Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 18,856 posts (19,730 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 9 aliases.



1 to 50 of 1,586 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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

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

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

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


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

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

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

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


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

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


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

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

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


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

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

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

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

It's simply here. For some reason.

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

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


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

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

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


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

Tonight while at a PFS game, I overheard a player at another table bragging about combining Improved Snap Shot and Whirlwind Attack to shoot everyone within 15 feet.

I know the recent errata shortened the range, but other than that, does this combo actually work? I was skeptical, thinking that the snap shot feats only apply to attacks of opportunity, and not things like Whirlwind Attack, but when I asked the player in question about it, he insisted that Snap Shot's verbiage clearly stated that you threaten the square around you, while Whirlwind Attack stated that you can attack anyone within your threatened squares.

So, is it true? Is this a valid combo?


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

I have a 2nd-level halfling fighter/barbarian I've played in a couple of games (spread out over YEARS). At first, he was in the Lantern Lodge. They expired, so I moved him into the Andoran lodge.

Now I guess that's defunct too, and I need to get him into the Sovereign Court lodge before my next PFS game this evening.

What is the process for doing this? Do I have to make changes, or do certain things get grandfathered in?


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

It looks like new errata was released for Ultimate Combat yesterday, and I've not seen any threads discussing it yet.

There are now a whopping EIGHT PAGES of what, at a glance, appear to be more nerfs. Have any of you looked through it more thoroughly to offer a more sound view of the changes?

Have any your character and creations been effected for the better? For the worse? Please discuss.


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

Does the Spell Specialization feat work with spell-like abilities? I'm keen to increase the caster level of my kineticist's blasts.


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

I am looking for ways to increase my kineticist's effective caster level by +2 or +4, so that I can qualify him for the Empower Spell-Like Ability (blast) and Quicken Spell-Like Ability (blast) feats, respectively.

Anyone know any good options out there?


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

Can a spiritualist's phantom wear armor or not? The rules in Occult Adventures are contradictory on the matter.


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

Aside from the Improved Critical feat, are there any options out there that might help a kineticist with his crits? Things that will expand his threat range further, increase the crit multiplier, or generally make a crit nastier?


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

In the universal monster rules the term "special attack" is thrown around and used inconsistently from one rules entry to the next. Trip is described as a special attack, but its format text says it's not a Special Attack; Bleed is described as an ability, but its format text says it is a Special Attack; Push and Pull are described as abilities, but their format text describes them as being listed in both Special Attacks and individual attacks, but in actual stat blocks they're only listed only in the special attacks section; Grab is described as a special attack, and its format text says it should be in the individual attacks and Special Attacks, but the actual stat blocks only list it with the individual attacks and not Special Attacks.

So the descriptive text, the format text, and the actual stat blocks using the rules are not necessarily in agreement with each other and there's no consistency between one rule to the next. I'd be inclined to rule in accordance to however the actual stat blocks are structured, simply out of practicality, but the RAW appears to be unclear on the matter.

Please FAQ is you wish to know the following:
How do we determine what is and is not a Special Attack for the purposes of things like qualifying for the Ability Focus feat, or whether or not a skeleton loses them?


88 people marked this as FAQ candidate. 5 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber

The rules for psychic magic clearly state that "It is impossible to cast a spell with an emotion component while the spellcaster is under the influence of a non-harmless effect with the emotion or fear descriptors."

So I guess what I want to know is if the demoralize action of the Intimidate skill falls under this category. Seems to me there are plenty of effects that can cause the shaken condition, but don't necessarily have the "fear" descriptor.


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

Expanded Element is quite clear that you get all of the basic blasts of the new element, as well as all applicable composite blasts. It also states that you don't get the defense wild talents of the expanded element.

So now that we know what you do get and what you don't get, where exactly do the bonus class skills for your expanded element fall into place?

Do you get them or don't you? If so, do they get the bonus from the Skilled Kineticist utility wild talent?


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

Unless you absolutely need a specific sorcerer spell, can anyone think of a reason to play a psychic bloodline sorcerer over a true psychic?

It seems like the former is basically the latter (same BAB, saves, HP, proficiencies, spontaneous casting of psychic spells, etc.), but without all of the cool class features like phrenic amplification. All of your sorcerer abilities go into making you psychic and...little else. So you basically give up all your class abilities to become a member of the psychic class without class abilities.

