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Miengu

Midnight_Angel's page

Pathfinder Adventure Path, Modules Subscriber. 1,957 posts (1,976 including aliases). No reviews. No lists. No wishlists. 5 aliases.


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Pathfinder Adventure Path, Modules Subscriber

Do you have access to the metamagic Feat Dazing Spell? Slap it on anything that doesn't target Fortitude.

Other than that, Grease, Glitterdust, Stumble Gap... anything that targets Reflex or Will and applies status modifiers wil make things much easier.
If you know Giants are coming, a couple Charm Person / Hold Person spells might even be worth the two slots they take memorizing.

Don't bother relying on damage spells. The one thing Giants bring to the field is a crapton of hit points, coupled with high Fortitude Saves.

Don't neglect your defense. They'll be able to hit your AC if they get in striking range or throw rocks, so miss chance is the way to go. Mirror Image is your friend. Improved Invisibility is even better.


1 person marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber
Jayson MF Kip wrote:
3/day limit probably isn't balancing enough.

Ah, but there is no 3/day limit.

Spoiler:
Quote:
If a swashbuckler wearing the cloak of feinting performs the superior feint deed or uses this cape’s ability, the opponent is also dazed until the start of the swashbuckler’s next turn.

Or uses the cape's ability. As opposed to, and uses the cape's ability.

Now, let's see how long it takes for someone to pipe up 'No Problem. Wizards still are better at killing things, so there's no change required'...


Pathfinder Adventure Path, Modules Subscriber

Fire doesn't seem to work.

Let's nuke 'em from orbit. It's the only way to be sure...


Pathfinder Adventure Path, Modules Subscriber
Hama wrote:
I have a long standing rule. No shower? No game.

Do I really need to take a shower, right after having taken a bath?

*ducks*


1 person marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber
blackbloodtroll wrote:
Midnight_Angel wrote:
However, the spell duration might be a tad on the short side...
Well, Anthropomorphic Animal can be made permanent...

Now you've done it.


Pathfinder Adventure Path, Modules Subscriber

Aside from First World (which I already mentioned)...

I'd love that AP to take on that note about Ayavah in WotR #6, and teasingly hinted at by JJ to happen.
I just don't know how many folks here will cry 'boo' at anything demon-related...


2 people marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber
Squeakmaan wrote:
Can I throw in a hand raised for archduke writeups

One hand raised by me, as well!


Pathfinder Adventure Path, Modules Subscriber

However, the spell duration might be a tad on the short side...


Pathfinder Adventure Path, Modules Subscriber

First World.


Pathfinder Adventure Path, Modules Subscriber

Did you, by chance, look at the Spells entry?
Yes, your caster level for your spells equals your paladin level -3.
However, your effective level for channeling equals your full paladin level.

There's no 'turns undead like a cleric who is x levels lower' derived clause present in Pathfinder.


Pathfinder Adventure Path, Modules Subscriber

Ah, Middleton Very Rare. Quite a nice Irish one, indeed. I must admit I am more of a fan of the 21 year old varieties of Bushmills or Redbreast when it comes to Irish whiskeys, though.

As far as scotch whisky goes, I seem to be in love with a couple of Lowlanders. Some Rosebanks or St. Magdalenes I have enjoyed so far are nothing short of divine, in my opinion. Unfortunately, both distilleries have closed down (St. Magdalene in 1983, Rosebank in 1993), so prices for any remaining bottles have risen to... annoying heights.

As a side note: Although one wouldn't believe it at first, the Japanese make some damn fine whiskies. You might want to try an 18-year old Yamazaki if you can get it at an affordable price; it's pretty good.


Pathfinder Adventure Path, Modules Subscriber

You might want to pick up some spell components arftr changing, though.

Alternative Eschew Materials is your friend here.


Pathfinder Adventure Path, Modules Subscriber
Hansj wrote:
Wait - "can an eidolon take advantage of their summoner while the summoner has the dazed condition so the eidolon and the summoner have children" - would that add enough trolling?
James Jacobs wrote:
And a summoner who takes advantage of their eidolon in that way can indeed do so, but without the eidolon's consent, that's a chaotic evil act and it should have immediate alignment repercussions.

