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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 17,522 posts (18,122 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 8 aliases.


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It is nearly February and my January subscription shipment with the Familiar Folio and other items has not yet arrived.

Could you look into it, find out what happened, and if necessary, resend it?


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Jeff Merola wrote:
ElyasRavenwood wrote:

I have a quick question.

I was playing in eyes of the ten last year. One of our opponents was casting a spell. After a successful spell craft roll to identify the spell as a fire ball, One of the other casters in the group said I cast Emergency Force Shield. The GM ruled that the emergency force shield wouldn't form in time to protect the party from a fire ball.

What do you all think?

Thank you

I think your GM made a poor ruling.

Agreed.


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Komoda wrote:

"All spell variables (including targeting) are not decided until the spell is completed. Because of that the Glabrezu can redirect."

Do you have support for this? Not questioning it, just want to show it to others. Just tell me CRB/FAQ if you like, I don't need you to cut/paste it.

Thanks.

Core Rulebook, Magic Chapter, under Casting Time, last sentence: You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.


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Isn't interruption the whole point of immediate actions?

I believe Gauss' interpretation to be correct.


The inner voice within your ear

Even I can't afford to do it personally, that's why we go through the ruling council if we do so at all. :P


The inner voice within your ear

Alright, I've added those two to the Kingdom sheet's "discounted buildings" listing, just in case we decide to make the BP investment later.

Do you guys think I should remove the arena, bank, and hospital from the Castle District map since they are only considered downtime buildings at this time, or do you think it makes more sense to leave them there?


The inner voice within your ear

What were the finished ones again? Should I put them on one of the the district maps?
(Please only say yes if you intend to later use BP to bring them to Kingdom scale.)


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Very interesting...


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A rogue with the hold breath rogue talent is now eligible to take the Aquatic Adaption feat to be able to breathe underwater.

More powa' to tha' rogue! :D


The inner voice within your ear

Doesn't sound okay unless that was your intent all along.

I'm wondering if maybe you are missing critical campaign information and that, that may be contributing to your confusion.

Downtime rules - Our calendar for tracking downtime activities

Kingdom rules - The statistics for our kingdom

Various Maps of our kingdoms:
Kingdom Territory, Castle District, Waterfront District

If you haven't already, I suggest bookmarking these documents to make them easier to reference. I update them regularly as our kingdom expands and changes.

You can also find them under the Campaign Info tab.

The calendar applies exclusively to the Downtime rules, and has little to nothing to do with the Kingdom itself.

Whenever the GM posts his various "phases," for each in-game month that's him walking us through the Kingdom Rules step by step, using the numbers found on the Kingdom Statistics Sheet above. That's the Kingdom rules in action and has little to nothing to do with Downtime rules.


The inner voice within your ear
Powergaming DM wrote:
I thought only one, but I hadn't realized Maermana had left. If she has left.

Valek is gone, Maermana is gone, and I feared we were losing Mallichatti's interest as well due to his lack of posts. (If you're still lost, Mal, I'm happy to help you out if you communicate with me a bit.)

Maermana wrote:
I'm going to have to withdraw from this game. There have been a few unsettling medical changes in our lives and I have less free time. Many apologies.
Mallichatti Cervagio wrote:
About how many replacements are you looking for?

We'd be hard pressed to find kingdom positions for newcomers at this point I think. Many of the characters who lost their players are continuing on as NPCs, so I guess we could retire one or more of them as new people come in if needed.

If you aren't going to leave us Mallichatti, as I feared, then we've got our core four with the addition of Elhedril Cólthel and don't need any more (though you guys are welcome to keep recruitment open if you want; Kingmaker is fairly ideal for a larger than normal group).

I'm going to fill out my calendar entries for Pharast, and then we're marching into the wilderness come hell or high water.


The inner voice within your ear

Trying to catch up on my calendar entries. Got Calistril covered I think. Will have to do Pharast tomorrow after I get some sleep.


The inner voice within your ear

I looked up the difference between a Vice Mayor and a Deputy Mayor.