Why would anyone ever choose this option?


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

Do they get a major one and a standard one, or just one major one? The class table seems ambiguous.


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

Entangle has an area of "plants in a 40-ft.-radius spread" and control water has an area of "water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)."

Is this supposed to be like a pseudo target line, in which plants/water in the area are affected by the spell? If so, does it still affect targets in the area that aren't near the plants/water? For example, if a druid attacks a logging convoy on the open road, are they affected by entangle, even though all of the plants aren't in the road, but rather are flanking the road, well away from the loggers?

Or is it more like fireball, where the fire/plants/water expand to fill the area and affect everyone within the spell's radius?

The latter is how our groups have played it, but it leaves room for weird things like someone filling a king's throne room with a torrential flood, even though he started only with a small cup of water. On the other hand, that seems about right for a spell equal in level to other spells that allow you to teleport around the world, disintegrate the king, or create other dramatic effects.

What was the intent of the designers? What do the rules say?


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

Can a kineticist use Kinetic Blade and Kinetic Whip to perform weapon-based combat maneuvers? If so, can he add his overflow bonuses to the CMB check?


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

The rules make it pretty clear that checks need to be made to use fire spells and spell-like abilities underwater, but what about vacuum? Can a pyrokineticist use his fire blasts and other fire powers in a total vacuum?

I can totally see the answer being "yes, they are magical in nature," or "no, they still need oxygen to burn." Which is it?


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

If I accept burn to enhance my blast, when do my overflow bonuses apply; on all future blasts, or immediately on that initial blast?


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

Can a kineticist apply Weapon Finesse to his kinetic blade and kinetic whip wild talents?

I just created a new pyrokineticist hobgoblin mercenary character that operates under this assumption, but I'd like to know for sure.


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

I'm thinking it's likely air. Early on, it allows you to have a physical attack, an energy attack, great range and flight. It's pretty hard to beat a flying sniper hundreds of feet away who can snake attacks past your cover and deflect your ranged retaliation away from himself.


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

While in the process of trying to make a 6th-level kineticist, I realized that I couldn't take the 3rd-level infusion I wanted (even though my character meets the prerequisite of being twice its level) because the next opportunity to get it is 9th-level, not 6th or 7th.

Why is that? That makes it so there is literally no difference whatsoever between a 3rd-, 4th-, and 5th-level infusions except for their DCs and Concentration modifiers.

It also means a person can't get a low-level infusion, like the Snake form infusion wild talent (mouth full!), until 9th-level!

At first I thought, well I'll just retrain the class ability at 6th-level to get it then. Except the retraining rules only cover specific class abilities, and Occult Adventures doesn't seem to really go into that at all.

Then I thought maybe there is a built in switching mechanic, like how sorcerers switch out spells known. When I looked into it, however, the next available opportunity to switch out an infusion was 11th-level!

Next, I recalled that there was an Extra Wild Talent feat that would allow me to get it at 6th (since we all know that feats can definitely be retrained). However, when I looked that up I then found that the feat only allows for certain wild talents that are 2 levels lower than your maximum! That means I would only be able to get another 1st-level infusion or utility at 6th-level!

Why is it so hard to get a low-level infusion? Shouldn't there also be one at 7th- and 15th-level? Those gaps really muck things up! You'll end up with people essentially skipping over the low-level 3rd- and 4th-level infusions altogether in order to go straight for the more powerful 5th-level infusions (or the 5th- and 7th-level infusions for the 9th-level infusions for that higher level gap).

Why do those gaps exist? What could possibly be the design philosophy behind having them? Is it an error? The iconic kineticist Yoon is only 7th-level, and yet has a 3rd-level infusion...somehow (she also appears to have too many infusions). Please say it is a mistake and we are supposed to be able to get them sooner than 9th-level!


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

Supercharge (Su): At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.

Contrast that to the Gather Power class ability, which is specifically limited to blast wild talents.

Was it the intention of the developers to not only increase the amount of burn reduction, but also to open it up to all other types of wild talents?