Umm... James? I think the question was the other way round, about the Eidolon taking advantage of their Summoner...

*ducks*


1 person marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber
Dread Knight wrote:
The rule was so people didn't make small sized A and T's.

B... but small sized T's and A's are pretty common, even in Pathfinder! And there are guys who like the that way!

*ducks for cover*


Pathfinder Adventure Path, Modules Subscriber

Bah! If I want to cover some area, a widened Sunburst is the blast of choice.


Pathfinder Adventure Path, Modules Subscriber

Furry? If the monk in question is a catfolk, then yes.

Flurry? Umm... no.

*scnr*


Pathfinder Adventure Path, Modules Subscriber

Let's wait and see what they will be delivering...


Pathfinder Adventure Path, Modules Subscriber
Thomas Long 175 wrote:
That can be found in the table you pulled your info from. This is directly tied to the post containing clerics and paladins. Now if we look back to the class of paladin, aka not a cleric, you will see it gives no statement that would allow for an equivalent aura of evil. Just good. So by the cliff notes in the table, it straight out says to look to the class and the class gives no statement on any possible evil aura.

May I point out the fact that the table has, in fact, an entry for Cleric or Paladin of an aligned deity?

The definiton for the intensity of a Pally's aura could not be any more explicit. In fact, what the Aura of Good rule does is to ensure that an Abadarian Paladin will get a Good Aura at full stength, despite his god not providing any.

As will a godless Paladin.

Still, having the choice of not serving a god does in no way mean you can choose pretty much any faith.


Pathfinder Adventure Path, Modules Subscriber
Mark Sweetman wrote:
So a Paladin can't follow an evil deity as by doing so they'd gain an evil aura, which violates their code of conduct.

Umm... you lost me there.

Where exactly do you see the violation of conduct? Last time I checked, having an evil aura did not infringe on any strictures a Paladin had to adhere to...


Pathfinder Adventure Path, Modules Subscriber
Thomas Long 175 wrote:
Except the paladin's aura isn't based off the deity they follow.

Sure about that? Last time I checked, Detect $slignment had a special entry for Cleric or Paladin of an aligned deity

Thomas Long 175 wrote:
As you can see the wording is quite different from the cleric aura feature. A paladin receives an aura of good no matter whom they worship.

...which would be in addition to the aura they receive from their deity.

Now, this would imply result in a hypothetical Asmodean Paladin pinging Good (as per Paladin class feature), as well as Lawful and Evil (as per the entry in the Detect Evil table), all of these at full strength.

In fact, the exceptional strength of the Paladin's aura from his deity is, in my opinion, a strong argument for the paladin being massively tied into his deities principles... which would heavily imply a one-step-maximum divergence of alignments.

No one stated that a Paladin has to worship a deity. But if he does, evidence strongly suggests his alignment has to be within one step of said deity.

Just my 2 cents...


Pathfinder Adventure Path, Modules Subscriber
James Jacobs wrote:
That said... the explosive runes hack is lame and that spell needs errata as badly as telekinesis.

Huh? What's so wrong with Telekinesis? What did I miss?


Pathfinder Adventure Path, Modules Subscriber

Simply look at it from another angle.

If you have Toughness, you'll either get +1hp per HD, or a grand total of 3hp, whichever higher.


Pathfinder Adventure Path, Modules Subscriber

(Not mine, to be honest, but I still like it)

Once upon a time (1/t), pretty little Polly Nomial was strolling across a field of vectors when she came to the edge of a singularly large matrix.

Now Polly was convergent and her mother had made it an absolute condition that she must never enter such an array without her brackets on. Polly, however, who had changed her variables that morning and was feeling particularly badly behaved, ignored this condition on the grounds that it was insufficient and made her way in amongst the complex elements.

Rows and columns enveloped her on all sides. Tangents approached her surface. She became tensor and tensor. Quite suddenly, three branches of a hyperbola touched her at a single point. She oscillated violently, lost all sense of directrix and went completely divergent. As she reached a turning point she tripped over a square root which was protruding from the erf and plunged headlong down a steep gradient. When she was differentiated once more she found herself, apparently alone, in a non-euclidean space.

