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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 18,868 posts (19,742 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 9 aliases.


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lol! That's an interesting mental image. XD


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Gallyck wrote:
Wolfsnap wrote:
Devin O' the Dale wrote:
1. lower stat points (15 not 25 makes a big difference)

^^^PLEASE LISTEN TO THIS PERSON^^^

As a GM, I always always always run for 15 point-buy characters. It forces the players to focus on their characters' core competencies and reduces the situation where you have several PCs trying to fill all the roles. Makes it easier to challenge the party as well, even at higher levels.

Am i the only one who whole heartedly disagrees with this? Point buy encourages minmaxing. At a 15 point buy? grats everyone has uber low int or cha or both if you want to fight effectively.

No, you're totally right on the lower point buy, Gallyck. I was thinking the same thing when I read that post. My groups always use 25-point buy and you just don't see the level of desperate min/maxing as you do in other groups.


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I am getting ready to run Skull and Shackles - The Price of Infamy game this weekend and I am having a little difficulty wrapping my head around the mass naval combat rules in the back of the adventure. Could someone with experience with those rules please give me an example of how such a battle might play out? I really want to have this down before I begin the game.


The inner voice within your ear

Aren't caster towers more for arcane types rather than divine types? You'd think the temple we already possess would be better suited.


The inner voice within your ear

A kingdom without a ruler cannot claim new hexes, create Farms, build Roads, or purchase settlement districts. Unrest increases by 4 during the kingdom's Upkeep phase.

Subtract your kingdom's Unrest from all Economy, Loyalty, and Stability checks. If your kingdom's Unrest is 11 or higher, the kingdom begins to lose control of hexes it has claimed. If your kingdom's Unrest ever reaches 20, the kingdom falls into anarchy (see Upkeep Phase).

If Toran remains slain, the kingdom will soon follow his lead.


The inner voice within your ear
TarkXT wrote:

Aaannddd the closest is probably Restov.

Given the limitations on Raise Dead?

Probably not going to happen.

All of Brevoy is less than 50 miles away. One can make 40 miles in a day on a horse with trails/roads, or half that without trails/roads. Traveling by river can be even faster (up to 57 miles per day in a rowboat). The minimum caster level for raise dead is 9. We should totally be able to send for aid and get it within 9 days.

EDIT: Starting to notice that the various official maps covering the area have inconsistent measurements. Restov is 120 miles away by river according to our hex map. River travel is pretty fast from what I understand. According to other maps, the capital of Brevoy, the metropolis of New Stetven, is right next door to Restov (and is also positioned on a river).

All is not lost my friend!

Powergaming DM wrote:
So you need to pay for both the cost of raise dead and for the caster to come over here.

How much is it going to cost to get someone to come over and, hopefully, stay? I'm guessing it's the regular cost of spellcasting services plus the material component, plus travel expenses?

My best estimate:

Spell Services: CL 9 * spell level 5 * 10gp = 450gp
Material component: 5,000gp
Travel arrangements: 1sp/mile ship's passage * 240 mile round trip = 24gp

That comes to 5,474gp total cost, a fairly significant sum for characters of our level, and that doesn't even cover the cost for the removal of the two permanent negative levels the revived recipient will receive.

I say we should do it. The kingdom may actually lose more money than that for not having a ruler in office. That wreaks all kinds of havoc with the kingdom's morale, and by extension, it's economy and stability.


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My character, Sandalphon the Fiend Slayer, would have loved this feat, but sadly, he doesn't qualify for its stiff prerequisites.


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If you're worried about the unknown, just pull back the veil. Ask your new players about their characters: Why do they need to pull from so many sources? What is their concept? What are the particulars of the build? Most players are excited about their characters and will happily explain the particulars of what they hope to accomplish with them.

This can not only increase your understanding of what you're dealing with, it can be a gold mine for new plot hook ideas. Some of the best games are those where a GM listens to his players ideas about their characters and incorporates that into the game's larger story. It makes everything more cohesive and involved. It also makes the players feel like they have contributed to the campaign's story.

Don't give up and miss out on a great opportunity.


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There once was a brave paladin who traveled the land vanquishing evil and righting wrongs wherever he found them. So heroic were his deeds that his reputation spread across the realm. Then, one day, for no discernible reason, he changed his mind. He fell into darkness and shadow, becoming an antipaladin. For many years the horrors he unleashed upon the world were so great, that none now remember the many good deeds of his youth. These dark days fueled his unholy rituals that would see him become a loathsome servitor of evil: a lich king. Dark days grew ever darker in the many years that followed.

