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LazarX's page

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game, Tales Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 26,601 posts (27,006 including aliases). 1 review. 1 list. No wishlists. 12 Pathfinder Society characters. 11 aliases.


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Grand Lodge

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AbsolutGrndZer0 wrote:

So, do all Gods on all worlds have influence in Golarion setting? For example, in the context of Pathfinder... are there people that worship Desna, Shelyn, Erastil and such on Earth? Could someone from Earth who a cleric of the Christian faith (like a "faith healer") who ended up on Golarion... would they have to convert to a Golarion god, or would the Christian God still be able to grant them powers?

Same for the Greek and Roman and Norse gods... do all gods 'real' (by real I mean from real world religions) and 'fictional' (by fictional I mean ones made up entirely as fictional gods, not from any real world religion)

It hopefully goes without saying, but I just want to be clear, this is not intended to be a discussion of real life religious beliefs, and my mention of "faith healers" is in no way an invitation to discussion on whether they are real or not in the context of the real world I am merely wondering if there is any information on what happens when a FICTIONAL Earth/Greyhawk/Faerun worshipper (cleric or not, but especially cleric) ends up on Golarion.

I ask because some campaign settings in the past have done it one way, others have done it another way. For example, Forgotten Realms 3.5 specifically said that when a cleric travels from Greyhawk to Forgotten Realms, they are CUT OFF from their god and lose their powers until they turn to a Faerun deity. Ravenloft also had a similar thing (at least in the White Wolf writeup), although there the Dark Powers granted the clerics power and deceived them into thinking their deity was still with them.

If you're looking for "official" answers, there aren't any. I suspect that this is something intentionally left to DMs to work on their own. Golarion clerics may be maintaining their powers solely based on their faith in their distant deity as opposed to said deity actually having a presence on WW1 Earth. Use whatever interpretation you want.

Grand Lodge

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Ashiel wrote:
Ross Byers wrote:
Ashiel wrote:
What god you worship has no direct control over either of those things.

You're reversing cause and effect. If you are altruistic, respect the dignity of others, and protect innocent life, you should have no interest in worshipping an Evil deity.

A paladin living in Westcrown or Egorian might attend services at the Asmodean church. He might even consider Asmodeus a 'lesser evil' than other Evil gods like Urgathoa or Rovagug, since he can at least have an interest in Law. But that doesn't mean he thinks Asmodeus is worth venerating, or that the Church of Asmodeus is spreading a proper way to live.

But people do so all the time. There are a lot of people who are spiritual, and religious, but ignore the aspects of their religion that they don't like or don't agree with (usually for good reasons). For better or worse, that's how religion works. On the downside it creates splinter-sects and conflict between the faithful, on the upside, it discourages stagnation and leads to new ideas and hopefully a better society.

Changing the world starts at home.

Paladins aren't "a lot of people", They're not even the average Sunday Christian style of worshipers. They are the elite, dedicated embodiments of Law AND Good. You are not worshipping a diety unless you are worshipping the deity's central tenants. And there is no escaping the fact that Asmodeus despite whatever tendencies he may have for Law is EVIL. Evil with a capital E. Eviil as in Master of Masters of Evil. So no.. there is no room for a Paladin to worship him.

Grand Lodge

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Deadkitten wrote:

For what it is worth on the argument.This is the section from Council of Theives, Chapter 5, Mother of Flies pgs 65-66

Military Orders & Paladins
** spoiler omitted **...

And it's been stated TWICE that th at passage is AN ERROR. So please stop citing it.

Grand Lodge

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Hama wrote:
You should have seen the grognards when 3E came out. Those who didn't love it off the bat were terrible. So much venom.

Especially from Gygax himself.

Grand Lodge

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rpdjoker wrote:
What are the odds that racial archetypes are added to the new book? I play only PFS and my thing is that I only use racial archetypes. Does anyone have an idea on it or should I save my breath?

I would say slim to none.

Grand Lodge

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Lifat wrote:
LazarX wrote:
Melkiador wrote:
LazarX wrote:
You can also be a 5 Strength wonder who can't afford the weight.

