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Rayhan Xobhadi

Nickademus42's page

Pathfinder Society Member. 410 posts. No reviews. 1 list. No wishlists. 14 Pathfinder Society characters.


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Shadow Lodge

Dave Gross wrote:
What'd make it more fun for the rest of us is to see you post a review of everything as you go through the entire Pathfinder Tales library--especially the short stories, many of which have no reviews yet.

Hmm, I was not aware of this. Having recently finished all the short fiction, I was about to move on to the novels. But if there is a lack of reviews I may take a moment to refresh my memory and give some feedback.

There was a lot of good writing and storytelling in what I've encountered so far. I figured enough people would be raving about it already. Perhaps it's time to throw my own two cents around.

Shadow Lodge

Wayfinder + clear spindle ioun stone.

No more dominate.

Shadow Lodge

1 person marked this as a favorite.

Nah, give him the Catch Off-Guard feat. Then he can not only use the limbs, but get some flat-footed attacks as well.

Besides, with the feat description of:

"Unarmed opponents are flatfooted against any attacks you make with an improvised melee weapon."

... you will be able to hand out the 'unarmed' puns.

Shadow Lodge

My first character was a diviner. They have a class ability to always go first in the surprise round even if they fail their Perception checks (we call in spider senses :P). I remember a villain appearing in a room once and giving a grand monologue.

At the end the GM asked us to roll initiative. I said what about the surprise round? To which he replied, you just hear it. Well, do I get to go since I'm a diviner? The GM say sure!

I rolled a higher initiative, had a wand of scorching ray in my hand already and burned her to a crisp from the shot. Smirking at the GM, so that monologue never happened, did it? No, he said hanging his head, no it didn't.

Shadow Lodge

Invisibility extends to objects in your possession, that includes water drops. While the water created by the spell would make it obvious that an invisible creature is there (since the water disappears in the vague shape of the creature), is would not stick around in midair.

Create water, like powder, can identify the square an invisible creature is in, but won't remove the 50% miss chance.

Shadow Lodge

Some GMs use initiative to determine who can respond first to a situation, even a non-combat one. It's a fair way of handling when three or so players and say "I want to..." at the same time.

Shadow Lodge

ryric wrote:
... but note the part about casting another spell causing the touch spell to dissipate....

This was already covered.

Shadow Lodge

Glass has a hardness of 1 and 1 hit point per inch. So yeah, subtract 1 point of damage from the creature due to the hardness and call it a day.

Shadow Lodge

Swarms fill more of the square than just surface of a character. It would be difficult to determine where the emptiness of the invisible body is in the swarm. Most swarms fill multiple squares, so you're probably looking through several feet of moving insects before getting to the part that has the invisible character.

Just assume the swarm is blocking your view fine details (like a body outline).

Shadow Lodge

Technically Spellcraft is supposed to be used for detect magic which gives it a lot of mileage.

People use the rods because they don't raise the spell level and that let's them meta their most powerful spells. If you use a skill check to meta, the same thing will happen but it will be much, much harder to control. My wizard would break your game if this were the case due to his build.

Not sure about fictionfan, but mine would be +31 (12 ranks, +3 class skill, +8 Int mod, +2 circumstance for masterwork tool, +1 luck for stone of luck, +4 morale from greater heroism, +1 competence from ioun stone) at 12th lvl (or +37 with Skill Focus since I don't need feats for metamagics anymore).

Shadow Lodge

This is for Society play, so I'm at the mercy of the devs. :\

Shadow Lodge

Entilzha wrote:
I wonder if I should give him ranks in Knowledge (Nature), so he can correctly identify all the different breeds of fish? lol

Wouldn't that be Knowledge (local)?... Hehe.

Shadow Lodge

I believe Hero Labs is working on a bridge between the BB and PFS given the new conversion guide. Don't quote me on that, but I vaguely remember a post by the creator in the blog for the conversion pdf.

Shadow Lodge

What Bob said.

(I remember the days of 2nd Ed where players did all those nasty things with Magic Missile.. /headache).

Shadow Lodge

I must say, in my short time on these boards, I could always count on your posts to be the voice of reason. I always stopped skimming to read them and I hope you still find time here and there to grace us with them.

Shadow Lodge

2 people marked this as FAQ candidate.

