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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 18,033 posts (18,782 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 8 aliases.



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

When choosing a skill with a subset of choices (such as Craft, Perform or Profession), does an unchained rogue with the Rogue's Edge class ability (Pathfinder Unchained) need to choose only one subset, or does the benefit apply towards any/all of the skill's subsets?

Now, I know that the Signature Skill feat grants something similar, and specifically states one must choose a skill subset, but I see now such language for Skill Unlocks in general, or in the rogue's Rogue's Edge class feature--which is supposed to be more versatile than the feat anyways.


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

Can you use Gloves of Arrow Snaring if you don't have the Deflect Arrows feat? It seems to grant you the Snatch Arrows feat twice per day, which is dependent on you using Deflect Arrows, but it says nothing about granting you the Deflect Arrows feat.

Is this item useless to anyone without Deflect Arrows?


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

How does the Improved Damage eidolon evolution from Pathfinder Unchained interact with the Improved Natural Attack Feat and the recent FAQs on size increases to damage?

Improved Damage:

Improved Damage (Ex): One of the eidolon’s natural
attacks is particularly deadly. Select one natural attack form
and increase the damage die by one step. This evolution
can be selected more than once. Its effects do not stack.
Each time the eidolon selects this evolution, it applies to
a different natural attack.

Improved Natural Attack:

Improved Natural Attack
Attacks made by one of this creature's natural attacks leave vicious wounds.

Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.

FAQ:
Size increases and effective size increases: How does damage work if I have various effects that change my actual size, my effective size, and my damage dice?

As per the rules on size changes, size changes do not stack, so if you have multiple size changing effects (for instance an effect that increases your size by one step and another that increases your size by two steps), only the largest applies. The same is true of effective size increases (which includes “deal damage as if they were one size category larger than they actually are,” “your damage die type increases by one step,” and similar language). They don’t stack with each other, just take the biggest one. However, you can have one of each and they do work together (for example, enlarge person increasing your actual size to Large and a bashing shield increasing your shield’s effective size by two steps, for a total of 2d6 damage).

I'm thinking that my large eidolon would have a 1d8 bite attack normally, 2d6 with Improved Natural attack, and 2d8 with Improved Damage. I wanted to make certain though.

(And I know this has been brought up many times before, but I am so far unaware of the answer, or how the recent FAQ might effect it.)


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

I was trying to make an unchained summoner and his eidolon when I came came across this under the "Mount" evolution:

Requirements: Daemon, demon, devil, elemental, or protean subtype; quadruped or serpentine base form.

Does he need to have one of those subtypes AND have an appropriate form, or does he need to have one of those subtypes OR an appropriate form?


27 people marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

The game's weapons tables have several categories: light, one-handed, two-handed, and ranged.

It seems clear that ranged weapons, by default are not considered light, one-handed, or two-handed weapons. They are their own category.

Some ranged weapons specifically state how many hands it takes to use them, but this in and of itself does not necessarily make them part of the light, one-handed, or two-handed weapon groups for the purposes of rules that deal with handedness.

How then, do ranged weapons interact with rules in regards to handedness? Take inappropriately sized weapons, for example. Could a medium character wield and fire a large bow with no other drawback than a -2 to hit?

Additionally, when a melee weapon within the light, one-handed, or two-handed category is used as a ranged weapon, does it retain its melee weapon category for the purposes of feats, abilities, magic item enchantments, etc?

Please FAQ if you too would like to know how these rules were intended to interact.


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

I'll be attending MegaCon in Orlando, Florida this coming weekend. Who else here is planning on attending? Perhaps we could hang out and talk shop.


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

Please help me better understand the spending limits for downtime capital.

The way I see it, it isn't much of a limit at all.

Let's say I live in a small town (spending limit of 15/day) and I want to create a magical item with a market price of 100,000gp.

That means I would need 500 magic capital, a lot more than my settlement's allowed limit.

However, creating a magical item, constructing a building, or hiring a team rarely takes just one day. For the example item of the above-listed value, it would generally take at least 50 days.

50 X 15 = 750 capital, half again more time than I needed to get the help required.

Seems like the limits would only really come into play in rare corner cases, like trying to forge an expensive magical ring with capital in a thorp.

Am I understanding this correctly?


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How much does a darkwoord durable arrow cost? How much for a quiver of 20?

The pricing for darkwood doesn't really say what to do for things that weigh less than a pound.


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Will it blend? Does the following combo work? Please explain why it does or does not; I want to make sure I get it right before incorporating it into my build.

Take the feat Slashing Grace (longsword) with a daring champion cavalier. Be sure your longsword has an effortless lace attached to it.

