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Is it just me or are there others out there who think the Pathfinder Adventure Paths are becoming victims of their own success? The current format (6 chapters, one each month) has long become impossible to keep up with from a Pathfinder AP fan perspective (our group plays each week and we have not been able to keep up, and have skipped several APs) From a nerd / fan perspective this is annoying as I'd like to play them all. I also find that the quality of some APs have been questionable as of late (not from bad art / bad writing perspective, but from a format / overall plot perspective). It seems that the 6 chapter format is somewhat of a shackle that ends up generating some weirdness (i.e. CoT should have ended at the end of Chapter 5, when the BBEG vamp is defeated; Second Darkness should have been split in two: AP1: Intrigue in Riddleport (3 or 4 chapters dedicated to growing a crime syndicate); AP2: Second Darkness: the 4 or 5 chapters we all know and hate that dealt with that long winded drow doomsday hack and slash) For ease of reference here is the ability in question: Quote:
Questions: 1) Does this ability in effect remove the 1 trick per scenario cap? (I believe it should, as the ability lets you train a critter 7 times faster) 2) Can a cavalier that has this ability train mounts purchased by other players (i.e. make a plain old light horse bought for 75gp on page 159 of the Core rules into a combat trained mount worth 110gp) I could see this being done easily (3 additional mounts ups the DC by 6; if the cavalier rolls good then everybody's riding horse is now combat trained) The DM could just put a note on the Chronicle Sheet (Pathfinder Character, Faction, Character Number) that did the training... that would actually be a cool bragging right for cavaliers ("My steed has been trained by Chaine Alazario, Andoran Faction, # 4456-3") :) Two questions for the Pathfinder Society staff: 1) When is Goblins of Golarion joining the list of campaign "additional resources"?; and 2) Are you guys going to revisit the "We Be Goblins" module instructions? I ask because: A) I would love it if we could have a goblin PC within Pathfinder Society (double agents / reincarnated Society agents / or any other reason is ok with me) B) It would be cool if the "We Be Goblins" mod could be played with PFS characters (an all goblin party of legal PFS PCs... perhaps with additional plot instructions for the DM to explain such a Pathfinder Goblin Squad infiltration within the goblin tribe described in the mod...) I know this can perhaps be a touchy subject for some, and this thread is not meant to debate if goblins should or should not be a playable race within Society play. I am merely seeking feedback from the campaign organizers as there is a sizable chunk of people who would find the idea fun. Remember it's about fun and potentially also for comic relief! I would imagine that not all Pathfinder Society expeditions are composed only of members from the core races - I could imagine a large expedition in the Mwangi jungles or far flung mountains could have a goblin or two in tow, perhaps even a few orcs. The Society is about the enlightenment of primitive races right? :) Cheers! I asked this question in the rules section and got no answer; since this is for a Pathfinder Society character, I'd like to get a ruling from the campaign chiefs: Q: Does Buckler Catch provoke an AoO? NOTE: in the meantime, until I hear from campaign management I have had my character take Improved Disarm to negate the AoOs; if it is not necessary I will switch with something cooler! (Corsair of Taldor feat I am looking at you, with my max ranks in Craft: Ships, and my intention to get a headband of Int keyed to Profession: Sailor) ARRRRRRRRRRRRRRR, MATEY!