I suppose, but it sounds pretty light for even such characters. Most 5 strength characters would be size small, so the weight is halved and also halved by being mithril. So a small, mithral light shield would be 1.5 pounds.

I am assuming the halving is doubled that way. It's non magical and I can't think of another way that makes sense.

Keep in mind that when you're small, your carry capacity is reduced as well from the base amount. Most of the characters I know of that category are wandering around naked wearing endure elements and disguise self to get by.
Even at strength 5 and small penalty to carrying capacity your light load is still 12 lb. (remember that the weight for most items are halfed for small creatures while the capacity is only reduced with 25%, meaning that for a lot of items, you can actually care MORE than a medium creature with the same strength score.)

Remember that things such as spell books and COINAGE count for weight as well.

Grand Lodge

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Caldeathe Baequiannia wrote:
LazarX wrote:
I'm not going to "hype" or otherwise vote on the game until I actually get to play it.

Which is fine, but at that point it won't be on the list of games that are coming, it will be on the list of games that are already available, which is a different thing.

We're not talking about a "how good is this game?" list, we're talking about a "How excited are you for these games that aren't out yet?" list.

I will admit that I'm not particularly excited. Mainly because of the past history of Ryan Dancey who managed to singlehandedly kill off D+D's original Network Campaign, in the process managed to reveal that he knew nothing of the gaming community, save seeing them as a marketing target. Given how his prior company CPC managed to effectively lay waste to a decades work on the Vampire the Masquerade MMORG, is yet another reason that my expectations simply aren't that high.

Grand Lodge

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Purple Dragon Knight wrote:
so he got wings but no super soldier powers? this comic will be great! I can't wait for him to fly around town all day and scare bank robbers with his shadow!

Super Soldier powers basically consisted of better physical abilities than average and acting as a suspended animation serum when encased in ice.

The effects of the Super Soldier system on Steve Rogers have never been successfully duplicated.

There have been some variants, most of them bad, but no one has ever hit the lottery the way Rogers did when the formula was introduced into his body.

There have been at least three other Captain Americas without the serum, including Sam Wilson himself who has already done a brief tenure as the shield slinger. I do believe Captain America IV had a faulty version of the serum which permanently turned him and his Bucky into a fascist nutcase. As they became an embarrassment and a liability, they were both locked in freezing tubes for a decade or two.

Grand Lodge

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Melkiador wrote:
LazarX wrote:
You can also be a 5 Strength wonder who can't afford the weight.

I suppose, but it sounds pretty light for even such characters. Most 5 strength characters would be size small, so the weight is halved and also halved by being mithril. So a small, mithral light shield would be 1.5 pounds.

I am assuming the halving is doubled that way. It's non magical and I can't think of another way that makes sense.

Keep in mind that when you're small, your carry capacity is reduced as well from the base amount. Most of the characters I know of that category are wandering around naked wearing endure elements and disguise self to get by.

Grand Lodge

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I'm not going to "hype" or otherwise vote on the game until I actually get to play it.

Grand Lodge

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That's the way I run because the other interpretation is just too wonky and simply doesn't make sense.

If you're going to insist on overlap I'll run it this way then. The spell with the greatest amount of hit points is the one operational. As damage removes the temporary points, the same amount is removed from ALL false life spells present on the wearer, Which will mean when the operational spells points are exhausted, so will have been those from the the others.

In other words, you are not going to get any benefit from stacking 10 False Life spells on yourself, no matter how you manage to pull it off.

Grand Lodge

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Lifat wrote:
Melkiador wrote:
prd wrote:
Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields.
prd wrote:
Mithral: Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

I never really considered wizards/sorcerers wielding shields, but there doesn't seem to be any reason not to do so. You don't need a proficiency to wear a mithral shield, as there is no armor check penalty, and a light or buckler shield doesn't even carry spell failure.

Am I missing something? Do a lot of people have their caster use a mithril shield?

The only reason not to use a mithral light shield is if you need your hands for something else.

You can also be a 5 Strength wonder who can't afford the weight.