Add your Dexterity modifier plus twice your cavalier level (from Challenge and Precise Strike) to your weapon damage rolls. Also benefit from Weapon Finesse and all your class abilities, even though it is a longsword, and dual-wield said longsword with a spiked heavy shield while taking minimal TWF penalties.


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A friend of mine wants to make a medium character who wields a large bow. Inspired by anime I guess.

Is there any way to pull this off without resorting to actually being large?


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

In regards to the new FAQs on stacking size increases for damage, I wonder where certain rule elements fall: actual size increase, or effective size increase.

Take the monk's unarmed damage, for example. Is that considered an "effective size increase?" If my monk is wearing stonefist gloves, does he gain any benefit? Or does he just take the higher increase from his monk levels?


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

The FAQ gives us yet another martial nerf.

FAQ 1:

Size Changes, Effective Size Changes, and Damage Dice Progression: I'm confused by how to increase and decrease manufactured and natural weapon damage dice when the weapon's size or effective size changes. There's a bunch of different charts, and I'm not sure which to use.
When the damage dealt by a creature’s weapons or natural attacks changes due to a change in its size (or the size of its weapon), use the following rules to determine the new damage.

• If the size increases by one step, look up the original damage on the chart and increase the damage by two steps. If the initial size is Small or lower (or is treated as Small or lower) or the initial damage is 1d6 or less, instead increase the damage by one step.
• If the size decreases by one step, look up the original damage on the chart and decrease the damage by two steps. If the initial size is Medium or lower (or is treated as Medium or lower) or the initial damage is 1d8 or less, instead decrease the damage by one step.
• If the exact number of original dice is not found on this chart, apply the following before adjusting the damage dice. If the damage is a number of d6, find the next lowest number of d6 on the chart and use that number of d8 as the original damage value (for example, 10d6 would instead be treated as 8d8). If the damage is a number of d8, find the next highest number of d8 on the chart and use that number of d6 as the original damage value (for example, 5d8 would instead be treated as 6d6). Once you have the new damage value, adjust by the number of steps noted above.
• If the die type is not referenced on this chart, apply the following rules before adjusting the damage dice. 2d4 counts as 1d8 on the chart, 3d4 counts as 2d6 on the chart, and so on for higher numbers of d4. 1d12 counts as 2d6 on the chart, and so on for higher numbers of d12.
• Finally, 2d10 increases to 4d8 and decreases to 2d8, regardless of the initial size, and so on for higher numbers of d10.

Damage Dice Progression Chart
1
1d2
1d3
1d4
1d6
1d8
1d10
2d6
2d8
3d6
3d8
4d6
4d8
6d6
6d8
8d6
8d8
12d6
12d8
16d6

FAQ 2:
Size increases and effective size increases: How does damage work if I have various effects that change my actual size, my effective size, and my damage dice?
As per the rules on size changes, size changes do not stack, so if you have multiple size changing effects (for instance an effect that increases your size by one step and another that increases your size by two steps), only the largest applies. The same is true of effective size increases (which includes “deal damage as if they were one size category larger than they actually are,” “your damage die type increases by one step,” and similar language). They don’t stack with each other, just take the biggest one. However, you can have one of each and they do work together (for example, enlarge person increasing your actual size to Large and a bashing shield increasing your shield’s effective size by two steps, for a total of 2d6 damage).

The resizing rules are now more confusing to me than ever. One thing I do understand though, it is now impossible to have more than two size increases on your damage rolls--one actual increase, and one effective increase.

So many cool builds just withered and died. Discuss your thoughts on the matter.


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

Nearly every penalty your kingdom can receive directly to your three attributes (Economy, Loyalty, Stability) in the Kingdom Building rules is permanent. But why?

Say for example you wanted to remove an unwanted magic item from your kingdom by taking the following option:

The second method is to manipulate your kingdom's economy to encourage an NPC to purchase the item (such as a random adventurer passing through the settlement). During Step 3 of the Income phase, you may attempt one Economy check for each filled slot you want to empty. For every such check after the first one in a turn, your Economy decreases by 1, since these manipulations are harmful to your kingdom's economy and typically only serve to get rid of an item you consider undesirable. If the check fails, nothing happens. If the check succeeds, erase the item from that slot; you may attempt to fill the empty slot as normal in the next Upkeep phase. You do not gain any gp or BP from this sale; the money goes to the building's owner, who uses it to acquire or craft the next item.

I understand the penalty. I just don't know why there seems to be no way to get ride of it. Unlike Unrest, that penalty will continue to effect your kingdom FOR ALL OF FREAKING TIME.