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

Congratulations to Paizo on making the most complicated class to date. Between the playtest and the final version, I had to read the class entry over no less than six times before it started to click. Between the redundant terminologies (wild talent this and wild talent that, pseudokinesis this and pseudokinesis that), the constant back and forth caused by all the "see page X for [this class' abilities]", and all the big sciency words, it's no wonder it took even an accomplished reader such as myself so long to wrap their head around it. God forbid someone with dyslexia wants to play this class!

Did anyone else have trouble making sense of its class abilities upon their first (or even second and third) read through?

Even now, I can't help but think it's stats will be ever evolving as it gains and loses burn, slowing the game down as everyone tries to figure out what all the new numbers are.

Does anyone else think the class could have been simplified (in the way it was written, if not in the way it was designed as well) and made more efficient. If so, how?

It looks like a great class that covers a lot of cool character concepts, and I can't wait to try it out, but I'm left to wonder about the quality of its execution. I think more thought could have gone into making it an easier read. For example, having more defined game terms for its class abilities might have made things a little bit easier to grasp I think. Instead of constantly saying everything's full name (blast wild talent, infusion wild talent, form infusion wild talent, utility wild talent, etc.; quite the mouthful to say the least) they could have just used the base names most of the time (blast, infusion, utility, etc.) to avoid misreadings and misunderstandings.


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

If I have spell-like abilities, from race for example, the Concentration check modifier is generally Charisma-based, correct?

But what if I'm a cleric or wizard (or similar non-Charisma-based caster)? The concentration check modifier for my spells would be different as it is based on a different ability score, would it not?

So do I have two different Concentration modifiers now, and roll which ever one is appropriate to the situation? Or do I just take the highest and use it for everything?

This question also applies to multiclassed spellcasters.

I've seen it done both ways in official stat blocks.


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

Our GM just had five assassin vines hit the party with five overlapping entangle spells, forcing five saves from the each of us.

Is this how it's supposed to work? It's not like a fireball or instantaneous effect. It's an ongoing transmutation that affects the foliage. Once the foliage is large and entangly, I'm uncertain that it can be made larger and more entangly in that manner. I'd like to think that it would be no more effective than casting enlarge person on the fighter multiple times.

Anyways, so we made our five saves and went on with the battle. Then in later rounds I noted the players would make five more saves. I'm thinking they might only need to make one. You're either in the entangle area, or you're not; you're entangled, or you're not.

How is this kind of situation supposed to be run? Has it ever been addressed?


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

I'm looking for a method to polymorph a character into a humanoid for at least 8 hours, and preferably 24/7. Are there any spells, feats, or magical items that might allow me to accomplish that? Kudos to you if you can find a way to do it before 11th-level.


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

The druid proficiency entry seems to make it clear that a druid can ONLY wield wooden shields. It does not make an exception for other non-metal materials. Was this intended?


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

Is it possible to have a set of wooden armor made of darkleaf cloth?

The latter material says it only works on leather, fur or hide armors. However, it also says it uses bark, which is essentially what wooden armor would be made out of anyways.


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

When casting a spell with a non-obvious visual effect on an enemy, you get a sense that it failed whenever they succeed at a saving throw.

When a spell fails due to an immunity, however, does the character then know that they are immune to that effect? Or might the character simply think they made their save and try casting the spell again?


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

Can a shaman take the Spirit's Gift feat in order to get two spirit augmentations for his familiar?


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

I want to be able to wield as many weapons as possible, which generally means knowing all the weapons that don't use up one's hands. What's out there? How many could we fit on one character?


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

Does the charisma bonus from the Divine Protection feat stack with the Charisma bonus from the lunar oracle's Prophetic Armor revelation? Or does this particular oracle get screwed on his Reflex saves?


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

Had a discussion with my gaming group the other night about the Oracle class and it would seem that most of us, myself included, have a fairly negative opinion about the class.

It has only one good save, no full base attack bonus, a lackluster spell list, and some pretty severe built-in drawbacks (oracle's curse, which seems really forced). The only things it seems to really have going for it, insofar as we can tell, are a few cool feats (such as Divine Protection, for example) and the fact that you can go really far on just your Charisma score. Even so, it looks to us like those things are simply an attempt to cover for the class' overall weaknesses.

I've made some interesting concept characters with the class (such as Drosil the time lord or Lermos the Death Prophet), but none that I felt surpassed other potential class choices from a mechanical standpoint.

