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Grigori

RainyDayNinja's page

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16. RPG Superstar 2013 Marathon Voter, 2014 Dedicated Voter, 2015 Dedicated Voter. FullStarFullStarFullStar RPG Venture-Lieutenant, Tennessee—Kingsport. 3,537 posts (4,696 including aliases). 2 reviews. No lists. No wishlists. 14 Pathfinder Society characters. 18 aliases.


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*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Preston Hudson wrote:
Another option would be to reduce the gold to 500 (1,398 on a module) and have access to all the items but the boons would be inaccessible until your character reaches 7th level.

Last I saw, that wasn't an option for GMs. Has that been changed/clarified somewhere?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

2 people marked this as a favorite.

Ditto on holding out for barkskin as a ki power. You should be able to get it at your 4th level of monk, but of course it won't scale as well if you multiclass.

Surely, after the 3 years of training that a Pathfinder goes through, you'd have a passing familiarity with basic buff spells. I don't see that as a role-playing issue. You're a professional adventurer, not some wide-eyed farm boy fresh out of the countryside.

Spells with a range of personal, such as true strike, cannot be made into potions. That's part of the Core rules, not a PFS-specific rule, but it is hidden and many people miss it. So mage armor is good (worth having as a back-up if nobody can use a wand on you), but you'll need UMD if you want a shield.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

You can get a haramaki or silken ceremonial robes for +1 AC with no spell failure chance. And since you don't need bracers of armor, it opens up your wrist slot for something like spellguard bracers later.

Another good wand is silent image. If you use it right, the opponent won't even get to make a save, and the duration is concentration with a large affected area, so the low CL doesn't matter.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Lord Snow wrote:

Saw it yesterday. Was probably one of the dumbest movies I've ever seen, with nearly all the humans having a bad case of the stupid and most of the dinosaurs behaving like movie villains rather than actual animals (in a way that is much more perceptible than previously).

It didn't have the heart of the first one. It overdid certain things (the "terrifyingly huge snot is really close and sniffing" thing was done like 6 times), it was very shaky with the characters (just throwing cheesy plot threads at us for the entire first half of the movie and then promptly forgetting about them) and...

well, it had dinosaurs. That was pretty awesome.

Also,

** spoiler omitted **

Yeah, they abandoned all of the character development threads they had going with the kids and their parents, which was annoying. The only thing they kept going was the Designated Romance.

And I heard that one of the discarded script ideas for Jurassic World involved human/dinosaur hybrid mercenaries, so we might be seeing that in future movies.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

LazarX wrote:
Kryzbyn wrote:
Seems that this class would only work well in a game where everyone in the party was a vigilante, and it was almost always in the same large city or area...
And I suspect that a significant amount of Ultimate Intrique will be about running campaigns in that style.

...Which means they're asking us to playtest a class designed for a type of campaign they haven't written yet.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

There really isn't anything about boomerang that you can leverage into an advantage. Unless you're set on using it for flavor reasons (which are probably limited, until you can put returning on it), I'd look for something else. Maybe shrikens?

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

UndeadMitch wrote:
Joseph Kellogg wrote:

No deaths at my table, but Squealy Nord got knocked unconscious in the last fight, while on fire. There was some debate regarding whether he should be revived, or incorporated into the feast.

Mogmurch won the game of Killgull with a bomb.

Chuffy won the dog race, and in fact, was the only contestant to make it past the mud pit. He did, however, fall victim to Poog's hold person while riding.

My table went fairly similar, Chuffy won the dog race handily. Mogmurch won Killgull with a bomb, the other goblins called him a cheater for the rest of the game. The two fights before the finale weren't too bad, they did pretty well there. The finale was pretty brutal, and probably would have resulted in a TPK if I hadn't have softballed it pretty hard. Mogmurch was unconscious on turn two or three, so I tried to be pretty forgiving to the others. I gave Poog a knowledge religion to figure out the drawback the thing had that would allow him to contribute.

Except Poog doesn't have Knowledge (religion). And nobody has Knowledge (arcana). That was the most frustrating thing for me; the boss had a very flavorful, relevant, and crucial weakness, which the PCs are not given a way to uncover. I ended up giving Poog a straight Wisdom check, because it seemed to be so important to the fight.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

No deaths at my table, but Squealy Nord got knocked unconscious in the last fight, while on fire. There was some debate regarding whether he should be revived, or incorporated into the feast.

