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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 20,259 posts (21,355 including aliases). 1 review. 2 lists. 1 wishlist. 4 Pathfinder Society characters. 11 aliases.


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You may want to look into the Downtime Rules from Ultimate Campaign. They will allow your character to open and run a Brothel or other business.

Dance halls used to be listed as brothels, prior to errata, so we'll use that as a starting point.

You can outright buy a basic brothel for 2,150gp, or you can create your own by first earning 53 Goods, 1 Influence, and 53 Labor (which will still cost you 1,125gp).

That's for a basic brothel that includes 1 Greeting Area (ball room), 1 Bar, 1 Common Room, 1 Lavatory, 1 Office, 1 Sitting Room, and 1 Storage. You may make yours very different and/or much larger than the base model.

I hope that helps!


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I really like grippli, because they remind me of halflings, which I also love. Playing those races as an adventurer just makes the character seem much braver in my eyes, since they are so small and harmless looking. I'm also a big fan of kenku and ratfolk, thanks to having watched The Secret of NIMH half a hundred times while growing up.


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Alex Trebek's Stunt Double wrote:
Uhh 1-3 every day and even if they have a relevant spell slot unused to recharge it, in 5 days. Factoring in things like running out of relevant spells slots to charge it then it's really easy to end up only 6 charges left, which makes 4 days of downtime quite relevant.

Note that I said 1-3 charges per adventure, not per day. I would think it a relatively rare occasion where you would need to spam a spell from a staff several times in a single encounter, or even in a single day. Even if you ended up in a scenario where the spell in the staff was exactly the one you needed to spam in order to win the encounter, would you not be glad to have had the ability to spam it in order to save the day?

Whether or not you have downtime becomes moot if you die today.


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I really don't think it was intended for you to apply the same template more than once.


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DonDuckie wrote:

I like staves, but that may be because of some interpretations of mine:

1) it doesn't have to be a staff, it may be a sword or other held item. If the creator has the feats (eg. craft magic arms and armor AND craft staff for a greatsword "staff")
2) it can be modified after creation, following the rules for adding abilities and upgrading items.

I for one always felt this was the way that it was.


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Devilkiller wrote:
The idea of "then charging the rest in between adventures" sounds pretty reasonable until you end up in games where there's rarely any time in between adventures. Some DMs intentionally deny the PCs downtime to make it tougher to get the magic items they want while others just seem to feel that forcing the PCs through the campaign as fast as possible will result in the most pressure/excitement/fun/suffering.

Yes, that would limit a staff's utility a little, but it remains a useful tool even then, unless you consistently expend all of your spell slots every day and have none left over in which to charge the staff (in which case, an ally might still be able to charge it for you).

Also, that's really not a problem caused by staves themselves, but by a GM's/group's particular play style. The core game assumes the heroes will get some downtime.

Downtime doesn't really enter into it except for the staff's initial creation (and even with the most pushy GMs, you can still generally get 1/4 speed crafting done while adventuring).

Seems to me that people are making it sound like they can't charge a staff at all without being able to take a week-long vacation.


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Alex Trebek's Stunt Double wrote:
Some stories have the pace for downtime, but mostly players are like "What do you mean four days! I'm not sitting around on an airship for 4 days!" even though the player only has to sit there for 2 seconds for me to say that 4 days have passed they act like it's wasting time actually around the table. Some characters are really resistant to downtime, in great part because too many classes have nothing worthwhile to do while in downtime.

What the heck kind of encounters are the PCs going through that they would need to expend all of their staff charges every day???

Isn't it more than likely you would use 1-3 charges during an adventure, recharge one of those each day while adventuring, then charge the rest in between adventures?

I imagine using them all up and then having to wait the full ten days to charge it up to full would be the exception in most games.

People seem to underestimate the versatility of a good staff. Every spell in your staff is a spell that you could potentially cast TEN times in a single encounter (for those really desperate encounters). What's more, they are also spells that you no longer have to prepare! Who doesn't want more spell slots or expanded spell selection?


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Even by that interpretation, all you really need to do is jump up, then activate it on the way down. Jumping isn't even an action; though it is typically done as part of movement.


