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Rima Kell

Mapleswitch's page

364 posts (620 including aliases). No reviews. No lists. No wishlists. 1 alias.


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You are wasting other peoples' time. You clearly know better what wield is. If you really want to talk about that, go post something in the advice forum. This is the rules thread. Rules are clear. If you need to find the rules on 'wield' --> look in Core Rule Book; not dictionary dot com.

Courageous wrote:

This special ability can only be added to a melee weapon.

A courageous weapon fortifies the wielder's courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).

Weapons max at +5 enhancement / +5 special quality. 5/2 round down = 2. Courageous gives either a +1 or a +2 to other morale bonuses. Morale bonuses do not stack; so if you have a bard in your group, the +to save vs. fear is likely to be less than the bard's ability.

I only see one way to read the above statement and I really do not see what is so broken about a +1 or a +2 enhancement to morale bonus when you get buffed by spells like heroism. You're spending 8.3k minimum to get this bonus and you need group effort for casters to prepare morale bonus spells for you.

...we all know what wield means. People only bring stuff like that up when they have no argument. Ignore them.

Have you ever played a siege mage (wizard archetype) and come into play with a heavy ballista attached to a wagon?

Nullmancer wrote:
For example, I once made a level 6 gish for a pf-converted ravenloft game out of the oracle class. One of my friends got a ranger, talked with the dm so he could sacrifice all of his starting gold for an enchanted quiver of unlimited +3 arrows.

50: +3 arrows costs 18,000g. The spell that is applied to a quiver to cause this effect is: Abundant Ammunition. 1 x 1 x 2 (minutes/level) x 2000 (continuous) = 4,000 (minimum). This is one of those spells I would GM to be way more expensive (similar to continuous mage armor).

Minimum price: 18,000g + 4,000g = 22,000g. With this minimum, it means this character has no food, no clothes, no armor, no weapon, nothing but this quiver.

This was a bad DM option as it clearly unbalances the game. L6 starts with 16,000g. This is an unfair advantage of at least 6,000g by this other player. Did you DM compensate you and other party members for this imbalance? No other player character can predict this level of bullshi... will be introduced to a game.

AerynTahlro wrote:

We agreed upon his salary of 5sp/day [for "Bob"]

This salary is incredibly low. You pulled a nice one over on your DM there. The books have increased ranges of hireling salaries: Doctors for 1 gp/day and Sages for 15 gp/day are two examples. Governors of Castles are not one of the noted examples with predetermined hiring price, but I would bet they would get paid more than a doctor.

AerynTahlro wrote:
Here's the main question... Can anyone think of a way to calculate how much business the inn would pull in so we can determine if our castle can be self-sustaining without us feeding more money into it regularly?


Item Price Source
Inn stay, good (per night) 2 gp CRB
Inn stay, common (per night) 5 sp CRB
Inn stay, poor (per night) 2 sp CRB
Inn suite, small 4 gp UE
Inn suite, average 16 gp UE
Inn suite, luxurious 32 gp+ UE

When I'm the GM:
if a player creates an item like this without telling me - s/he can no longer create magical items other than straight book items.
if a player brings the idea of what they want to do to me, I will determine if the price is fair (EX a use activated bow of true strike should cost more than 1,800g; a robes of continuous mage armor or shield should cost more than 4,000g, etc.)

I agree with the piggy Blahpers. Order does not matter. There are three different scenarios that I do not wish to explain. One increases price over time, two keeps the price the same over time, three decreases price over time. The one that occurs depends on whether the item takes up a body slot and whether the bonuses contribute to the exact same thing (like AC or Attack).

If the first enhancement costs 5,000g, the 2nd enhancement costs 1,000g, and the third enhancement costs 3,000g AND the price is going up over time, then the prices are as follows:
1,000g + 3,000gx(lowest increase in price) + 5,000gx(second lowest increase in price)

If the first enhancement costs 5,000g, the 2nd enhancement costs 1,000g, and the third enhancement costs 3,000g AND the price is going down over time, then the prices are as follows:

5,000g + 3,000gx(lowest decrease in price) + 1,000gx(second lowest decrease in price)

Does this make sense?

Improved Initiative is a waste of a feat imho. Starting gold for a L4 character is 6,000 g, so you will not have enough money for both the headband of stat +2 and the +1 mighty bow of +str, let alone anything else.

