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On page 33 of the ACG, under Quick Study (Ex), it is said that "An investigator can use his studied combat ability as a swift action instead of a standard action."

On page 34 of the ACG, under Studied Combat (Ex), it is said that "At 4th level, an investigator can use a move action to study a single enemy that he can see."

So activating Studied Combat is a standard action or a move action?


I don't understand how a poison with a ''/'' in its Effect square works. Can someone explain it to me please?

Example:

Sassone leaf residue - Effect: 2d12 hp/1 Con
Swampseer poison - Effect: 1d4 Wis/1d2 Wis and confusion 1 min
Azure lily pollen - Effect: nauseated 1 min./paralyzed 2d4 hrs


So, you just finished Legend of Grimrock and you are looking for another old school RPG? This one is based on old school table top RPGs, with dice rolling and miniatures and all that, check this out:

Crimson Shroud.

I just got the game on the 3DS e-shop. I'm still trying to understand the mechanics of the game (there's a tutorial, but it doesn't tell you everything). So far I enjoy it and I think it's worth the 8$ I have paid for it. It's like playing old school D&D with the guy who made Final Fantasy Tactics and Vagrant Story as your GM. :)


Is this game worth it? I'm considering buying a 3DS ''mostly'' because of this game.


What would happen if, let's say, an archer (fighter archetype) uses trick shot as a readied action to sunder an alchemist's bomb just before it's thrown? First, do you think it's a legal move? If you do, would the alchemist be considered as the target of the bomb (like a direct hit) or would he only takes the splash damage of the bomb? What about disarming the bomb before it's thrown? Would it explode when hitting the ground?


Seems like we'll be able to play Talisman on our computers. Sweet!

http://www.talisman-game.com/


I want to build a backup character for the ongoing Carrion Crown campaing I'm playing in, in case my Alchemist doesn't make it to the end. Since we have no "party face" and plenty of spellcasters, a warrior-type, "leader of men" like Griffith would be a great addition. Should I go for Fighter/Bard, Cavalier, Duelist? I would like him to be able to do more than just "swinging is sword around".

Hardcover books only (CRB, APG, ARG, UC, UM).

15 points.

Level 5 to 15.


How much harder would it be to identify a spell as it is being cast for a character that can't see or hear (but not both) the spellcaster? Let's pretend that the spell has both a somatic and a verbal component.

Does any rule cover this? I'm considering giving a penalty of -5 on the spellcraft check, do you think this is reasonable?


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1) ... after a direct hit on a medium creature?

X = Empty square
0 = Square filled by Fog Cloud
C = Creature

A) 21 squares
XXXXXXX
XX000XX
X00000X
X00C00X
X00000X
XX000XX
XXXXXXX

or

B) 25 squares
XXXXXXX
X00000X
X00000X
X00C00X
X00000X
X00000X
XXXXXXX

2) ... after a hit on a square intersection?

A) 12 squares
XXXXXX
XX00XX
X0000X
X0000X
XX00XX
XXXXXX

or

B) 16 squares
XXXXXX
X0000X
X0000X
X0000X
X0000X
XXXXXX


The Stick of Truth

Looks like Paper Mario meets Final Fantasy with a South Park skin. I never thought I would be excited for a South Park game since, usually, games based on TV shows are lamer than lame, but this could be the exception that proves the rule.

What do you guys think about it? Am I the only one excited about this?

-A South Park and Obsidian Entertainment fan


If a projectile passes through more than one "side" of a non-linear Wind Wall, do you roll the % dice more than once to see if the projectile is deflected?


I have a hard time imagining how an evil cleric or an evil monk of Irori would behave. The quest for self-perfection just seems to suit good and neutral characters better in my head, but maybe that's just because I'm biased on the matter. How would you play such a character? What would motivate him/her to perform evil deeds?