In time, a roaming band of adventurers, hoping to live up to the stories of the heroes of old, tracked the lich down intent upon ending his reign of evil.

A calamitous battle ensued. During the conflagration, a once great hero managed to knock the lich's helm from his head before perishing in the battle. The remaining heroes fought managing to fight the lich to a standstill. The two parties soon withdrew from one another to regroup and recuperate for another attack.

During the brief lull in this great battle, the youngest of the party managed to recover and examine the lost helm. A great discovery was made.

When the saviors of the realm next fought the horrible lich, they called upon their mightiest powers and freed the paladin of old from his ancient curse. The helm of opposite alignment he once found in forgotten dungeons would control him no longer!

The paladin lich would later join the party, a hideous monster that continues its existence for no other purpose than to right the wrongs it has caused.


The inner voice within your ear

I don't expect we will have much trouble raising funds for raising dead if you want to keep with your original characters. It might actually be more beneficial to the kingdom to stick with the same character (this is particularly true in Toran's case), but it's ultimately up to you to decide what you want to do moving forward.

GM, can I put my magic capital towards the cost to raise dead? I think I might have enough capital already paid for to cover one raise dead spell if need be.


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FLite wrote:

It is no more getting partial benefit from your feat than when a home GM says "here are the books I am allowing."

Which, if it was a book I really enjoyed, would likewise result in a negative check mark against that particular gaming group. Enough marks in that column, and I just won't play in that particular group.

Nefreet wrote:
Ravingdork wrote:
So basically I would only be getting partial benefit of my feat, and my whole character concept falls flat on its face.
Perhaps you can post your thoughts here, so we can help you pull it off within the limits of PFS?

I was thinking of a straight up non-spellcasting martial character who nevertheless possessed unique magical abilities, specifically the ability to turn into a raven. He was to be called the "Raven King."


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So basically I would only be getting partial benefit of my feat, and my whole character concept falls flat on its face.

That's yet another check mark against PFS for me.


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The Additional Resources document says that race-specific feats are only legal for their respective races.

The human-only Racial Heritage feat, which appears to be legal according to the same document, says I count as a member of that race for the purpose of taking those same race feats.

Which rule trumps the other here? I want to make a human fighter who can turn into a bird via the Tengu racial feats.


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Nefreet wrote:

Magical Knack was actually just added back as a legal option in PFS.

For years, it was banned.

It's been shown to not be as overpowering as people claim.

I'm very curious to know the specific claims each side was making.


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I once played a powerful sorcerer who specialized in enchantment effects. If I remember correctly, CR-appropriate enemies should have failed their strong saves 80% of the time against certain spells.

Except they didn't. In fact, in the entire history of the character, only one minor enemy of no consequence ever failed the save against the spell I had focused on.

I realized after a few games that it was because the GM was fudging the rolls, which he denied. My character ended up being universally reviled by the other characters (and their players) in the party because they all saw my extremely powerful build as "completely useless."

Never again will I abide by such shenanigans. It totally wrecks the fun. I'm with better people now.


The inner voice within your ear
TarkXT wrote:
Ravingdork wrote:


I'm also pretty certain Toran died as well, since you take a penalty on your stabilization check equal to your negative hit points.
He took that into account on his original roll. Hence why it was made at a +2 not a +12.

+12? How does one roll a Constitution check with a +12 modifier unless they have a 34 Constitution???


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I would say no, pad300. An effect is usually the result of a spell, class ability, feat or some other external force.


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What's being discussed here? Why not provide a quote or a direct link?


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Nefreet wrote:
Ravingdork wrote:
Did I hear right? Where is this ruling to be found? I'm curious to know!
What are you thinking of doing, now that you're aware of it?

Nothing I suppose. The rule just surprised me, so I was curious to know more about it.


The inner voice within your ear

lol.


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I had a GM in our PFS game tonight tell me that spell scrolls don't have an arcane or divine type in the Pathfinder campaign setting (the setting, not the game), and that this carried over into Society play. Basically, if it was on your spell list, you were good to go.

He said that the rule primarily existed on the forums somewhere.

Did I hear right? Where is this ruling to be found? I'm curious to know!


The inner voice within your ear

She had 20 AC. Both your attacks hit. Both combat maneuvers succeeded. She ate 57 damage when you only needed 44 to kill her outright.

I'm also pretty certain Toran died as well, since you take a penalty on your stabilization check equal to your negative hit points.


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Ah. Thanks!


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Using abilities as intended is not an abuse. Far too many people cry "abuse!" when, in actuality, they just don't like it. It's a phenomena similar to that of "cheese."