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Do the subject feats from "Halflings of Golarion" work with a halfling staff sling? reading the description of halfling staff sling in the Core rulebook, the reloading rules appear the same as the regular sling. Should these two feats also apply to it then? ...just watched the movie, and can't shake the idea that this could work in the Kingmaker campaign. (in the movie, George the 6th, a rather low on charisma King, gets a speech therapist named Lionel to help him prepare a series of critical wartime addresses to Great Britain, and by extension, to all the nations of the Commonwealth) I kept thinking, low Cha leader reading off a specially prepared sheet full of marks, margin notes, private punctuation/pronunciation aids.... we then have, using kingdom building rules: Lionel: max Cha bard/pathfinder chronicler using Greater Epic Tales ability, creating "speeches" for the King (inspire courage sounds about right; soothing performance or whispering campaign work too...) George the 6th: [insert any low cha character] in the ruler position, reading the written Greater Epic Tales scroll each month in front of a large gathering... The only catch it seems is that Greater Epic Tales mentions you use the reader's Cha as appropriate, so to have a puppet king reading off a sheet, it seems the puppet king needs a high Cha... let me know if I'm getting this right; I'd love to be wrong and be able to have a low Cha king reading off a magic scroll each month to give directions to a kingdom... :) Fellow Pathfinders, I played in the society up to level 4 about two years ago then we took a break off the society to run SD, LoF, CoT and now we are at the beginning of KM. What is the procedure to rejoin the society for someone that, hypothetically, would have lost his character sheet and Path Society documentation? :) I can still see the games I played in the "session" section of my character, but no info on gold and gear. I look forward to hearing your advice and in the meantime I will double the efforts to find my old documentation... Best regards, PDK a.k.a. Theodric de LaMontagne, Taldan male bard 4. Herald's Tabard
======================================================== As usual, anything posted on the Paizo board is fair game for future Paizo products; full permission is granted to Paizo to utilize this in any future product or article. A few comments / suggestion, based on recent playtests: - dead shot should cost no grit if there is one grit point left; despite the touch AC feature of guns being somewhat an equalizer here, high level gunslingers will be bored to death due to the rapidly decreasing grit points --> SUGGESTION: if dead shot is not a "AS LONG AS YOU HAVE ONE GRIT POINT LEFT" type of deed, the grit point reserve should reset each hour, or likewise replenish at a rate of 1 every 10 minutes... - it should be clear that you can add Dex bonus to damage, magical enhancement bonus, sneak damage, flaming-type energy bonus, etc. for each attack you roll as part of the dead shot... as it reads, it sounds like you do this only once (i.e. like one big vital strike), which appears underpowered based on the playtest (please clarify if the latter applies) Again, Touch AC is somewhat an equalizer, as the pickleshot playtest used full AC... - pepperbox: I'm really curious as to how this new gun, and other guns presented in round 2, will play out in the new playtests... I think we should get clarifications as to which firearms are available in the Golarion world (i.e. Inner Sea has pepperbox, pistol and musket, but the playtest has a whole new bunch, and it is not clear as to which ones will be unlocked by Ultimate Combat, in regards to *Golarion*) Cheers! I hate pricing magic items (especially when they duplicate feats, as I don't see how it's done in the magic item creation rules...) so I've taken the "Gloves of Arrow Snaring" as a base to create the subject item, at the same 4,000gp price. Let me know what you think. Gloves of Riding (same as Gloves of Arrow Snaring but Mounted Combat feat instead of Snatch Arrow feat) I hate pricing magic items (especially when they duplicate feats, as I don't see how it's done in the magic item creation rules...) so I've taken the "Robe, Monk's" as a base to create the subject item, at the same 13,000gp price. Let me know what you think. Robe, Monk's
Vestment, Bard's