Also, I'm not very familiar with Buddhism. Does any paizonians would know of a real-world example of a historical figure of Buddhism who performed ''evil'' acts (in the occidental sense of the word evil) during his/her life for the sake of his/her beliefs? I mean, some popes did perform ''evil'' deeds in the history of Christianity, like ordering assassinations and such, so I was wondering if the same was also true for historical figures of Buddhism. I would read on such characters and base my roleplaying on them, if that's possible.

Thanks! :)


With all the success that the kickstarter funding for Wasteland 2 had, and the speculations about an eventual kickstarter funding for Baldur's Gate 3, do you think that this new tendency in the video game industry could bring back turn-based tactical RPGs on the map?

I would gladly participate to a kickstarter funding for a turn-based tactical RPG based on the Pathfinder ruleset (I really don't care about the upcoming Pathfinder MMO), as long as the team behind it's creation has a good pedigree.


2 people marked this as FAQ candidate.

If I ready an action to use a combat maneuver against a spellcaster when he starts casting his spell, does he need to make a concentration check? If he does, what would be the DC? The rules only seem to cover the grappled/pinned conditions, but I believe that bullrushing or tripping a spellcaster should induce a concentration check.


Here is my character (15 point buy, Carrion Crown AP, no spoilers please):
______________________________________

Szordrin Hyluan, Elven Internal Alchemist 3

HP 19

For 14
Dex 15 (I'm going to increase my Dexterity to 16 as soon as I reach level 4)
Con 10 (I'll take the False Life Extract as soon as I reach level 4)
Int 16
Wis 10 (I already took Iron Will)
Cha 10

Feats
Dodge, Iron Will.

Discoveries
Spontaneous Healing.
______________________________________

As you can see, this is not an optimised build. I want my character to be versatile and resilient. We are only 3 PCs making their way through this AP (Alchemist, Invoker and Ranger) so I couldn't expect to be able to throw my bombs from a safe distance, well protected behind a line of allies. This is more a melee build than a ranged build (with the Strength boosting mutagen), since I knew that I would often end up toe to toe with the bad guys. Beside, I thought that the Ranger could make use of a flanking buddy.

So here are the Discoveries that I am considering for my next levels:

Lingering Spirit - Since I have a Constitution score of only 10, I'm thinking that this discovery could be a life saver for my character. Beside, it seems to work pretty well with the Spontaneous Healing discovery.

Smoke Bomb - As I said, I want my character to be versatile, and this discovery would give me a nice battlefield control option, something that I lack for now.

Explosive Missile - This discovery would greatly increase my ranged damage output (and my versatility). Since it requires a standard action, it seems like a perfect option to use against spellcasters as a readied action. On the other hand, a readied Smoke Bomb could screw a spellcaster in a similar way, as long as he's not too far away.

Force Bomb - Another battlefield control discovery that I would like to take as soon as I reach level 8. Since my character can to potent melee damage when properly buffed, even I would greatly benefit from the AoO provoked by prone opponents trying to rise up.

Fast Bomb - I'll probably take Fast Bomb at level 8 if I choose to take Smoke Bomb at level 4 or 6. Throwing two Smoke Bombs in a single round would let me reshape any battlefield to my liking. Of course, I won't take it if I take Explosive Missile.

Here are the Feats that I am considering for my next levels:

Medium Armor Proficiency - It just seem a natural choice for a character with a Dexterity score of 16 (breasplate) who seeks survivability.

Mobility - Alchemists cannot cast of the defensive, so I thought that a good way to drink an extract in a dire situation would be to just move away from the opponents. It would also help me provide flanking bonus to the sword'n'board Ranger.

Skill Focus (Acrobatics) - Read Mobility. Which of these two would be the better choice?

Endurance - Yeah I know, this is a crappy feat, but it opens the way to Diehard and if I take the Lingering Spirit discovery, it would be like having 20 bonus hit points.

Toughness - Having more hit points is always good, right?

Combat Expertise - I will only take this feat if I choose to follow the Improved/Greater Trip feats line. Since I will be able to increase my Strength to 22 with my mutagen and a potion of Bull's Strength, I could end up with a decent CMB. Furthermore, when I'll be level 10, I'll be able to make Beast Shape II extracts and turn into a large dire wolf with a free Trip attempt after every succesful melee attack. Do you think this could be a viable build?

