starts on your turn, ends on your turn. Take a full round action, it finishes before the next person in initiative goes.
1 Round: Starts on your turn, doesn't finish until the start of your next turn. Gives enemies a chance to interrupt you.

So, it is a worthwhile difference to note.

1 Full-Round Action:

Aura of the Unremarkable
Crown of Glory
Dirge of the Victorious Knights
Enemy's Heart
Retrieve Item
Share Senses
Stolen Light
Whispering Lore

1 Round:
Accursed Glare
Antilife Shell
Arcane Cannon
Arcane Reinforcement
Blessing of the Mole
Blood Crow Strike
Bloodsworn Retribution
Brand, Greater
Call Lightning
Call Lightning Storm
Canopic Conversion
Cloak of Dreams
Conjure Black Pudding
Contact Nalfeshnee
Covetous Aura
Create Soul Gem
Curse of Magic Negation
Deadeye's Lore
Death Candle
Deep Slumber
Discovery Torch
Distressing Tone
Dominate Animal
Dominate Monster
Dominate Person
Eagle Aerie
Elemental Bombardment
Enhance Water
Enlarge Person
Enlarge Person, Mass
Fabricate Bullets
False Alibi
Forest Friend
Forgetful Slumber
Frost Mammoth
Geas, Lesser
Gilded Whispers
Hidden Knowledge
Infernal Healing
Infernal Healing, Greater
Insect Plague
Interrogation, Greater
Mad Monkeys
Maddening Oubliette
Mount, Communal
Necromantic Burden
Pesh Addiction, Lesser
Raging Rubble
Rain of Frogs
Reduce Person
Reduce Person, Mass
Rest Eternal
Sacred Bond
Shared Sacrifice
Soothe Construct
Spectral Saluqi
Spell Absorption
Spell Absorption, Greater
Storm of Vengeance
Summon Accuser
Summon Cacodaemon
Summon Cacodaemon, Greater
Summon Ceustodaemon
Summon Derghodaemon
Summon Eidolon
Summon Elder Worm
Summon Erodaemon
Summon Flight of Eagles
Summon Froghemoth
Summon Genie
Summon Genie, Greater
Summon Genie, Lesser
Summon Greater Demon
Summon Infernal Host
Summon Instrument
Summon Lesser Demon
Summon Lesser Psychopomp
Summon Meladaemon
Summon Minor Ally
Summon Minor Monster
Summon Monster I
Summon Monster II
Summon Monster III
Summon Monster IV
Summon Monster V
Summon Monster VI
Summon Monster VII
Summon Monster VIII
Summon Monster IX
Summon Nature's Ally I
Summon Nature's Ally II
Summon Nature's Ally III
Summon Nature's Ally IV
Summon Nature's Ally V
Summon Nature's Ally VI
Summon Nature's Ally VII
Summon Nature's Ally VIII
Summon Nature's Ally IX
Summon Swarm
Summon Thanadaemon
Summon Vanth
Transplant Visage
Vampiric Hunger
Vengeful Outrage
Zone of Silence

Scarab Sages

Is it? That's the only reason I commented. His response says it's "full-round" which *is* different from "1 round". It's nit-picky, I know. I'm sure he meant that it's 1 round, as the spell. Just wanted to clarify. :)

And yeah, I agree. Makes it a bit harder to use those summons in combat. Guess the key is to do it early before teleporting in? haha.

Scarab Sages

Joe M. wrote:

Yeah, it's not the clearest of text. I take it that the CRB is the full rule, spelling out what was intended by "unless noted otherwise," and that the UMR text is just incomplete.

And, for what it's worth, I asked Mark about this recently** after the question came up in play, HERE's his answer:

Mark Seifter wrote:
Joe M. wrote:
A devil's summon ability—standard action or full-round?
Full-round. The bit about longer cast times to match the spell is hidden somewhere in the CRB, but I found it at one point.


** In his informal/unofficial "Ask" thread. Consider all the necessary qualifiers added.

That actually just seems to complicate the issue. The summon monster spell is "1 round", not "full round action". I've actually wondered about this myself, being in the middle of Wrath of the Righteous. :)

Scarab Sages

The following new releases have been added to the Archives.


Main Page - Archives of Nethys

New Additions
[Adventure Path] Pathfinder #83: The Slave Trenches of Hakotep
[Player Companion] People of the River

In Progress
[Campaign Setting] Inner Sea NPC Codex - 52% done

Scarab Sages

1 person marked this as a favorite.

Someone just watch Guardians of the Galaxy?

Also, it's third party, but this allows you to play animal "classes". Noble Wild

Scarab Sages

2 people marked this as a favorite.

I want to keep you in my gaming closet and have you just draw pictures of all our campaign scenes/characters. I'll feed you and water you regularly, I promise.

Scarab Sages

As I use VTT's, I'm interested in this. Is it at all possible to provide, maybe with the PDFs, maybe as a separate purchase, the original higher resolution map files for any individual AP? You, presumably, already have them before compressing them into an AP, and those higher resolution files would be worth a lot to those of us on VTT. Then you wouldn't need to increase the space in a PDF. :)

I'd love that, personally.