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Darigaaz the Igniter wrote:

What the Words Say

Because the other option has given us crane wing, metaphorical hands, 1/day magic items with attunement periods, (previously) requiring 2 actual weapons to flurry of blows, feats and abilities letting you add spells known not working unless they're in-class, and many more.

This mirrors my thoughts as well.


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Das Bier wrote:
jeremiah dodson 812 wrote:
How Pathfinder does staffs is HORRIBLE. What house rules or 3PP do you and your group use to fix this in your game?
The plural of staff is staves. ;)

Should maybe tell that to the game designers. They use "staffs" in the game's rules text more often than not.


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Fentomy wrote:
There's also the spell Parasitic Soul.

Damn dude!


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Delenot wrote:
If the duration of the spell expires the trapped souls stay trapped, yes?

Yes. However, the caster needs to be extra careful because if he is in one of the spirit jars at the end of the spell's duration, he may himself become trapped. This makes the caster far more vulnerable to things like dispel magic, since such things can end the spell's duration prematurely, thereby trapping him in one of his own spirit jars if his body isn't nearby.

This is less of a concern with you have fellow party members (who can simply open the appropriate spirit jar to free your spirit), but it never hurts to have a ring of counterspell (dispel magic) or something similar, just in case.

I once had a character, Hama the wondering witch, who used the spirit jars and feats to great effect. She had all of the powers of an evil sorcerer, and was stronger than most giants.

Hama bought a trained mastodon for 2,000gp (per Ultimate Equipment). She then possessed it in the long term with magic jar and her spirit jars. She would then polymorph into human form, allowing her to keep most of the mastodon's physical stats, all of her mental stats, and her ability to cast spells and use class abilities. She used the minimus containment version of a binding spell to hide her true body inside her locket, relaying on her familiar or party members to free her true body should her host bodies be destroyed and her be forced to return to her original body.

She would also use spells such as shadow projection when in dire straights. In the end, she had more forms than Freeza from Dragon Ball Z, which proved continually frustrating for her enemies (and my GMs). :D


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Anyone have any more input? Or just want to hit FAQ?


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No. The spirit stays trapped in one of the three spirit jars. That's their whole point. It let's you magic jar someone, then never let them go (short of opening or destroying the spirit jar). You still need to recast the spell to keep the duration going, but they're essentially your prisoner forever. It even lets you shift the spirits from one jar to another, or to switch your spirit between bodies. Amazingly useful for the spellcaster who focuses on magic jar.

If your player wants to focus on possession abilities, I might also recommend the Penetrating Possession and Spirit Vision feats.

If magic jar is too complicated for your group, you may want to instead use the possession spell from Occult Adventures. It is literally designed to replace magic jar.


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Casting and recasting it can be problematic, as the new casting automatically puts you in the jar, not only freeing the host briefly, but also allowing the host a new save every time as you attempt to repossess from the jar (and if you fail, they become temporarily immune).

However, one solution is to use Osirian Spirit Jars. They effectively make the duration of magic jar infinite and allow you to have three bodies in reserve for any occasion.


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Arcane batteries from Magical Marketplace help with the recharging problem quite a bit. Sadly there doesn't appear to be a whole lot of additional support for spell trigger items, much less staves.


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You mean Ethereal Rip?

I suppose that could be easily modified into what the OP wants, and the PCs could come onto the scene during the last minute or so of the ritual.


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Custom staves are where it's at. :

Nothing quite says "archmage" like have a custom staff that fits your theme.

STAFF OF DEBILITATION
Aura Strong enchantment and necromancy; CL 13th
Slot –; Price 85,540 gp; Weight 5 lb.

This gnarled black staff is 5 feet long, has a face carved into a large wooden knob at the top, and is made of magically darkened wood. The face twists and screams in agony whenever the staff is gripped tightly. The staff is strongly evil-aligned and cannot be wielded safely except by those who possess an evil alignment. Those of non-evil alignment that wield it suffer one negative level, which persists until they relinquish possession of the staff. The staff also becomes temporarily non-functional when in the hands of such a wielder (as if it had been the target of a successful dispel magic) and remains that way until relinquished. The staff allows the use of the following spells:


  • empowered maximized ray of enfeeblement (1 charge)
  • empowered maximized touch of idiocy (1 charge)
  • waves of exhaustion (2 charges)

Requirements Craft Staff, Empower Spell, Maximize Spell, ray of enfeeblement, touch of idiocy, waves of exhaustion; Cost 61,100 gp

***

STAFF OF WISHFUL THINKING
Aura Strong universal; CL 17th
Slot –; Price 176,520 gp; Weight 5 lb.

