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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 16,958 posts (17,406 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 8 aliases.



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

Is the arcanist considered a spontaneous caster, a prepared caster, or both? I ask in regards to things like runestones of power, rings of wizardry, and other items and abilities where such designations make all the difference.


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

SAY MY NAME!

I am looking for a fun campaign to play in, but I'm too damned arrogant and lazy to sift through all your disorganized recruitment threads. If you want me, you need to recruit me. I'm well worth the effort. If you don't know who I am, ask FictionFan. He will tell you how awesome I've been for his Kingmaker campaign.

I am primarily looking for a game with minimal house rules (homebrew settings are fine), that allows for (cooperative) evil characters, and is relatively high level (10+). I'm hoping for something fast-paced, with one or more posts a day. Feel free to hit me up even if your campaign falls a little short of my expectations. Who knows? You just might pique my interest and get to play with someone famous.


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

Most everyone is aware that you count yourself among your allies. Does that mean you can use the Eldritch Aid feat (Advanced Class Origins) when alone, provided you are able to cast the second spell before the start of your next turn?


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

How might you stat Cadderly Bonnaduce, or at least a close approximation, from the famed Cleric Quintet series? None of the existing classes seem like they'd be a perfect fit.


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What are the established rules for identifying diseases and poisons, if any? Is there an established Heal skill DC to tell what "foaming at the mouth" might mean, or perhaps a knowledge check of some kind?

I find it odd that I can find no mention of this in the Core rulebook. Seems like it would be one of the first things the Heal skill would be used for, right up there with determining cause of death (which also doesn't appear to be mentioned).


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

For those of you who know me, this is not a thought experiment; the following was an actual event in my game as I recall it.

In a recent game my players' characters ran afoul of a symbol of insanity, which hit two of them pretty hard.

The party's resident red mantis assassin wanted to use their prayer attack on one of the confused PCs and then follow up with a nonlethal coup de grace to knock them out.

After looking at the coup de grace description, I informed him that it was not possible, that the text for coup de grace only explicitly mentioned KILLING the target, and that he should probably consider pulling out his sap in order to get nonlethal sneak attack damage with it.

At this point the player exploded in front of everyone, yelling about how "that was a crap ruling" and "that it would be pretty much impossible to knock out high level characters if that was the case"--to which I responded "It's not a ruling I made. It's the rule. And well, yes, you generally need a prestige class or specialized abilities to be able to do something like that to a high level character."

The player in question stormed off and is now taking a hiatus from roleplaying for a while (I strongly suspect there are underlying issues involved).

There isn't a great deal I can do about the player at the moment, I'm just hoping he calms down and is ready to play again before my campaign starts up again (Our group switches to a different Adventure Path and GM every time we finish an Adventure Path module so as to avoid "GM burnout"); but I thought I'd ask to see if there was a way to make his initial request work.

Was I right about the rule? Or is there something I may have overlooked?


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If my slayer sneak attacks an enemy and spends an immediate action to make him a studied target, which bonuses if any, do I get on that initial attack?

Do I get to apply the studied target attack roll bonus to the attack, or do I have to deal sneak attack damage first (meaning I don't benefit from the attack bonus until my next attack)? The wording appears unclear to me.


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

Arcane Reservoir class ability:
Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

No where does the Arcane Reservoir class ability say that the maximum points you can have is a "per day maximum." Was this intended?

Insofar as I can tell, if you were willing to expend the spell slots (or magical items, or whatever), you could continuously fill your pool over and over again as needed, you just couldn't ever have more than 3 + 1/2 your arcanist level at one time.

For Example
I am a 10th-level arcanist, so I get 8 points for free each day, with a maximum of 13. I end up going through a particularly rough adventuring day and end up spending those first 8 points early on. However, the day isn't over yet, so I spend a few spell slots and gain another 5 points, which are quickly used as well. So I do it again, expending my spell slots and a few scrolls the party would never realistically use in order to gain another 13 points.

Has this example broken any rules? Is it really the intent for the arcanist to have no limit on how often they can replenish their pool?


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

Core Rulebook Magic Chapter:
Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.

Knowledge Skill DCs table:
Knowledge: Arcana; Identify a spell that just targeted you; DC 25 + spell level

Erh, which is it? Can you deduce the exact nature of a spell that just targeted you, or can't you? The two above rules appear completely contradictory. Looking for clarification on the matter.