Whether the OP is getting additional arms from vestigial arm, synthesist summoner, the 4 armed race, polymorph, playing a monster race, Titan Mauler (Barbarian Archetype) - wield 2 handers in 1 hand, or some other weird combination; the rules on whether multiple arms can wield multiple, two handed weapons will be universal for player characters.

...What does the source say?

Side A: Vestigial Arm does not grant an additional attack and is not able to help wield a sword/bow 2-handed.

Side B: Vestigial Arm does not grant an additional attack and is able to help wield a sword/bow 2-handed.

blahpers wrote:
Wanted: cook. Must be relatively clean. No goblins need apply.

lol nice

A jobs board in a tavern is a good idea of how to list your prepared material to the party. Player characters are notoriously unpredictable, so I like to have 6-8 possible routes prepared when I DM.

There are rumors of something strange happening in the basement of the mage tower.
A lady in all blue has been sighted around town asking strange questions.
Local woodcutters have gone missing from the lumberyard in recent days.
A local election is coming up soon.
There has been trouble at a local farmsted with missing crops and animals.
Daughter of an influential family has gone missing.
Merchants have complained about increased monster activity on the roads leading into town.

Thank you for quoting the source.

Ghost Template wrote:

Malevolence (Su)

The ghost's jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost's malevolence for 24 hours.

Ghost is a template that can be added to a race that allows possession of other creatures.

Demon-Possessed Template wrote:
“Demon-possessed creature” is an acquired template that can be added to any living, corporeal creature that falls prey to demon possession

Once again, another template added to a race.

Vilkacis (Creature) wrote:
A vilkacis is a spirit of savagery and can take control of other beings, afflicting them with its savage nature. Once per round, the vilkacis can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell

Vilkacis possesses creatures very similar to the Ghost, except for a lesser duration.

fretgod99 wrote:
We could have an argument about whether the Vestigial Arm FAQ actually changed that statement of intent, but the FAQ and subsequent responses were kind of convoluted. The way the FAQ was made and initially supported, dual two-hand weapon wielding was not allowed. The way is was subsequently discussed (all you're attacking is the number of attacks) made it less clear and it's arguable that dual two-hand weapon wielding could be allowed.

Can you cite the location of this FAQ? People have been using this as the fallback argument, but for months, no one has bothered citing it. I doubt it really exists.

Claxon is pointing out an overly misquoted part of the alchemist section in the APG. He's diehard in his convictions and beliefs about vestigial arms, but he's wrong on this one. Vestigial arms do not grant extra attacks per round, but they can be used as part of an attack with another hand's attack - such as wielding a weapon with two hands.

In regards to OP, I make the secondary attack do 50% strength damage of whatever the primary attack does. I add the 50% increases together rather than multiply.
If the primary attack does 100% strength, the the offhand does 50% strength.
If the primary attack does 150% strength, the the offhand does 75% strength.
If the primary attack does 200% strength, the the offhand does 100% strength.
If the primary attack does 250% strength, the the offhand does 125% strength.
I do not know of a way to get more than 3, 50% increases to strength damage at once.

The following example is a way to stack shield property bonuses.

Shield 1:
Heavy Steel Shield +5 of Heavy Fortification

Shield 2:
Light Steel Shield +1/Spiked +5 of Defending, Dueling, and Dancing Weapon

Total Bonus:
+2 shield AC/+5 enhancement bonus to shield AC/+5 non-specific bonus to AC/+4 initiative/+2 CMB to Disarm and Feint/+2 CMD to resist Disarm and +2 to the DC for enemies to Feint against you/shield 2 attacks other creatures at your BAB 1/round

I agree with Aelryinth about dual shields being cheese. The above 2 item combo would be significantly cheaper if combined into one item. Players sometimes like using two tower shields - one to prevent attacks from one direction and the other to use for the +4 shield bonus.

Initial looks show a maximum shield bonus to AC of 13. I'm still looking for a way to add heavy fortification to it.

Not in this case. You can use properties for attacking if you dual wield with shields and/or 1 shield for attacking, the other for defending. I think there is a way to cheese this. I'll work on it for the next few minutes.

In this thread, I am seeking GMs and players to post rules they find conflicting, ambiguous, or unclear; rules that GMs have to rule on when they come up during a gaming session. To start off this thread:

Can players see beyond their perception bonus + 200 feet?
Does Ride-By attack imply overrunning/trampling their target to continue moving or allowing charging in a not direct line or require charging directly towards the target, then provoke an attack of opportunity to continue moving that round?
Does crafting magical items with reductions to crafting price reduce the final sale price of the item?
Can a player who uses their first swift action substitute their move action or standard action for another swift action in the same round?

