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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 20,630 posts (21,778 including aliases). 1 review. 2 lists. 1 wishlist. 4 Pathfinder Society characters. 11 aliases.


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Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber

Last I heard we were supposed to have had them in Bestiary V. I was sorely disappointed when I found out otherwise.


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Wise Old Man wrote:
@Ravingdork, could you please elaborate further, I'm not sure I understand what you mean??

I'm positing that the portion of the FAQ quoted below...

In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster. The advantages of the metamagic feat are spelled out in the Benefits section of the feat, and the increased spell slot level is a disadvantage.

...exists solely and explicitly to intone to the reader that the "FAQs only apply specifically to what they're addressing" rule doesn't apply here.

Does that help your understanding of what I was saying?

If it matters, I personally disagree with the FAQ's ruling, but I also don't think there is any ambiguity in it.


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This is FAQ-worthy, no?

I think so.


1 person marked this as a favorite.
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Roleplaying Table Hack #6: One thing I've discovered years ago was that index cards with the characters' names on them, when doubled over and hung from the GM screen, make great initiative trackers. Not only can the GM see them (assuming you put the name on both sides), and thus better keep track of initiative order, the players can too! Changes in the initiative order is easily reflected by simply shuffling the cards around.

Cheap, easy, and really cuts down on the mistakes.


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Drahliana Moonrunner wrote:
Cavall wrote:
Chess Pwn wrote:
Elf FCB reduces by a round down to 1 round.
WHAT SORCERY IS THIS? A ROUND DOWN TO A MERE ROUND? TIS BROKEN ME THINKS
You have to put in ten levels of your favored class trait to achieve this though.

Isn't it actually only 9 levels needed?

1 minute = 10 rounds

10 rounds - 9 rounds = 1 round summoning time. Putting it in a 10th time when the minimum is 1 round would be a waste, right?


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber

People keep citing the FAQ as being specific to pearls of power, spell recall, etc. However, it also has a "in general" section that clearly applies the ruling to other areas of the rules.

How are people possibly reading this differently? What would be the point of adding that whole extra paragraph and using words such as "in general" to the FAQ entry if the developers didn't mean for it to have a broader effect on the game's rules?


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Ed Reppert wrote:
RD, you do come up with some fascinating characters. :-)

Thanks Ed.

I love that Drosil can pick up an item made out of adamantine and essentially treat its hardness as 1, and then halve its hit points (giving it the broken condition), before dealing an additional 4d10 points of damage to it.

"Oh, I'm sorry. Was that relic important to you? I'm afraid absolutely everything inevitably ages to ruin given enough time. In the end, it is only ever time that truly matters."

lol. 8-)


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CHARACTER UPDATE

The time lord, Drosil, now possess the shadowbound corruption from Horror Adventures (undoubtedly gained from his time spent in the void). This grants him a host of thematic abilities befitting the theme of his character from a gaze attack that forces others to momentarily feel the burden of the ageless secrets he possesses, to extended darkvision from being trapped in the void for so long, to a ruinous touch that allows him to manipulate the age of others. He also possess all of the myriad drawbacks of these manifestations.


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Are corruption manifestations (Horror Adventures) considered to be Supernatural Abilities, Extraordinary Abilities, or what?


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HyperMissingno wrote:
I never got why a wrong slot item costs more. Shouldn't it have a much harder crafting DC instead? I mean you're messing with magic, it should be trickier to make, not more costly.

This isn't D&D v3.5. To my knowledge, no such rule exists, nor is one implied, in Pathfinder.


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So according to you, thorin001, one cannot grapple a victim of a black tentacles spell?

I'll have to remember that for the next time my party faces off against a high DPR monster utilizing constrict-and-release tactics with multiple natural weapons.

"Don't worry everyone! My big, black, slimy tentacles are not nearly as bad as..."

*points at monster*

"...all that!"

;P


1 person marked this as a favorite.
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Skeld wrote:

After years of searching, I've finally found it: the rules question absurd and bad, it causes me to minimize the Rules Forum. It's kinda liberating, actually.

-Skeld

Happy to be of service! You didn't think "Ravingdork" was just my name, did you? :D


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Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber

I've always interpreted it as 3.


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Has anyone ever interpreted it as "make all of your natural attacks, and if any (appropriate attacks) are successful, you may then attempt a 'single grab' at the end of your attack routine?"

I'm sure that's not the case, but I think it'd be nice if it were.


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Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber

If I bit your interior, are you not "in my mouth?"