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Upon looking through these spells, UA 1 to 3 looks fine. But UA 4 doesn't seem to fit in. It only modifies Tiny and Large forms and throws the numbers out of whack. According to current RAW (I couldn't find any errata), here is the bonuses for each form size.

Dimin: +6 Dex, -4 Str, +4 natural AC
Tiny: +8 Dex, -2 Str, +3 natural AC
Small: +2 Dex, +1 natural AC
Med: +2 Str, +2 natural AC
Large: +6 Str, +2 Con, -2 Dex, +6 natural AC
Huge: +6 Str, -4 Dex, +6 natural AC

According to this, a huge and large undead have the same Str and armor, yet a large has the only Con buff. A diminutive undead has more armor than a medium and less Dex than a tiny...

So what are the changes in Undead Anatomy IV supposed to be?

Shadow Lodge

For now. Module play may very well change. But as things sit, you have a point.

Shadow Lodge

nosig wrote:
good stuff

+1

Let the PCs be PCs.

PS. So nosig, what you are saying is if you want to kill yourself (in-game), you're more effective by casting confusion on yourself?

Shadow Lodge

From what I understand of a Summoner, they can have their Eidolon summoned/fused indefinitely unless the summoner sleeps. So it is feasible to assume that the eidolon is fused any time the summoner is awake and doing the Day Job, just like equipment.

EDIT: He can easily make up the +3 he's not getting from traits with gear (ioun + master tool).

Shadow Lodge

I'd have to agree with the GM. It takes a lot for a person to become suicidal enough to kill them self. Why didn't you just tell another party member to kill you?

Shadow Lodge

Bob Jonquet wrote:
Enevhar Aldarion wrote:
But the human Tian listed in the ISWG does start with Common...
The new material would superseded the older material. So, currently, it appears that the rules support no common as a base language for Tian characters. Personally, I think we should just add a note to the Additional Resouces or an FAQ entry that clarifies Tian characters getting common/Taldane for the sake of game-play.

But wouldn't specific override general? The new material deals with generic Tian characters where as the ISWG specifically deals with Tians living in the Inner Sea where the Society headquarters are.

Shadow Lodge

The people you are wanting to respond have been out of the office all weekend for the holiday. They'll probably be back tomorrow.

Shadow Lodge

I am inclined to agree. I feel proficiency with a weapon group is more on-par with a feat. Sadly, this is not how things are. A trait giving proficiency with a single weapon is acceptable.

Shadow Lodge

If he's new, I don't recommend archetypes. I he wants a half-orc fighter, then let him know that he'll want a little dex since full plate allows a +1 MDB, and a little Con since he'll be in front more often. Other than that, he'll be fine to learn. His second character will be a lot better. ;)

EDIT: The more I think about what you're asking... When I'm teaching a new player the game, I suggest something that is highly survivable and doesn't have a lot of complex abilities. Fighter is a great choice. Gunslinger is not. I tell them that they'll have a lot to learn about the system itself that they can try a more complex character once they have a grip on things.

Shadow Lodge

Scott Young wrote:

The human ethnicities don't start with Common. It's clear that any character who spends several years in Absalom training at the Grand Lodge will learn enough Common to get by, though...

What he said.

Shadow Lodge

I believe the concept comes from the fact that the ability description in the CRB directly states that 'An icy burst weapon functions as a frost weapon that also...'. This leads to the logic that an icy burst weapon is merely a frost weapon with the extra crit damage added on. Hence the upgrade from frost to icy burst.

Shadow Lodge

A couple others:

Story Arc 1
Story Arc 2

Shadow Lodge

Poison Use ability. :P

Shadow Lodge

1 person marked this as a favorite.

A helmet with a sheet of lead in it should shield you from all mental detections without the need for magic.

Shadow Lodge

I was wondering the same thing for a helmet.

Shadow Lodge

Chris Mortika wrote:

Practices I use as a classroom teacher carry over into Pathfinder Society play.

I have found that having the Venture Captain stop in the middle of his briefing and then spell out the name of the person or place he just mentioned, has been enough of a hint.

+1

I love subtlety.

Shadow Lodge

Way to go Don Walker!

Shadow Lodge

Avatar-1 wrote:

Had some confusion over the nature of an attack of opportunity.

