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Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 979 posts. No reviews. No lists. No wishlists. 8 Pathfinder Society characters.


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A module gives you access to a greater hat of disguise (which is at will alter self.)

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Its after. And its no cheaper than getting a race with an attribute modifier. That said, If you really want to be a rules guy though, starting age is defined as well, and you will likely find it difficult to start at middle age or later.

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I am not sure the hedgehog is very optimal for that role, as it has 0 reach by default. Thus has to be in the enemy square to be in position to make a melee attack as required by aid another.

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I don't see any obvious changes from the errata that are going to change which archetypes are compatible. Was there some combination in particular you were looking at?

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The firedrake or firewyrm siege engines are probably suitable for your needs. Both can produces cones of fire 6d6 cones of fire (30'/60') that would crush massed troops. Just adjust the costs down.

Though in truth you are probably better of creating your own custom item that does what you want. Probably costed around a (crafted) scroll of fireball of the given magnitude per shot. (187.5gp for a 5d6, reflex 14dc, 20' radius, 480' range). That can be use once per X rounds.

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In truth I think its pretty weak. Maybe I am misunderstanding what you mean by charge increment. For the effect to only work in a 10' range, (for the 30' movement creature, it would mean charging from 65' or 70' away) is just really narrow.

I'd probably simplify it. It should work on all charges (still pretty narrow) and give a free bull rush check on hit with a bonus (maybe a flat +5 or 2 * enchancement bonus). Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance.

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Kalindlara wrote:
Mass bull's strength might be competitive for summon-focused characters.

Any summon-focused character without augment summoning probably isn't all that summon-focused.

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I feel pretty confident in calling Aura of Menace a supernatural (thus magical effect).

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I think in general you want to assume it take an act of will to move something to or from an extra dimensional space. No one wants to be measuring air pressure to determine if an extra-dimensional space is overloaded.

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Could you point out the page/paragraph where you read the hero's handbook says you get 2? Also, this is probably more of a beginner Box question and should probably be in that subsection.

As I read it you get to select a (singular) type of magic from the following: Universalist, Evocation, or Illusion.

As so far as I can tell in both both core and the begginer's box you get one school. Though there are more than 3 options for the core wizard.

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It probably could have been worded better, Or differently. And in practice, most people I see dealing with persistent metamagic do just roll twice and take the lower. It would be simplier, cleaner, and more in line with other similiar effects. And would generate very similiar results. But I believe my interpretation is More representitive of how it Works, for better or worse, as actually written.

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Technically you don't roll twice on the reroll. Step by step its something like this:

1: Make saving throw.
2: Before knowing the results (Comparing the die roll + save bonus to the spell DC) you must decide if you wish to reroll.
3: Then compare results to spell DC.
If you fail you suffer the effect of the spell.
If you succeed you must repeat the saving throw process one addition time.
If you expended your 1/day use of Improved Lightning Reflexs its gone and cannot be used again on the second saving throw.

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No you don't apply it to your arrows.

Reflexive shot doesn't effect your threat range (Threat range is the range of natural numbers on your attack roll that threaten a critical). Reflexive shot allows you to make AoOs with your bow, you still only threaten squares in which you can make a melee attack into. Generally a medium sized monk wielding a bow that is all squares within 5' which he can hit with his unarmed strike.

Unarmed damage for a medium sized 13th level monk is 2d6.

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Darksol the Painbringer wrote:

That's how SKR said it was supposed to work (which was done when he was no longer an employee of Paizo), and the way that was portrayed made it an unofficial statement, since the claim was to a 3rd party publisher on an e-mail not associated with Paizo directly. Paizo themselves have said that unless a FAQ or Errata is released, the developer statements are unofficial, so while SKR may have said something to them, that claim held no water.

It was only errata'd recently to how it works now. In fact, that's the sole reason it was errata'd; the even funnier part is that SKR's message of intention didn't 100% match up to the current errata, as it had a logical inconsistency.

I question your timeline. I am pretty sure the e-mail was in 2013 and he left Paizo in 2014. As he was involved at the time of its Ultimate Equipment's publishing he seems to be a viable source for determining original intent.

I hardly believe it was the sole reason it was FAQ'd and exists currently as a proposed errata. I'd like to see your source for that bit of information. You can certainly find debates about the property long before his e-mail to herolabs finding people who felt it was overpowered or not written as intended.