1 person marked this as FAQ candidate.
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Can an arcanist use the dimensional slide class feature to escape a grapple? Why or why not?


3 people marked this as FAQ candidate. 1 person marked this as a favorite.
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For FAQing.

How are you supposed to benefit from the Dodge bonus to AC from your Trap Sense class ability if you fail to find the trap? Wouldn't you be considered flat-footed against the trap's attack roll, and thus lose all Dodge bonuses to AC against it?


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Are there any magical items out there that might help me with gaining capital in the downtime rules?


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Do you get additional bonus languages when your intelligence increases during play, such as when you put an ability score point into it at 4th, 8th, etc.

What if you got the intelligence bonus from a magical item, such as a headband of vast intellect?


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

This came up in another thread; this one here is for FAQing.

Spring Attack says you do not provoke from the target of your attack. Is this intended to protect you from ALL attacks of opportunity made during the action, or only those that would normally be provoked from moving out of threatened spaces?

For example, if I used Spring Attack to dash past my front line towards the enemy, and then I made a disarm maneuver upon my enemy without the benefit of the Improved Disarm feat, would the enemy get an attack of opportunity because of the attempted maneuver?

Here is the feat for ease of reference.

Spring Attack:

Spring Attack (Combat)

You can deftly move up to a foe, strike, and withdraw before he can react.

Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Normal: You cannot move before and after an attack.


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Due to having freed a marid genie from imprisonment, she has offered to grant the party one casting of wish each. Unfortunately, the first wish was used to free her, though the players eagerly await for the coming years where they can each make their respective wish. (Due to the nature of the campaign, this may well actually happen.)

They recently approached me about how I might be handling this. I'm not one to screw over players utilizing beneficial abilities, so I told them that anything mentioned in the wish spell would work automatically and without any detrimental effects. Anything outside of that list risks causing the spell to fail entirely, or to not perform as intended. However, I told them not to worry about phrasing. They need only make the request to me as a player, and once I clearly understand what it is they want as a GM, I will inform them whether I think it is beyond the power of a traditional wish spell (where they must then decide whether it is worth the risk to proceed). In any event, it will be assumed the character phrased the wish carefully and succinctly (in other words, there will be no need for contractual write ups or anything of the sort).

However, it seems clear to me now, that my players intend to go well beyond the limits of the wish spell.

Some possible ideas they have presented to me already are as follows:
- Allow their sailing ship to submerge and travel beneath the waves without harm to the crew.
- Allow their sailing ship to fly at will.
- Turn their ship into a giant animated object (note that the marid's caster level is too low for the size of the ship).
- Somehow facilitate travel to and from the ship, such as having a mobile portal constructed on board.
- To possess a minor artifact, such as the mantis blade (the wisher herself is an established Red Mantis in high standing).
- An amount of wealth and/or magical gear that would not only exceed those listed in v3.5's wish spell, but also wreck any chance of keeping the characters wealth by level on track.

Should they settle on these wishes, how shall I respond? I'm inclined to allow the first two without any detrimental effects, but how would I run such an effect? I'm also inclined to allow the latter two, but with some potential for detriment (such as the items/wealth coming to them from a previous owner rather than from thin air).


107 people marked this as FAQ candidate. 8 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

For FAQing:

Are magical items with no listed duration and no uses per day assumed to have an unlimited duration?

Take the hat of disguise and ring of invisibility, for example. Once activated, do they have indefinite duration? Or is the duration limited by the duration of their related spell effects and the caster level of the item? (Three minutes for a ring of invisibility and ten minutes for a hat of disguise in this case.)

This has come up time and time again with strong arguments on both sides. I encourage you to FAQ it and help us find an answer.


27 people marked this as FAQ candidate. 5 people marked this as a favorite.
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Paraphrased from another thread for FAQing:

Can you create two +1 flaming longswords that have the same command word and use your Standard Action to activate one of them, but "accidentally" activate the other one to have both ignite in one round?

Alternatively, could you do this with a +1 flaming frost shock longsword, where all of the weapon properties have the same command word?

You are 1) spending a Standard Action, 2) activating an item with a command word 3) accidentally activating another item. So RAW this should work (unless you specify that #1 and #2 should have some additional text like "Only one item can be activated per round" which it does not). It is "assumed" that this is self explained in that you only get 1 Standard Action per round but unless #3 is fluff, #3 breaks that rule.