Grand Lodge

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Jessica Price wrote:
Lamontius wrote:
Crystal Frasier wrote:
Lamontius wrote:

I do not understand the daughter-as-son thing at all

Shardra's parents thought she was a boy, and raised her as their son.
How did they think that? What happened? Is this like in WotR, where there was a biological change due to magic? What am I missing?

Crystal can probably explain it better, but...

She's a woman because she identifies as a woman. However, physical characteristics at birth, before she was able to speak and express who she was, led her parents and others to identify her as male.

Possibly an intersex birth? Such as in the recent episode of Masters of Sex, which has as one of it's plots Master's attempt to prevent the parents from premature gender assignment of a child born with both male and female features?

Grand Lodge

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Zark wrote:

[ If the class is supposed to be an archer that lets it pet be the melee buddy, how is the hunter going to hit with his bow if he has 3/4 BAB?

If a pet attacks a target one of the teamwork feats a hunter should be using with his pet is Precise Companion, which effectively gives the Hunter Precise Shot vs that target. As for the 3/4 BAB being an issue, WarPriests, and Magi seem to do well enough.

Grand Lodge

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Alex Smith 908 wrote:
Gonna be honest if someone installs bitcoins/dogecoin/etc software on a hacked computer they are likely too dumb to realize the value of anything.

Not really. Hackers that are doing such are generally making MASSIVE botnets for mining bit coin. The fact that it's hardly efficient, isn't an issue when they're getting free use of YOUR hardware.

Grand Lodge

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Ealhwine ðes Greata wrote:

Creating this thread for specifically spell related questions. After searching through so many other posts of other topics, spell questions are continually being asked.

The answer I'm looking for I haven't found...A spell-caster prepares her spells for an hour in the morning, during the adventure the spell pouch is destroyed, making the PC unable to prepare more spells, Can the memorized spells still be cast throughout the day? This was brought after an adventure where the PC and GM both forgot the spell pouch was destroyed. Thinking afterward I would assume the memorized spells were already prepared so no need for the pouch until following day. Has anone found any documentation in either direction?

The spell pouch isn't what you use to memorize spells. (that's what the spell book is for) It's what you use to CAST those with material components. You keep your spells memorized until you either cast them, overwrite them (if you choose) with spells you prepare the next day, or some effect takes them away from you.

If you have no spell components what you need to do is check your prepared spell list. Any spell that has an "M" component is one you're not going to be able to cast. Any that don't.... you're still good.

Grand Lodge

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Torbyne wrote:
Robert Young wrote:
Torbyne wrote:


The one thing I will say against bladebound is that it can't gain spell storing which isn't that big but if you absolutely, positively have to explode it in one hit a keen spell storing intensified shocking grasp delivered with you other intensified shocking grasp on a crit is my favorite way to go. (41D6 + stat modifier at level 10)
You don't get the crit multiplier on a spell cast from a spell storing weapon.
What, when did they nerf that one? I've never seen any text to prevent it :/

As said always the burden is to find text that SUPPORTS it. Spells that crit only have a 2x multipliers, that last is established by text. The only thing a weapon gives you. (and it's a mighty important gift) is the extension of the crit range beyond just 20.

Grand Lodge ***

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Ithnaar wrote:

Rules. I love them and I hate them. Unless I'm mistaken, the concept of this game is to have fun and tell a good story. If any of the rules are a detriment to either of those aims, they should be ignored. I absolutely despise it when some rule interferes with a good story.

That having been said, it seems that ignoring the rules may not be an option in Official PFS play.

That is correct. Interpreting them however, is still the Judges's job, and that person has a decent amount of latitude to do so. The only time something like Pageant becomes a problem is when a Judge is being snowballed into making the masterpiece into something far more powerful than it's written up to be. This is not the first, nor shall it be the last time that someone tried to weasel an interpretation of an effect, especially by selectively ignoring certain parts of the mechanic's text.

PFS Judges have latitude when players try to push corner interpretations, so those who build their characters on the corner had better be prepared for table variation.

Grand Lodge

1 person marked this as FAQ candidate.
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thrikreed wrote:

Which spell takes precedence: an empowered False Life CL 10 with 2 temp hp left cast 1st, a False Life CL 9 with 10 temp hp cast second, or a False Life heightened to a 3rd level spell with 10 temp hp which was cast last? Why? And what happens when

.

