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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 18,635 posts (19,481 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

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, 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, 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?


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


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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?


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

How might severing the vigilante talents' ties to the vigilant identity effect the class? I, for one, think it would allow for a great deal more character concepts. Batman, for example is both an Avenger AND a stalker, and isn't well represented without being able to choose from both talent pools. Or if I wanted to play a Razmiran Priest, I might want to have a smattering of arcane and divine spellcasting.

For example: Say I pick Avenger. I would still get the classk skills and Assault Training base ability, but then I could select ANY of the talents whether they are from Avenger, Stalker, or any of the others.

What do you guys think? Would this be a positive change to the class?


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

How is the Seeking Spell metamagic feat supposed to work with target spells?

Does it ignore total cover and total concealment, effectively allowing me to target someone if I know they are present, such as when an enemy flees and hides around a corner? If not, then I fail to see the point of using this feat on target spells, which generally ignore cover, concealment and other obstacles anyways.


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

Had an interesting player/GM interaction in a recent game and was hoping to get some outside thoughts on the matter of rope trick.

Some background:

Our party has been hounded by will o'wisps for several nights now. Since our characters are only 6th-level the wisps' fast fly speed, natural invisibility, and magic immunity has made it hard for the PCs to do much more than drive them off for a short while.

In the meantime, they have taken to luring other monsters into our characters' camps for their own sadistic enjoyment. So far the heroes have been forced to fight undead bloody skeleton trolls, a young green dragon, a hydra, and a pack of barghests on account of them.

They showed no signs of letting up so I decided to prepare an ambush.

Riva Sarjenka wrote:

"Ha! We won't be seeing the likes of them again now that they know what we're capable of!" shouts Riva, much louder than is necessary for her companions to hear.

After returning to the camp, she casts rope trick and ushers everyone else inside. Riva remains outside and casts see invisibility and silent image.

She then creates the illusion of a crackling fire, using illusory smoke to conceal the dangling rope. She also creates the figment of several sleeping expedition members, left terribly exposed in their seeming exhaustion and overconfident victory.[/ooc]

Riva then lies in wait, pretending to be asleep herself, ready for evil's inevitable return.

This immediately sparked a debate between the GM and myself about one's ability to hide the dangling rope. He seems to think that nothing whatsoever can hide or conceal the rope, as the spell description clearly states the following:

The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

I take that to mean that the rope cannot be hidden by those within the portal, that is, it can't be pulled up into the portal or anything like that. Ignoring the fact that the spell is already internally inconsistent (it says the rope can't be removed, but then immediately gives a method of removing it in the very next sentence) the GM has a much broader interpretation. The one he proposes seems, to me, to be a physical impossibility.

After all, the people on the other side of the planet can't see the rope for all the earth in the way. If cast inside a room at an inn, then surely it is hidden from people outside the room, outside the inn. If I built a fire with choking smoke under it in the forest, then surely the rope doesn't suddenly start glowing through the smoke or something, right? You can't read it in terms of absolutes because the rope will ALWAYS hidden from somebody; hence the physical impossibility of his interpretation.

In short, what does that rule actually mean, and how should it be run per RAI/RAW?

ROPE TRICK:

School transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (powdered corn and a twisted loop of parchment)
Range touch
Target one touched piece of rope from 5 ft. to 30 ft. long
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the usual multiverse of extradimensional spaces. Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.


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

Can a Soulbound Shell arcanist use their Quick Study class ability to change their spells prepared despite their Cemented Mind racial trait?

I guess I'm asking which ability trumps the other as they are both pretty specific.


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

Does difficult terrain effect you if you are not on the ground? For example, say your rogue attempted to jump over a square with difficult terrain in it, or if your unchained monk were performing a flying kick over the difficult terrain.


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

Can a valet familiar still deliver harmful touch spells?

The archetype says it "modifies" the deliver touch spells ability, but it's not really clear if it is modifying it by limiting it to harmless touch spells, or if it is modifying it by expanding on the existing options and allowing the familiar to move before and after delivering a harmless touch spell in addition to still being able to deliver a conventional harmful spell.


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Is it me or can the spell, creeping ice, cover an insanely large area in ice?

I calculated* that at CL 9, it can coat an area of 81,000,000 square feet under 9 inches of ice in under an hour and a half. By caster level 20, the area would be exponentially larger.

In what ways might this be used effectively or otherwise put to good use?

*:
Though I'm really bad at math, so feel free to double check that.

EDIT: I guess the overall area would still be limited by the spell's maximum range (medium). Still, I suppose you could use metamagic to extend it quite far.