The Pathfinder Chronicler PrC says that its class' Bardic Music stacks with other class with the same ability, minus 2 levels. Does that mean a bard5/pathchron10 act like a bard 13 for all intent and purposes of bardic performance, and can use Soothing Performance (normally gained by a bard 12?) At first glance the class doesn't have good BAB and no spellcasting, so I would think that bardic music is the only thing going for this class... so my opinion is "sure, soothe away" Let me know what you think! PDK yeah, need a mounted mini for my Kingmaker cleric of Erastil with the Animal domain... but not a horse: a stag/deer/elk (GASP!!!) So far my search has only yielded this. Please let me know if you know anything else out there. cheers, PDK When they made the switch to 4E and nuked the Realms in a giant magical storm-apocalypse, and then fast forwarded the Realms one hundred year in the future, this is when I switched to Golarion/Paizo. Now, out of curiosity, I followed one of our fellow Paizo board members' link to the dreaded WotC website, where things come and go daily, and saw this: WANTED: Elminster Must DieWinner: Congrats to Robert Jazo, the winner of our Elminster Must Die contest! The winning tweet that earned he and a guest a trip to Gen Con Indy 2011: @WotC_Novels #elminster must die! At 1267 winters old he is personally responsible for bankrupting Social Security in the Realms. Way to go, Robert! And thanks to all who participated in the contest. The judges had a lot of fun poring through all the tweets that came in to make the case on whether Ed Greenwood's famed Elminster should live or die. If you missed them, search for #elminster. Yes folks, they held an "Elminster must die" tweet contest. I don't know about Mr. Greenwood, but if this was me, I'd be royally pissed and flip that company the bird whenever I could. What an utter lack of respect for an iconic character that has sustained TSR, WotC, Hasbro, etc. in a number of ways over the last 20 years. I know some of you don't share my previous love for the Realms so I'll leave it at that... but regardless of the character itself and what happens to it in canon, I find WotC's attitude, promotions and general attitude towards this long-standing hobby AND towards one of their long-standing author a bit appalling, as everyone knows that Ed had a lot of fun with El over the years. Shame on them. Stephen, Is there still time for random combat-oriented requests for Ultimate Combat? If so, let me start with the first one, which is not page intensive (one paragraph only) Could you add a ranger combat style for halfling slingers? (see this post for more details) Basically, the idea would be to give an additional combat style option for halfling rangers with the ammo drop and juggle load feats... Cheers! Dear Paizo/Gamemastery folks: Could it be possible to come up with a line of "SMART" gargantuan and colossal minis? I think the large and huge mini market has already been saturated by the D&D mini series over the years, and most gamers have an abundance of these products already. However, the concept of "smart" gargantuans and colossals have not been exploited yet. Here's my thoughts on what a "smart" oversized mini should be: 1. Proper square dimensions: 4 squares across for gargantuan, and 6 squares across for colossal. If a DM wants more than 6 squares for colossal they can use the D&D mini big red (8 squares across). 2. "Hollow" center: the gargantuan or colossal mini should either be properly "elevated" and the base marked with squares so as to allow easy placing of smaller minis underneath the behemoth... either that, or forego the base and support the mini by a 4 or 6 square wire on the perimeter only (for garg/coloss minis, respectively) The wire method would have the added advantage that existing minis on the battlefield would NOT need to be reshuffled when the gargantuan or colossal mini moves around. The current D&D mini gargantuans have a base so when they enter squares occupied by medium minis, EVERYTHING needs to be pickup up, and repositioned on top of the gargantuan base, and in some case, this is impossible because the gargantuan base has no room for them (i.e. the actual mini is quite voluminous/thick) This results in most DMs just keeping the mini stationary because they don't want to bother with the minutiae required by constantly moving the battlefield around every time the garg./coloss. mini moves... (i.e. less dynamic, more boring battle) 3. Going with the wire idea above: if a "smart" gargantuan/colossal mini line is not possible or not within the core competencies of Paizo/Gamemastery, then perhaps produce a "wire base" which would elevate a garg/coloss. mini above the battlefield so as not disturb the minis below. Many garg./coloss. creatures fly anyhow. Make the wire base a 4-square or 6-square perimeter so the user can easily tell which squares the creature is in. This