However, if these forums are any indication, there are a great many people out there who think that it is a GREAT class.

What is it that we are missing?


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

Just worked out an amazing combat build that I wanted to share with all of you.

The only rogue you will ever need:

Kujo the Butcher (9th-level seascarred unchained rogue)

There are few pirates more feared throughout the Inner Sea than the one known as Kujo the Butcher. Infamous for his vicious and bloody fighting style as well as his excessive cruelty, Kujo revels in the violent dismemberment of his foes, never missing a chance to put on an especially gruesome display for enemies and allies alike. Many are the stories in which he slowly carved into his prisoners with his many knives or consumed their flesh in an orgy of blood.

Though many a jest and rumor claim that Kujo has shark blood in his veins, few outside of his immediate crew are actually aware of Kujo’s heritage as one of the abominable seascarred—distant cousins to true weresharks. He is loath to reveal this secret to outsiders and is quick to devour anyone who might question him on the matter. Kujo has always felt an almost spiritual connection with the ocean and, like most seascarred, makes his living on or near the open sea (as a pirate in his case, or as a butcher when the need to lay low arises). The sea is his god and it constantly demands sacrifice and blood-stained waters, and Kujo is all too happy to oblige.

Nearly as famous as Kujo himself, is the giant hooked axe he carries with him at all times. Called “Wavesplitter,” the axe is said to have been a war trophy taken from a river giant lord with which Kujo once had a dispute. After butchering its former owner, Kujo had the axe head modified to look especially menacing, to better fit his frightening personality. He even went so far as to hang a stylized ribbon made of its former owner’s hair from its haft—a constant reminder to all that none are too big to be cut down to size.

As a strength-based rogue, if his enemies don't get to him first, Kujo favors charging ahead, axe leading; very much like a shark darting after a fish. After landing his first blow his foe must suddenly contend with a host of horrible side-effects including bleed damage, debilitating injury penalties, demoralization, penalties to natural armor, the and the sickened condition. He is, in effect, the ultimate rogue debuffer.

What's more, as Kujo flenses his enemy, the horrific display not only terrifies surrounding foes as well, but also emboldens his allies to serve him better. With a single charge attack and a half way decent intimidate roll, it is quite possible for Kujo to send an entire deck full of enemies diving overboard in blind fear.

Should his enemies not flee in terror or die too quickly, Kujo bides his time, circling like a shark with his allies and hacking chunks off of his foe with his menacing axe (which boosts everyone's ability to flank).

Meant for an aquatic campaign, Kujo's ability to breathe underwater or swim like a fish is sure to serve him well. Even in a land-bound adventure, his ferocity and bite attack are sure to make him a fearsome foe.

Though some of his archetype abilities (brutal beating) are somewhat redundant with his flensing strike feat, the latter only works on living creatures susceptible to bleed. Thus, when fighting a creature immune to bleed damage, brutal beating still proves quite useful to have on hand.

Note that this isn't even 100% optimized. You could do much better with a different weapon that can be finessed and uses less feats, or choose a race that has a Charisma bonus and doesn't actively penalize a key skill. I made certain decisions for fun and flavor, but I think the heart of the build is still represented quite well here.

At higher levels, you could also take the Power Attack and Hurtful feats, or perhaps Disheartening Display, Gory Display or Shatter Defenses.

In any case, I call it the Rogueking ball. (Because he's king of the rogues and something of a wrecking ball.) I hope you will help spread it around. Perhaps it will help to restore some faith in rogues.

EDIT: I recognize that the title is something of a misnomer, as you may still think you want a trap finder or a poisoner or some other meaningless niche rogue. :P


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

How often does your GM totally ignore your immunities? That is, he has an enemy use a different ability on you or targets someone else; presumably due to the immunity your foe is not necessarily even aware of at the time.

It may be a deliberate act on the GM's part, or perhaps a subconscious decision, but in my experience it nevertheless happens ALL THE TIME. I'm curious to see if this phenomenon is unique to our group or not.

In my games, the GM used to throw Will save effects at us all the time, but the moment my paladin gained Aura of Resolve, she was never again targeted by charm effects. Coincidence?