Which ever spell was last cast is the only False Life spell still in operation. casting a false life on yourself when you already have the spell in place, ends the earlier spell.

Grand Lodge

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What I'm contesting is the implied assertion by one poster that many or most of Golarion's Paladins do not worship a deity. I have yet to find ANY NPC Paladins in Paizo's published novels, modules, adventure paths, or scenarios that are not written up as dedicated to a specific deity.

Grand Lodge

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Seornep wrote:

Hi, I have a player in a campaign that I am running that argues that the spell "Read Magic" should be a spell that does not need to be prepared in order to cast for the Wizard.

The rule book mentions; "He (the wizard) cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory."

I assumed this to mean that they do need to prepare the item.

Does the wizard need to prepare read magic in order to use it?

Tell your player to show him the text where it states that Read Magic is handled differently than any other sorcerer/wizad spell. Spoiler Alert: He won't find any.

Grand Lodge

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Archpaladin Zousha wrote:
[Yeah, but in Wrath of the Righteous, the Radiance sword morphs into the favored weapon of whatever deity the paladin worships, and the backgrounds, to me, hint that the PCs are supposed to have patron deities, at least with the Hierophant background one. That's a general assumption that's been with the game since Forgotten Realms at least, and any paladins seen the APs have had patron deities, so that seems to be Golarion's norm..

If you don't have one, then it remains a longsword. Similar thing too, with a piece of armor you may or may not find later.

Grand Lodge

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Actually it's fairly likely that America itself is selling as well. We really don't regular our arms manufacturers that much.

The Shah of Iran for instance, tortured his people with equipment made in Texas.

Grand Lodge

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Icyshadow wrote:

The problem with the Antipaladin is the Code of Conduct.

It's even more hard to follow than the Paladin version if you ask me.

You must have missed the thread that was full of people arguing the exact opposite. Their premise being that since Chaotic Evil means "do whatever the heck I want", they interpreted they could even bee goody two shoes for awhile as long as they were selfish about it.

Grand Lodge

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blahpers wrote:
FLite wrote:

Actually, the mechanical problem of a paladin serving an evil god is that his power has to come from somewhere.

If his power comes from a good god, then worshiping an evil god will get his power taken away.

If his power comes from an evil god, then that is a problem because he gets positive energy channel, and evil gods can't grant that.

Theoretically, he could get his power from a neutral deity, who grans him positive energy powers yet lets him give his faith and worship to an evil being, but I cant think of any situation in which a (presumably lawful) nuetral deity would find an advantage in doing that. (Some of the chaotic nuetral ones would just do it for laughs I suppose. But they can't grant the Lawful powers of a paladin...

There are no mechanics in the Core Rulebook that state that a paladin's power must come from a deity. Many paladins don't even worship a deity at all.

Many Paladins? As in who? I defy you to point out a single Paizo NPC Paladin that's not tied to a diety. (that's a wild goose chase, all divine classes save Oracle, in Golarion HAVE to have a divine sponsor), You won't even find them in Forgotten Realms novels. And among the tables I've run I've yet to come across a Paladin who didn't declare himself for some power.

Grand Lodge

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Do you really want PFO hyped among that crowd?

Grand Lodge

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David knott 242 wrote:

I do remember hearing about kids who were specifically not allowed to play D&D, but got into some other RPGs that were arguably far worse in terms of their content (for example, Vampire: The Masquerade).

The way you phrase that just reeks with irony. For all it's content, Vampire even during those days had a long ethical and moral chain to it, not to mention far more story content than the average D+D module. White Wolfs games were where part of my time was spent during my ten year voluntary exile from TSR's D+D.

Grand Lodge

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Freehold DM wrote:

I'm not a fan of psionics for the same reason I'm not a fan of samurai and ninjas - a combination of special snowflake elitism, intentional game derailing, and possibly intentionally misunderstood rules governing the class on the part of the zealots encouraging it's use.

that said, I LOVE Dark Sun. Weird.

Not really. You could take all the psionics out of Dark Sun, and still have a ton of setting left.