Turns out the former acts sort of like the vice president, fulfilling various political functions and replacing the Mayor should he be incapacitated or killed prior to the expiration of his term. Would be a good fit for heir I guess. The latter, on the other hand, is more like the hand of the king from Game of Thrones, speaking on behalf of the Mayor and seeing that his will is done. A glorified assistant basically.

Not really sure which one would have more political power.


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claudekennilol wrote:
Say I put on two magical necklaces, which one functions (if any)? Does the first one remain on because it was on first? Does the second one come on because it overrides the first one? Or do neither of them work because they cancel each other out?

From the Magic Items chapter of the Core Rulebook:

Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those in the slots listed above have no effect.

Putting on a slotted magical item when you already have an item in that slot causes the new item's magic to cease functioning while so adorned.


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Undone wrote:
CWheezy wrote:
I don't think it is possible to use smulacrum in a non broken way, it is just so broken even with copies of yourself .
While I simply ban the spell I feel that it needs a blog defining "Abilities appropriate for it's hitdice."

A good blog covering the spell's myriad ambiguities in detail would be a good compromise I think.


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The homonculus.

It's strength is theoretically unlimited. All it takes is gold.

At 20th-level it could have the following:

439 total hit dice
+109 ability score increases (which could get you 117 Strength)
2,414 HP
Base Attack Bonus +439
Base Saving Throws 146 + modifications
Poison attack DC 229 (or sleep for 1 minute)
219 feats

Strong enough for you?


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666bender wrote:

Ravingdork - i love your post!

Thank you! Er, which one? :P

Archmage Joda wrote:
Anyway, Ravingdork, a question about your various spellcasters. When you have them listed as having "All Wizard spells up to X level", is that just a matter of sinking a large amount of money into buying spells, or is there something that you were using to get all those spells into a spellbook easily?

I have a Spellbook Costs spread sheet in which I have calculated the cost of all of the wizards spells in the Core Rulebook.

When I generally give a character "All [class] spells of [X] level and lower" the character has spent the cumulative Viewing Cost of all of those spells minus the cost of the spells he already got for free from his class levels. In nearly every such case, the character has also crafted one or more blessed books to hold those spells, so as to avoid paying the Scribing Cost of those spells as well.

For example, if I were making a 10th-level universalist wizard whom I wanted to possess all 3rd-level and lower wizard spells (from the Core Rulebook), it would look something like this:

At 10th-level, with 18 Intelligence, he would get four each of 5th-, 4th-, 3rd-, and 2nd-level spells for free. He would also know nine 1st-level spells, all of the 0-level wizard spells.

How many 1st-, 2nd-, and 3rd- level spells are there in the Core Rulebook? According to my spread sheet there are...
42 1st-level spells
51 2nd-level spells
46 3rd-level spells

However, some of those are already known by my wizard for free. The remainder is...
33 1st-level spells
47 2nd-level spells
42 3rd-level spells

Once I know that, it's pretty simple to multiply those numbers by the Viewing Cost to get a sum, which is what is deducted from the wizard's starting funds...
33 1st-level spells (33 x 5gp = 165gp)
47 2nd-level spells (47 x 20gp = 940gp)
42 3rd-level spells (42 x 45gp = 1,890gp)

165gp + 940gp + 1,890gp = 2,995gp spent.

2,995gp (spells) + 6,500gp (blessed book) = 9,495gp

My 10th-level wizard would have to spend 9,495gp and have the Craft Wondrous Item feat to make that blessed book.

If for some reason, I didn't want him to have a blessed book or the Craft Wondrous Item feat, then the character in question would have to spend 3x as much on the spells, since he has to pay the Scribing Cost as well as the Viewing Cost of the spells, as well as a little extra gold for several mundane spellbooks (I do keep track of pages used).

This is sometimes done with low-level characters, where getting a blessed book would actually be more expensive.

I could conceivably do these calculations for all the wizard spells in the game, not just the Core Rulebook, but (1) I'm too lazy to do that much counting and recounting every time a new book comes out, (2) the Core spells are generally considered the baseline spells every wizard is expected to know, (3) many GM's are less likely to allow spells from supplemental books they may not own, and (4) though scribing spells into a blessed book is DIRT CHEAP for your return, adding in ALL the supplemental spells from ALL books quickly becomes prohibitively expensive.