Mogmurch won the game of Killgull with a bomb.

Chuffy won the dog race, and in fact, was the only contestant to make it past the mud pit. He did, however, fall victim to Poog's hold person while riding.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

4 people marked this as a favorite.
Jeven wrote:
RainyDayNinja wrote:
I think a big part of the issue is that in most Pathfinder settings, there's really no reason to have a "social persona" because there is no social stigma associated with adventuring. Typically, there's nothing keeping, say, a level 10 fighter or wizard from getting invites to the best parties. Merely possessing dangerous class features isn't something that needs hiding, so a mechanic dedicated to hiding it feels useless.

I think the concept would work better if the Vigilante was some sort of template which you could apply to any class. Then you could have a full adventuring party with synchronized dual-identities in a campaign where that feature would be useful for the group.

I agree. The different vigilante specializations indicate the developers wanted the vigilante to play any role in the party, so why not make the secret identity a feat (or, dare I suggest it?, a Variant Multiclassing option that doesn't come from a base class), so anybody can attach a secret identity to their class concept?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

9 people marked this as a favorite.

I think a big part of the issue is that in most Pathfinder settings, there's really no reason to have a "social persona" because there is no social stigma associated with adventuring. Typically, there's nothing keeping, say, a level 10 fighter or wizard from getting invites to the best parties. Merely possessing dangerous class features isn't something that needs hiding, so a mechanic dedicated to hiding it feels useless.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as a favorite.

We need a Bard-style Vigilante specialization, so my wife can play Jem/Jerrica Benton. Even though that leaves me playing f&@#$*! Rio...

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as a favorite.

The more I look at the Dual Identity, the more I don't like it.

An impenetrable disguise at level 1 is just too powerful. I'd be much more comfortable with extra bonuses to Disguise checks, SR or bonuses to saves against divinations, and things like that. The very existence of the class ability invalidates everything that has been used for hiding identities up until now.

Disguise checks? Nah, just take a one-level dip into Vigilante and save yourself the skill ranks.

Ring of Undetectable Alignment? Nope, just a one-level dip into Vigilante and you're good.

Roleplaying a believable alibi, making a Linguistics check to forge identity papers, developing accomplices to cover for you? Never mind all that, it's right on my character sheet. I automatically win!

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

First of all, you should download and read the Guide to Organized Play. It's free, and has the answers to all your questions.

Your character levels based on XP. Every 3 XP gets you a new level.

Prestige Points can be spent on items (1 PP for an item worth up to 150 gp, or 2 PP for an item worth up to 750 gp), or on spellcasting services (such as raise dead for 16 PP). Most people highly recommend spending 2 PP as soon as possible on a wand of cure light wounds, so you don't depend on other people spending their money to heal you. Even if you can't activate it yourself, it's rare to see a table without someone who can.

Prestige Points also determine your Fame score (which is simply the total PP you've earned in that character's career, regardless of what you've spent). There's a table in the Guide to Organized Play that shows the limits of how much you can spend on a single magic item, based on your Fame score.

Gear and items on your chronicle sheet you don't get to keep, but you can buy them at normal market price without worrying about your Fame limit. It might also have partially charged wands or scrolls and potions of higher CL, which can be good to look out for.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

MMCJawa wrote:
Arachnofiend wrote:
RainyDayNinja wrote:
I gotta say, I don't like the auto-undetectability of the secret identity. A level 20 diviner shouldn't be stymied by a first-level ability. I think something like a caster level check of 15+level would be more appropriate.
So you want it to be a worthless ability at high levels? Got it.

I agree with Arachnofiend. I don't see the secret identity thing being an issue at low levels, and a high level caster is going to have plenty of ways he can potentially foil his vigilante nemesis without having to worry about auto-undetectability.

Mostly though...the Vigilante is PERFECT for building villainous characters who operate behind the scene. Keeping them undetectable from scry and similar spells leads to a lot better plot and adventure opportunities for PCs than having it be easily negated.