She was being watched, however. That smooth operator, Curly Pi, was lurking inner product. As his eyes devoured her curvilinear coordinates, a singular expression crossed his face. Was she still convergent, he wondered. He decided to integrate improperly at once.

Hearing a vulgar function behind her, Polly turned round and saw Curly Pi approaching with his power series extrapolated. She could see at once, by his degenerate conic and his dissipative terms, that he was bent on no good.

"Eureka" she gasped.

"Ho, ho," he said. "What a symmetric little Polynomial you are. I can see you're bubbling over with secs".

"O Sir," she protested, "keep away from me. I haven't got my brackets on."

"Calm yourself, my dear," said our suave operator, "your fears are purely imaginary "

"i, i," she thought, "perhaps he's homogenous then?".

"What order are you," the brute demanded.

"Seventeen," replied Polly.

Curly leered. "I suppose you've never been operated on yet?" he asked.

"Of course not", Polly cried indignantly. "I'm absolutely convergent."

"Come, come," said Curly. "Let's off to a decimal place I know and I'll take you to the limit."

"Never," gasped Polly.

"Exchlf," he swore, using the vilest oath he knew. His patience was gone. Coshing her over the coefficient with a log until she was powerless, Curly removed her discontinuities. He stared at her significant places and began to smooth her points of inflexion. Poor Polly. All was up. She felt his hand tending to her asymptotic limit. Her convergence would soon be gone forever.

There was no mercy, for Curly was a heavyside operator. He integrated by parts. He integrated by partial fractions. The complex beast even went all the way around and did a contour integration. What an indignity. To be multiply connected on her first integration. Curly went on operating until he was absolutely and completely orthogonal.

When Polly got home that evening, her mother noticed that she had been truncated in several places. But it was too late to differentiate now. As the months went by, Polly increased monotonically. Finally she generated a small but pathological function which left surds all over the place until she was driven to distraction.

The moral of this sad story is this: If you want to keep your expressions convergent, never allow them a single degree of freedom.


Pathfinder Adventure Path, Modules Subscriber
downlobot wrote:

Don't wands and such have types, too? I.e. Divine or arcane, such that a spell that appears on both the wizard and cleric list might appear in a wand that a wizard couldnt use without umd that a cleroc could? So in the example above, the domain version of the spell would be divine, so the cleric couldnt use an arcane wand without umd?

I could be makong that all up though.

Actually, you are.

Scrolls come in both arcane and divine 'flavor', wands don't.


1 person marked this as a favorite.
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Xedrek wrote:
I think the best bonus is the -1 CR. It allows the application of a +1 CR template without a level adjustment

*innocently* Young Advanced, anyone?


1 person marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber
bulbaquil wrote:
Yeah. I wouldn't be surprised if a lot of GMs houserule (possibly unknowingly, in a de facto sort of way) that native outsiders count as humanoids rather than outsiders for things like disguise self, enlarge person, etc., unless you really would rather your undine disguise himself as a balor rather than an elf.

Change the native outsiders in question to Humanoid (Planetouched)... and you rid yourself of a LOT of problems.

Just sayin'...

GM says: *rolls die* "The monster attacks you for... what was your AC again?"
GM means: "Well, you're gonna get hit anyway, I just need a target number to make up."


Pathfinder Adventure Path, Modules Subscriber

*sigh* I'd absolutely LOVE a First World AP.
The 'succubus statuette' one would be something I'd buy (and run) in a heartbeat, as well.
Sadly, I don't believe it'll be any of these two. Not that early.


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Modules Subscriber

Hello all,

If a character with multiple spontaneous casting classes obtains a Page of Spell Knowledge with a spell that is on more than one list from the classes he has...

can he freely cast this spell from slots of any of these classes, or does he have to decide which of his eligible classes will benefit from effectively having one more spell known?

Bonus question: What happens if the spell in question is rated at different levels in his class spell lists?