If one of my players asked, I'd say a move action as it is a similar action to retrieving something from a backpack. If in doubt, try it in real life with some snow goggles. If you 'swiftly' move the goggles, they will not be properly adjusted over your eyes.

Kalriostraz wrote:

Just recently joined and started playing with a group off the web. First combat session the other day, and a strange rule he's using came up. If you beat someone's AC by ten or more you get to roll damage dice twice. I'm mildly concerned this could become problematic, but I don't know high level play very well. Campaign is planned to go to 20 and perhaps beyond, and I'm most concerned about spellcasters and gunslingers.

Do I have cause for concern with this? If so, any recommendations on how to approach it, without coming off a bit ruled lawyery?

This "rule" does not exist in pathfinders. It is a homebrew thing that dates back to 3.0. As Claxton mentioned, there are several builds that would be stupidly powerful with this homebrew rule.

Hmm... Joan of Arc. I think she would likely fall into the Evangelist archetype of cleric. (The abilities of the archetype - not the name) Have you looked at Arcane Duelist (Bard Archetype: once again the abilities - not the name)? I can't imagine Joan of Arc as a druid, an oracle, or a ranger. Have you looked into the inquisitor or paladin class/archetypes?

Pretty much every class has a 'support class' option. Many classes have ways of healing - some more effective than others. If you are planning on taking full plate and tower shield, you might want to consider a 1 level dip into fighter for those proficiencies. Ideally, how are you thinking of playing your character? What roles in a party would you like to have?

VikingRS wrote:

Hello all, I am back again!

Took a break from GM'ing and now I picked up Ultimate Equipment and I am starting the game back up.

So, I have a question regarding something I read in Ultimate Equipment.

On page 134, in the first section, it says:

"A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10."

I am wondering what the "character abilities and spells" exactly means.

Does it mean that if a character has a +2 from an ability that they can't add stuff up to +10 on their weapon?

Or does it mean that the best attack bonus they will ever get is +10 total?

That's where I am confused.

Any help is appreciated.

Okay. I got this one.

Before this line was added, there was an absurd way of breaking the game. For 48,000g - you could add the spell "Litany of Defense" continuously to a piece of armor: granting an effective +15 bonus to the armor (10 to AC and 5 to special abilities). This line was added to prevent this perversion of the game.

Scent is either in the shape of a circle or a drop - depending on if there is wind. Scent allows people to know if someone is within the area. When within 5 feet, they can pinpoint the other person's location. Tremorsense with pinpoint targets who are on the ground. Blindsense / blindsight will pinpoint locations.

Various classes will have pets and/or the ability to shape shift into an animal with the last three vision types.

Tremor boots (10k) are the cheapest magical item that get tremorsense. I strongly believe this item is way underpriced *using the craft magical item chart - putting tremorsense continually on an item costs at least 112kg*

Circlet of Mindsight (22k) grants the wearer blindsense.

I am unaware of any item that grants blindsight.

Is this more of what you are looking for?

Ravingdork wrote:
I generally only give up a character when it makes in-game sense to do so. If we are in between stories, the character might choose to stay dead just because the after life is better. However, if we are about to save the world from an impending demonic apocolapse, then he will likely return whether he wants to or not because he has "unfinished business."

Are you just about to start up the current campaign or have your group progressed through it some? Are there like 2-3 martial classes and caster classes you "always" (usually) play? Do you make backgrounds for your characters? If so, do these backgrounds contain goals your characters have in their lives?

A character who has achieved the goals they set out with should retire from adventuring. Also, if a player is extremely bored with a character, they should retire the character for something they will find more fun.

Ravingdork wrote:
So is this somehow bad/wrong/fun? How might I assure my friends that I am not deliberately killing off my martial characters in favor of spellcasters?

As a DM, I've noticed my players follow patterns. One of my players plays melee characters regardless of starting level. Another player likes playing weird races / the face of the party every time. Another player enjoys mystic theurges / healbots. You follow a pattern too. Following a pattern is not bad. Deviating from the pattern from time to time also not bad.

*sigh* Because your party has deliberately called you out on the pattern you follow, I would suggest mixing it up for 2-3 characters.