So, what do you think about my choices? Do you have any advices to help me take a decision? Is there some awesome feats or discoveries that I forgot about? Thank you!


Here's the party composition, 15 points buy:

Drow Bard 5 (ranged)
Drow Cleric 5 (vanilla evil cleric)
Dwarven Alchemist 6 (mad bomber, only fire damage)
Hobgoblin Fighter 6 (switch hitter)
Svirfneblin Summoner 5 (multiple attacks per round eidolon)

My first mistake, if we can call that a mistake, was to allow the 3.5 bard spell called Inspirational Boost in my game. It's cast as a swift action and it increases the bonus given by Inspire Courage by 1. It didn't seem game breaking a few levels ago, but now the bard can give +3 on attack and damage rolls to everyone in the party, including the eidolon, the alchemist's bombs and, correct me if I'm wrong, the undead animated by the evil cleric as a standard action. In 2 levels, only a move action will be required to perform this awesome feat. Still, I could deal with that, but the cleric has Prayer on his daily 3rd-level memorized spells list, which stacks with Inspire Courage for a total bonus of +4 on attack and damage rolls. Add to this situation the fact that the summoner is casting haste at the beginning of every battles and this bonus increases to +5 on attack rolls and +4 on damage rolls. This bonus also affect the extra attack gained by everyone in the party because of haste. Oh, and the bard also has Gallant Inspiration in his known spells list just in case that, for some obscure reason, one of them happens to miss his target.

As you can see, the PCs have a very synergic selection of spells. The only thing that can stand against them in battle are monster with insanely high AC or magic-users (silence, wind wall, glitterdust, dispel magic, slow, stinking cloud, etc.) While there's nothing wrong with throwing magic-using opponents against the PCs, I would like to be able to challenge them with more "mundane" monster from time to time. The problem is that this party is very strong on the offensive side, but pretty weak on the defensive side. Only the fighter and the cleric have a decent AC, the bard doesn't even have Mirror Image in his known spells list, and monsters that would be able to stand against their offensive power would also annihilate the entire party with a single full-attack action.

Do you guys have any suggestions on how I could handle the situation? Right now they are still under control, but the cleric didn't animate any undead yet. I'm afraid that things could get pretty ugly pretty soon. Did any of you dealed with such party before?


11 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Slow counters and dispels haste and vice-versa. The "counters" part I understand, but I'm not sure about the "dispels" part. Does it mean that if I cast slow on a hasten creature, that creature will become slowed (on a failed save) or normal (on a successful save)? In other words, does the "dispels" part requires a failed saving throw? Can a hasten creature become slowed with a single casting of slow? Can a slowed creature become hasten with a single casting of haste?


I find that these two classes have a lot in common, both in terms of flavor and also, but to a lesser extend, in terms of mechanic since some Evolutions can give you powers comparable to those granted by the various Vestiges. Given the opportunity to play in a PFRPG game that allow 3.5 material, which one of theses two classes would you prefer to play and why?


OK it's a silly question but: can Wind Wall deflects Rays?

Rays are considered ranged weapon for the purpose of feats like Weapon Focus, Point Blank Shot and Arcane Strike. Wind Wall has a 100% chance of deflecting arrows and crossbow bolts, and a 30% chance of deflecting any other "normal" ranged weapon. Giant boulders and ballista bolts are not affected, but what about Rays? Are Rays "normal" ranged weapons?


No sane DM would ever allow this, but I found an interesting loophole within the rules:

Heat Dangers (between 90 and 110 F)

1 Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage.

A character who takes any nonlethal damage from heat exposure is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.

Healing Nonlethal Damage
You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell of ability cures hit point damage, it also removes an equal amount of nonlethal damage.

So a 4th-level character wouldn't have to worry much about heat dangers between 90 and 110 F. ;)


Did anyone out there made a Pathfinder RPG conversion for the NPCs of Her Majestrix's Expeditionary from the module called Entombed with the Pharaohs?