Grand Lodge

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You can't scribe the spell yourself if you don't know it. You can obtain scrolls for later scribing or have someone scribe for you until you can do the learning process of making it your spells k mown.

Spells put into your spell book this way, can't be called up by the once per day use of am arcane bonded object, as the raw text does not take into account spells put in by a third party.

Grand Lodge

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stealthymonkeyman wrote:
Would you need improvised weapon for that or just use them as a "can function as light maces or clubs due to their hardy construction." It seems a little vague.

Some one who wants to go so far that they are looking for two handed weapon damage on top of spell strike is generally looking for something better than either option.

Grand Lodge

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Nothing wrote:
Is it the same for the Leadership feat? Should a single level 10 enemy be able to bring their cohort and all followers into a battle and only count as a CR 10 challenge?

If that's the way you build things yes. I generally however don't build entire armies as a single encounter.

I also don't give NPC's the leadership feat. If I want several PC type characters in an encounter I will build them as separate NPC's and CR it appropriately.

You don't CR an encounter after the fact, you decide what CR you want the encounter to be and build it appropriately.

Grand Lodge

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There are people who are skilled at making Avon type characters. Those people are welcome to do so in almost any game I run. Note however that Avons do not get any special plot protection in the games I run.

Grand Lodge

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Hama wrote:

I stopped allowing psionics almost seven years ago, after I finally realized that almost 99% of the people who wanted to use them just wanted a way around SR.

Why should I allow it back in the game?

If you don't want to, you shouldn't. Case closed.

The material is freely available for you to examine and make the decision over. You will not be a "lesser" DM if you refuse psionics, nor will you be some kind of hero for allowing it. You will be someone who has made a decision in deciding the flavor of your campaign. And that is your one sacred inalienable right as a DM.

Grand Lodge

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BlackOuroboros wrote:


Actually, if I remember the Kaer Maga book correctly, both the Church of Abadar and the Church of Asmodeus were working together very closely to make sure that contracts remain binding there and the city didn't fall apart. Furthermore, I seem to remember the Church of Asmodeus being cast in a somewhat heroic light in that situation.

On Madison Ave it's called "spin". There are Hellknights who try to pass themselves off as Paladins, but that doesn't make them so.

Grand Lodge

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DM's call. Personally I'd use the former because it'd make for a more interesting story.

Grand Lodge

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Deaths Adorable Apprentice wrote:
I have a PC in my campaign who angered a powerful NPC who is going to reward the party if they complete the quest given. the rather powerful NPC isn't hostile to her but it very irritated and a fey. there is a single reward for the whole party and then an individual reward for each player. the mental argument I am having with myself is do I not give that PC the individual reward and risk the rage of the person playing or do I give a hard quest to redeem the PC in the eyes of the very powerful NPC?

Punish the entire party for the acts of that PC. Fey are highly emotional and are infamous for handing out massive reactions to personal slights. At the very least put the party in a spot where it's going to take some massive fast talking to get them out of.

On a side thought though, if you are that concerned about the reactions of a player to what happens to a character, perhaps you might want to ask yourself why that player is in your group.

Grand Lodge

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Why didn't you ask for 18-20 x4 crit while you were at it?

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We've already had a throughly pointlessly prolonged Idiot Paladin of Asmodeus thread. You can look that up if you like, and to the devs' response as to why such a character would not be long for the world.

Grand Lodge

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jyster wrote:
Can use use a metamagic rod with a 2 handed weapon and spell strike ?

Only if you're improvising the rod itself as your (lousy) two handed weapon. What you need is something like a metamagic helm.

Grand Lodge

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BlackOuroboros wrote:
I seem to remember some throwaway line in one of the Council of Thieves books about Paladins of Asmodeus.

Yes nearly EVERY TIME a Paladin thread like this comes up someone throws this in. Presumably they are either deliberately ignoring or have missed the literal scores of times the Devs have pointed out that this was an ERROR in the early 3.5 pre-Pathfinder version of Golarion, and was never present in the present Pathfinder incarnation of the setting.

It has however been given some homage in that there are Hellknights of Asmodeus who try to PASS THEMSELVES OFF as Paladins, but most assuredly are not.