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Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber

I've never met anyone who could roleplay well while drunk.


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The only real drawback to Startoss, for me, is that fact that if you miss even once, your whole attack routine falls apart for that round.


The inner voice within your ear

Gosh darn it!

Thank you for carrying it for so long. I'm sorry it wasn't what you were hoping for it to be.


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So that's at least 3 first-party monsters.


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Chess Pwn wrote:
Since you can't start two weapon fighting and then switch to a two handed weapon it shows that your hands are "locked in use" per say once you declare two weapon fighting. Otherwise you'd be able to do main +6/off+6/two-handed +1 which I believe has been said to currently not be allowed.

Except in this case, there is no two-handed weapon in use. Your example and resultant reasoning don't even apply in the case of my example. What's more, the FAQ that you are obliquely referencing only applies to dual-wielding along with two-handed weapons. The developers have been VERY clear that you should not apply the FAQ clarifications to anything not expressly stated in said FAQ--no projecting it onto other areas of the rules; for example, two-weapon fighting without two-handed weapons.


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Imbicatus wrote:
If you are using TWF to gain extra attacks you must take the penalties of doing so until the end of your turn. That means in addition to the numeric penalties from TWF, you are also considered to have both hands in use for the duration of your turn. Startoss would stop working, even if your off hand is empty when making main hand attacks and vice-versa.

So you've asserted. Now do you care to back it up with some rules text? Insofar as I can tell, neither the Two-Weapon Fighting rules nor the FAQ really support your claim.


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ACP doesn't apply to your Initiative checks, just Strength and Dexterity-based skills--and also your attack rolls if you are non-proficient.

EDIT: Ah, I see that it says ability and skill checks if non-proficient. I'm still not sure that Initiative qualifies, and Reflex saves certainly don't.


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber

Dude, having to study up on the new rule sets before being able to host the new adventure modules properly is the only reason my group and I will have the time to be able to host all of the previous adventure paths! Why do you want to take that away from us???

;)


2 people marked this as FAQ candidate. 4 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber

If monster A and B both have swallow whole, and A swallows B, can B bite and grab A while still grappled (essentially from the inside), then swallow A in turn? Assume that grab/grapple size limitations aren't a concern(there are some creatures that ignore that restriction; all you'd need is a pair of them to butt heads against one another).

As absurd as it sounds, I think it just might be legal. After all, you can turn an attacker's grapple against them, and if they begin their turn grappled by a creature with swallow whole, they get swallowed.


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First, no where in the rules or in the FAQ does it specify VISUAL manifestions, merely obersaveble manifestations. It could just as easily be a growing hum of power around the caster, or the smell of ozone.

Whatever form it takes, it is obvious that the caster is using magic to fire off a spell (though without Spellcraft, knowing what spell is being cast is another matter).

Second, except for spells that can be cast as a swift action, the act of spellcasting generally provokes, whether or not the spellcaster has any observable components or manifestations. This is not because you see that a spell is being cast, but because you observe that the spellcaster has suddenly dropped his guard.

I hope that helps.


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All D&D has is it's name.

Since they threw away there online community like garbage, something I don't see Paizo doing anytime soon, I just don't see how they could compete without their pre-existing brand recognition and deep-pocketed parent company Hasbro.


3 people marked this as a favorite.
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GeraintElberion wrote:
I wonder how many groups play 'full pathfinder' with every single Paizo rule book?

*Raises hand*


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Just don't draw more than one at a time and you're golden, as you will always have an off-hand free when making your attacks.


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Off of the top of my head, recent FAQ/errata that could impact these builds are as follows:

- Master of Many Styles
- Size increases no longer stacking
- Bonuses from ability scores no longer stacking
- Any changes to the handful of abilities that add Dex to damage


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Flying fox?


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There's been a lot of back and forth with these builds, especially with errata changing things up half way through the thread.

I've long since gotten terribly lost. What's the current build even look like anymore?


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I'm curious about this as well. *FAQ'd*


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I know that when it comes to retraining feats, you can give up a feat with no prerequisites to get a feat whose prerequisites you did not meet at the time you picked up the feat to be replaced.

So, give up Dodge in exchange for Dazing Assault, for example, even though you couldn't have taken the latter at 1st-level (but can now, now that you meet the BAB requirement).

I don't see why the same wouldn't be true of wild talents. Retrain your weaker ones for more powerful ones at higher level.


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It's not like they have single options in there that help the fighter get MULTIPLE feats or anything... :P


The inner voice within your ear
Powergaming DM wrote:

You search I41 it is just clear grasslands.