is it for now, but I'll keep adding to the thread if I have other ideas/wishes on the subject. Please do not hesitate to provide any other comments or personal experiences on the matter. Cheers! So far I had been under the assumption that a monk's robe granted the user full monk level 5 fighting capabilities to the user (i.e. including improved unarmed strikes). As it currently reads it looks like you get a boost on AC/CMD and on your unarmed damage, BUT would still suffer an AoO while attacking unarmed (unless the item implies that improved unarmed strike is also granted). How do you adjudicate this item? here be the dice rolls for our remote Tue nite games... the following is for the current disjuncted/debuffed status... (will be more if Divine Bond and Smite Evil are reactivated) Here's Caladrel's current power attack FULL ROUND ACTION routine: FIRST
1d10 + 20 ⇒ (4) + 20 = 24
1d10 + 20 ⇒ (2) + 20 = 22
1d10 + 20 ⇒ (9) + 20 = 29 Here's Caladrel's current pwer attack + improved vital strike STANDARD ACTION routine: STANDARD
3d10 + 20 ⇒ (1, 7, 4) + 20 = 32 Elephant Stomp [Combat]
Question: does this feat enable someone to make an attack as an immediate action on an opponent BEFORE proceeding with overrunning the said opponent? This is how I read it, as the attack is an immediate action and in effect, this means the actual overrunning, which is a standard action, has not occurred yet or has not been completed yet... If this is not a feat that effectively allows a creature to make one attack while overrunning then I fail to see the usefulness of the feat. Any help would be appreciated. Anyone knows more than me on this, beyond the fact that the current X-Men Annual currently on sale at your FLGS/Comic Store has a bomb announcement in it saying Chris is back with the X-Men???? Which title(s)???? X-Men Annual Spoiler:
Jean Grey is back apparently (not sure if Claremont just brought her back or if that was done in the last few months...) and this time Wolverine and her no longer restrain their love. They are now together. Full bikini shots and all. They're fooling around constantly in that title. Lots of love. You get the picture. They get into some trouble and who rescues them? Nightcrawler, Kitty Pryde, Jubilee and Psylocke. Old 1975-1991 team back together? it seems to be the case! :) :) :) weeeeeeeeeeeeeeee! Dear Paizo community: Is there a thread somewhere that summarizes which books contain special rules that Paizo has come up with so far, such as the rules for Haunts, Chase, etc.? I want to take advantage of the January 10% discount to stock up on PDFs especially for all the APs I do not own in print yet and which may contain such new rules. Cheers! PDK Anyone else but me thought this issue (Hulk Gamma) was awesome? (with Blue Hulk // Rick Jones acting as Bruce Banner's bodyguard and telling the Avengers to "back off" and let Bruce say a few words?) I think Marvel is doing really cool things these days. I'm starting to understand why I've always been more of a Marvel guy than a DC guy: the most powerful guy in DC universe (Superman) is perfect, loved by all; the most powerful guy in Marvel universe (Hulk) is hated by all the "beautiful, perfect" hero leagues... (yet without Hulk, all the main Marvel heroes would have died when Molecule Man materialized a mountain above their heads during the Secret Wars, for instance... and countless other rescues by Hulk) Yes, the Hulk is utter destruction, but only when people make him angry. You'd think they'd have learned by now: give big green dude a wide berth and he goes back to Banner form after taking a few relaxing breaths... (hey, maybe one of the "heroes" should come up with a "relaxing scents" gun or "yoga pose" projector or "new age music" loudspeaker...) Comparing with all other Bestiary animal companion entries, the Bonus Bestiary Dragonne appears to be a special case with its own minisubset of rules. Can someone please clarify the official way this is supposed to work? So far I have it down to the following: 1) It is a monster cohort like those described at the end of the Bestiary (pixie, satyr, unicorn, etc.) that a 10th level druid or 13th level ranger (or any other creature with an effective druid level 10 for the purposes of Animal Companions, such as a 10th level paladin) can have by taking the Leadership feat. 2) If requirements in para 1) are met, using a 10th level druid as an example, the druid uses the starting stats shown under the Dragonne entry (natural +7, STR 19, DEX 15) and modifies them with the 6th level entry of Table 3–8: Animal Companion Base Statistics (PRPG p.52). Because the Dragonne is a magical beast, the stats are built with d10 instead of d8. As per 6th level row, it also gains +4 natural armor and +2 STR/DEX (AC +11 natural, STR 21, DEX 17 thus far). Also as per Table 1-4 of the Bestiary, Magical Beasts use Fast BAB instead of the Animal's Medium BAB. So 6th level entry corresponds to 6HD Dragonne corresponds to BAB +6. 