Grand Lodge

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Lacdannan wrote:

I apologize if my searching-fu was not adequate; Is crafting specific weapons as a different type of weapon permitted? If so or if up to DM discretion, do you think permitting it would be unbalancing?

Examples: making a Luckblade a longsword instead of short sword, making a short bow version of an Oathbow instead of a longbow, etc.

EVERYTHING is up to GM discretion. If this is a PFS question though, named items are restricted to the forms they're written in. If it's for a home game, rest assured that Jason and the rest aren't going to beat down your door to check how you're letting items being made. (it's a real shame that FASA's version of this joke can't be used here. :)

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Nothing wrote:

I don't see why this needs a FAQ, the rules seem clear to me.

There are three ways to add spells to a wizard's spellbook, the first way is to gain a level in the wizard class, and it specifies "The two free spells must be of spell levels he can cast."

The second and third ways have no such restrictions, so a 1st level wizard can put a 9th level spell in his spellbook if he makes the Spellcraft check. It doesn't to him any good until he can cast it, but it does let him prepare for being higher level ahead of time.

What in the rules do you think is unclear about having spells in your spellbook that are higher level than you can currently cast?

The fourth way is that a higher level wizard may write a spell in your spell book. With the usual material costs for doing so. No such option for witches though.

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Archpaladin Zousha wrote:
feel locked out of the loop because I don't have time in my schedule to join a regular PFS group and experience these things. It'd be different if PFS was done independently, but since its materials ARE published by Paizo, it's canon by default, isn't it? I thought that's how canon worked: Everything released as official stuff from the creators is part of it, like the EU books for Star Wars, or the Silmarillion and the Book of Lost Tales for Tolkien.

Is the correct assumption as follows?

There is the base canon... that which is presented by the setting books and supplemental material, i.e. Inner Sea World Guide, Dragon Empires, Guide to Numeria etc. These present a base universal canon for GMs to draw upon, change, or ignore, as they will.

And each singular Advenure Path, as well as the PFS Network Campaign, each represent a totally separate piece of work that branches off into it's own self-contained canon which is not reflected back for the most part, on base canon? Each being essentially it's own separate parallel world as if it were?

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Rudy2 wrote:


It's clear to me now that the author's only mistake was in assuming that pathfinder players and GMs would have the ability to extrapolate from context, and this is not the case of an author intentionally creating a ridiculously unbalanced ability.

So you're saying essentially that the author's mistake was to assume that most players of the game can read above a 4th grade reading level.

Your mistake was taking the overreaction of some strident few to be representative of the whole.

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Jeff Merola wrote:
Andrew Christian wrote:

As a reasonable GM, I'm giving you a -20 for an impossible lie. I don't care how creative you get. There are just some people that aren't going to believe what you say unless you are impossibly good at lying.

Pageant of the Peacock allows you to mitigate that.

Your reasonable is my rewriting mechanics. Pageant of the Peacock says nothing about negating penalties.

Edit: I also wouldn't consider "No matter how creative you are some lies will always be impossible" to be reasonable GMing.

I've given you my Fake Einstein vs. Bohr example earlier upthread. Only entitled players believe that anything is possible if you can stack enough modifiers on the die. Some things, some lies simply won't fly without pre-req or three.

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Kneller2 wrote:

According to Treantmonk's guide, shorty races (dwarves, gnomes, and halflings) make suboptimal wizards, and I think I agree with his arguments, especially the part about how wrong it is that orcs make better wizards than gnomes. What kind of mess up world is this? Don't answer that, that's not the point of this thread.

Regardless of the consequences, I'm going to make a shorty wizard (conjurer/loremaster field controller role) anyway. Damn the consequences. I was dabbling with a gnome for a while, but I'm wondering if it's the best of the suboptimal choices. None of the shorty races really have any significant bonuses to help a wizard, as far as I can tell.

What do you think? Which shorty do you think would make the best wizard and why? I'd like to get advice from someone more reasonable than myself because right now I'm thinking of running with a Strength 5 gnome whose familiar is a (helper) monkey because he's too weak to even lift his own spellbook. That can't end well. :D

Hafling Wizard.... because Larry Elmore drew one so well.