Blindingly glorious, this 6-foot long diamond splinter was harvested from the very heart of the plane of earth. The staff was created by one of the most powerful arcane bloodline sorcerers that ever lived. Via arcane apotheosis, the sorcerer was able to use the staff to manipulate the very fabric of reality on a whim. This magical staff possesses the following spells:


  • limited wish (5 charges)
  • wish (10 charges)

Requirements Craft Staff, limited wish, wish; Cost 163,260 gp

***

STAFF OF NATURE’S WRATH
Aura moderate conjuration and evocation; CL 8th
Slot none; Price 43,200gp; Weight 5 lbs.

Created by a powerful half-elf wizard that revered nature's terrible power, this staff appears to be made of a long slender shard of obsidian and allows use of the following spells:


  • wicked weeds (1 charge; as black tentacles, but produces barbed vines instead of black tentacles)
  • obsidian flow (1 charge)
  • sleet storm (1 charge)

Many staves of nature’s wrath also double as magical spears. Add the costs of the magical spear and the staff of nature’s wrath together and use the spear’s weight value when using this variant.

Requirements Craft Staff, black tentacles, obsidian flow, sleet storm (may vary if made into a spear); Cost 21,600gp

***

STAFF OF LAMENT
Aura Moderate conjuration and evocation; CL 9th
Slot –; Price 90,000 gp; Weight 5 lb.

A weapon of revenge carved from orc bone, this staff was created by Corral the diviner to aid her in the destruction of her husband’s murderers. This magical staff possesses the following spells:


  • Cone of cold (1 charge)
  • Extended acid arrow (1 charge)
  • Intensified fireball (1 charge)
  • Intensified lightning bolt (1 charge)
  • Reach magic missile (long range) (1 charge)

Requirements Craft Staff, Extend Spell, Intensified Spell, Reach Spell, acid arrow, cone of cold, fireball, lightning bolt, magic missile; Cost 45,000 gp

***

STAFF OF THE MAKHAI
Aura Strong transmutation; CL 20th
Slot –; Price 85,000 gp; Weight 5 lb.

A powerful weapon carved from the finger bone of a titan, this staff was created by Kang’s ancestors long ago to aid them in the destruction of their enemies. Thought lost with the destruction of their homeland, the grand magus, Kang, multiarmed destroyer of armies, succeeded in recovering the ancient weapon from the annals of history. This magical staff possesses the following spells:


  • enlarge person (1 charge)
  • monstrous physique IV (2 charges)
  • transformation (3 charges)

Requirements Craft Staff, enlarge person, monstrous physique IV, transformation; Cost 45,000 gp

***

STAFF OF SHADOWS
Aura Strong evocation; CL 13th
Slot –; Price 96,850 gp; Weight 2.5 lb.

Used by Lady Arroway, a powerful fetchling cleric, to better serve her master, the shadowdancer and lord ruler on the Plane of Shadow, Revin Bitter. This instrument appears to be little more than a jet black darkwood quarterstaff. Wherever it goes, light in the immediate vicinity noticeably dims, as though the staff were hungrily trying to consume all radiance. This magical staff possesses the following spells:


  • darkness (1 charge)
  • lunar veil (2 charges)

Requirements Craft Staff, darkness, lunar veil; Cost 48,750 gp


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Scroll of gate ought to do the trick.


The inner voice within your ear
Powergaming DM wrote:

Going to need more then that you need to spend the Bp.

I expect Ravingdork knows the machines.

The Allania Military Defense Force is costing us 2 BP every month, since it is on reserve.

Once we take it out of reserve (that is, are actively using it), it will cost us 2 BP per week, or 8 BP for every kingdom month.