I hope that helps!


The inner voice within your ear

Suits me just fine (it's a drag for our kingdom, but it makes the paperwork easier).


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Tels wrote:

Same here. Though, what I think I truly enjoy the most, is playing with the characters I've made and seeing if they can live up to their potential.

Now if only I can run/play a dozen or so campaigns at the same time so I can try out everything I've ever wanted to. :(

Isn't this why PbP exists? ;D


The inner voice within your ear

They are all the Kingdom rules. :P

Do you mean to count districts against a kingdom's consumption or not?


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Undone wrote:
Simulacrum really just needs a hard errata which states it can only be used on the caster.

Not it doesn't. It needs a standardized template.


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Started a thread on the ruling's officiality in the hopes of, well, making it more official and easier to find.


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Almost.


The inner voice within your ear

The documents are all updated and are being uploaded now.

Be warned though, they do not yet include modifiers for new players, such as my friend Darkwolf2391, should she be permitted to join (I'm hoping to have more on that tonight or tomorrow).

Also, after finding a mathematical discrepancy in my automated kingdom spreadsheet, I came across a pseudo-official ruling not supported in Ultimate Campaign's written rules that you should probably be aware of.

Apparently the rule to count new districts against a Kingdom's consumption exists in the Kingmaker books, but not in Ultimate Campaign.

The Kingdom Sheet currently takes Sean's ruling into account (otherwise our consumption would be 2, not 4; kind of caught me by surprise).

And one more thing, you should see new roads displayed on our Kingdom map. Their layout is displayed artistically and has no bearing on where the road actually goes. Any hex with a road in it connects to ALL surrounding hexes, even if it doesn't appear so on the map. Bridges work similarly in that if there is a bridge displayed in a hex, it allows for the crossing of ALL rivers in that hex, even if it only appears to cross one of them.


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Was this ever put into official FAQ or errata? If not, could you please FAQ this thread so that can be the case?

Jim Rudnick wrote:

Thank you to Paizo and all involved; Ultimate Campaign is a superb product.

I posted a quick UCamp Kingdom Building question regarding settlement consumption over in the rules sub-forum.

Question

Unless I missed it somewhere, the new UCamp text regarding Consumption seems somewhat different and potentially less explicit than the Kingmaker text.

Is settlement contribution to overall kingdom consumption still equal to 1BP per district?

Thank you!

Sean K Reynolds wrote:

My reply from the other thread: At one point we had specific district, consumption, base value, and other stats for villages, towns, and cities, but we changed that in development. Add the number of city districts to your kingdom's Consumption (just like the Kingmaker rules).

As written, this is NOT the case, and caused me a lot of confusion when an automated kingdom tracking sheet I was using (Thanks Chemlak and friends!) took into account Sean's ruling, but I couldn't figure out why as it wasn't written anywhere in the book.

This has a HUGE impact on the Kingdom rules, and should go through official channels properly if it is to be implemented at all.


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Alright. I found the rule that says to add your kingdom size and number of settlements. Still don't see anything for districts.


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Chemlak, I noticed that when I added a new district to our city, it increased consumption by 1. I can't seem to find a rule anywhere to support that consumption increase. It's a new district, not a whole new city/settlement.

In fact, I can't seem to find a rule that says districts (or cities for that matter) cost additional consumption at all.

Would you please either cite the relevant rule for me, or else fix the sheet's formula?

Also, I still can't put an army on reserve it would seem. It's causing me to have to ad hoc a bunch of numbers, which I hate doing.


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Laziness always gets the better of me, hence why the stories always remained short.

I'm happy to hear that you've been published many, many times, but has it really allowed you to make a living? I'm a pretty practical guy, and if it doesn't pay off for me, I'll likely not keep up with it even if I manage to start.


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Undone wrote:
I just want to point out blood money exists so this argument doesn't matter.

Blood money exists as a GM tool, as it only appears in a GM module. Most of the time, players trying to make use of it are actively attempting to break the game for the sake of personal power.

The argument is totally valid. The fact that there is a broken campaign-specific mechanic in a GM-only book that is in desperate need of fixing doesn't make his argument the least bit invalid.


The inner voice within your ear

What hex were the wisps in? So I can mark it on the map.