The round went like this:

Gunslinger's turn
Move action - move up to bad guy
Standard action - ready a shot if he made any sort of attack (asked him to surrender)

Bad guy's turn
Free action - dropped his weapon
Standard action - started to disarm Gunslinger

that caused the readied action to go off, and since he didn't have improved disarm, the gunslinger was also allowed an attack of opportunity. Except not really, because the gun is a ranged weapon, but wait, the gunslinger has Pistol Whip, which allows the gunslinger to make a melee attack with it (and if it hits, to knock them prone).

The argument is, Pistol Whip is a "standard action" and an AoO is an "attack action". However, Pistol Whip is also fairly specifically a melee attack. So is it allowed?

Attack of opportunity has nothing to do with it. You get to shoot him due to his attack-like action (the disarm) triggering your readied action, which would provoke from him but he probably doesn't have Improved Unarmed Strike. After your shot, he gets to continue his disarm attempt.

Since Pistol Whip is a standard action, you would not get to use it for the AoO. But had you readied your action to 'ready an attack if he made any sort of attack (asked him to surrender)', you could have gotten away with the Pistol Whip since you ready a standard action with the ready action.

Shadow Lodge

Andrew Christian wrote:
Mat Black wrote:

i would agree. however, as it currently stands, that is not the case. i definitely think it should be added.

i vaguely recall something similar happening near the end of another very popular organized play campaign, when a few races popped up that had the potential not to speak common. it caused all kinds of stupid.

I disagree that they should all know common automatically. If they want to know it, they should take an Int of at least 12.

That actually makes good roleplay sense. Why would Tian Xia send idiots as their ambassadors?

I agree. Though it also makes good roleplay sense that your character would not be sent out on Pathfinder missions until he learned Common once he got over here. I can't see a Venture-Captain putting a Pathfinder in a group where he can't communicate with the other Pathfinders or any of the NPCs they meet and expect him to follow the third rule "Cooperate".

Shadow Lodge

I used to have a similar handout that I made players fill out when they made new character's in my 3.5 home game.

Shadow Lodge

I think any easterner that was sent to the Pathfinders of Absalom was taught Taldane (Common) as a racial language first.

Shadow Lodge

Item purchases with PP are restricted to one item, once a scenario and must be equal or less than the amount the prestige is giving you. You can't use it for a partial payment and you can't keep the change for items that cost less.

Shadow Lodge

I place index cards next to the flip mat at the start of the game. I find it encourages players to take notes that otherwise would not due to having no place to write things down (and barely overcomes their laziness to dig paper out). Thus, I have not yet had a game where someone didn't jot down important info.

Shadow Lodge

I do not believe they are changing. The way pre-gens work in modules is under discussion, but nothing has been said for pre-gens in normal scenarios.

Shadow Lodge

One of the local stores that runs PFS hosts two to three tables on Friday night. Almost a third of the player are under the age of 15 and we have no trouble (well, the GMs might have difficulty keeping up with the speed of their young minds).

Shadow Lodge

I second this. I prep the heck out of my scenarios making encounter cards and combat cards that hold all the pertinent information. I could literally GM a scenario without touching the print out or any books. Besides, looking things up mid-game is bad form if you're trying to keep things flowing (such as during a 4-hour slot at a store or convention).

Shadow Lodge

My apologies. I meant Additional resources instead of FAQ. I tend to think of them as the same when that can be confusing to others. A lot of your restriction questions for books will be buried in text on the Additional Resources page like Dragnmoon has shown.

Shadow Lodge

I've been lightly following this thread, but I think I'm seeing a miscommunication that's causing some trouble. If I'm wrong, ignore me. If I'm not, let me present this different point of view to Bob and nosig.

I believe what james is talking about is not a matter of preference (or 'his way of GMing') but rather the general idea of a GM bettering oneself. I know for a fact that there are things that a new GM can be taught that will improve his/her game without changing their style or delivery. Things like 'visual aids help players experience the scenario with multiple senses' and 'having players roll damage along with combat can speed up play a bit', even some borderline advice like 'during combat, tell the players after they've sat there for 10 seconds that you're going to delay their character until they think of what they want to do, for the sake of keeping the combat flowing'.