Considering we have 28 BP in the bank, we could sustain the army for no less than 4 months (and likely could sustain the army indefinitely since we will be regaining BP during each those 4 months and all the months after).

I'll track the expenditures (that's my character's job after all), so I suggest just reading up on the Mass Combat rules for now. If you want to expand or alter the army (or create a new one) let me know and I will go over some of the costs and available options.

Our army stats can be found on the Kingdom Sheet and currently assumes that Toran is leading it. (Note that an "inactive" army as written on the Kingdom sheet is essentially the same as not existing--mostly used as a placeholder for what could be.)


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graystone wrote:
Durable Arrow predates the core book actually.

Weren't they reprinted in a later source though?


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For the highest caster level your spell(s) possess?


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Menacing Shade of mauve wrote:

There's no such thing as your general caster level. You have a caster level for each and every single spell or SLA, they just usually happen to be the same.

This mirrors my thoughts on the matter as well.


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Shapeshifting Mastery is FUN!

So is diversifying!

It hadn't occurred to me to try both on the same character. Sounds like it would be a blast!


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Based on how the rest of the game works, I'm pretty certain you would use the caster level of the polymorph spell.

For example, if you took Spell Perfection, Spell Specialization, Varisian Tattoo, Magical Lineage, Lore Seeker, and got an orange prism ioun stone, you would end up with this guy.


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CWheezy wrote:

Staff of the master was an obscenely broken item. It was like, the best item in the game maybe???

It was errata'd though and I dont know the change yet. I assume we went from 1 staff worth buying to zero staves worth buying

Pretty much. You can now only apply the metamagic benefit to the spells in the staff, not towards any spell you cast.


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Tools like the following:

STAFF OF DEBILITATION
Aura Strong enchantment and necromancy; CL 13th
Slot –; Price 85,540 gp; Weight 5 lb.

This gnarled black staff is 5 feet long, has a face carved into a large wooden knob at the top, and is made of magically darkened wood. The face twists and screams in agony whenever the staff is gripped tightly. The staff is strongly evil-aligned and cannot be wielded safely except by those who possess an evil alignment. Those of non-evil alignment that wield it suffer one negative level, which persists until they relinquish possession of the staff. The staff also becomes temporarily non-functional when in the hands of such a wielder (as if it had been the target of a successful dispel magic) and remains that way until relinquished. The staff allows the use of the following spells:


  • empowered maximized ray of enfeeblement (1 charge)
  • empowered maximized touch of idiocy (1 charge)
  • waves of exhaustion (2 charges)

Requirements Craft Staff, Empower Spell, Maximize Spell, ray of enfeeblement, touch of idiocy, waves of exhaustion; Cost 61,100 gp

***

STAFF OF WISHFUL THINKING
Aura Strong universal; CL 17th
Slot –; Price 176,520 gp; Weight 5 lb.

Blindingly glorious, this 6-foot long diamond splinter was harvested from the very heart of the plane of earth. The staff was created by one of the most powerful arcane bloodline sorcerers that ever lived. Via arcane apotheosis, the sorcerer was able to use the staff to manipulate the very fabric of reality on a whim. This magical staff possesses the following spells:


  • limited wish (5 charges)
  • wish (10 charges)

Requirements Craft Staff, limited wish, wish; Cost 163,260 gp

Creator's Note:
Not only is the above staff a great (and free) get out of jail card, its creation cost happens to be highly affordable. What's more a 20th-level sorcerer would easily have enough spell slots available to add a +5 inherent bonus to all of his ability scores, and that of all of his allies' ability scores at no cost beyond the staff's initial creation. The staff is so named as no GM would ever likely allow it. :D


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It's really not the GM's place to punish his players. It's a game. Punishments beyond not inviting an incompatible player back to the table should pretty much never come into it for any reason whatsoever. Any GM who thinks otherwise is likely a big time control freak.

That being said, scroll mishaps are usually not supposed to end well, so have fun with it. :D


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I for one absolutely love custom staves. Nothing says "archmage" quite like having one tailor made to your own casting style.

Take some of the following for example:

STAFF OF NATURE’S WRATH
Aura moderate conjuration and evocation; CL 8th
Slot none; Price 43,200gp; Weight 5 lbs.