In short, how does the accidental activation rule supposed to interact with the limited actions per round rules?

RELEVANT RULES:

Excerpt from the Core Rulebook's Magic Items chapter
Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.

The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue. The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified.


2 people marked this as FAQ candidate.
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Though many people already believe that you can do this, this question has come up enough times that I feel it warrants a FAQ thread of its own. Please click FAQ if you would like an official response on the matter, as it has a serious impact on one of the game's core dynamics.

Can you retrain to a feat you previously did not qualify for?

For example, could my barbarian, who picked up Toughness for his 3rd-level feat, retrain it out at 11th-level for a feat requiring a base attack bonus prerequisite of +11? Assume he has already spent his 11th-level general feat on another option also requiring a base attack bonus of +11.


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Over and over and over again I see players and GMs alike talking about how monsters are often weaker than classed characters. Supposedly this is because their options are more limited, whereas a classed character can be optimized with a plethora of items and options.

Why?

What is keeping the dragon from wearing armor, or the ogre from using a potion of enlarge person? Why aren't monsters using the same tricks and tactics that classed characters often use?

They have treasure values; why aren't the intelligent monsters making use of it? Why aren't they every bit as selective and discerning in their tools and tactics as the adventurers they so often fight?

How is it that such an imaginative and outgoing community fell into the mental rut of "monsters couldn't/shouldn't/wouldn't do that."

Please. Answer me that.


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Tower shields state that the total cover they provide does not protect against spells, but says nothing about siege engines--something my players noticed and utilized to great effect in our recent Skull and Shackles game.

Do tower shields really allow you to close in on siege engines with relative immunity?

Even if the tower shield is targeted directly for destruction, it seriously breaks immersion when I think that it takes two siege engine shots to scratch the man behind the door.


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Fighter/Monk Build

Been running my players through the Skull and Shackles adventure path. So far, the party monk (linked above) has dominated most of the encounters. No one can hit him unless they roll a natural 20.

So far, I've been able to knock him down once in no less than 10 game sessions. In our last game, he punched a stone pillar while a wizard (who had already succeeded in running off the rest of the party) tried to slay/stop him with spells. Why was he punching a pillar? Because he could. The wizard ran out of spell slots. Then the monk started punching the wizard until he fell down. He made nearly every save and dodged every ray. Nothing could touch him.

It was the most ridiculous in-game combat I've ever seen. And that's just with a fighter/MoMS monk multiclass character.

This got me to thinking that maybe there is something about the build that we missed, something illegal. My player is not one to cheat, but honest mistakes do occur, even with the level of system mastery our group demonstrates. Therefore, I wanted to get a few extra sets of eyes on it.

Does everything look to be in order? It's generally meant to be a highly defensive trip monster. He knocks you down and just beats the tar out of you.

So far, it isn't interfering with anyone's fun, so if nothing appears to be amiss, I doubt I will take any further action. I just want to make sure that all the i's are dotted and that the t's were crossed.


6 people marked this as FAQ candidate.
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Enlarge Person: Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.

Reduce Person: Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

These seem somewhat contradictory to me. Do fired projectiles deal damage based on the size of the weapon that fired them, or not?


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I want to make a nigh invulnerable non-artifact longsword. How best to do it though?

On my own I've come up with a +5 adamantine impervious longsword that has had a CL 20th hardening spell cast upon it, which jacks up the hardness and hit points to 50 and 106, respectively. What else is there though?

(Bonus points if it also excels at being able to easily destroy other things due to its sheer toughness.)


2 people marked this as FAQ candidate.
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Can an arcanist with the Spell Specialist archetype use his Spell Bender and Spellwarp class abilities on any arcanist spell? Or only on signature spells? They both seem to lack the verbiage of the Dismiss class ability, which limits it to signature spells only.

If so, can a multiclass Spell Specialist use these abilities on spells from other classes?


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What are the planar traits of the First World?


1 person marked this as FAQ candidate. 1 person marked this as a favorite.
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Is it the intent of the designers that you can only take the feats Extra Channel and Extra Martial Flexibility only once, even when all the other "extra" feats can be taken multiple times? Or was that aspect of these feats omitted by mistake?


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I've noticed a lot of people saying that the arcanist needing two ability scores for their class abilities (Intelligence and Charisma) is one of the primary things that keeps it balanced.