True, so what about a caster level check of 20+level? That way it would be impossible to scry on a vigilante of a higher level than your own (unless you invest in CL boosting feats on your divinations)

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

2 people marked this as a favorite.

I gotta say, I don't like the auto-undetectability of the secret identity. A level 20 diviner shouldn't be stymied by a first-level ability. I think something like a caster level check of 15+level would be more appropriate.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm sure most people will just switch into their social persona to pick up that +4 to a day job skill.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Personally, I'd recommend these stats:

16 Str
14 Dex
14 Con
8 Int
10 Wis
13 Cha

That gets you solid Strength to do melee fighting, and passable Dex for defense. 13 Charisma means you can put your +1 at level 4 into it, and raise it to 14 just in time to pick up your bonus second-level spell (and you should be able to afford a headband in time for your bonus 3rd-level spell). Good Will saves + heroism makes a lower Wis OK, and 8 Int hurts, but Bardic Knowledge and a decent amount of skills helps make up for it.

For feats, I'd go with:
1: Extra Performance
3: Power Attack
5: Weapon Focus, retrain Extra Performance --> Arcane Strike

The other option is to go full support: dump Strength, and pump up your Charisma and Int.

7 Str
12 Dex
14 Con
14 Int
10 Wis
16 Charisma

You won't be attacking, but you'll have great skills and bonus spells for every level you can cast.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

LazarX wrote:

Looking at the occultist and spiritualist iconics, and I have to one conclusion so far.

The pursuit of psychic studies leads to way too many unnecessary calories. At this rate, you won't be able to put them all in one elevator at Paizocon because they'll trip the weight sensor.

If I could cast prestidigitation all day, not to mention overland flight, I certainly wouldn't be getting much exercise in. Although prestidigitation would come in handy for making broccoli taste like bacon, so maybe it's a wash.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Pumped. As soon as I finish this PbP Dragon's Demand game, I'm probably dropping all that PFS credit on a new Occultist.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'd go either Bard or Wizard.

The bard's buffing will be a potent force-multiplier, considering the other characters are all martial builds. Bardic Knowledge lets you help out with the Knowledge skills that are mostly lacking in your party.

The wizard is another good option because you have no high-Int characters in your party yet. The wizard also gets good buffing spells like haste, and will do even better at Knowledges at low levels.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Buffing will of course be done very well with a Bard. They don't have much in the way of battlefield control, but they do have illusions. If used well, they can duplicate the effects of control spells like the various wall of X spells, and so on.

I enjoyed my conjuration (but not summoning) focused Cleric, who I played up to 12 in PFS. With the Caves subdomain, you get the various pit spells as domain spells, and there are some great Conjuration control spells on the Cleric list, such as obscuring mist, cloud of seasickness, and wall of stone. It also has some great save-or-lose spells like hallucinogenic smoke, chains of light, and plane shift. The Evangelist archetype will also give you Inspire Courage like a bard, so you get extra buffing capabilities.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

2 people marked this as a favorite.
DeathQuaker wrote:

- Skills appear to be folded into perks. Speculation is they will work as skills did in Skyrim.

Can you elaborate? I hope this doesn't mean they're moving to a "better with practice" kind of skill leveling. That was one thing I didn't like about Skyrim. I shouldn't have to turn into a petty thief just because I have to grind my Lockpicking and Pickpocket skills for when I need them for a just cause.

Although, it was helpful (if nervewracking) doing overland travel in stealth mode to grind Sneak.

Me: *crawling along the road, minding my own business*
BOOM!
"Sneak has increased to 39"
Me: "What? Who's there? Who just failed to notice me?"

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

I wasn't sure what character I was going to put this on...

...but then I saw the loot! My archer/UMD monkey is going to love it!

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

You'll definitely want a (Greater) Spell Focus in there for your go-to spells, and Necromancy is the way to go. Ditto that Spring Attack doesn't really work for you. You're probably better off going for Heavy Armor Proficiency to get your AC up. Grab a buckler too (you can carry a metamagic rod in that hand, and leave your other hand open).