Created by a powerful half-elf wizard that revered nature's terrible power, this staff appears to be made of a long slender shard of obsidian and allows use of the following spells:


  • wicked weeds (1 charge; as black tentacles, but produces barbed vines instead of black tentacles)
  • obsidian flow (1 charge)
  • sleet storm (1 charge)

Many staves of nature’s wrath also double as magical spears. Add the costs of the magical spear and the staff of nature’s wrath together and use the spear’s weight value when using this variant.

Requirements Craft Staff, black tentacles, obsidian flow, sleet storm (may vary if made into a spear); Cost 21,600gp

***

STAFF OF LAMENT
Aura Moderate conjuration and evocation; CL 9th
Slot –; Price 90,000 gp; Weight 5 lb.

A weapon of revenge carved from orc bone, this staff was created by Corral the diviner to aid her in the destruction of her husband’s murderers. This magical staff possesses the following spells:


  • Cone of cold (1 charge)
  • Extended acid arrow (1 charge)
  • Intensified fireball (1 charge)
  • Intensified lightning bolt (1 charge)
  • Reach magic missile (long range) (1 charge)

Requirements Craft Staff, Extend Spell, Intensified Spell, Reach Spell, acid arrow, cone of cold, fireball, lightning bolt, magic missile; Cost 45,000 gp

***

STAFF OF THE MAKHAI
Aura Strong transmutation; CL 20th
Slot –; Price 85,000 gp; Weight 5 lb.

A powerful weapon carved from the finger bone of a titan, this staff was created by Kang’s ancestors long ago to aid them in the destruction of their enemies. Thought lost with the destruction of their homeland, the grand magus, Kang, multiarmed destroyer of armies, succeeded in recovering the ancient weapon from the annals of history. This magical staff possesses the following spells:


  • enlarge person (1 charge)
  • monstrous physique IV (2 charges)
  • transformation (3 charges)

Requirements Craft Staff, enlarge person, monstrous physique IV, transformation; Cost 45,000 gp

***

STAFF OF SHADOWS
Aura Strong evocation; CL 13th
Slot –; Price 96,850 gp; Weight 2.5 lb.

Used by Lady Arroway, a powerful fetchling cleric, to better serve her master, the shadowdancer and lord ruler on the Plane of Shadow, Revin Bitter. This instrument appears to be little more than a jet black darkwood quarterstaff. Wherever it goes, light in the immediate vicinity noticeably dims, as though the staff were hungrily trying to consume all radiance. This magical staff possesses the following spells:


  • darkness (1 charge)
  • lunar veil (2 charges)

Requirements Craft Staff, darkness, lunar veil; Cost 48,750 gp


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Permanency with this feat gives you +3 AC for as little as 2,500gp. Like sast on the wound for our poor nerfed jingasa.


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Another good option would be to combine this feat with a permanencied darkvision spell. It's a (useful) transmutation effect that never ends short of getting dispelled (which will always be a concern with this feat regardless).

Alternatively, you could take this feat with a martial character along with permanencied enlarge person (for melee) or reduce person (for ranged) cast upon you by a third party.


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Ravingdork wrote:

Haylannar Whart (15th-level mythic transmuter) - Lost the Rat Catcher feat in favor of the Scale and Skin feat, which grants him an additional +2 natural armor bonus while polymorphed (included where appropriate).

It was just pointed out to me in another thread that this, per a strict reading of the feat, should be a +3 bonus to natural armor, not a +2 bonus.


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It doesn't stack with itself, since bonuses from the same source never stack. Aside from that, it looks like overland flight could now give you an all day +3 boost to natural armor. Sweet.

Gonna' get nerfed hard at some point.


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BigNorseWolf wrote:

Quoting Jiggy's list here

+1 armor (1k)
+1 shield (1k)
+1 ring (2k)
+1 amulet (2k)
+2 armor (3k)
+2 shield (3k)
+2 DEX belt (4k)
jingasa (5k)
ioun stone (forget the color/shape, 5k)
+3 armor (5k)
+3 shield (5k)
+2 ring (6k)
+2 amulet (6k)
+4 armor (7k)
+4 shield (7k)
+3 ring (10k)
+3 amulet (10k)
+4 DEX belt (12k; probably get this sooner since it's not just for AC)
And so on.