Now that I've built and played two of them, I'm thinking that's not the case at all. From what I can tell, only the offensive arcanist exploits are based on Charisma...and pretty much nothing else.

Seeing as the offensive ones are relatively weak anyways, you simply avoid those for the more powerful utility/defensive arcanist exploits and you can basically get away with just Intelligence.

I'm rocking a 24 Intelligence 8 Charisma arcanist in a PbP game right now. There is literally no drawback for my character having low Charisma compared to, say, a wizard.

What might I be missing?


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I thought you did, but now that I'm looking at the rules in the Magic chapter for components, and the Combat chapter under grappling, I can find no such rule saying it has to be in your hand, much less manipulated.


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A friend of mine and I attempted to convert his 10th-level monk over to a brawler this weekend.

We made no less than three attempts, with each one ending with the monk being superior overall.

The brawler had significantly lower AC, CMD, and Will saves. It also had fewer feats. It had a few benefits, such as the ability to gain three feats as needed, and marginally higher attack and damage (like, +1 to hit and 2 damage over the monk), but neither one of us felt that this was worth losing a multitude of defenses, immunities, and ~5 point drop to AC and CMD.

In our games his character (a crane-wing-using trip-and-ROFL-stomp monster) is flourishing. However, we both took one look at the brawler conversions we attempted and we are certain it would be the one getting ROFL-stomped.

Is there really such a disparity in balance, or are we doing something wrong? Any help you can give would be most appreciated.

(Sorry, I don't have the brawler variant for you to see, as we sketched it out with pencil and paper and ended up crumpling them up and throwing them away.)


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How did I miss this till now?

At their panel on Saturday night, Paizo also discussed their big new book for next year, titled Occult Adventures, which will be introducing a suite of new psychic and occult magics to the game. "It's a very pulpy book, full of conspiracy theories, new age inspired magic, and psychics," said Mona. "In some ways it's like The X-Files meets Pathfinder. The book will contain six new classes, like a psychic and a kineticist. The kineticist, for example, is a Carrie or Firestarter-style psychic with telekinesis and pyrokinesis. The spiritualist, another class, will have the ability to communicate with the dead or project their consciousness in an ectoplasmic form. Those new classes will go into public playtesting "soon." Occult Adventures will also include a bestiary of monsters that fit the themes it uses.


2 people marked this as FAQ candidate.
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If a colossal monster possesses the Improved Natural Attack feat, does it get any benefit?

For example, if such a monster has a natural attack that normally deals 4d6, does it's damage increase to 6d6? The progression shown clearly allows for it, and there is no apparent restriction on how far along the track it can potentially go, but the "...as if the creature's size had increased by one category" text gives me pause.

For official FAQing. Feel free to discuss it, but this thread really isn't meant to debate one side or the other.


25 people marked this as FAQ candidate. 1 person marked this as a favorite.
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The Pummeling Style feat from the Advanced Class Guide says "As a full-round action, you can pool all your attack potential in one devastating punch."

Does this mean it can't be used with two-weapon fighting, flurry of blows, brawler's flurry, and similar abilities? It uses the exact same wording as Spring Attack and similar feats, which definitely don't combine with much.

What about Power Attack and other abilities that augment attacks? Can they be used with Pummeling Style?

This thread for FAQing and discussing.


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Do you still have it? Can you make iterative ranged attacks with it?

This seems to be how wushu darts are traditionally used in real life, yet the rules say nothing of the sort.


9 people marked this as FAQ candidate. 1 person marked this as a favorite.
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The Universal Monster Ability rules in the Bestiary say the following: Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity.

However, the Core Rulebook appears to possess contradictory text: A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description.

So is it a standard action? Or is it the spell's casting time? Or perhaps they are two distinct rules where the former rule applies to monster spell-like abilities only, and the latter rule applies to class spell-like abilities only?

This thread is primarily for clean, organized FAQing of the question, but feel free to discuss it as well.


2 people marked this as FAQ candidate.
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If my android attacks someone, uses nanite surge to get a +X bonus to the attack, and threatens a critical, does the nanite surge also apply to the confirmation roll? The rules for confirmation rolls say to use all the same modifiers as the original attack, but the nanite surge ability is equally clear that its bonus only applies to a single roll, not two.