This one isn't so bad either.

Grand Lodge ***

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game, Tales Subscriber
Jeff Merola wrote:
Teatime42 wrote:
BigNorseWolf wrote:
Except that there's no bonus to the bluff check. You can already try a bluff check to pull that off.
But now you're getting +4 instead of -20 or worse.
Except that, mechanically, PtoP doesn't negate any penalties to using the bluff skill at all.

That's absolutely correct. But it may very well make an impossible Bluff, possible.

Grand Lodge ***

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game, Tales Subscriber
Katisha wrote:
Teatime42 wrote:
Jeff Merola wrote:
Teatime42 wrote:
BigNorseWolf wrote:
Except that there's no bonus to the bluff check. You can already try a bluff check to pull that off.
But now you're getting +4 instead of -20 or worse.
Except that, mechanically, PtoP doesn't negate any penalties to using the bluff skill at all.
Andrew Christian wrote:

Sure it does. Bluff isn't just a roll vs a sense motive. There are modifiers, some quite heavy, based on how dubious your lie is.

Pageant of the Peacock let's you mitigate the dubiousness of the lie, by effectively making up info that's believable. So that instead of potentially getting a -10 or -20 on your bluff check, you get a +4 with either no or less of a penalty.

It would have taken me a page to say what he said right there, so I decided to link him, rather than force a wall of text, since I have no idea how to be concise apparently. :/

wait...

I can avoid the penility to a Bluff check for an unbelievable lie by using Pageant of the Peacock? So I can claim to be a Venture Captain and not suffer the -20 on the Bluff? Or claim to be the God Aroden returned with out the penility?

Am I understanding this correctly?

Not quite. from my reading, the Pageant is a means to save you from the certain doom a deception might run into because of a lack of knowledge. If your deception relies on your knowledge of Ancient Osirion. (i.e. you are pretending to be an Osirion archaeologist, or trying to run a scam based on Osirion relics, you can use the Pageant to cover your lack of knowledge by literally dazzling them with BS. Where that gets you is up to your GM.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game, Tales Subscriber
James Jacobs wrote:
Archpaladin Zousha wrote:
James Jacobs wrote:
LazarX wrote:
James Jacobs wrote:
JaC381 wrote:
ISG says once the Worldwound is dealt with, Iomedae wants to send the crusaders after the devils of Infernal Cheliax. How will the Order of the Godclaw (and the other Hellknight orders) react to this?
Good question! They'd likely end up having a schism and losing their Iomedae members, or the Iomedae members would convert, or the entire organizaiton would go rogue and they'd lose the Asmodeus members, or something along those lines. They would not emerge unscathed in the end.
Could this be why our favorite Chelaxian faction leader had has her faction's goal, prolonging the conflict in the Worldwound?
No.
What Chelaxian faction leader?

I'm assuming that was a PFS question, and I'm not familiar enough with PFS and their faction leaders to remember her name without having to go look it up.

But it's important to remember this—PFS is reactive to what we do in the campaign setting, and its elements build off of what we create. PFS is one possible incarnation/subset of a Golarion, alongside of all the home games running out there. It's not intended to be, itself, a primary source of baseline canon.

The faction leader with all the good parties of course, Zarta Dralneen, who was nearly a victim of Chelaxian's backstabbing politics. (aren't all politics backstabbing?). The Season 5 goal of the Chelaxian faction was to prolong the battle in the world wound in order to weaken the nations traditional enemies, i.e. the Andorans and the Silver Crusade, and the Iomedan type folk, hence my question. Not so much to make them lose, but to temper their enthusiasm for any post-Crusade action against Cheliax and it's patron.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Roleplaying Game, Tales Subscriber
taldanrebel2187 wrote:

Would this forum say it is reasonable to tell the players

-Core Races only
-No Advanced Class Guide classes

It's reasonable to set whatever restrictions you want in the context of the campaign you're running. You can say... "Only Humans from Sandpoint" if you're running a Sandpoint campaign and you want all of the characters to have longstanding connections to each other.

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