WHY!? Surely there must be a remedy. Why would anyone EVER take that second option if it meant a forever-penalty for their kingdom?

I see this over and over again in the Kingdom building rules. Surely they aren't truly meant to affect your kingdom thousands of years down the line?

This complicates an already complicated system as you must keep a running tally of the always-accumulating-penalties. No doubt you won't even remember what half of them were from before long.

What am I missing?


6 people marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Is it possible to fight defensively or make use of the Combat Expertise feat even when there is nobody available within range to strike?

I see no reason why it must be tied to an attack. Even if it must be, couldn't I just attack a lump of grass or "shadow-box" or something to get the benefits? After all, it's still eating up my action.

Please FAQ if you're curious to know too, or better yet, provide an answer if you know one to exist.


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

How much does a scroll of permanency, or other spell with a variable component, cost? Do you pay the component cost during the creation process, and if so, how much? Or, due to the variable nature of the spell, are you instead forced to pay for it after the item's creation when you make use of it?

I think the latter makes more sense, but there's no support for it whatsoever. There's also no support on what to do in the former scenario. What is the general assumption when an adventurer come across a scroll of permanency, or a wand of restoration, and similar items?

What to do? What to do?


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

I just picked up the Melee Tactics Toolbox, and I must say, I'm impressed for the most part. Tons of useful goodies to beef up fighters and other martials. There's even a few things for melee casters and, for some reason, a new metamagic feat that allows for easier underwater casting.

I myself am eager to try out some of the new teamwork feats with the Toolbox's new "mountless" cavalier archetype's hound companion.

I wanted to pick your brains on some of the new options and potential combos that could come out of them. I don't have the book with me at the moment, but I will be sure to post some of my own combos here as they come to me.

Post what you like about the book and, more importantly, how you can effectively incorporate the new mechanics into your games.


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

Well? How might you go about building a mythic gunslinger?


23 people marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

The Expanded Preparation feat says the following: "You gain an extra spell slot of the highest level you can cast."

Does this remain true as you level up? Say I take this feat as a 6th-level arcanist and choose to gain an additional 3rd-level spell slot to prepare another spell. Once I obtain 8th-level and am able to cast 4th-level spells, does that "bonus slot" from the feat become a 4th-level slot? Had I chosen to get two 2nd-level spell slots instead, would they now be two 3rd-level spells slots at 8th-level?

Or is the slot locked in based on when I took the feat, and I need to resort to things like retraining the feat in order to change the selection?

Please FAQ if you're curious to know too.


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

WARNING: Kingmaker spoilers:

So we just encountered a hag coven in the forest consisting on sea hag, one blood hag, and a third hag of unknown type that we suspected of hiding in a tree.

They had SIX bloody skeleton trolls. Luckily, we knew about them in advance and came prepared with command undead. In the surprise round and in the first two rounds, we had half of them under our control and grappling the other half.

Then the hags appeared. Opening salvo of freaking fire storm. FIRE STORM! An eighth-level spell! Against 5th-level characters!

Insofar as I can tell, they can do this again and again.

Instant TPK quality material that. What the hell were the writers thinking?


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

I'm curious to know what other peoples' table tops look like, particularly their battle maps.

Do you use digital print outs, hand-drawn illustrations, graph paper, purchased products, what? Please share your pics.

If I have to make a map at all, it usually ends up looking something like this. (I actually rolled for forest terrain features for every square at the edge of the clearing; turns out druids and rangers would seriously rock in forests if GMs ever bothered to generate the proper maps.)


1 person marked this as a favorite.

I've seen well over ten threads today each with multiple posts filled with non-functional links that I can't click, and I'm smurfing tired of it.

To make a functional link, all you have to do is type the following without spaces:

[ u r l = Place URL here ] The text you want to display [ / u r l ]

Again, you should exclude the spaces.

If it works, it will look like this: Paizo Inc.

If you don't understand my instructions, please click the "Show" button next to "How to format your text" right below the Submit Post dialog screen. They have some pretty useful info there on how to do all kinds of neat things.

I hope that helps.


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

I'm pretty certain that my arcanist, Riva Sarjenka, will be leveling up to level six just as soon as my PbP group finishes this encounter with six bloody skeleton trolls.

I'm trying to decide what 3rd-level spells I should take. I need to pick two. I already have all the core spells of 2nd-level and lower.

What might you recommend?


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

The Ultimate Combat FAQ has this to say:

Weapons: There are melee weapons in Ultimate Combat (pages 131 to 132) with a weight of "—". If these weapons are primarily metal (like the kerambit), how do you calculate the cost of creating mithral versions of these weapons?