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Entryhazard wrote:
Quote:
Creatures with immunity are immune to poisonous aspects of poison spells, but not necessarily all effects of the spell (for example, a spell that creates a pit full of liquid poison could still trap or drown a poison-immune creature).

Where is this from?


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Yeah, that's not stacking, nor is it overpowered. It's a highly specific build designed to optimize one specific aspect of your character. That's not broken, that's how the system is supposed to work.


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If I cast a toxic spell that forces multiple ongoing saving throws, does the poison target have to save against the poison multiple times as well?


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Applying the Toxic Spell metamagic feat (Dirty Tactics Toolbox) to a spell gives the spell the poison descriptor. If I target a creature immune to poison with said spell, is he immune to the entire spell, or just the poison effect?

For example, I cast toxic horrid wilting spell against a high level alchemist with poison immunity. Does he take any damage?


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CHARACTER UPDATES

The following characters have been updated with new feats from the recently released Dirty Tacticts Toolbox:

Aleil Sylvari (16th-level half-elf mage assassin)

Grimm the Bear (9th-level half-orc thug)

Remy (9th-level human arcane apprentice)

Vicroar Sesnaben (10th-level venerable half-elf cultist of the Old Ones)


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Chess Pwn wrote:

Dude, my halfling monk loved deflecting ancient red dragon's bite attacks.

"the dragon whose teeth are all bigger than me comes with it's gaping maw to bite my top off. I'm completely surrounded by his maw, but I am like the crane, I (somehow) deflect the beast's mouth many many feet so that I don't get eaten, since the mouth is so big."

Easily described. You sidestepped just enough to fit within the grooves of the creature's massive teeth. Then, as the terrible monster pulls its maw away, you simply step back into your original position. :P


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The ground is traditionally solid to equipment as well. However, when you earthglide, you can take your gear with you (unless the intent was that you needed to be naked--rendering the class ability utterly useless). If your sword is in hand, or your components are in your pouch, they all go with you.

Ergo, if an opponent is in your possession, they can go with you as well. It's only logical.


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Asked and answered. Marks Seifter's response can be found here.

Arachnofiend wrote:
Supercharge isn't a new ability, it's an upgrade to Gather Power. All the normal restrictions apply.
CalethosVB wrote:
They probably cut the word "Blast" from the text on Supercharge so they could cram another couple words in somewhere else.
Mark Seifter wrote:


Arachnofiend and Calathos are correct. Only blast wild talents.

Consider the following two abilities that I just made up for a good parallel:

Not Real Abilities wrote:

Melee Focus: A meleer fighter gains Weapon Focus in all melee weapons, gaining a +1 bonus on attack rolls with those weapons.

Improved Melee Focus: A meleer fighter's Melee Focus ability grants a +2 bonus on weapon attack rolls instead of a +1.

Note how the second ability doesn't say melee weapon, but it still only applies to melee weapons. Supercharge is still using gather power. All restrictions to gather power apply.


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Dekalinder wrote:

When Gather Power gets "upgraded" by Supercharge loses that restriction.

Gather Power wrote:
Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point
Supercharge wrote:
At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.
Otherwise it would be called "Improved Gather Power" and would have just said "When using Gather power, Increase the burn reduction by an additional point".

I asked about this myself. Officials have confirmed that it's not true. The restriction remains.


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I got my subscription package today, along with a receipt for the Pawn Box, but there are no pawns anywhere to be seen. I guess they aren't coming until September. :(

What do I do with the cards? What caused this little mix up in the first place? Computer error? Clerical error?

Thanks for responding so quickly, and for answering my questions. :)


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Rynjin wrote:

Have you even looked at the numbers?

The Kineticist is, at best, doing all day DPR roughly equal to what most other class can pull. That's if he's using a Physical Blast.

If he's using an Energy Blast, he's doing roughly HALF the expected DPR at any given level.

Would you mind linking your source? The fact that energy damage hits touch AC indicates that it would likely do MORE damage as it would hit far more often.


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Xethik wrote:
I'm all in favor of buffing martials, but weapon cords enabled casters to do rod/wand shenanigans, don't forget that. They still can, a little, to be fair. Plus balancing the game around having strings around your wrist is a little wonky.

Shouldn't they have simply errata'd weapon cords to only work with weapons then? It would have been easy to say it didn't work with wands a rods, with the former being too light, and the latter too heavy/improperly balanced. That would have rid us of the supposed abuse without hurting other options within the game.