*edited* I'm going to give you what my table calls 'The Phil Example'. Phil was this guy who needed to be the best. His AC was higher, his DPR was two to three times higher, he almost always role played his class wrong (i.e. playing a LG as NE), he was always arguing rules when he didn't get his way (without quoting books/page numbers: some I could not find), and on top of everything else, he boasted in front of the other players about how good he was and how bad everyone else was. Needless to say, we kicked him from the table. An appearance of balance and a basic level of manners is important in a game like pathfinders.

When your table is bringing this issue to your attention, are they really saying that the other players are not enjoying the game as much when you switch between melee and spellchucker?

I accidentally tpk'd my players once by putting them against two Dretches. If players fail their saves, Dretches are pretty brutal.

Tormsskull wrote:

Hi everyone,

Long-time D&D DM, transitioned into Pathfinder about a year ago. I have a group that is made up of 5 players. We use only core material.

I've noticed that sometimes the players make decisions that would very likely end in their character's dying. However, they seem to think that in certain of these situations it would be unfair if their characters died. So my question is, how much do you punish the players for their decisions?

Example: 2 players strip off their armor and run full speed across open land in a very dangerous area. They then enter an even more dangerous swampy labyrinth. The players were doing so in order to un-petrify 2 of their groupmates (they had to get there quickly).

In a setup such as this, would you allow the two players to get into the area without any chance of random encounters? Or do you let the dice fall where they lie?

In my adventures, I usually have a general idea of where the monsters are. Running has a -20 stealth penalty. If the PCs run past a room with a semi-alert npc inside, that npc is very likely to hear the PC, so yeah. Semi-random encounters are totally acceptable. I have a side sheet with either 6, 8 or 12 encounters that are likely in a given area and roll based on the sheet I have previously created (Ususally 2-3 of the numbers have 'no monster' assigned to them).

*edit* Had family aggro. Yes, I would suggest rolling for random encounters. Your two PCs created a lot of noise, that could very well stir a hungry monster to come looking for a snack.

Evilserran wrote:
Mapleswitch wrote:
I also ban item combos and item/spell combos that create infinite gold creating loops.
... WHAT? I never heard of anything like that... can you give me a few examples? I have a gamer that would totally start doing this if they figured it out, if i know i can stop em before they begin.

One example is Robes of Infinite Twine (1,000g) - use it to pull out 10 feet of hemp rope every round. In an 8 hour work day, you can pull out 48,000 feet of hemp rope. Cut into 50 feet segments, selling them at 5 silver coins each - making yourself 480 gold per day. This item pays for itself in less than 3 days. There are many, many combos and special items like this one.

I banned it after a player used it. Also, for the rest of that adventure, npcs started building their houses out of rope. Need a bridge? Rope. Doorway get busted? Rope.

GalacticCow wrote:

So I'm DMing, and one of the characters has in their backstory that they killed a king by accident (and are thus on the run). I want to bring that king back as a big villain, but I need advice on how I'd actually do that.

My main concern his keeping his memory. I could have him come back as a classic zombie, but I'd think that would make him a mindless pawn like all other zombies. I'd need some way to cheat death, bring him back, and possibly give him superpowers (like sorcery or whatnot).

My best idea right now is for him to have become an infernal sorceror, making a deal with a big-shot devil to come back from the dead to serve him. But is there a better way?

This is a technique I have banned at my table (because a player tried it). Spells/Scrolls/Wands needed: binding, magic jar, and simulacrum

Being paranoid, the King has buried a crystal (aka the magic jar) in a lead box about 25 feet beneath in the floor in his throne room. The king has previously cast simulacrum on guards, townsfolk, slain enemies, whoever (lots of puppets for the king - both the living and the simulacrum). The king magic jars himself into his favorite puppet. The puppet king traps his original body in the magic jar by casting binding on himself. He has also cast binding on some of his favorite puppets to keep him company in the magic jar.

How this relates to your back story. The adventurers killed the king's favorite puppet. The king gets sent back to the magic jar. The king releases his second favorite puppet from the magic jar and possesses it through another casting of the spell magic jar.

Also, a L5 Reincarnated Druid would do the trick.

I also ban item combos and item/spell combos that create infinite gold creating loops.

I'm surprised.

Look at the Spiritualist class ( and tell me you wouldn't ban that?! (3rd party material)

I ban a couple extremely specific feat/spell combos, like the infinite life combo from Simulacrum and Magic Jar or additional spell combo from Echoing Spell and Spell Perfection.