A related example might be of a GM who is playing a villain known for murdering armored knights. Nevertheless, when he encounters the party, he goes around the party's armored tank (which he would need a natural 20 to hit) and instead focuses on those softer targets that he can hurt.

I can understand changes in tactics when it warrants. After all, if you can't seem to hit the tank or charm a character after a few tries, or if you are aware of the party's abilities and immunities in advance, then it makes total sense to change it up. Most enemies aren't mindless automatons. This isn't that though, what I'm referring to is essentially metagaming.


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

I have a paladin with a mount possessing 6 intelligence. My mount now has 7 HD and so gains a feat. Thanks to his high intelligence, it can be almost anything he can qualify for. What are some good choices?

He already has Armor Proficiency in light and medium armor, and Multiattack, but now I'm looking for something...stranger.

Some that I've already thought of that might be real effective are Combat Advice, so my horse can give me a +2 aid another bonus to my attack each round as a move action, or Cosmopolitan, so my horse can speak and read two languages. Perhaps the Call Out feat, so he can force enemies to focus on him?

Seriously, what can we get away with?


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

This is something we see surprisingly often, from everyday people taking up V's mask to cause confusion in V for Vendetta, to Dread Pirate Roberts actually being multiple people in the Princess Bride, to the Red Whirlwind having his mantle taken up by another in Romeo x Juliet.

But does it work in the rules of the game? Could multiple characters each have the same shared vigilante identity so that when someone tries to scry the identity, they are wholly unaware it is actually multiple people taking turns?

If said group are actively in their shared vigilante identity at the same time, is there then a percentage chance that any one of them would be picked up by divination effects (similar to the 50/50 chance to find the vigilante using the Everyman ability, or the actual individual he is imitating)?

***

The King: It is high time we arrested that fool! He has disrupted my plans for the final time! Advisors, where then shall I send my soldiers?

Court Wizard: My crystal ball shows him near the docks stirring up trouble with our tax collectors.

Royal Inquisitor: Nay my lord, my divination tells me we will find success if we send your soldiers to the thieves' guild.

The King: Well which is it then? One man can't possibly in two different places at once!


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

A friend of mine is working on a 7th-level, tier 2 zen archer for an upcoming Wrath of the Righteous game.

The problem is, the GM ruled that there would be no v3.5 content, which kind of nixed his idea to get a guided bow (which would have allowed him to use Wisdom instead of Strength for damage). Now we are looking for alternative ways to increase his damage output in order to make up for the loss.

Luckily, he hasn't yet spent half his starting wealth, so I'm sure there are some options left for improvement.

Please, any advice would be appreciated. Feel free to give advice on improving it in other ways as well if you wish.


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

I thought being able to see the full list of the class abilities lost when in your Social Identity might provide some additional perspective for some people.


  • Another Day
  • Arcane Striker
  • Arcane Training II
  • Arcane Training III
  • Arcane Training IV
  • Arcane Training V
  • Arcane Training VI
  • Armor Skin
  • Bombs
  • Bond of Blood
  • Caster's Defense
  • Close the Gap
  • Combat Skill
  • Concealed Casting
  • Divine Training II
  • Divine Training III
  • Divine Training IV
  • Divine Training V
  • Divine Training VI
  • Domain
  • Educated Defense
  • Elemental Battle Armor
  • Empower Symbol
  • Environment Weapon
  • Expose Weakness
  • Familiar
  • Favored Maneuver
  • Fist of the Avenger
  • Foe Collision
  • Heavy Training
  • Hide in Plain Sight
  • Leave An Opening
  • Life Bond
  • Living Shadow
  • Living Shield
  • Mad Rush
  • Mighty Ambush
  • Mockingbird
  • Mystic Bolt
  • Nonlethal Spellcasting
  • Nothing Can Stop Me
  • Penance Gaze
  • Perfect Fall
  • Perfect Vulnerability
  • Pull Into Shadows
  • Revivifying Touch
  • Rogue Talent
  • Rooftop Infiltrator
  • Shadow Jump
  • Shield of Fury
  • Signature Spell
  • Signature Weapon
  • Silent Dispatch
  • Social Simulacrum
  • Sniper
  • Stalwart
  • Stern Gaze
  • Strike The Unseen
  • Suckerpunch
  • Surprise Strike
  • Tattoo Chamber
  • Throat Jab
  • Track
  • Twisting Fear
  • Unexpected Strike
  • Unkillable
  • Up Close And Personal
  • Vital Punishment

Well now, isn't that quite the doozy?