Paizo Pathfinder developers have developed a bad habit of overreaching with their errata I'm afraid. I suppose it's a page space issue.


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The orc racial trait needs to be errata'd to a racial bonus as well.

The UC trait is fine as is since it isn't always active (which will be especially true after the above errata). :P


The inner voice within your ear

I haven't made any attacks against them. I couldn't possibly have killed one.

EDIT: Oh, but I guess my troll skeletons could have... :P


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It seems I have had a similar problem to what others are experiencing. My Monster Codex Pawns Box is due to arrive with my next subscription shipment (and hopefully WILL still arrive).

Today I opened a small parcel to find not the shaving razors I was expecting, but the Wrath of the Righteous Adventure Card Game Deck: The Midnight Isles.

I neither ordered this item, nor is it part of any of my subscription plans. I can find no solid evidence that I was charged for this item, though I do not recall any previous pawn boxes ever costing me quite so much as $45.08, which makes me wonder if I was charged for both.

It's simply here. For some reason.

If I was charged for these cards, I would like my money for them to be refunded. If my pawns aren't on their way, I'd like them to be sent at the earliest possible opportunity. In addition, I'd appreciate an explanation for why this seems to be occurring to so many people.

Paizo Order #3673433 (Monster Codex Pawn Box)
Paizo Order #3673433 (August Subscription)


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Probably the one where I single-handedly slew over 700 powerful enemies in just under 5 minutes.


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I like it with things that do ongoing damage, like wall of fire.


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Matrix Dragon wrote:
45ur4 wrote:
A very simple house rule we use is that Gathering Power for half an hour can be used to refill Internal Buffer
He has to yell like in Dragonball Z the entire time, right? HAAAAAAAAAAAA

It's definitely gotta' be loud and flashy. Thems' tha' rules!


3 people marked this as a favorite.
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Entryhazard wrote:
This reminds me that Jason Buhlman nerfed to the ground the weapon cord because he tried to catch his mouse with his hand after tying it to his arm by the cable.

BWAHAHAHAHAHAHAHAHAHAHAHAHA! *gasps for air* BWAHAHAHAHAHAHAHAHAHAHAHAHA!

That was actually a thing!? OMG. *Wipes away tears*

I seriously fear for this game.


1 person marked this as a favorite.
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Forseti wrote:
So barbarians can't walk while raging?

lol.


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Wow, I don't recall that FAQ going that far. Thanks for pointing it out.

DM_Blake wrote:

If that's true, then what this class needs is an extra line that says "Treat Kinetic Blast as if it were a Spell-Like Ability with a caster level equal to the Kineticist's class level". That would have solved all the weirdness in a single sentence.

Without that, it's just weird to be simultaneously "spell-like" and "unlike any spell".

It is treated like a spell (insomuch as any other spell-like ability is anyways)--it just happens to be a unique spell is all.

Also, the second sentence of the Wild Talent class ability says the following:
Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted.

Several books also say the following about Spell-like abilities:
If no caster level is specified, the caster level is equal to the creature's Hit Dice.

Hit dice are often synonymous with class levels.


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Alex's sentence didn't change the meaning. Yours did, el cuervo.


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45ur4 wrote:
A very simple house rule we use is that Gathering Power for half an hour can be used to refill Internal Buffer

.

Player 1: Is everything okay with Irekel over there? He looks seriously constipated.
Player 2: Nah, he's fine. He's just repacking his buffer.
Player 1: ( ゚Д゚)


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There is no "pseudo-caster level" mechanic anywhere in the game. You either have a caster level, or you don't. All the crafting feats care about is how high your caster level is.

Any creature with spell-like abilities possesses a caster level. This is understood in the RAW. I do not personally believe a kineticist would have any need of the Master Craftsman feat.


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They are not spellcasters, but they do have a caster level. Does this mean they can take feats like Craft Wondrous Items and start crafting things?

(And yes, I know they wouldn't meet the spell prerequisites and would also need to invest in skills like Spellcraft.)


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Huzzah! The Expert Sniper feat now let's me snipe without ANY penalty to my Stealth checks! Bwahahahahaha!

And Master Sniper let's me get two attacks when sniping? And this book includes tons of options for making poison viable? OMG! I LOVE THIS BOOK!!!

djones wrote:
Owen K. C. Stephens wrote:

Well, I have my pdf!

For Calistria-specific options, there are two feats.

One is the Trick Spell metamagic feat, that allows you to have single-target enchantment spells also cause the target to attempt to dirty trick itself.

This one feat turns a ton of Arcane Trickster builds on it's head.

How so?

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