As for his reply not being identical to the eventual proposed errata. You can find that, on any Dev post that years later bares resemblance to an FAQ or errata. Things change after years and a different person was the final author. And it taking years to go from board post to official FAQ/errata is actually pretty standard for Paizo.

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They still act like the caster is their friend and probably try to justify or defend the casters actions offering up whatever random excuses or explanations he can come up with.

Just dispel it, or wait it out. Convincing the target that he was charmed doesn't diminish its effects.

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1. Expect table variation. You can find many thread on this, but there is often debate about weather or not a creature can fly with a greater than light load (look for threads about familiars/animal companions as flying mounts). There is the treat medium/heavy encumbrance as armor medium/heavy armor respectively. And armor for animals is often called barding. And barding states that creatures can't fly in a medium/heavy barding. Expect variation/consult your GM.

2. Damage from falling objects is table 13-11. I'd probably classify the rock as small and dense so 2d6 (halved for <30' drop or doubled for >150' drop). With a DC 15 reflex to halve damage.

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If you are looking at a rules strict setting (ie PFS) the halfling favored class bonus would not apply. Its a different ability despite being vaguely similar.

These aren't just 'name changes.' If they were just name changes without mechanical changes then they probably would be 100% backwards compatible. But they deliberately changed the name to break the links with previously printed content because the mechanics changes and thus the previous content should be re-evaluated before being allowed. In a rules strict setting, as no one has done this re-evaluation expect nothing with a name change to be backward compatible.

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On bite and grab, you technically can bite the second target and potentially grapple him as well with the same bite. Yes visually its pretty awkward and I'd expect funny looks but if RAW is your only concern you'd be fine. If you feel biting another target while grappling with a target is too awkward, just don't use the grab on the first foe.

4 Claws attacks is not one weapon. Its 4 limbs with 1 (natural) weapon on each. So you get just one claw attack on a standard attack action. And 1 additional attack if you hit with a cleave.

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Globetrotter wrote:

That should give him total cover, right?

By RAW. A prone character and a standing character occupy the exact same space(s) and have identical amounts cover. He would of course get the bonus/penalty to AC against ranged/melee attacks for being prone.

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If the mount is significantly bigger than the rider and you feel the rules aren't representing it well, you probably should reclassify the mount as a vehicle and work with the vehicle rules.

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Because master of many styles bonus feat section states: " The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path. "

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rlfhog3 wrote:

Can someone help me locate this rule or help me understand why, if not actually listed anywhere, it is interpreted in this way.

You can find that ruling on page 468 of the core rulebook if you have the first or second (maybe 3rd) printing. It was errata'd several years after release to be replaced with the hardness and hit points increase stated above.

I believe the same change was made in 3.0 when it went to 3.5, but never propagated the change to the srd, thus paizo copied it over.

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Amaurot wrote:

So, the effect still lasts while I am sleeping?

Does that mean I can cast all the prolonged Buffs on myself, take a rest with renewed spell slots AND a bunch of Buffs with me?

All spells casts within the last 8 hours still count against your new daily allotment. But if the duration is greater than that you can have your cake and eat it too.

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TorresGlitch wrote:

I can't believe they ruled it that way. It makes no sense whatsoever that it gets easier to strike with a weapon because it now has some electricity as a rider effect.

Because they aren't treating it as an 'electricity' rider effect. Rather just the effect of the spell. No other spell with the electricity descriptor has this built in +3 to hit. Monsters that deal electric damage with each attack don't get this +3 to hit metal. Its not something generally associated with the 'electric' descriptor. Rather this singular spell grants a bonus if attacking a certain type of type of opponent and the effect is independent of its descriptor.

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DM_Blake wrote:


Well, it seems to me that if a lightning bolt, for example, can pass harmlessly between two adjacent characters who might even be holding hands, just because the caster (or dragon, or whatever) chose not to move his hand (or head) 6" to the right or left, and the ONLY reason is because of arbitrary lines drawn on the ground (that aren't really there for the spellcaster or dragoon or whatever to see), then that's a failure of the game mechanic, not a failure of the attacker who has definitely NOT "chosen to waste his attack."

Pathfinder made the choice to get ride of the 10' foot wide line effects that 3.x gave by allowing lines to effect squares they ran along the border of. Its a design choice.

Yes if you intentionally choose to poorly aim your line, then you can get screwed and effect 0 squares. But they decided that was a better effect than having line effect twice (or 4x if you look at as cubes) as many squares when it arbitrary ran along a grid line.