Players cannot roll their own perception checks (I roll them). Synthesists, races with spell resistance, and summoning anything without having pre-made creature stat blocks are most of what I ban at my table.

Activating a magical item blindly requires the Use Magic Device skill.

I agree with MassivePauldrons that a goal of 28-32 would be nice.

To continue on Peet's idea, here are all the items I know of that give miss chance.

Peet wrote:

At your level though you should start thinking about gaining abilities that give your enemy a miss chance, like blur or displacement.



Cloak of Displacement, Minor (24,000g) blur/continuous
Cloak of Displacement (50,000g) displacement/continuous
Veil of Fleeting Glances (9,000g) 50% chance to not be affected by gaze attacks, if affected, roll twice to save against them

# of uses/day
Haunted Shoes give 20% miss chance for 3 minutes/day (6,400g).
Mirror of Guarding Reflection gives a 50% miss chance (you have to use an immediate action) 3/day (7,000g)
Cloak of Flash and Shadow grants casting blur 3/day (11,000g)
Stormlure grants 50% miss chance against ranged attacks for 1 minute/day
Mistmail grants 20% miss chance 1/day (2,250g)
Robe of Scintillating Colors is a terribly costly way of getting displacement (27,000g)
Harp of Storms requires using in your hands - bad for fighters.
Nightmare boots give 20% miss chance 3/day + whenever you run or charge (8,500g)

1 use
Black Tribal War Paint grants the blur effect for 24 hours (1,800g)
Catching Cape is a 1 use item that grants blur for 1 minute (200g)

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The Emei Piercer would work well with a person who is great at roleplaying. Someone who is trying to play a diplomat/spy/assassin (who also has poison use) could easily hide the poisoned 'thumb tac on a ring' by flipping the back side up on their hand, walk right in, shake some poor saps hand, and poison them.

Claxon disagrees with everything I say. That being said, the Emei Piercer is the worst (non-monk) weapon in the Ultimate Equipment. Other horrible weapons include net, lasso, double crossbow, and mere club.

Spastic Puma wrote:
All in all, it's really hard to challenge this character without completely destroying the rest of the party as a result.

My game is going to start in about 13 minutes. Snake Style is worse - I'll show the college level statistics data later. One of my players made a L3 character with the entire Snake Style feat chain (legal character).

Crane Style is bad because of the autododge the first hit every combat thing, so the first attack that has a +17 to hit will automiss. If you want to hit this guy, go for traps, aoes, combat maneuvers, and nonrolled spells like magic missile. Obviously, not every encounter will have these features.

Does the monk also have the ability to hit enemies on a regular basis? If not, treat the monk like a movable wall that the enemies (generally) ignore. Generally, if you think it is broken, let the player play it out until he retires his character / his character dies / the campaign ends, then ban it from future use.

synthesists = cheese mode...I do not allow synthesists at my table and most DMs I talk to have this same rule.

Can the vestigial arm not hold the bow while the two original hands attack, one with the bow and the other with the shield?

I could see 16 L10 PCs downing 4 L20 NPCs in 3 rounds max, simply due to action economy.

Weasals are the best! They are the only ones I have ever seen make it through a prismatic wall.... the weasal was on fire, in acid, electrocuted, turned to stone, and beaned the caster on the other side interrupting her spell.

When I started DM'ing, I went lazy mode and downloaded a 'read it to me' program. Copy and pasted the pdf module into the program, sat back, and listened.

2 levels of alchemist - vestigial arm. I played with someone who made a cat folk who could use their tail to hold a weapon - no idea how.

Does TWF and Rapid Shot work with thrown weapons?

Ignore geography. They start off going east on a road. If they continue on this road, they make it to the town. If they turn around and follow the road west, they make it to the town. If they go off road, through the forest, over some stream, to a beach, across an ocean, through some more woods, they eventually make it to the town. You have made a campaign where the adventurers are traveling to the town. They will end up at this town no matter which direction they go.

So my character has a primary attack and I am looking at a feat that says 'primary hand', would I not qualify for that feat?


Would Beguiling Gift (spell) of a Poison Vial break Invisibility?

Are attacks with the primary hand considered primary attacks? Are primary attacks made with the primary hand? Are these two questions like a venn diagram where sometimes they are not the case?

If I am wrong, please show me how I am wrong with specific quotes.

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