That's 68 out of the 69 talents we've seen so far, with lots more promised in the final product. The ONLY talent that can be used while in a social identity, currently, is Case The Joint.

This class, as shown currently, possesses 72 class abilities (out of 93 total class abilities) THAT YOU CAN'T EVEN USE HALF THE TIME!

That's literally over 3/4 (~77%) of what the class is offering you! This problem will surely become much more pronounced as they release more talents if something doesn't change.

Even if you only account for the abilities you will actually take, you will still generally end up losing 20 out of your 30 total class abilities (~67%).

This rule NEEDS to go away. It does absolutely nothing to enhance the concept and absolutely everything to limit the class's playability/viability.


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

Core makes it clear that a ranged weapon is not a light, one-handed, or two-handed weapon. These are defined categories with specific game rules behind them. One is never another simultaneously.

Then there are things like the Technology Guide, whose weapons tables specifically refer to weapons being both ranged AND one-handed or two-handed.

So, which is it?


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

There has been a lot of discussion about how the vigilante, as currently written, doesn't really play well in a standard adventure with a typical adventuring party.

I would like to put that to the test.

Of all of the official Paizo adventure modules and adventure paths currently published, which ones will have little to no trouble* supporting a single member of the vigilante class?

*:
Examples of trouble:

  • If it disrupts the flow of the game, such as when everyone has to wait 5 minutes for the vigilante to changes disguises at an inconvenient time.
  • The vigilante frequently becomes worse to have in the party than a spellbookless wizard due to repeated enemy ambushes within the adventure.

Feel free to describe in your own words why you think a particular adventure will or will not work with a member of this class in the party.


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

From the Stalker Talents general rules:
A stalker vigilante can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante (or who considers him an ally), unless otherwise noted.

With a few exceptions and corner cases, many of the stalker's talents can only be used when a foe is unaware--essentially only ever at the start of the fight.

Why? What purpose does such a limitation serve? Why not have them work on any hidden strike?

Seems like the more I read it the more arbitrary limitations I find in the class.


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

For those of you who have already statted out and/or played vigilante characters, do you find the class to be weak? Like, nearly core rogue level of weak?

It's certainly an interesting class, and has several neat tricks, but I fear the numbers just aren't up to snuff.

Discuss.


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

This is a brainstorming thread meant to list ideas that this class would be perfect for representing (be they general concepts, characters in media, or simply a cool concept you feel worth mentioning). Please post your ideas and, if you've statted it out, your stats too! Let's see how much ground this class can cover!

Me? I made Batman. :D

Other ideas I think the class covers very well are as follows:


  • Assassin
  • Batman
  • Corrupt advisor to the king (who does horrible things in secret)
  • Cult Leader
  • Daredevil
  • Escaped Noble Scion looking for adventure
  • Executioner
  • He-Man
  • Jewel Thief
  • Pirate
  • Poacher, Illegal
  • Power Rangers
  • Rahadoumi Holy Evangelist
  • Razmiran Priest
  • Spy
  • Wonder Woman

I've come up with a whole bunch more, but some of them escape me at the moment, and I know I've seen dozens more that I never would have thought about scattered across these forums.

Please add to the list.


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

Seriously? What is the design rationale behind this limitation? It seems arbitrary, severely limiting, and totally unnecessary. Why would/should a character lose 3/4 of their class abilities half the time for...what exactly? It doesn't seem to enforce the vigilante concept or anything.

Bruce Wayne did all kinds of things attributed to Batman when he had too. Why? Because he didn't magically forget his training when he took off the cowl. Why are Pathfinder vigilantes different? Are they all suffering from multiple personality disorder or something?

Please discuss your thoughts on the matter and vote "yes" if you would like to see this odd limitation disappear.


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

The familiar talent is not a base ability, nor does it say anything about sticking around when you revert to your social identity.

So what happens? Does it simply disappear in a puff of smoke to reappear when you don your vigilante disguise? Does it stick around, losing all of its familiar powers and becoming a normal representative of its kind?

1 to 50 of 1,586 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.