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Modules Subscriber

So, let's get this straight, please:

What exactly does the phrase "Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms." mean?

a) If four-armed, I cannot take TWF. I must take MWF instead. Since all the higher-up feats (ITWF, GTWF, Two-Weapon Rend, etc.) require TWF, I am abolutely unable to learn those, ever.

b) If four-armed, I must take MWF in place of IWF. MWF replaces TWF in all aspects, thus being a valid prerequisite for two-weapon rend (which would apply once per round if I hit with... what exactly? Main Hand plus one off hand? Any two different weapons?), ITWF (which would likely give me a single additional iterative from one off hand), drawing more than one weapon in a single move action (if so, how many?), and so on.

c) Actually, the design team never gave too much thought to this case, as multi-armed creatures who'd actually take these feats are pretty rare?

d) Something else altogether?

Mind, I am not asking for things like IMWF and the like, I'd just like a clarification how far the 'replacement' paragraph is intended to go... and so far, there have been about zero official responses... unless I missed something.


Pathfinder Adventure Path, Modules Subscriber
Nefreet wrote:
If they have the Two-Weapon Fighting feat, then 2 move actions.

Ah, but they cannot take TWF, as for those creatures, Multi-Weapon Fighting replaces TWF.

Now... what exactly does MWF do when it comes to drawing multiple weapons?

Does it allow to draw all your weapons, in analogy to TWF?
Does it allow you to draw two weapons, just like TWF?
Or does it allow none of these, as the drawing rule references TWF and not MWF (even though MWF is called a replacement for TWF for those with too many arms)?


Pathfinder Adventure Path, Modules Subscriber

Innocent question from left field:

So, a four-armed creature (with Multiweapon Fighting, as appropriate) needs... how many actions to draw a complete set of weapons?


Pathfinder Adventure Path, Modules Subscriber
Nefreet wrote:

One skill is assigned to the item when it is created, and should be notated on your sheet somewhere. You don't get to pick new skills each time you take it off and put it back on.

Same for the bonus language it grants.

*innocently suggests an Item of Int+2 with Linguistics as its bonus skill*

*runs for cover*


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GeraintElberion wrote:
Aw dang, I was waiting for this to come out so that I could buy it and completely missed the 'pre-order gets free pdf' bit of the blurb.

Me three...


Pathfinder Adventure Path, Modules Subscriber

Burning Straw man is banned due to excessive carbon dioxide emissions.


Pathfinder Adventure Path, Modules Subscriber
Mulet wrote:

I'm the DM, and my level 6 Paladin PC has us both confused about the multiple attack rule.

Q1) Are we correct in saying that if he does not take a move action (AKA a full round attack), he may then make use of his second base attack bonus?

A1: That's correct. His full attack pattern is +6/+1 (plus any bonus due to strength/dex, weapon enchantment and the like), giving him two attacks.

Mulet wrote:
Q2) If a melee weapon in each hand, represents each attack when using both base attacks (the second being the crappy off hand), what does that mean for weapons that require two hands? Like a bow.

A2: If he wields a melee weapon in each hand, he can distribute the +6/+1 pattern between both weapons as he sees fit.

If, however, he wants to eke out an additional attack due to wielding two weapons, he will be be counting as two-weapon fighting, netting him a +6/+1 attack pattern for his main hand, and a +6 attack for his off hand.

In this case, all attacks will be heavily penalized (-6 to all main hand attacks, -10 to the off hand attack), unless he has the two-weapon fighting feat, which will alleviate the penalties to -4 for all attacks.

Using a light weapon in his off hand will reduce all these penalties by another 2.

For getting more than one single off-hand attack, he will require to take the improved / greater two-weapon fighting feats.

Now, if he is using a two-handed weapon, he cannot make any off-hand attacks. So, using a bow pretty much locks him into the +6/+1 pattern.

Mulet wrote:
Q3) Does this mean that he may use Rapid shot, to "fire an additional arrow" on his first attack, and then use Rapid Shot to "Fire an additional arrow" on his second (crappy) attack?

A3: No. All that Rapid Shot does is to add one additional attack, at full bonus, to his regular full attack pattern, at the cost of a -2 penalty to all attacks.