You probably don't need 16 Dex. Your touch attacks will be pretty much auto-succeeds after a few levels, and there's really not a lot of good offensive touch spells in Core at low-levels. Drop Dex to 14 and Cha to 8, and you can boost Con to 14, Int to 12, and Wis to 18 to start.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Wei Ji the Learner wrote:
Joseph Kellogg wrote:
Handy Haversacks follow the same rules as any other magical item. Read the Guide to Organized Play to learn how that works.

So having played a character that had access to one via chronicle (on a chronicle I can never play again with another character--ie, not 'evergreen') means that none of my other characters will ever have access to that item?

Like I said, read the Guide to Organized Play to learn what items you can buy. As the others mentioned, it depends on your Fame score.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Handy Haversacks follow the same rules as any other magical item. Read the Guide to Organized Play to learn how that works.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Rynjin wrote:

New Vegas' morality is terrible.

Murder someone? No problem.

Steal a bent tin can or god forbid TOUCH A MAN'S KEYBOARD? HOLY S#$@ EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEVIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIILLLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL!!!!

It's almost as bad as Pathfinder's.

Then there's the opposite, when you walk to the door of Doc Mitchell's house, pockets bulging with knives, ammunition, and food pilfered from his shelves, grab his hat off the rack and put it on, then ask "Yo Doc, I'm still feeling woozy. Got any drugs for the road?"

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Another point:

Your damage is coming primarily from sneak attack, which is not multiplied on a crit. So unless you plan on eventually picking up effects that activate on crits, Improved Critical is probably not worth it.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Saw it yesterday. Definitely not as good as the first, definitely better than the third, probably better than the second.

The romance element was cliche and obvious, but thankfully brief. It also had one plot twist I wasn't expecting, and just the right amount of homages to the original.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Your Con is pretty light for a melee d8 class, but I'm sure you can afford a +2 Str/Con belt by level 10.

You can probably skip Double Slice. It's worth only a few damage on half your attacks, and you'll be relying on flanking for damage anyway. I'd replace it with either Toughness, or something to help you get into flanking, like Skill Focus (Acrobatics).

Since you're taking hefty penalties on attacks due to using two one-handed weapons, be sure you pick up the cracked pale green prism ioun stone for a +1 competence bonus to all attack rolls. It only costs 4000 gp, but it doesn't stack with Inspire Courage, so skip it if you have a bard in the party. You can get the same kind of stone for +1 to saves too, so that's a gimme.

Two adamantine weapons is probably redundant. I'd make one cold iron.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Is there really an orgy scene? Because, you know, my wife uses the same Netflix account, and I can't delete my viewing history.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Samy wrote:

* The whole premise of being able to take and hold the Citadel just because the main force was away was ludicrous.

I was a bit uneasy when they rode into the Citadel to take it over, and it was guarded by hundreds of children who were bred to be unthinkingly loyal to their father...

"So, like, are they just going to slaughter all those kids so they can take over?"

It didn't make a whole lot of sense to me that the younger War Boys just sort of let them ride in with the corpse of their father and set themselves up as leader. But I guess it was either that or pull an Anakin.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

The area of a hexagon is (3*sqrt(3)*b^2)/2, where b is the length of one edge, or (sqrt(3)*h^2)/2, where h is the distance from one side to the other. I think you're referring to the latter distance as one mile, which would make each hex 0.866 square miles. That comes out to 1020.18 square miles for the total map.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Misroi wrote:
Rynjin wrote:
As long as he doesn't get his own show.
I'm not the biggest Punisher fan on the planet, but I can see him fitting into the Netflixverse.

Yeah, considering all the corruption that got exposed at the end of Daredevil, plus the brutal gunfight and escape from custody that was stopped only by a masked hero, it makes sense that someone would decide law enforcement wasn't up to the task, and decide to start gunning down the criminals.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Yeah, the only New Vegas music that got on my nerves was "Johnny Guitar," just because it was so slooooow.

I kind of hope they decouple skill points from Intelligence in the leveling system, because it got kind of old having to invest 8-10 points in Int no matter what my character concept was. I'd like to be able to make a dumb character without ALL my skills being crippled.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Three Dog can't be on the radio, because I killed him. Multiple times, even!

Mr. New Vegas was an AI? That's news to me. Was that discoverable in the game, or written elsewhere?