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Berserker's Blood: +level bonus to attack is probably over the top. It'd probably leave it at +1 for 5 hp max half level. +10 to hit is still pretty darn close to the best accuracy boost (baring true strike which generally takes a standard action) in the game.

Inner Vitality: This is incredibly awkward on several levels. Dropping from fast healing X to regeneration X/2 is not really an upgrade unless your below 0 hit points. Second, you should also clarify if it can be maintained while unconscious (usually unconsious people don't get free action) but regenerations primary effect (in comparison to fast healing is that it works when you would otherwise be dead). Third, regeneration needs to have a weakness (some kind of damage that turns it off) to be consistent with regeneration in the Pathfinder world.

Life Break: This isn't enough damage to justify the cost. At any level a barbarian full attack that hits should be doing more than Leveld6 damage. Make it an AOE cone or come with a heavy duty status (stun/daze/frightened or something) effect to justify being 1/day. (The save should probably be 10+.5 level+stat, its just the standard DC for abilities.)

Honestly I'd write the concept up as a Barbarian or Fighter archetype rather than a stand alone class.

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If +1-3 to hit/damage/skills/saves (and more if you are a barbarian) is a 'minor' boost. How do you classify the standard +1 enhancement bonus +1? Because that and +1d6 elemental damage the what I see as the 'normal' (ie more than minor) +1 equivalent benchmark.

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Cavall wrote:

I'll still add it as a total bonus. The difference is minimal and a +1 or 2 bonus for something that happens occasionally in exchange for a +1 bonus all the time is more than fair.

Its not in exchange for anything. It stacked with everything which is one of the reasons it was quite good. You can still take your enhancement bonus to +5 and could add this property on top.

And lets not pretend like keeping good hope, heroism, or a karyukai tea set, up for the vast majority of combats is all that difficult. I think the property would have been quite good if didn't scale (just increased morale bonus by 1) and was priced as a +2 bonus, with scaling its probably more in line with a +3 bonus.

That said, after this FAQ courageous will be yet another magic enhancement effect that isn't worth the paper it printed on which I find to be a disappointment. It probably isn't worth 1,000 much less the minimum of 6,000gp that a +1 equivalent bonus costs. But it does put it right next the value of the majority of weapon enhancements that no one ever selects if given a choice.

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Oddman80 wrote:

I think that FAQ makes a ruling that is specifically limited to how the SPEED property works on AoMF. It even admits that the reasoning for the FAQ response is not based on RAW - but on developer Rule 0.

They did. If you look in the same FAQ they state that wielding two speed weapons does not grant you 2 extra attack (its capped at 1). Granted it took them about 2 years to release this additional clarification but its there, and consistent.

So a Speed AMOF, gives you X speed weapons, but you still only get one extra attack because that's what speed does. Irregardless of how many weapons you wield with that property.

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Claws are a single weapon type like daggers. So things that modify weapon types like 'weapon focus (claws)' effects all claws that the character has.

They are individual weapons though. The each individual claw attack needs its own enchantment much like a two weapon fighter needs to enchant the weapon (daggers) in each hand individually.

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Its still pretty bad, but it increases your average damage per sneak attack die from 3.5 to 3.917. At 10d6 of sneak its 4.17 average extra damage per attack.

So at its peak its a slightly better penalty to damage ratio than power attack with a 1 handed primary weapon.

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If you really feel monk AC is an issue. (And at higher levels I think you'll find monks tend to have the highest ACs). I'd suggest making the bonus separate from the default not wearing armor bonus and explicitly not stack with Mage Armor/Bracers of Armor.

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At its base it effectively will be (percent chance to do 50 or more points of damage AND more than half of the targets HP) *(average con damage done) * .5(targets total Hit Die) + (percent chance to confirm a critical) * (average additional con damage on a critical) * .5 (targets total hit die). So you are adding in a few new variables.

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GreyWolfLord wrote:

Actually, surprisingly...been there...done question.

... And it had no impact on your ability to do things? I wonder why we don't see Olympic swimmers/gymnasts wearing body armor when they perform (well practice as there are probably aesthetic reasons not to wear the armor in performances)

Put a guy on track and see how far he long/standing/high jumps wearing different sets of armor. I imagine you are going to see a difference. It might not be "-6" difference. But its there and that is why its trying to simulate.