Thus, his full attack pattern using Rapid Shot is +4/+4/-1.

Mulet wrote:
Q4) THEN can he combine this with Many Shot, to fire a 3rd arrow per volley, with him dealing 6 arrows every turn?

A4: Negative. Manyshot will let him fire two arrows on the initial attack of his full-attack pattern, adding a single arrow per round.

Mulet wrote:
Q5) And during an attack of opportunity, may he use both Base Attack Bonuses to point blank shoot two arrows using both attacks, then stack Rapid Shot and Many Shot to deal out 6 arrows on an attack of opportunity?

An attack of opportunity is just this, a single attack, doable once per round (unless you have Combat Reflexes, which will allow you to attack on multiple opportunities per round, but still only nce per opportunity). So: no, it's a single attack roll, for one hit.

Plus, unless you have special abilities like snapshot, you cannot make Attacks of Opportunity with a ranged weapon at all.


Pathfinder Adventure Path, Modules Subscriber
Jakken wrote:
How about knowledge checks? Can you take 10 or 20 on those? My DM is of the persuasion that you can't

Take 10: No Problem, unless you are being distracted or threatened.

Note: A Monster trying to eat your friends while you are frantically trying to recall its weaknesses via a knowledge check does count as a threat, so identifying monsters mid-combat usually will not allow taking 10.

Take 20: Usually, no.
Since taking 20 implies trying several times, and knowledge checks do not normally allow retries, you're out of luck.
There may be situations (e.g. researching a specific kind of demon in a library) where you can retry your checks (e.g. check daily)... so, in these cases, you could take 20, if you are willing to spend the time.


Pathfinder Adventure Path, Modules Subscriber
Draco18s wrote:
The ATMs around me (and the self-checkouts at the grocery store) spit out $10s rather than $20s. Me: "$60 cash, plz" ATM: "Blat-Blat-Blat-Blat-Blat-Blat" Me: "Tens? Really?"

Lucky you. Mine today went.

Me: "100 € cash, please."
ATM: "Ba-Zinga!"
and I received a beautiful single 100 Euro note.

Cafeteria absolutely LOVED me for it :(


Pathfinder Adventure Path, Modules Subscriber
Rylar wrote:
What happens when I try to use metamagic on a spontaneous spell with 1 round cast time, or 1 full round cast time?

Well...

Core Rule Book wrote:
Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell feat, which can be cast as a swift action.

Edit: Dang Ninjas...

As for spells with these casting times... just scan the rule books. Just as an example, Lesser Restoration with its 3-round casting time comes to mind (e.g. if meta'ed by an Oracle), as would Enlarge Person (with its casting time of 1 turn)


Pathfinder Adventure Path, Modules Subscriber
shadowkras wrote:
That is actually clever, althought it could be used with acid splash/ray of frost or acid arrow just as well.

Acid Splash and Ray of Frost won't do.

Dazing metamagic will cause the target to be dazed for 1 round per level of the original spell. Which is zero in your examples.

*scnr*


Pathfinder Adventure Path, Modules Subscriber
ShadowcatX wrote:
Mathematically 10x/2 = 5x, there is literally no difference between the 2.

Negative on that, Houston. (10d6)/2 are not the same as (10/2)d6.

For an easier view on this, compare 2d6/2 and 1d6:

1d6 will give you results of 1 2 3 4 5 6 (1/6 chance of each), for an average of 3.5

2d6/2 will give you:
1 (3/36 chance)
2 (7/36 chance)
3 (11/36 chance)
4 (9/36 chance)
5 (5/36 chance)
6 (1/36 chance)
for an average of 3.25.


Pathfinder Adventure Path, Modules Subscriber
LazarX wrote:
Sorcerers have casting flexibility even without metamagic that wizards dream of. and quite frankly so what? When they get third level spells at 6th level, they're casting more of them than thier wizard friends.

Erm... since the majority of these 'wizard friends' tend to be specialists, the difference in numbers is not quite as pronounced as you'd think.