If a GM is willing to take constructive advice and food for thought, they can become better at GMing. A group of players that take an active role in advising new GMs within their community can offer this.

On the other hand, if a GM has a habit that is causing trouble, it is worth mentioning at the end of the slot what you felt/observed based on what the GM did. If they weren't aware of the affect of their actions, they will probably be happy you pointed it out. If they're a dick, they'll tell you off and you'll know to move along.

I think you guys are looking to far into what James is saying.

Shadow Lodge

Society FAQ wrote:
...a tattooed sorcerer may only use her create spell tattoo power during days spent in play (ie. not between scenarios)...

The FAQ will usually have information on how to mesh archetypes with OP. The rest of the description for the ability is in the feat on page 16 of Inner Sea Magic.

Shadow Lodge

I agree on both counts. I used the Field Guide to fill in a lot of the information.

I think the alternatives would have been either to include more information in the scenarios which is highly unlikely (word count and not wanting to overload a new GM) or to include references to products which is also unlikely as it makes the scenario feel tattered and make new GMs feel less confident about it without the extra books.

Shadow Lodge

The equipment packages are great and save you quite a bit of money, as well.

Shadow Lodge

I agree, nicely done.

As to only be allowed a pre-gen for the fourth player, I thought that was only for the GM. I thought a player at any time could use a pre-gen for no credit simply to try out a new class.

Shadow Lodge

Saint_Meerkat wrote:
1. The first was the Suicide Well in Area 12. In the text for the room, it states that "...any creature that [looks down into the well] is subject to a suggestion that urges it to throw itself into the hole." However, the suggestion spell text states that "asking the creature to do some obviously harmful act automatically negates the effect of the spell." This is confusing. The wording should probably be changed. How would/did you handle this apparent contradiction?

Specific overrides general. Since the scenario says that the haunt tells the PC to jump, that's what the suggestion's effect is. Remember, it's an undead creature not a spell being cast so it doesn't have to perfectly imitate the spell description.

Saint_Meerkat wrote:
(Also, because this is an introductory scenario, and the Haunt rules are found in the Advanced Player's Guide, they would make a good appendix -- with a note in the room description referring the GM to it. It's not clear that players are supposed to enter initiative when someone looks down the well unless you have the Haunt rules at hand.)

I think the scenario included a small description with the fact that the well always goes on Initiative #10. A reference would be nice, but I don't think it was needed.

Saint_Meerkat wrote:

2. The second issue was regarding how I perceived two of the three factions introduced in this scenario were presented. Amara Li of the Lantern Lodge was a friendly, generous person. But Major Colson Madris of the Andoran faction was described as ostentatious and pompous, and dropped a mild insult on the party. And the brusque exchange with Trade Prince Aaqir al’Hakam (Qadira) made my players decide to only take him one of the many trade agreements they found in the structure.

This seems to me to be inconsistent with the stated purpose for the First Steps adventures. I am all for colorful characters, but I had to do some improvising in order to feel that I had communicated the aims and objectives of the factions involved. Am I making much ado about nothing?

It didn't specifically say it in this one, but you are supposed to drop a little propaganda for the Andoran and Qadiran factions when talking with the PCs. What you added was fine.

Also, there are some other parts to their personalities that are supposed to shine through (mostly with the Sense Motive checks the scenario gives). Amara Li is compromising especially in regards to mixing the culture of the east with the west. Colson Madris is arrogant and pompous but he honestly cares about what he believes in and honestly cares about the PCs safety. Aaqir al'Hakam may be manipulative and legalistic but his is still proper and civil, giving the impression of being very knowledgeable (he IS a diviner after all).

Shadow Lodge

Bob Jonquet wrote:
I really don't care which way you go, but to drop a point in just to get a Day Job roll is lame. This is a role-playing game after all.

... Unless that rank represents what the character tried to do for a career before joining the Pathfinders. I don't see it as lame. I see it as lame that people would have character that just sit around the Lodge doing nothing between missions. Have you no life? A Day Job skill can be an important for RP even if you just put a point in and say "That's what he/she does between scenario, now where's my roll."

Shadow Lodge

deusvult wrote:
Perception is like a cell phone.. you don't really NEED it because if it becomes necessary to use it.. everyone else around you is going to have it ;D

If everyone thought this way, though, no one would have it. :P

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