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Familiar level 7... I think this is more a gut power level placement than anything. I think a player could talk me into level 5 (or starting with it) particular if a campaign wasn't going past level 10 or so. But if I were to place on a power curve (even how you had it written originally) it would have been among the level 7 familiars.

Most improved familiars base creature has 2 (or 3)hit die, so yeah 2d10 and 11 normal hit points. Not really relevant for familiars but you presented more as a bestiary entry so I thought it should change.

The phoenix has talons and bite attack so should the lesser phoenix. The die reduction was to put it more in line with other improved familiars with 3 attacks, like the Dweomercat or Silvershae.

A 5 step reduction for gargartuan to tiny (2d8,2d6 to 1d4,1d3)is what you had before so justifiable.) But I thought giving it Shroud of Flame like its big brother made it more phoenix like and was a better damage replacement source.

The SR is kind of pointless. The big phoenix has SR 26 (6+HD) so I gave it to the little phoenix. I could see dropping it, as so creatures that gain SR don't have it with fewer than 5HD. But I think its a bit of a balancing factor, making it slightly harder to heal via wands.

The fire subtype, immunity to fire, and vulnerable feels right for a phoenix to me. All copies from the greater phoenix. This is probably more a weakness than a boon.

Regeneration makes the phoenix really hard to kill. Unkillable for a huge percentage mosters as written. But it doesn't make it entirely immortal as you had presented. Also it copies how the bigger phoenix does it.

Self-Ressurection. Honestly. I'd probably drop this all together and force the lesser phoenix to depend on regeneration. But resurrection seemed to be a key focus of the original write up so again I basically copied the bigger phoenix ability. I cut it down to a week, because I'd like to see it be relevant in a campaign (where as 1/year is fine for an NPC you like will only see once). As so far as the negative level, again it was just a direct copy. I could see hand waving it away, particularly if its a low level/economy game. Particularly if you as a GM don't enforce the negative levels associated with raise dead/resurrection spells in general (a common house rule I see as it didn't exist in 3.x) But I'd leave it in, because it feels awkward to have the lesser phoenix have a stronger ability than the normal phoenix.

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It sounds fairly interesting. I do some thing differently though.

My first question for how you wrote it, is what happens if the lesser phoenix dies from normal effects (damage/death effect/con damage) without spending the full round action for immolation?

This is homebrew, and I like your idea, the following is how I'd change it if a player asked me for it.

I don't really like that your pseudo self-resurrection doesn't have the restrictions the the big phoenix does though so I'd propose the following change making it more like its greater counterpart. This would make it slightly less immortal, depending on regeneration and more limited self resurrection, but much more phoenix like. I altar self resurrection to 1/week so it can actually die a few times over a campaign but should be avoided rather than embraced.

I'd give it:

base 2hd
fire subtype,
alignment: NG
constant detect magic
immunity to fire,
vulnerability to cold,
regeneration 2 (cold or evil)
SR 8 (that's 6+HD just like the normal phoenix)

2 talons +8 (1d2-1+1 fire), bite +8 (1d3-1+1 fire)

*(note tiny creatures add the dex in place of strength to hit, thats +2 BAB, +4 dex, +2 size)

Shround of Flame (Su) A phoenix can cause its feathers to burst into fire as a free action. As long as its feathers are burning, it inflicts an additional 1 points of fire damage with each natural attack, and any creature within reach (0 feet for a lesser phoenix) must make a DC 10 Reflex save each round to avoid taking 1d3 points of fire damage at the start of its turn. A creature that attacks the phoenix with natural or non-reach melee weapons takes 1 points of fire damage (no save) with each successful hit. The save DC is Constitution-based.

Self Resurrection (Su) A slain phoenix remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed phoenix emerges from the remains 1d4 rounds after death, as if brought back to life via resurrection. The phoenix gains 1 permanent negative level when this occurs. A phoenix can self-resurrect only once per week . If a phoenix dies a second time before that week passes, its death is permanent. A phoenix that dies within the area of a desecrate spell cannot self-resurrect until the desecrate effect ends, at which point the phoenix immediately resurrects. A phoenix brought back to life by other means never gains negative levels as a result.

Immolation (Su) 1/day as an immediate action when reduced to 0 or fewer HP a lesser phoenix can release a 5' radius explosion of flame that deals 2d6 points of fire damage to every creature within the area. Reflex save DC 10 for half damage. This save DC is Constitution-based.