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Why does drinking two potions make you immortal, or dead, in Second and Fifth Edition?

Who knows? I guess some designers think it's fun to screw with people.


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Thank you. When I was younger I had aspirations of becoming a writer one day; I used to write short stories all the time.

Anyways, I thought it might add a little bit of fun to the thread to do a few short "encounters with the characters" type of stories here and there.


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The King's Land

Though they knew not where they were, the young members of the recently joined band were now keenly aware that it was not part of the world they had evidently left behind. Traveling during the night in pursuit of a known fugitive, they had lost their way, finding themselves in a forest of black, twisted trees with no leaves. If only they had known then where they had come.

At the sound of a twig breaking, the troupe set off, dashing between the ominously gnarled trunks, stepping through inky shadows that were somehow darker than the black night around them. It was not long before they came into a clearing by a small brook. Their, frozen in surprise across from them was a young maiden, a curious thing, with milk white eyes and light gray skin. She was unnaturally lithe, frail even, with long black hair. They came upon her quickly, cutting off both her scream and her escape, grabbing her up in an iron grip.

"Where is he!?" yelled the largest of the four. "He had to have come through here!" To emphasize the importance of a quick response, he lifted the young girl off of her feet by the wrist and growled ominously mere inches away from her face as she dangled like a fish squirming on a hook. So terrified of the brute who held her, she found that she could not answer, merely gaze down at the pale of spilled water at the brook's edge; it had been meant for her father.

"Willimena my dear?" called a rasping voice in the distance. "I thought I heard you cry out. Are you alright my child?" The bounty hunters could hear scuffling movement approaching from a scant dozen feet away, behind a tangle of deep purple hedges.

Not understanding the old man's native language, the brute motioned for his three companions to be still. "Is it him?" he asked, pulling out a small ring of sharpened steel meant for throwing, meant for killing. With practiced skill, he chucked the weapon into the bushes. It disappeared into the shadows before stopping abruptly with a sharp thunk. Suddenly an old man, similar in appearance to the young girl, staggered out into the clearing, the chakram's blade embedded deep into his face. Hand outstretched towards his daughter, he collapsed into the gray mud, dead.

Shocked that it wasn't who he expected, the strong man loosened his grip on the girl, allowing her to squirm from his grasp and bolt across the narrow waterway.

A smaller man, with hunched frame and a balding head sprung for her, dagger in hand. He slipped and fell into the stream, desperately grabbing at her ankles as he did so. Tripping her up at the water's far edge, he scrambled to climb atop of her and pin her down. Before he could pull himself past her waster, however, she grabbed a fist full of mud and flung it into his eyes.

He screamed and released the maiden as the alien soil stung his eyes far more than any grain had any right to.

His startled cry was cut short by a trio of black arrows that suddenly sprang from his chest, striking him down.

The girl was gone. In her place now stood three men, hunters by their dress, all with short wavy white hair. One was white, as though an albino, but the other two flanking him possessed obsidian-colored skin. All held bows made from the same dark wood that grew at the adventuring party's backs.

"Whoever you are, you are not welcome here!" The hunters cried at the apparent marauders in their native tongue.

"Drow!" responded the paunchy adventurer in long blue robes. He waved a hand in front of his face in a graceful articulated fashion while also drawing a white paste from his pocket.

A blast of blinding fire erupted through the night, temporarily casting away the darkness and turning the three strong hunters into blackened corpses. The whoosh of fire also ensured there would be no saving their friend (more money for the rest of them thought the wizard) and burned away the water at their feet, disrupting the stream's flow for a few moments.

Stepping over their fallen comrade, the three bounty hunters continued the pursuit of their criminal prey, who was now surely far ahead of them.

Within the hour, they found themselves approaching what appeared to be a large crop of massive mushrooms, each several times taller than the companions. Several shadowy figures could be seen darting between them, clearly trying to find places to hide. Fearlessly, the trio approached, examining one of the large toadstools more closely. Upon close inspection, they found that it was a village of some sort. Every mushroom bore a flap of loose skin which when followed along the inside, spiraled inward to a large hollowed dwelling within the stem and cap.