It doesn't alter your AC gains radically if you're spending the AC on a hat and then your armor and then the shield and then the ring.

Many of those numbers are WAY off. The corrected values are below:

+1 armor (1k)
+1 shield (1k)
+1 ring (2k)
+1 amulet (2k)
+2 DEX belt (4k)
+2 armor (4k)
+2 shield (4k)
jingasa of the fortunate soldier (5k)
dusty rose prism ioun stone (5k)
+2 ring (8k)
+2 amulet (8k)
+3 armor (9k)
+3 shield (9k)
+4 DEX belt (16k)
+4 armor (16k)
+4 shield (16k)
+3 ring (18k)
+3 amulet (18k)


The inner voice within your ear

Ball's in your court, General.


The inner voice within your ear

Alright, so Riva's calendar entries are all caught up. What do you guys want to do? Hold back, play out a kingdom month and see what the bandits do? Send an army after them? Something else?


The inner voice within your ear

Yeah, I made a million mistakes in the beginning, which is why I started relying on Excel sheets.


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Drahliana Moonrunner wrote:

I don't quite get what was happening.

Were people using the staff to pile on multiple metamagic feats on a spell, or feats they did not know? My beef with it was that Paizo only came out with one staff and I never used it because I didn't run arcane necromancers.

They were using it on the spells they cast, any spell that they cast. The errata limits the application of metamagic feats to just those spells cast from the staff.


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I've always understood the point of a familiar to be to serve as a loyal companion, scout, spy, or something similar.

Sure, it might get attacked if recognized as a familiar, but most familiars don't looks like familiars. It's also more likely it will get killed by rolling a 1 on a save against a nasty area effect that the caster got caught up in.

It's also worth remembering that most tiny familiars can't flank due to lack of reach.


The inner voice within your ear

Thanks. I went ahead and updated the old spreadsheet, and some of your numbers look off to me.

Spreadsheet (PDF)
Spreadsheet (XLSX)

I'll be adding the adjustments to your PDF character sheet later this evening.

Let me know if you want different names for the businesses, or if I overlooked anything.


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Man, I don't think I'd be able to stand that level of complexity/alteration.

Unless your GM has a house rule in place that says otherwise, deceased sim remains are worthless.


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I have been involved in several discussions on these boards about simulacrums, and have even had numerous questions answered by the game developers in this regard. Let's see if I can help:

Bwang wrote:
Since a Simulacrum is a illusionary spell, 'technically', of a creature

For the purposes of all effects and rules, a simulacrum counts as a creature, not as a spell effect. The spell outlines a few exceptions, such as healing and gaining power. You cannot dispel a sim. Spells affect it just as they might the base creature it is designed to mimic.

Bwang wrote:
does it suffer from mental attacks as the creature or not?

Unless the creature it is imitating is immune to mind-affecting effects or something, the sim is affected normally by mental attacks.

Bwang wrote:
Further, how does it react to sneak attacks?

Unless the creature it is imitating is immune to precision damage effects or something, the sim is affected normally by sneak attacks.

Unless the base creature is immune to sneak attack, the

Bwang wrote:
Finally, the big one, do they count under WBL?

The material component expenditure probably should count, but it is ultimately up to the GM I think.

Bwang wrote:
What happens to the S when the owner dies?

Nothing. The sim persists.

Bwang wrote:
Better put as: how long will the S continue its assigned task?

Until it is completed, if it can be completed. If not, it keeps on keeping on. When it has fulfilled all of its late master's orders, it becomes a free willed creature with no ability to heal or gain power.

Bwang wrote:
Are they or can they become sentient?

Unless the base creature is mindless or possessed bestial intelligence, the sim is sentient from the get go.

Bwang wrote:
This is not a problem yet, but our loot last night included a scroll with this on it and I already have the lesser form and having oodles of fun with it.

Why would having fun be a problem?

Bwang wrote:

BTW, the GM has the following additions to the spell:

1) 3.5 requirement for a sample of the subject

A great and balanced house rule that helps to keep the spell in line. Very popular I hear.