3) When the druid gains 4 more levels (effective druid 14, so we now use the 10th level entry of Table 3–8: Animal Companion Base Statistics (PRPG p.52). 9d10, BAB +9, AC +13 natural, STR 22, DEX 18 (and let's not forget share spells, evasion, two ability score increases so STR can be 24, and multiattack as per the Special column of Table 3-8). The Dragonne Bonus Bestiary entry also lets us know that at the 10th level advancement mark, we add +2 STR (STR 26), +2 CON (CON 19), and we add the Roar ability (DC 18 because it is Constitution based, and we just bumped the CON to 19...) Do I have this right so far? this is for a cohort and NOT an animal companion right? because at druid level 14, if this was an animal companion, this animal companion would be a 9HD magical beast (CR 7) instead of the regular 12HD animal (CR 8) for a 14th level druid... and the druid normally gets the 12HD animal (CR 8) without the use of a feat... This is leading me to think that this Dragonne is really a cohort with special advancement rules, and that a druid could also get an animal companion above and beyond that. Let's see: at druid level 14, the maximum cohort effective level that can be gained is 12... fighter 12, wizard 12, etc. (12th level adventurers are CR 11) which is a long shot from our CR 7 dragonne, but superior to the Babau Demon (CR 6) listed in the Bestiary's Appendix 6: Monster Cohorts as a level 11 equivalent cohort (although the Dragonne maybe has a +4 Level Adjustment, for the lack of a better term). So the dragonne as a cohort is on par with a babau ftr1 cohort (both can roughly be taken at character level 14). It's just weird that the dragonne cohort is just for druids, rangers and paladins (i.e. because of the added requirement "must have a druid level equivalent of 10 to take" which is above and beyond the leadership feat). My CR 7 is not conservative though: the CR is probably CR 8 or 9 due to the Evasion, free Multiattack, higher Natural Armor, so overall a pretty good deal if this whole thing is describing a cohort (i.e. if the druid can have a separate, regular animal companion on top of that). If the intent was to COMBINE a cohort AND an animal companion though, the results appear to be severely underpowered. Thoughts? Just picked up the last few Incredible Hulk comics, and the red Hulk book where he assembles a team to go hunt Domino. Red Hulk: what the heck? I thought he was dead months ago. When are they going to put that farce to rest? Incredible Hulk: cool. Banner is not a moron/sociopath/passive-aggressive imbecile anymore. He actually carries gadgets and personal force fields that protects him against Hulk's son (or any other Gamma-powered creature). Wow. I like this new take on Banner. Someone finally got it right! However, where is the regular green Hulk? I missed a few months' worth of comics and as far as I understand, Banner/Hulk have separated?!? (and the tests made by Reed Richards indicate no trace of gamma radiation within Banner... I just hope it's the real Banner and not some skrull lookalike... :P) From the Dark Markets supplement, I gather that there are no true/full-scale temple of Sarenrae in Katapesh, but just a gathering of small shrines here and there. Did I read this correctly or did I miss something from this book? The party I DM was trying to find a high-level cleric of Sarenrae to deal with the Falcon Emir of Ipeq's curse. I DM-ruled that although there are no full-blown temple, that there are a LOT of shrines to Sarenrae (especially personal/residential home shrines, akin to those often built in real-life in the houses of people practicing hinduism or buddism - apologies for bad spelling) and that some of these larger shrines could be built like small abbeys or monasteries, which could offer housing to a small number of priests/servants, and run by a higher-ranking priest. I also made up that some of these shrines are run by high-level priests: either retired older priests of extremely high levels, or younger high-level priests attracted to Katapesh despite its "Temple-less" status so as to maintain or try to grow the market share of priestly services provided to the very rich, on behalf of the faith of Sarenrae (think of these priests as specialists in PR or fundraising) Any thoughts would be appreciated! From the Dark Markets supplement, I gather that