How about they get Ira Glass to do some This Commonwealth Life profiles of minor NPCs? Especially if the backstory given on the radio conflicts with what we learn when we actually meet the characters...

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I saw it on Netflix and added it to my queue, but haven't watched any yet. It was described as being about people who could feel what the others are experiencing (or something like that), and the picture showed two people sword fighting. So I'm not quite sure what to expect.

How would you describe it?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Rynjin wrote:


While something along the lines of NPR might be interesting IRL, it' much less so in a video game.

Some sort of current events call-in show would be cool.

Even better: Coast to Coast AM

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as a favorite.
ShinHakkaider wrote:
Lord Snow wrote:


As others said, the invulnerability through the shield is part of the core premise for Captain America, as well as extremely high toughness, stamina, dexterity and strength. Surviving direct impact of supposedly lethal weapons without so much as a wound to show for it is not. During the entire "The Winter Soldier", the cap never took even a single bullet, for example.
Cap gets shot SEVERAL times by Bucky in the climax of the THE WINTER SOLDIER. At least three time, the last of which is through the back with a clear huge bloodstain on the front of his uniform. Which means that the uniform offered little to no protection to Cap. The uniform, at least during THE WINTER SOLDIER, is NOT bulletproof.

That right there might have been the impetus for Stark upgrading his suit. After all, he did get the magnetic shield recall thing in between Winter Soldier and Avengers 2; it's not unreasonable to think he got other hardware upgrades at the same time.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

As far as I know, California is the only state where flamethrowers are illegal (and possession is only a misdemeanor there). Who needs knives?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

A Ranger with a level or two of Rogue for trapfinding and a rogue talent is a solid build. It has almost as good skills as a pure Rogue, but much better combat ability.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Ditto on Snake Style. My full plate + heavy shield paladin took a dip into Master of Many Styles and picked it up. So once per round, you have an effective Touch AC of 10.5 + Sense Motive. So at level 3 with Sense Motive of +9, my Touch AC goes from 12 to 19.5 with an immediate action.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

4 people marked this as a favorite.

#HasNefreetLandedYet?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

It'll take two feats to get reloading down to a free action (which is what you need to make full attacks). That's on top of the already feat-intensive ranged combat stuff. You're better off using shurikens if you want to take advantage of the sacred weapon dice.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm talking about alternate Earths, not a fantasy setting at all. In this scenario, the parallel universes are the result of time travel, so all the differences would be traceable to human meddling with history at some point.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I hope we get a companion voiced by John Ratzenberger.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm planning out a writing project that involves travel to parallel universes, a la Sliders. But I'm having trouble coming up with ideas for parallel universes that go beyond the gimmicky "The world has been taken over by such-and-such civilization/technology/biome/natural disaster!"

I tried searching for random articles on Wikipedia for inspiration, but it turns out most of Wikipedia's articles are for obscure Eastern European villages, football clubs, and Bollywood actors.

So now I'm turning to the Paizonians. What are some cool/fun/dramatic parallel universe ideas to explore? (And I'm excluding cosmic-level differences, so no deadly meteors or tinkering with the fundamental constants of physics.)

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

3 people marked this as a favorite.
joe kirner wrote:

No. You get your readied action only.

In essence, the player readied an aoo. You do not get to take an aoo on top of a readied action.

What? No. Absolutely not.

The rules allow you to take an attack of opportunity when the ogre provokes. They also allow you to ready an action to attack when he gets in range. Nothing in the rules for AoOs or readying actions says or even suggests that they cannot happen one right after the other.

The only problem with the OP's scenario is that the readied attack goes off first, because the ogre ran up to him before he started the bull rush. But after that readied action resolves, there's nothing preventing him from taking an AoO as normal.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

TOZ wrote:
Note to self: make sure all of my characters have an extra +10 to acrobatics from now on.

Keep in mind that when you make a long jump, you're also going up vertically a bit, not just horizontally. Since jumps are in 5-foot increments, that means any long jumps are also DC 20 high jumps if you want to get off the ground at all.

/sarcasm

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Nefreet wrote:

The skill description for Acrobatics has a chart listed with distance and DCs. As written within the text of the skill, these DCs are for the distance crossed, not the distance of the obstacle.

Why should I have to cross more distance than the length of the obstacle?

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