A similar scenario: If I have an ability that says I can roll twice and take the higher result, such as that from pauldrons of the bull, do both rolls get the nanite surge bonus, or just one? I'm thinking you roll twice, then apply all relevant modifiers to the one roll, but it's not quite as clear as I would like.


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If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

The way the grab entry reads, it doesn't look like an animal or beast with the grab ability has a choice in whether or not they get to use it. Is this the case? If they hit with the attack, then they make the grapple attempt. No "can" or "may" or anything of the sort to indicate that it is optional.


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If I want to play a mongrelman (2 HD, CR 1) up to 8 class levels, what effective level should the rest of the party be, according to the Monsters as PCs rules in the Bestiary?

It looks to me like my character would never catch up. Is that correct?


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I am attempting to create a powerful arcanist preoccupied with ridding the world of evil in general, fiends in particular, and demons specifically.

What are some good ability/feat/spell options for just such an arcane demon slayer?


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If it made your jaw drop, or your eyes pop, or your halls echo with cries of "AWESOME!" or "BROKEN!" we want to hear about it.

For me, it was definitive proof that arcanists were OMG powerful: They can potentially pick up an item creation feat or metamagic feat at every odd level IN ADDITION TO their normal feats!

Wizard who?

Sorcerer who?

I'm playing an artificer AND an incantatrix!
(They easily make the best blockbuster blaster casters now too.)


1 person marked this as FAQ candidate.
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If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.

Does the above rule for the broken condition also apply to the enhancement bonus to armor and shields, or only to the base AC bonus?


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Clearly.

I was going to make a thread where I linked to every thread with overpowered in the title, simply to demonstrate how many there were, and how ridiculous those assertions can sometimes be.

Then I realized that there were just too many, so I'm settling for the link above.

How do you feel about how crazy overpowered everything has become? ;P


20 people marked this as a favorite.
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Just wanted to give everyone a heads up. WotC is moving and/or removing much of it's old site content in favor of D&D Next. As such many of the links you've placed in your threads (such as the oft-quoted All About Illusions articles) no longer work.

If you cherished such things as the Rules of the Game articles or many of the other great RPG tools they made, you may want to download them now, while you still can.

Luckily, I did some sleuthing and I was able to find this, a section of their site where it appears they archived much of their content. To my knowledge, this section of the site is not available from their main pages. Without the link, you can't access it.

Don't miss your opportunity.


98 people marked this as FAQ candidate. 4 people marked this as a favorite.
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Is the effect produced by the Sleeves of Many Garments an illusion effect? Or a transmutation effect? Is it capable of granting a mechanical benefit such as protecting a person from swarms as a swarm suit, or from the cold as a cold weather outfit; or is it only meant to disguise (and if so, what mechanical advantages does that grant)?

This thread is primarily for clean, organized FAQing of the question. Please go to this thread for related discussion.


2 people marked this as FAQ candidate.
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The rules are quite clear that you cannot cast spells of an inappropriate spell level. However, they aren't so clear about having said spells on your "spells known" list. Is it possible to add a spell to your spellbook or familiar as a "spell known" even though you are unable to cast it?

For FAQ and discussion.


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I just wanted to know if there was anything getting in the way of the following combo:

Play an aasimar life oracle with the channel revelation, then use your favored class bonus to essentially be treated as a cleric on 1.5 times your oracle level for the purposes of said channel energy. Therefore, a 20th-level oracle could potentially heal the entire party 15d6 damage at a time, or 17d6 with a phylactery of positive channeling.


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Does the deaf oracle curse really do nothing to counteract the -4 penalty on opposed Perception checks for being deaf?

That sucks! I feel kind of like they were trying to give some interesting abilities, but ended up doing little more than counteracting the penalties they gave, and not even all of them.


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I am TERRIBLE at mathematics, and worse at probability.

Could someone please tell me the odds of someone rolling a 100, then 90, then 90 again in that exact order on a d100?

I want to find out just how rare it would be for a variant aasimar from Blood of Angels to have +6 Charisma in lieu of here Spell-like ability.


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

When you purchase a suit of armor that comes with gauntlets, is the weight of the gauntlets assumed in the armor's weight? If so, could you get somewhat lighter armor by forgoing the gauntlets altogether?

Same question, but with cost. Could you get slightly cheaper armor by not purchasing the gauntlets?

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