It was not long before they had rounded up all of the villagers and had begun pressing again with their questions about the man they sought. Despite the brutal interrogations that followed, both physical and magical, they learned nothing new about their prey.

Tensions began to rise as the companions began to realize that dawn should have returned to them hours ago. Neither had the clouds that had obscured the moon lifted yet. It was only through their paunchy wizard's spells that they were able to see through the inky blackness at all.

"Filthy drow!" cried the brute, slapping an elderly woman hard across the face, sending her sprawling into the dirt.

"I'm not so sure they even are drow," said the wizard.

"What else could they be?" queried the dumb brute.

Before the wizard could respond, they startled at a loud cry in the distance. Looking up, at the edge of their visual spectrum, they could see the young maiden they had accosted earlier. She stood upon a small hill at the edge of the village, next to a wild-looking witch-woman covered in belts and bones. The young maiden was pointing at them frantically.

The witch began chanting loudly, causing the air to gush outwards from her with the rising power of her voice.

Realizing what she was doing, the wizard began a counter chant of his own. His timing was perfect and the power of his words countered those of the witch.

"She's trying to disrupt my magic; trying to blind us in this dark!" he cried to his companions as he began a new spell of his own.

Their archer, dressed in a yellow cloak, fired a poisoned arrow at the witch's heart, only to be deflected harmlessly aside by an invisible barrier.

The wizard then completed his spell, and an arc of lightning blasted forth from his outstretched hand, temporarily blinding everyone nearby and causing the young maiden to scatter for cover. The wizard would never again see bright light, as the bolt slammed into the same invisible field surrounding the witch, rebounding back at him. The force of the impact sent him hurling through the air to slam into the soft walls of one of the mushroom houses, his dead face frozen in shock and horror and his opened chest a smoking ruin.

Nevertheless, the two remaining companions recovered quickly. The archer fired a continuous volley of arrows at the witch-woman, not to hurt her or to break down her shields, but to keep her off-balance while his barbarian friend closed the distance with his great ax.

The woman stood firm against the volleys and charging Goliath, confident that her wards would protect her from his ferocious advance. It was there that she erred. The barbarian pulled his charge up short, and with a great cry brought his ax down upon her protective ward. Much to her surprise, the ward collapsed inwards and one by one his ax began to hue through the many layers of her mighty magic.

Fearing for the first time these new enemies in her land, the witch reached down to her belt, grasping the buckle, a golden skull with a bright blue gem embedded in the forehead. The buckle had been imbued with a powerful spell of calling. The magic in the gem reached out over countless miles to her master, beckoning him to come to her aid.

Next to her, where the young maiden once stood, erupted a pillar of bright white flame, split down the middle by a void of infinite darkness. Like a great and lidless eye the flames gazed out at the ax-wielding wildling. Suddenly, a giant raven the size of a horse flew out of the void towards her attacker, open beak leading.

With a great and horrible screech, the bird's tongue lashed out toward's the barbarian's heart, turning into a black bladed sword as it did so.

Still recovering his balance from his powerful downward swing, the bounty hunter barely managed to deflect the blade downwards, taking a grievous wound through the lower ribs instead.

Suddenly, a hand and arm appeared holding onto the pommel of the sword, now revealed to be a rapier of exquisite quality the likes of which the barbarian had never known. The giant bird vanished in a swirling swarm of black feathers, leaving behind a tall man with chalk white skin, long black hair, blue lips, and golden eyes. Dressed in a black coat laced in gold, studded with black gems, and wrapped in silk, the regal warrior kicked him with a heavy boot, tearing his blade free from the intruder's abdomen and forcing the wild beast to his knees as he did so.

"I am Revin, the Raven King," said the newcomer in perfect Taldane. "You have intruded upon our Shadowlands home, massacred my people, and have assaulted my mistress; for these crimes you and your people shall know..."

Before Revin could finish delivering his sentence upon the accused, an arrow lashed out yet again from the yellow archer's bow. Quick as lightning, the shadow at the king's feet jumped up in the arrow's path, intercepting it in what would have been its chest. There was no sound of impact. The arrow merely continued to fly into the dark void of the suddenly arisen being, swallowed up in infinite darkness. Before the experienced archer could nock another arrow, the shadow was upon him, expanding and wrapping around the man, bearing him down to the ground. Not stopping its downward descent, the shadow simply melded into the earth, dissipating into the surrounding shadows, taking the terrified archer with him.