Minimum level for familiar is 7 within one step of NG alignment.

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A tower shield used for cover only affects the wielder. So it has no impact on your line of sight/effect, so you can cast any spell you normally could.

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The FAQ in question is:

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I don't believe havoc of the society gives spells the force descriptor required for toppling metamagic.

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Technically, any place suitable for preparing spells is suitable for crafting. I generally see very few to no restrictions on where spells can be prepared/memorized, so as long as your can hold that position for 4 or 8 hours a full crafting day is probably legal.

That said, as a GM, I'd probably often tempted to interrupt rest/sleep if camped out in a not very suitable environment. And I think impossible penalties on a craft so interrupted might be warranted if they insist on getting a full 4/8 hours work in the middle of a dungeon rather than the suggested 2.

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Medium biped is 1x
Medium quadruped is 1.5x
Large Biped is 2x
Large Quadruped is 3x

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As I usually see it implemented gives the rider full attacks every round. Where is if he was on a standard mount (even a dire tiger) he'd only get movement and a standard attack (without significant feat/class feature support). So its often a significant power gain.

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OldSmith wrote:

So for all the people here that say do not count arrows.

Do you extend this courtesy to every player at your tables. A player building a fighter around the spear or throwing axe. Or a thief throwing daggers do they all get unlimited ammo at your tables

Yeah. Just account for the weight and cost and you are good to go. If they are mundane and you lose some over just make an estimate of cost and replace them. Frankly when you have 20,000gp+. Wether you spent 10, 20, or 50 gold on arrows/daggers/javelins is not going to significantly change the campaign.

There is no mechanic to describe how you have Longspear, Great Sword, Warhammer, Longbow, Kukri worn so they are easily accessible in combat. Yet we assume they are. And they have no impact on your characters balance beyond your encumbrance load.

Yes if this were a combat simulator. All the knights would have squires/servants with pack mules carrying all this stuff for them. But there is little reason to bog down the story in such minutia in a world with no mechanics to compensate for them.

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The way its written it would lead me to believe option A. My gut tells me they meant option B, but they wrote option A.

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kestral287 wrote:

Let's say you could have two feats. Each can add Strength to any one thing Dex does, replacing it outright. What do you go for?

Dial it back, say you had one feat. What do you go for?

From most popular to least, but I think they would all see more use than feats that currently increase the given Dex dependent rule.

1. Armor Class. Generally a feat nets you +1 rarely 2 AC. This could net you 4+, and lets you use light/no armor for likely increased speed to boot.

2. Ranged attack bonus. This would be such a boon for strength based melee combatants. I think you would see a fair number of archers taking it as well so they can get both hit and damage on one stat as well. Put them closer to where 2wf is currently.

3. Initiative. Initiative is really good. This could get a lot of mileage especially for a hybrid caster/fighter (think cleric/magus/bard). I think this would out scale improved initiative which is generally considered a reasonably good feat.

4. Reflex save. Going to provide you significantly more bonus than lightning reflexes.

5. Skills. Again this is likely to net you a greater benefit than Skill focus or the +2/+2 skill feats. And of course it would likely stack, so anyone focusing heavily on a given skill will want all the bonus it can get.

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I don't think you did a very thorough study of 'extra' feats.

Extra Bane, Extra Channel, Extra Ranger Trap can all only be taken once.

I don't think there is a whole lot of logic behind it. I'd lean toward an editing choice to better fit stuff on a page or just the author not being familiar with the rules that by default you can't take a feet multiple times.

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The Fox wrote:

Can you link to that FAQ, please? I can't find it.

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You can't use a two-weapon fighting the same round as you use a two-handed weapon per the faq. So just toss the earthbreaker out unless you have that feat that lets you wield the earthbreaker 1 handed or effortless lace or something along those lines.

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Cap. Darling wrote:

Is there really no one that find this problematic? A free ki point on every crit or kill(vs. Living targets) after level 11 on a monk using a ranged or a high crit weapon.

I think there is the possibility of abuse sure. Carting around a bag of mice to kill, or repeatedly dropping a fast healing/regenerating creature to 0, etc. But the overarching truth is even unlimited ki points doesn't really strike me as game breaking at level 11+.

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Calculate your total speed than reduce for armor/encumbrance. In your example is 40' feet way however.

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