I'm about to do it (and post the converted stat blocks here), but if someone has already done all the work and wants to share the fruits of his labor, I'll be glad to throw his converted NPCs against my players.


Am I the only one who would like to see a Disovery that gives your bombs the ability to move your target on the battlefield?

We have a "Trip" Bomb Discovery called Force Bomb, but there's no "Bull Rush" Bomb Discovery yet.


If I'm wearing a Medium Load and I polymorph myself into, let's say, a naked dire wolf, does I'm still considered wearing a Medium Load for the entire spell duration?


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Why spend a precious feat on Improved Trip, Improved Sunder, Improved Bull Rush, Improved Disarm and all those other maneuver feats when you only need a Tank (ex: Shield Fighter in Full Plate) with Mobility to execute all those maneuvers with little risk? You see, all those feats only give you a +2 to your CMB for executing a specific maneuver without provoking an AoO. As a Tank with Mobility, you only need to move around in circle within the threatened squares of your opponents to make them waste their AoO on you. After this, you, and all your allies, can try to perform the maneuver you want on them without provoking AoO, unless your opponent have Combat Reflexes, until the end of the round.

Sure, some monsters will be able to hit the Tank even with his Mobility bonus to AC. However, you don't really want to try a maneuver on those kind of monsters. ;)


Unless you cast on the defensive, casting a spell in a threatened square provokes an AoO. But what if you start casting a spell with a casting time of 1 round (or more) and then someone move next to you? Does he get an AoO since you are still casting a spell? Can you provoke an AoO only when you start casting a spell, or anytime during your spellcasting?


Like most people on these boards, I really like the synthesist fluff. Saddly, UM didn't provided us with a piece of art to represent this awesome archetype, so I was wondering if some of you have portrayed their synthesist(s). I think that the whole ''translucent eidolon around you'' part is very flavorful and I would like to see it on paper. Did any geek with an artist's soul (or artist with a geek's soul) has given it a shot? :)


At first glance, this metamagic feat doesn't seem very useful. Maybe I'm missing something. Does anyone know of a spell that can benefit strongly from this metamagic feat? I thought of Acid Arrow, but it would only do 2d4+4 acid damage per round, and it would use a 4th-level slot.


Does Ultimate Magic contain spells that ''move people around''?

I'm thinking about spells similar to Battering Ram, Defenestrating Sphere and Melf's Unicorn Arrow from WotC. I'm tired of having to wait until level 9 before I can toss my opponents around like if they were ragdolls with Telekinesis. ;)


Surely, I'm not the only one who would buy this piece of art. Can we expect this to be released soon?


2 people marked this as FAQ candidate.

First, I know that if you’re poisoned by a summoned creature, the poison goes off as soon as the summoned creature returns to its home plane, but the damage caused by the poison remains. Because of this, I’m wondering if the same rule applies for spells.

What happens with spells (with a duration that is not instantaneous) who were casted by a summoned creature? Do they remain active or do they dissipate when the summoned creature is send back to its home plane?

I’m asking because I’m wondering if casting Summon Monster III to summon a Lantern Archon, so that it cast Aid on all the party members, would be a viable tactic.


All is in the title. I want my PCs to fight a giant dracolisk (a half-black dragon basilisk with the giant template). I want this fight to be really hard, because the last quest was a cake-walk for the PCs since I'm not used to run a campaing with 7 PCs and my BBEGs never rolled over 3 on a d20. However, I fear a TPK and I don't want that to happen, so I'm seeking your advice : do you think that seven 5th-level PCs can defeat a single CR 8 monster ?

PCs were made with the 15 points-buy system and they have maybe 80% of the suggested WBL. 5 of them are level 4 because of their race (2 drow, 1 githyanki, 1 svirfneblin and 1 tiefling), but they have roughly the WBL of 5th-level characters. Except for the Githyanki and the Svirfneblin, those are fairly powerful characters, not optimised, but viable.