Treat these weapons as 1/2 lb weapons for the purpose of creating a mithral version of the weapon.

Was it the intent of this ruling to allow people to actually save money on masterwork weapons?
Why would anyone ever get a masterwork kerambit (or any other light weight weapon), when they could get a mithral one for 50gp less that is also considered masterwork? Is every goblin, gnome and halfling expected to wield mithral daggers over masterwork ones now?

Shouldn't objects be treated as a minimum of 1 pound to avoid this incongruity? Please FAQ if you think this should be addressed.


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If you are bonded to an object with sovereign glue, a chair say, could you teleport out of it? Or would the chair be brought along for the ride? Would you have to leave your pants behind?

What if it was a large chair, surpassing your carrying limits mentioned in the teleportation spell?


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It seems to me that every time I attempt to make a character with the new Brawler class from the Advanced Class Guide, it comes out strictly inferior to the monk, which generally has more relevant-to-level abilities, possesses much better defense abilities and values, and has more options to choose from.

Has anyone here been able to make a good brawler that wasn't totally outclassed by a monk of similar build? If so, how did you manage it?


4 people marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I noticed the obscuring mist spell says that "A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds." However, gust of wind states that it's wind speed is 50 mph, more than enough to disperse the fog in ONE round. Which spell is correct?

I'm thinking it's the latter, since it only lasts one round, not four. The previous statement could never be true in the case of gust of wind.

I mostly just wanted to bring this to the devs' attention.


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How does one remove a hallow or unhallow effect from an area?

My fellow PCs and I want to cleanse a holy temple that has long been corrupted by evil forces, but there doesn't appear to be a method within the rules that we can find.

Surely such an effect wasn't meant to be completely irremovable.


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

So I'm thinking of making an Eldrich Guardian (Familiar Folio) who fights with a spear and a Mighty Battle Cock (MBC) chicken familiar. Perhaps 10th-level with 25-point buy.

I'm looking for advice on how to optimize my MBC so as to have it function as a secondary combatant, if not a primary one.

Right off the bat I'm thinking I would have to give my fighter LOTS of hit points since my familiar only gets half. That means taking the Toughness feat, having a high Constitution score, and pouring all of my favored class bonuses into hit points. Perhaps a gnome for the Constitution bonus too? It seems to fit the odd-ball nature of the overall concept, and he can ride his MBC into battle.

I figure the familiar can also take the Toughness and Mauler's Endurance feats to boost his hit points by 23 or so, which isn't shabby.

At 10th-level, the MBC will have a relatively high strength (especially if I give it magic items), all of my fighter's combat feats, and a full base attack bonus. It's armor class is pretty pitiable though, thanks to its low Dexterity. The leaf armor from Familiar Folio for birds will bring it up a couple of points, but it's going to need more.

Which makes it not worthless. How do I take it from "not worthless" to "awe inspiring" battle engine of destruction?


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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?


2 people marked this as a favorite.
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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


13 people marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

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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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?


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If my (greater) invisible assassin is shooting invisible arrows (that is, arrows that have had separate invisibility spells cast on them) at a target, do the arrows become visible upon impact?

Invisibility says the target becomes visible whenever it makes an attack, but arrows can't make attacks, only characters can. There's also the question of the arrows destruction. Do the pieces of a broken or destroyed item become visible? I suppose the assassin could use durable arrows if they do.


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One of my fellow players asked me tonight if the following was possible:

Use the Leadership feat to get a bunch of magic item crafting followers. Have them work on creating magical items in eight hour shifts, effectively getting 3-6,000gp worth of crafting done every day.

We know an individual can't craft more than eight hours at a time, but is there anything preventing multiple people from attempting the above?


6 people marked this as FAQ candidate.
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In our last game our GM attacked us with nearly a dozen identical swarms, having them overlap and inflict their damage nearly a dozen times. I informed her that I did not believe that was the way swarms worked, and that they should be contiguous, forming one large swarm that does damage only once at a time.

Was I right in this?

What happens if you have swarms of different types? Could they overlap then and deal multiple instances of damage then? Would they destroy each other?


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I've been trying to wrap my brain around it for over two hours, even utilizing spread sheets, but I keep getting turned around, lost, and more confused each time I try to figure it out. I need help from the experienced mathematicians on these forums to help me with the calculations.

Consider this a challenge. Do you have what it takes to solve the following word problem?

Now, my character possesses 22 magic capital that she has already paid for, has a business that has built up a reserve of 129 potentially purchasable magic capital (each of which can be purchased for 50gp), and 27.1 gp.

Each day, her business earns her an additional 7 potentially purchasable magic capital and 13.8 gp all on its own.