[hex cleared]

Could you put a colored line for the trail again?

I've updated the exploration map to reflect the newly explored hexes and to show our current trail so far.


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.
.
.
.
.

4.5 - Mechanics (I'm a total rules lawyer and often know more than I should)
3.0 - Campaign Lore (I know extensive amounts of setting lore, but I could certainly know more)
4.0 - Pathfinder Experience (Been playing since its release, lots of XP with other d20 games as well)
1.0 - Third Party Experience (Loath them, though I've played in games where others used them)
3.5 - Adventure Path Experience (approx. 75% of games are pregen adventures)

Grand Total: 16.0


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Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber

The newly released Ultimate Intrigue actually addresses this.

Ultimate Intigue wrote:

Detect Magic: Though this at-will cantrip is an extremely powerful tool, remember that concentrating to maintain the spell consumes the caster’s standard action every round, and may significantly slow a party’s progress when timing is important or action is required. It also requires several rounds to reveal useful information.

On the first round of the spell, the caster doesn’t learn more than the presence or absence of magical auras in a 60-foot cone. If the wizard is standing behind someone in the party who has a magic item, he’ll get a false positive. Even on the second round, the caster just learns the number of auras and the power of the most potent aura, so it takes quite a while to pinpoint the locations of each aura. For instance, a common complaint about detect magic is that it might reveal invisible creatures, but in reality, an invisible creature can easily run circles around the concentrating wizard’s cone, never allowing the wizard
enough time to pinpoint it.

The final and most important point to note is the fact that magical areas, multiple types of magic, and stronger auras can distort or conceal weaker auras. Very few GMs use this to its full potential. For instance, the NPCs might build their base on a ley line in order to mask magic auras. If all else fails, numerous countermeasures protect against a simple detect magic spell, starting with nonmagical means such as thin layers of lead and moving to magic aura, nondetection, misdirection, and more. Take a look at greater magic aura (see page 219) for a solid countermeasure. Greater detect magic (see page 212) allows for some interesting additional pieces of information, but it’s a 2nd-level spell, so it can never be as ubiquitous as the 0-level version. Greater magic aura still foils greater detect magic.


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CHARACTER UPDATES

The warlock necromancer, Rowan Mouri, and the mutant fleshwarper, Abikay Daewolf, now possess new spells and feats (respectively) from the ever so thematic Horror Adventures.


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c/md = Caster / Martial Disparity ?


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If umbral didn't work on spells like that, would it work at all? Pretty much all light/darkness spells function like that.


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Haha, that's awesome Anzyr.


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What kind of action/how long does it take to use drugs? Would it be possible for me to use it as a weapon, such as putting aether on a rag and holding it over an enemy spellcaster's mouth momentarily in order to disrupt their ability to cast spells?


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Fruian Thistlefoot wrote:
Empowered>Maximized. The Math is out there that proves Empowered to be superior to Maxamize. But together they are AWESOME.

I've heard this a number of times in recent memory, but unless you are stacking on static modifiers to your dice, which only a handful of very specific builds are even capable of, I'm just not seeing how this is generally a true statement.


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I make use of both frequently (generally starting with AoN first).


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I don't have the book sadly. My only source for this particular trait is the PFSRD, which doesn't include the deity info.


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Saethori wrote:

Possibly they were at a word premium?

I definitely think it's meant to be a caster level check. And since it says you have to make the check to cast a spell, I'm inclined to believe it's a check made before you actually start trying to cast, and therefore failure doesn't cost you the prepared spell or spell slot.

That's an interesting thought. Do you think I would get to retain the action as well?


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I actually happen to be playing a self perfection psychic addicted to aether.

A ring of inner fortitude does a pretty good job of mitigating the damage, as do some of my class abilities, but I can't seem to find a way to benefit from the caster level increase and also be able to reliably cast my spells.


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Are there any abilities, feats, or items that let you ignore the negative effects of drug consumption.

I'd very much like to be able to use aether and still be able to cast spells, for example.


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber

When suffering from the effects of aether, a spellcaster needs to make a caster-level check, yes?

The rules say "caster check" which isn't the correct term, and I want to make sure I'm understanding it correctly.

Also, if one fails the check, is the spell lost, or simply not cast?

I'm left to wonder why it isn't a Concentration check. A caster level check (assuming that's even what it meant to say) seems SO much harsher, even for high level casters.


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I can totally see it as magically enhanced cards shooting THROUGH people. :D

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