Bwang wrote:
2) sculpture can be of a range of 'lesser; materials. No steel or such.

So you can make sims out of things other than snow in your games?

Bwang wrote:
3) sculpture must be MW, but you can have it made by a craftsman.

Not sure why that would matter. Once the spell is complete, the starting material is, well, immaterial.

Bwang wrote:
4) not that they have lasted long enough after the party encounters them, but the BBEG making the ones we fight hasn't seen fit to really use them as more than a mail service to his minions. Until last night. Imagine our surprise when the puny L4 mail-bot starts dropping spells of L3! My idjit self nearly died by blowing 3 straight saves! Fortunately 'he' was porcelain and my sonic spells were amped by our Bard. Other than monetary cost, is there a limit on how many one might have?

The number of sims a caster can have under their control is limited only by the creator's resources.

Also, sonic spells have no greater effect on sims, not even those created by porcelain, unless the base creature had vulnerability to sonic.

Bwang wrote:
5) As we have been cheerfully removing S from the BBEG inventory, should we have been salvaging the 'dead'?

If the sims had valuable loot, then by all means loot their melted puddle corpses.

Bwang wrote:
I am still wasted from a 9 hour backed up by another 5 today gaming session and am to tired to be sure I covered it all. If you see something I missed, volunteer!

I hope this helps.


The inner voice within your ear

Can I get the breakdown so I can update his PDF?


The inner voice within your ear

Whoa! When did Toran start making more gold than Riva?


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

Haha. That's is a pretty good idea.


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James Risner wrote:
The problem with the luck ac bonus was that a fighter could use it to get AC 36 by level 7 and 24,000 gp.

And this is a problem over the fighter who has AC 35 by level 7 how?


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thistledown wrote:
The best I see is the Amulet of the Blooded (Destined), 10k gp. "+2 luck bonus on all saving throws and to AC during surprise rounds or any time he is otherwise unaware of an attack."

So your advice is to take an item that costs significantly more, only works situationally, and keeps me from getting a +5 bonus to AC (amulet of natural armor)?

How is that not a trap?


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So here's what's happening in our group:

The GM has declared (not for the first time) that he will be ignoring the errata. ALL errata. If it is not in his hard copies, it does not apply to his games.

Sounds fine, right? Exactly what many people are suggesting.

Well, it's not as clean cut as all that. You see, the GM in question has all the books. Most of the rest of us don't own hard copies. We don't really get to use the GM's books, after all they are his books; that's why they still look brand new.

We have to use the PRD, PFSRD, Archives of Nethys, official PDFs, and similar online sources. I have some of my own hard copies (many more than the GM in fact), but many are different printings than the GM's books.

The errata has actually muddied things rather than clarified them as a result, since no one in our group now knows what rule we are supposed to be using anymore.

I'm guessing it's not just us. I'm guessing this problem--or similar ones--are pandemic to Pathfinder play groups all over.

So no, we can't just ignore it. That causes a host of problems all its own. To pretend that the solution is really that simple is wholly disingenuous.


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Dansome wrote:

I've been a faithful Paizo fan for a long time - own at least a thousand dollars in their products like many of you - just going to add my 2 cents:

Paizo, I've really disliked what you did with the Advanced Class Guide and now in Ultimate Equipment. Please use errata to finish incomplete sentences, increase clarity, fix charts, etc. Please, don't use errata to balance the game. It's a poor policy that dampens my desire to buy your products.

As for the OP - playtesting before the product launches is great. I don't want a "balance patch" every X months. It's OK to have imbalances in this game.

That is all,
Dan

EXACTLY! I couldn't have said it better myself.


The inner voice within your ear

If the GM allows, I may make something other than those feather step slippers (I'm thinking gloves of arrow snaring for Riva, after having been pin-cushioned by the spriggans), now that the new Ultimate Equipment errata has basically nerfed them into oblivion. I will have to adjust Riva's stats for her jingasa of the fortunate soldier as well--which is even worse off now than the slippers! I'm thinking I'd like to keep that as is, but convert it into a homebrew item if that's okay.

Vallisa's goblin fire drum also took a big hit, now only adding 1 point of damage to her fireballs instead of 10. :(

Was anyone else affected by the latest errata?

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