Sorc 6: 3 base slots for Level 3 spells. Of which he knows one.
Specialist Wiz 6: 2+1 base slots for Level 3 spells. Of which he knows at least four.

Now, where exactly is the sorcerer's flexibility the wizard can only dream of?

(Note: Due to getting his Bloodline spells a level after coming into new power, the sorcerer has the honor to be the only spontaneous class that starts every new spell level with a single spell known. Flexible, indeed.)

Plus, while I understand the casting time increase for applying metamagic on-the-fly (which is part of the Sorc's flexibility), I fail to comprehend what kind of flexibility must be offset when it comes to metamagic rods.


Pathfinder Adventure Path, Modules Subscriber

Since there already is a bunch of Nocticula ascension questions, I'd like to chime in, as well... if i may.

It has been stated that a CN ascended Nocticula would kind of leave a vacuum in abyssal 'hierarchy', with Areelu Vorlesh as the one most likely to fill the gap.

What makes Areelu more likely for the position of Nocticula's succession than, say, Shamira? Or... do your plans for an ascending Nocticula include what will happen to this mysterious Nascent Demon Lady?


Pathfinder Adventure Path, Modules Subscriber
alexander ipsen wrote:
so i will not be able to aquirre any templates unless i´m no longer a vampire?? correct?

Incorrect.

You're just inelegible for templates that can be placed on a living creature.


Pathfinder Adventure Path, Modules Subscriber
Mikaze wrote:

I am so sorry, OP.

In all seriousness though, I do understand the frustration. Especially when you're responding to huge posts way back in a long thread.

I'm not sure what could be done that wouldn't be open to nesting abuse though. :(

Hmm... since the vast majority of postings append at the end of the previous one, cutting the start of the quoted text when things get too long might be an idea.

Which, of course, would leave the quoter with a broken set of quoting tags...


Pathfinder Adventure Path, Modules Subscriber

Hello, and nice easter!

Once again, I hace some rather un-related questions, if I may...

1) Are merfolk equally at ease in both seawater and freshwater, or do they react in any way to being in water which has a radically different mineralisation from what they were bred in?

2) An Inquisitor of Desna, an Inquisitor of Cayden Cailean and an Inquisitor of Milani in Cheliax: How would their goals (and probably, methods) differ from one another?

3) Does Nocticula have any canonical children? If so, do any of them have a mortal parent?

4) In the rule books, changelings are defined as being hags' offspring, the differences between changelings born to annis, green and sea hags being defined as racial traits. With the addition of more types of hags to the Bestiaries (e.g. blood hag and winter hag)... are we going to see racial traits for changelings descended from those?


Pathfinder Adventure Path, Modules Subscriber

In spell progression tables for any class, there is a difference between an entry of '0' and an entry of '-'.

'0' means you can access that level, but have zero slots available out of the box. This number may be increased by bonus spells, spell-slot granting items, and the like.

'-' means 'no access to slots of that level'. At all.


Pathfinder Adventure Path, Modules Subscriber
seebs wrote:
I would probably give a second level character one negative level and one point of constitution drain. It doesn't matter much, since it's a trivial spell to restore that.

Seconded.


Pathfinder Adventure Path, Modules Subscriber
Mapleswitch wrote:
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.

Furious: Enhancement counts as 2 higher when raging

Bane: Enhancement counts as 2 higher against certain enemies

Boom - +9 Enhancement Bonus. Which, all of a sudden, increases every single morale bonus by +4.


Pathfinder Adventure Path, Modules Subscriber
Nefreet wrote:
If you were in my home game, and you wanted to roll 6d12, whether because you have six d12s or just like rolling the least-used dice in the game, I'd probably let you do it rather than 12d6. Same average, same maximum, lower minimum.

Umm... Lower minimum? Check.

Same Maximum? Check.
But... same average?

12d6 average at 12 x 3.5 = 42
6d12 average at 6 x 6.5 = 39...


Pathfinder Adventure Path, Modules Subscriber
Majuba wrote:
Familiars don't get any more skill points, feats, or base saves than their base creature.

Huh? Not even when their Int mofidier increases, thus granting them one more skill point per hit die?

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