This is the party :

-Hobgoblin Fighter 5
-Dwarf Alchemist 5
-Svirfneblin Summoner 4
-Drow Bard 4
-Drow Cleric 4
-Tiefling Ranger 4
-Githyanki Fighter 2 / Warmage 2

So, are they doomed?


Anyone knows the changeling's racial modifers in Carrion Crown ?


Is there any aberration-themed Adventure Path from Paizo? I'm asking because one of the guys I play with is in a "H.P. Lovecraft" phase and he's looking foward to run an aberration-themed campaing.


Firts thing first : I know nothing, or almost nothing, about Cheliax and Golarion. I have read the Player's Companion for the Council of Thieves Adventure Path, but that's all. I know this module is about joining some rebels who want to overthrow the ruling house that keeps the city into fear and opression. I also know that the Church of Asmodeus has risen to power since the dead of the humans' God and that devils are walking more or less freely in the streets.

Obviously, this quest is more easy to run for Chaotic and Good PCs. However, I like challenges and I wanted to play a LE Monk, mostly inspired by Marcalo De'Unnero from the DemonWar Saga, for this module. He would be human and preferably a local. So I wanted to ask for ideas that would help me find motivations for my character to join the rebellion, even if he is LE. My poor knowledge of the setting prevents me to succeed in this task all by myself. I don't even know if there's a Monk monastery in Cheliax.

So, any clues, ideas or advices? :)


2 people marked this as FAQ candidate.

I must admit that I'm not sure if you can flank an opponent while using Total Defense, since you can't make Attacks of Opportunity in Total Defense (CRB 186). Because of that rule, my interpretation is that you don't really threaten your opponent while using Total Defense, so you cannot give flanking bonus to your allies.

Am I doing this wrong or right?


Hi !

First of all, I don't play in Golarion. However, I'm a fan of underground settings and I already own Underdark (WotC), Drow of the Underdark (WotC) and City of the Spider Queen (WotC). I'm currently running an Underdark homebrew campaing in the Realms. With all the material that I already possess, I must say that I'm not sure if I'll find anything very useful in this 64-pages-only book to help me run my Underdark campaing. Would you recommand me to buy this product, or should I save my money for Ultimate Combat? :)


When, exactly, does a character takes ongoing damage? At the beginning of his turn, at the end of his turn or during the turn of the creature who inflicted ongoing damage to the character?


Now that we have the elven curved blade, I was wondering if an elven longspear (or any reach weapon) that can be used with weapon finesse could be made. Would it be balanced? Would it worth to take the EWP feat?


1 person marked this as FAQ candidate.

Is he simply dismissed or is he trapped where he stands?


If you're in a combat that already started and you benefit from a sudden increase of your Dexterity score, like from a Cat's Grace spell casted during the battle, does that could affect your current position in the initiative order?


What is the minimum character level required for having an Imp as a Cohort with Leadership?


Ok, one of my player wants to play a Warmage in my ongoing Pathfinder game, and I was wondering if the class is balanced when compared to Pathfinder's core classes.

The Warmage does seem to overshadow the Sorcerer. However, the player will play a race that do not have any racial bonus to Intelligence and Charisma, so this should balance the class a little. I'm using the 15 points buy system.

If you people think that I should not allow the Warmage in my campaing, I will try to convince the player into playing a Magus or a Eldritch Knight instead.

One more thing. In my campaing, the PC have something like 50% to 75% of the standard WBL. I know that I should nerf full casters because of that. In your opinion, what aspect of the Warmage should I nerf? I was thinking about removing the "you automatically know every Warmage's spells" part. It seems a little overpowered. I would give him instead the ability to learn Warmage's spells in the same way a Sorcerer learns Sorcerer's spells. I was also thinking about reducing his number of spells/day.


Remember the Master of the Unseen Hand ?

They made a whole prestige class back in 3.X to let you use Telekinesis in a way that let you throw your target in the sky, since, by RAW, you can only throw your target toward another creature or object with Telekinesis, and the sky is not an object.