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Yes, it does stack; or no it does not? I recall there was a change to the size stacking FAQ, or an additional entry on the matter.

In any case, I don't recall what the final word was, or if people had even agreed on an interpretation.


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The rules leave little doubt that you can craft 2,000gp worth of a magical item per 8-hour day if you increase the DC by 5.

They also state that while adventuring, you can only craft for 4 hours, and that you only get 2 hours of crafting (250gp worth) out of it.

My question is simple: Can you accelerate crafting while adventuring? (e.g. - Working for 4 hours to get 4 hours of crafting, or 500gp worth, done during an adventuring day's downtime.) Or are the two options mutually exclusive?

Relevant rules:
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).


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Here's a fun hypothetical:

Say you are a rogue with the Trap Spotter rogue talent. You step around a corner into a 20-foot long, 5-foot wide hallway. A magical trap at the far end of the hallway detects your presence and fires an acid arrow at you.

Would you get a chance to detect it prior to moving around that corner? In other words, is the trap considered to be 20 feet away, or within the range of Trap Spotter?


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I've come across several magical items, such as the fogcutter goggles, which take up the "face slot."

However, there doesn't appear to be a face slot. Above the neck you only have head, headband, and eye slots.

Was this new slot added to the game at some point, or is it just a common error? (I mostly see it in splat books.) If it's the latter, what is its slot supposed to be?


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What different methods are there for getting additional swift actions in a round?

The only ones I'm familiar with off the top of my head are the borrowed time spell and the corset of delicate moves (probably best described as a vest for male characters).

I suppose you can do what the game developers did with their glove of storing/gauntlets of the weapon master trick; and essentially stack it with itself several times to get multiple uses per day (it would only cost you an additional 3,000gp for each extra daily use--unless you craft it yourself of course).

Still, I'm wondering if there is more out there for those poor classes that are choked by too many swift action options and not enough swift actions in a round.


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With all the discussion on the new unchained monk and their severe lack of ki points, I thought I would post this so people trying out the new class wouldn't feel like they were totally without options.

- A big thanks to Luthorn for helping me compile these -

Ki mats, from Ultimate Equipment, can get you a ki point back with 1 hour of meditation.

Faiths of Balance offers the bronze gong as a 100gp channel focus that, when charged with a use of channel energy, allows the person ringing it to regain 1 ki if they worship Irori.

Similarly, the Adventurer's Armory gives us the meditation crystal as a 100gp channel focus that does almost the same thing, save that it takes 1 minute to regain the point of ki. Good for non-Irori worshipers.

There is also the wyrwood special material in Ultimate Equipment, which when confirming a critical hit, lets it gain a point that can be turned into a ki point as a swift action. It can only be used for wooden weapons or weapons with wooden hafts though.

Naturally, there is the Extra Ki feat for increasing your ki pool by +2.

The Ki Channel feat from Inner Sea Gods requires you to have the ability to channel positive energy and worship Irori, but it allows those affected by your positive channeling to choose to instead regain a number of ki points equal to the number of dice that would normally have been rolled to heal them.

The ring of ki mastery from Ultimate Equipment allows you to store 2 points of ki in it that remain until used, which presumably allows you to regain those points normally, effectively granting a +2 bonus to your ki pool, as well as reducing the cost of ki techniques.

The husk dart from Melee Tactics Toolbox is a unique magical weapon; a wushu dart that when it crits against a living creature, has them make a DC 16 Fort save or be under the effect of feast of ashes spell while granting the wielder 2d6 temporary hit points that last 24 hours, treating them as if they had had a meal, and restores 1 point of ki as well. Given that wushu darts are made of wood, you might be able to get a wyrwood husk dart.

The amulet of hidden strength from Ultimate Equipment lets you regain two points of ki as a full-round action once a day.

The ki crystal from the Faction Guide gives you a one-use item for 2,000 gp that stores a point of ki in it that you can use as if it was yours.

The necklace of ki serenity from Ultimate Equipment treats you as if you were 4 levels higher for determining the size of your ki pool.

The master's name from Lost Treasures lets you regain half your ki pool once per day, but this can't go over your maximum ki pool.

There's the ki leech spell from Ultimate Magic that lets you steal ki.

Inner Sea Gods also gives us the replenish ki spell.

There's also the Honored Fist of the Society trait from Faction Guide that gives you +1 ki point if you're a member of the Pathfinder Society.

And finally, you have the monk vows from Ultimate Magic which, if your willing to accept steep penalties, can increase your ki pool substantially.

Are there any other options you guys can think of that might make an unchained monk's ki more manageable?


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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.


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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?


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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.)


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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?


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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.


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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.

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