Oh, and for what it's worth, I think most people using VTTs on MapTools/Roll20 generally go with 50-70 pixels per 5 inch square, which may not be too far from what you have available pre-pdf packaging. Even if it's smaller then that, anything higher resolution then what's in the AP would be fantastic.

Scarab Sages

I think the question is: what if? I thought this thread was interesting and read through a lot of the earlier bits. I carry some PDFs on a flash drive here and there too. It sounds like people were worried about being banned from products because one or more of their PDFs surfaced on a pirate/torrent/whatever site.

If someone lost their flash drive and some of those files re-surfaced, would they be banned? What if they had reported losing it before hand, would that be taken into consideration?

Genuinely curious here. The rest of the discussion is fascinating, but I'm more interested in real world application :D Let's assume that I password protected the flash drive too and it got broken into still (which isn't *that* hard). In the end, it's all my word that's what happened, so what is Paizo's response?

Scarab Sages

magnuskn: minor question, but are your players enjoying the battles? do they feel like things are a challenge? I often over-compensate myself as a GM when I think there isn't enough challenge, when from the PCs end they've been on the edge of their seat for hours.

Scarab Sages


The difference I called out is that summons, being magically summoned, seem to have some knowledge of who your enemies are. Otherwise, they would attack your allies, right?

Animals, normal everyday animals like would be used with Handle Animal, don't have a necessary knowledge on who is your friend and who is your foe. If "Attack" also doesn't imply "Don't attack unless I point", then you risk your animal charging at any new person you meet.

Attack party members? Probably not if the AC has spent enough time with them. But Attack *needs* to also infer that they won't attack without your command on a specific target. Can you imagine the druid who can't enter towns or use diplomacy on anyone because his lion keeps charging?

"We were planning on attacking them-"

Just an example.

Again, *I'M NOT HARD SET ON THIS*. Not sure if you guys saw my above responses, but I ruled for my own game that the druid could point at a specific area that he could smell the enemy in, and the spider with tremorsense could attack.

Would I have let him do that with a creature that had no way to sense invisible creatures though? Probably not. :)

Scarab Sages

I always thought of summons a little differently. They had an innate understanding of your enemies, communication or not, and thus could charge in and fight effectively.

Handle Animal/trained pets, on the other hand, are trained to attack who you direct. Otherwise they'd attack whoever they wanted, like a wild animal. They don't have the "connection" that a summoned animal does.

Personally, I think the text is to indicate that a trained combat animal won't attack something unless you direct it to. That's how it's able to avoid attacking new people you meet, even if they may be threatening. It's trained to hold until you command it.

The pointing at a target thing, as I said earlier, can likely be looked past with certain circumstances (tremorsense, etc.), I only quoted it to explain how this issue first arose, not to get into an argument about "may" and "may not". :)

As before, thanks again for the help.

Scarab Sages

I'm not sure I agree with that line of reasoning. I interpreted it as you "may" point to a creature to attack, or you "may not" and it won't attack.

Otherwise, if it's just an option, then logic follows that your creature can choose to always attack everything willy-nilly, even without a command. Having it only attack on command and to targets you designate is the entire point of the trick, to prevent it from rampaging around a town.

Again, going by just RAW here. I do agree that the druid in question should be able to (and in fact was able to) designate an area where he knows an enemy is at, one that his spider can sense, and have it work. Just arguing semantics at this point, my main question was answered.

Scarab Sages

I agree with the intent of most of these responses. The initial confusion, for what it's worth, came from this:
"Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks."

As stated, for the attack trick to work, you need to be able to point at a target. I do agree that some creatures can "see" invisible creatures and a druid who can pinpoint a location should be able to direct it, but by pure RAW (not always the best), you need to be able to point at the creature.

Not saying I agree, just saying why the thread was initially started. :)

Scarab Sages

Gauss: It has 3 tricks just because that's all the time the druid's had so far to train it. He had time to train 1 trick, and got the 2 bonus. :)

Scarab Sages

Actually, in this case the spider has 1 Int (that's why it has more than a single trick).

I told him that if he could figure out a general region that he was in, then he could direct the spider. Basically option 2 above. So he'll spend a move action to sniff the direction, his other move action to move close enough to pinpoint, then free action to sic spider on him.

Scarab Sages

Yeah, no Guard trick. Attack, Flank, and Down are the only tricks it knows.

Scarab Sages

Weird situation.

The druid in question has a Vermin companion, a giant spider. He knows there is an invisible enemy in the area, though the druid can't see him. The spider has tremorsense 60 ft.

1. As the spider *can* pinpoint the invisible enemy, can the druid order the spider to attack him even without knowing himself where he's at?

My initial thought is no, Handle Animal says the druid needs to point to/specify the target. However...

2. If the druid in question has scent, and was able to pinpoint the target himself (moving close enough), then could he point at the empty square and order the spider to attack that, knowing that the spider could still tell there was an enemy there?

Leaning more towards yes on this one.

Any thoughts would be most helpful :)

Scarab Sages

Archives of Nethys - Monsters - All. Fully up to date with Paizo products. Click the CR header to sort by that.

Scarab Sages

While I do love the message, this may be worth calling out:


That is all. Very cool, Wes, very cool.

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