Well, I found a way to steal this special ability from the Master of the Unseen Hand without loosing a single level in that dirty prestige class.

Let's say you're a Wizard, and you have a Hawk, or Bat, or Raven, or "insert random flying creature name here" familiar. That means you have in your possession a flying creature that go where you want, when you want, right ?

Ok I guess that you can already see where I'm going with this...

You simply ask to your familiar to fly far over your opponent's head at the beginning of every outdoor battles and you cast Telekinesis (violent thrust version) on your opponent to send him toward your flying familiar. Of course, your familiar needs to be in reach, and he will probably take 1d6 points of damage from the impact, but your opponent will then fall back all the way down, taking 1d6 points of damage per 10 feet travelled and becoming prone. It's not overpowered IMO, since Telekinesis is, afterall, a 5th-level spell, the target can negate the effect with a will save and he needs to fall under the weight limit allowed by the spell. Still, it's always fun to find a new use for an old spell. (;


2 people marked this as FAQ candidate.

I guess that the answer is yes, since the eidolon cannot wear armor of any kind, but nothing is specified about using a shield. Of course, you would have to give him the proper feat(s).

I have another question however. If you give a weapon to your eidolon, does that weapon disappear with the eidolon when he's killed, or does the weapon remain on the material plane, simply lying on the ground where the eidolon was killed? Normally, the eidolon would drop his weapon when he falls uncouscious, like any other character, so I doubt that the weapon would travel to the eidolon's plane, but my question remains.


All is in the title.

Let's say I'm wielding a longspear and I don't have Improved Disarm. If I try to disarm my opponent, who is 10ft away from me, with my lonspear (10ft. reach), and my opponent is wielding a longsword (so I'm out of reach for him), can he make an AoO against me ?

Thank you ! :)


Chosen Foe (from Drow of the Underdark)
Since you can no longer target a single opponent with Dodge, Chosen Foe would let you do that again. It's a powerful feat that comes with huge penalties.

Leap Attack (from Complete Adventurer)
Because of how it was described, it was never clear how much bonus damage you gain from using Leap Attack (you can go read the countless thread about it, you'll see). Furthermore, it's a fun feat because it gives more utility to Jump (Acrobatics) in battle.

Shield Charge (from Complete Warrior)
You can trip with your shield. I guess that PFRPG's Shield Slam can take care of that, but at least Shield Charge don't require Two-Weapon Fighting, something I find really annoying about PFRPG's Shield Slam.

What are yours ?


1 person marked this as FAQ candidate.

When you get a free manoeuvre, like a free bull rush when using the feat Shield Slam, do you still provoke an attack of opportunity from your opponent if you don't have the associated manoeuvre feat, like, in this case, improved bull rush?


''If a player rolls a one on an attack roll he gets to roll again. If he rolls low enough that he would have missed on the confirmation roll he gets a fumble card. If he rolls high enough to hit the attack is still a miss, but he avoid the fumble deck.''

So, in other words, I'm more likely to fumble against a clumsy dwarf with a full plate and a shield than against a nimble elf in chain shirt? It doesn't make a lot of sense to me.

In D&D 3.0, if a player rolls a one on an attack roll he gets to roll a Reflex Save DC 15. At least, back then, agile builts, like monks, rogues and two-weapon fighters, were less likely to fumble than the strength builts, which make some kind of sense. Also, with that rule, high-level characters are less likely to fumble than low-level characters.

In D&D 3.5, if a player rolls a one on an attack roll he gets to roll a dexterity check DC 10. It's awful, because if you're playing a warrior that doesn't invest in dexterity enhancing gears, then you're more likely to fumble in a single round every time you get an extra attack (from your BAB or Haste). So, a 20th-level fighter is more likely to fumble than a first-level fighter. This is the worst fumble rule ever IMO.

So I believe that PF should have stick with the 3.0 rule on the matter of fumbling. Or maybe they could have included CMB and/or CMD in the confirmation check, or an attack roll vs the CMD of the opponent. What do you think?

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