The barbarian, still unafraid, cursed the drow, spat at the king's feet, and then died.

If only they had known then, where they had come.

After cleaning his blade, Revin sheathed his sword, calmly picked up the barbarian's severed head, and handed it to the young maiden who had been attacked by the brook earlier that morning. "For your father" he said simply, before retreating with his mistress to his Black Fortress miles away on the Plane of Shadow.


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How are you supposed to handle XP rewards for mass combat encounters, as presented in Ultimate Campaign?

Our PCs want to lead their kingdom's army to clear out a region full of monsters that have been causing problems as of late.

However, the GM seems to think that we as PCs should get no XP for it, or perhaps only a small fraction of it.

We the players feel this is unfair, since we are with the army, not just sending it in alone, and also because there are steep repercussions for us and our kingdom should we fail in this task. The venture is not without significant risks and so we feel we shouldn't be denied proper rewards.

However, when I read the mass combat rules, it doesn't seem to say anything at all about gaining XP, only that the army gains new boons, tactics and morale bonuses. You do earn XP for mass battles, don't you?


The inner voice within your ear

I think you should give the party full XP as appropriate for mass combat. After all, losing a battle has severe repercussions for the whole party as well as for the kingdom they run. It's unfair to face such risks without reward.


The inner voice within your ear
Powergaming DM wrote:
Do you really want to let the army do the work and lose out on Exp?

If Toran is leading the army and we play it out using the mass battle rules, humans versus wisps, why would we lose out on XP?

Now, if we sent the army in by themselves to do all the work for us...then yeah, definitely no XP (except for maybe clearing the hex).


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If you are lawful neutral, you could get an arbiter inevitable as your familiar; you pretty much never have to worry about it dying from hit point damage ever again (since almost nothing published can bypass its regeneration).


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Velsa-IronRage wrote:

... It also takes 12 hours to cast as the level 5 summoner spell or the level 7 wizard spell.

So you are getting a spell reduced 11:59:54 seconds at a higher level then the spell selection was originally intended. Changing a spell to a quickened spell adds 3 levels how is this not outside the normal power level?

Is this not balanced by limited wish's expensive material component?

Undone wrote:
Violating level requirements (13th vs 9th) is why it's a pretty big deal.

Which is no more a big deal than if you simply had a summoner in the party to begin with!


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TwoWolves wrote:


Merciful Syringe Spear. The damage is non-leathal, and the healing heals an equal ammount of lethal and non-lethal damage. You never risk doing any lasting harm on the target.

Yeah, but if you're doing it for the extra attacks, than a dozen or so tiny +1 merciful syringe spears can prove to be quite costly.


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A Medium-Sized Animated Object wrote:

I think I understand where you are coming from, but please help me make sure:

You've noticed that a lot of players like the concept of a blind character, but don't like their trying to express that mechanically with a super-sensory character that has a bunch of free mechanical advantages over an ordinary character.

Does your frustration with this stem from the mechanical side, or something else?

If it's the mechanical side, I'm totally on board with that. It's important to make sure whatever method the player and GM use to express the character concept is fair to the other players.

If it's something else, could you help me understand what?

It's pretty much the mechanical balance for the most part, and also the fact that many players* attempt to use a self-described handicap in order to have their characters become MORE powerful. Misleading the GM with a handicap that's not a handicap is a disingenuous way to power game to say the least.

* I'm sure many players are sincerely interested in the concept, and not out to make a mechanical power grab, but if that's the case, then they should be fine with letting a handicap be what it is, and trying to find interesting (non-free) ways around it.


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I personally would be fine with either ruling.

Velsa-IronRage wrote:
Ravingdork wrote:


I agree that it's not the least bit absurd or overpowered. Having a summoner or "transformer" in the party rather than the wizard would have had a similar effect on the game, and that's to be expected since that's the way the system was designed. A wizard being able to do the same thing at the same or much later level does not break the game.