there are no true/full-scale temple of Sarenrae in Katapesh, but just a gathering of small shrines here and there. Did I read this correctly or did I miss something from this book? The party I DM was trying to find a high-level cleric of Sarenrae to deal with the Falcon Emir of Ipeq's curse. I DM-ruled that although there are no full-blown temple, that there are a LOT of shrines to Sarenrae (especially personal/residential home shrines, akin to those often built in real-life in the houses of people practicing hinduism or buddism - apologies for bad spelling) and that some of these larger shrines could be built like small abbeys or monasteries, which could offer housing to a small number of priests/servants, and run by a higher-ranking priest. I also made up that some of these shrines are run by high-level priests: either retired older priests of extremely high levels, or younger high-level priests attracted to Katapesh despite its "Temple-less" status so as to maintain or try to grow the market share of priestly services provided to the very rich, on behalf of the faith of Sarenrae (think of these priests as specialists in PR or fundraising) Any thoughts would be appreciated! James, I'm fascinated by the concept of Hermea. I've DMed (mostly in the Realms) since about 1988, and when I got the chance to play (as a player!) the Second Darkness campaign, I carelessly threw away the DM mantle and signed up on the spot. However, the old DM habits are hard to ignore entirely, and at some point I was trying to convince a fellow player (who plays the same PC he was playing in our old Realms campaign, yet without a real explanation or elaborate background story or reason :P) to have his PC be from the nation of Hermea, with a twist... You see, I was toying with the concept of clones at the time. Via the clone spell, I was suggesting his PC could be part of the Hermea Grand Experiment (i.e. clones of this PC littered throughout various different prime material planes, outer planes, Golarion nations, etc. by the one of the Gold Dragon's favorite archmages perhaps), yet linked together so that only "one" copy of his PC is ever active at any one time. Therefore, if clone 54, in the Forgotten Realms, dies, clone 284 in Golarion activates, etc., and so on... The trick is that each clone, once it activates, has no memories of its previous life (or the other clones' lives): they all start at age 30, with the same stats, but they start in different environments. Each clone's entire life is monitored from afar by the said Gold Dragon's pet archmage, and a full report is given to the Dragon upon the clone's death (the whole process being carefully archived). One big giant social experiment to provide more human behavioral data to the Dragon, perhaps to shed some light on the presence of absence of inherent nobility at the core of the human spirit, etc. (i.e. was the original copy of this PC a noble knight? was he a hardened criminal? can the environment you find yourself in truly shape who you are or are we born with an inescapable destiny ahead of us, one that cannot be changed whether you are born rich off the coast of lush, fertile lands or born dirt poor in some desert wasteland?) Your thoughts on this subject, and how they could be adapted to a fantasy setting such as Golarion, would be appreciated! When I took Craft: Armorsmithing and Craft: Weaponsmithing ranks for my Second Darkness campaign fighter, I knew full well that the Craft skill requires a certain amount of downtime. However, I guess I never truly made the math on this. If I want to craft a MW full plate (1650gp), assuming I roll 20 by taking 10, is it correct to assume that it will take my character 41.25 weeks to bloody do it? 1650 x 10 = 16500 20 x 20 = 400 16500 / 400 = 41.25 Is this right?!? O_o Is this remotely close to what an armorsmith could have done back in the middle-ages, for the better part of a *whole year* of hard work?!? It's not exactly clear that you don't gain the animal, elemental and plant type when you transform via wild shape with the subject spell-like abilities... can someone from up on high confirm this for me? (yay or nay) I'm assuming you don't, as the wording of beast/elemental/plant shape includes features like low-light vision, which would be automatically granted if, say, someone would adopt the plant type... Any help would be appreciated! I was wondering if the dropping of the following wording from the 3.5 SRD was intentional: Share Spell
I am currently building a Mounted Combat oriented druid and I hope this feature is still there. Thanks in advance for your help!
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