Additionally, each day she uses 10 of her purchased magic capital to craft a 2,000 gp magic item to sell for 1,000 gp. She then uses that 1,000gp profit to buy from her pool of potential magic capital to add to her pool of paid for magic capital.

How many days will it be until she runs out of potentially purchasable magic capital, and on that day, how much gold and magic capital will she possess (both potential and purchased)?

Assumption #1: Her goal is to accumulate as much purchased magical capital in as short a period of time as possible. Any gold/profit she earns is ultimately put towards getting more magic capital.

Assumption #2: She can craft and sell the aforementioned item and use the profits to buy more magic capital all in the same day, every day.

Any help you can provide would be most appreciative, especially if you could develop a formula or spreadsheet that I could follow. Apologies if my wording is vague or confusing. I tried to make it as clear and concise as possible.


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

How is one supposed to utilize the Strategy Track rules found in the Mass Combat section of Ultimate Campaign?

It seems to me that the modifiers to OM and Damage Dealt are double dipping, since OM determines Damage Dealt.

Also, it's not made the least bit clear if the Damage Dealt modifier is for the incoming damage made against your army, or the outgoing damage against the enemy army.

Why does this section even exist at all? It seems like strategies are pretty well covered already in the Army Tactics section.


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

The Terrain Improvements table in the Kingdom Building rules states the following: Road cost represents the BP cost to establish a Road that crosses a hex and connects to all adjacent hexes.

Doesn't this mean I only need to build roads in every other hex to connect everything?

The rules also state in several places that building a road in a hex with a river doubles the price, since you need to build bridges to cross said river.

What if I don't want to build a bridge in that hex? Do I have the option of building a road through the hex without the bridge? There are numerous reasons why I might want to do this rangin from the road simply going alongside the river through the hex, to trying to maintain a strategic advantage over a nearby enemy across the water.

If I can choose to not build bridges, how does this impact/interact with the road's ability to "connect to all adjacent hexes"?


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In the Kingdom Building rules, when it comes to making Economy checks to earn income (BP), the rules don't seem to state that anything happens for failure, just that you divide the result (any result) by 3 to get your earnings.

Can you still collect BP if your result is less than your control DC, or do you still divide the sum by 3?


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

This source says the official Pathfinder calendar uses twelve 30-day months, which would be a 360-day year.

However, this source seems more in line with the real-world calendar, which has 365 days.

Which one is official canon? I ask because I'm creating a downtime calendar for my friends and I to use during our Kingmaker game. We're sticklers for details such as this.


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

According to this new FAQ entry, much of what has been said on these boards about diagonals leaving gaps (or pseudo gaps) has now been invalidated.

Do you feel this was the right way to go, or do you think it's a step backwards? I personally think it's the most simple route that could have been taken, and thus likely the best one.

Discuss.


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

Magic Items, Wearers, and Durations: If a magic item grants an effect with a duration to the wearer, can I put it on, activate the effect, take it off, and keep the effect active?

No, as soon as you remove an item that grants an effect to the wearer, you are no longer the wearer, so any remaining duration immediately expires. The same is true if the item affects the owner, wielder, and so on. If the item's effect does not specify the recipient as the wearer (or owner, wielder, etc), then unless it says otherwise, it remains when the item is removed.

Just saw this new FAQ entry and I was wondering: Are there any unintended consequences that might arise out of it, such as an existing item not working as intended?


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Provided I don't use my move action to move when using the arcanist's dimensional slide ability, can I also take a 5-foot step in the same turn?


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Arcane Surge:
Arcane Surge (Su) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you’re a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature’s spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can’t add a metamagic feat to a spell you cast using this ability.

How does this ability work when used by an arcanist? Can he cast any spell in his spellbook (that is, that he knows), or is he limited to those he has currently prepared?


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What happens when someone attempts a knowledge check to gain information about a wholly new creature not seen before?

At first, I was thinking I would just use the Tarrasque as a basis. After all, it's a unique creature, and is even used as an example in the Knowledge skill description, having a DC of 15 + the monster's CR.

Except it also happens to be infamous. What are you supposed to do when a unique creature isn't infamous? What if it is something wholly new, never encountered before?

I would still allow a knowledge check, at a high DC (perhaps 25 + the monster's CR?), to allow the character to identify the creature's type and subtypes and all the features that type possesses. If they roll really high, they would also learn things about the creature, but rather having it stem from existing knowledge and lore, it would be represented by the character's immediate observations, astute assumptions, and knowledge of other, similar monsters.

In short not much would change short of the source of the knowledge in my games, but what do the rules actually say on the matter? How might you deal with such a situation?

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