EDIT: I'm not saying that limited wish can do what's proposed, I think it's ambiguous enough to warrant a FAQ. All that I'm saying is that, if it could/can/does, it's not absurd or overpowered for it to be that way.

This is not true. Summoner max Casting level is 6 and doesn't get access to 5th level spells till 13.

A wizard gets access at 9. That is a huge disparity.

Huh? The wizard can't cast summoner spells until 13th-level, when he gets limited wish.

When does the summoner get access to 5th-level spells? 13th was it? Then how can it be broken?

Tell me this: If the summoner has the spell at those levels, and it doesn't break the game, then how does it break the game for the wizard to cast the same spell?

And if the summoner having it DOES break the game somehow, then that's a problem with the summoner and/or the spell, not the wizard.


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Dr. Jamgo wrote:

I personally dont get why it must be a standard action.. If I can talk during combat for free, then I can suck on a tube.

I wouldn't be able to talk or use spells with a verbal comp. during that round, sure.

Dustboy's approach sounds legit. But why should you be sickened?

I think the sickened effect is for drinking two potions simultaneously.

I would say it's a standard action because you likely need to work the tube into your mouth (it probably bounces about during combat and general adventuring and isn't likely quite where you need to be right when you need it).

Moving a tube a few inches into your mouth is easier than reaching into a pouch and uncorking a bottle, however, so it takes less attention away from the monster trying to bite your head off, hence why I don't think it should provoke.

If it's a relatively cheap mundane item, the GM would be well within his rights to say there is NO mechanical benefit whatsoever outside of having multiple potions at the ready (as if they were in hand).


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voideternal wrote:
Orfamay Quest wrote:

The problem with this is that it already happens, and is not considered absurd, with every new spell that comes out.

Yesterday my wizard couldn't cast evil eye until I bought a copy of Ultimate Magic, and today I can. That's not considered absurd. Yesterday I couldn't cast eagle aerie but today I can. Every new publication changes what I can and can't do.

However, those are entirely new spells. I'm talking about preexisting spells that the wizard couldn't cast.

I agree that it's not the least bit absurd or overpowered. Having a summoner or "transformer" in the party rather than the wizard would have had a similar effect on the game, and that's to be expected since that's the way the system was designed. A wizard being able to do the same thing at the same or much later level does not break the game.

EDIT: I'm not saying that limited wish can do what's proposed, I think it's ambiguous enough to warrant a FAQ. All that I'm saying is that, if it could/can/does, it's not absurd or overpowered for it to be that way.


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Velsa-IronRage wrote:
This does need a FAQ my VL is currently saying that it is with in the rules to cast simulacrum off limited wish because it is on the summoner list as a lvl 5 spell.

Pathfinder Society needs an answer. We'll definitely get a FAQ now. *rolls eyes*

(Not a slight against you personally, VI, just a bit of social commentary on how Paizo seems to grant PFS preferential treatment when it comes to FAQs.)


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Are there any feats, traits, or other abilities that add numerical bonuses to the Linguistics skill? I'm looking to max out my Orator feat as much as I can, and this seemed like a good place to ask, since your answers might help the OP as well.

All I've got is Skill Focus. Is there a +2/+2 feat for Linguistics maybe?


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I think the intent was for it to work. However, a bonus =/= a feat ability in the least.


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BaconBastard wrote:
How does one kill swarms?

While in a swarm suit. :P


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I know that "cast" is often used as a short-hand, which is a shame, since it leads to such confusion; there really isn't any actual casting going on so much as "mental activation." That still doesn't make spell-like abilities actual spells, and all rules on identifying SPELLS as they are cast only ever references SPELLS, not spell-like abilities.


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LoneKnave wrote:

Arcane Trickster gets that as a class ability, and ther are many feats that let you do it while maintaining a performance, for example.

But yeah, no feat or class feature=no dice.

Hurrah for game design that actually LIMITS player options rather than EXPANDS them!

/sarcasm

Matthew Downie wrote:
By RAW you can still use Spellcraft to identify a spell even without Verbal and Somatic components - maybe there's some kind of brief magical glow that people can see and identify.

You can't identify spell-like abilities as they are activated.


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Kchaka, does the feat actually support more than two people?

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