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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 19,922 posts (20,946 including aliases). 1 review. 2 lists. 1 wishlist. 3 Pathfinder Society characters. 9 aliases.



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

Using feats, abilities, and other tricks and mechanics, what is the lowest level we can get a character to cast a widened fireball?

I have a 6th-level character with the Spell Specialization (fireball), Varisian Tattoo (evocation) feats, the Gifted Adept (fireball) trait, the half-orc bloodline, and a goblin fire drum. This allows here to deal 10d6+20 fire damage with her fireballs. I'm looking to...expand on that...and do it at as low a level as is possible.


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

Is it possible, via the rules, to use up all of your actions moving up to and mounting a mount, then having the mount move to get extra distance?

Or perhaps having the mount take the run action, then hopping off and moving further yourself?

Seems odd that a guy jumping on/off his horse can be (briefly) faster than a man simply riding his horse the whole time.

I had a player move up to a horse (move action), fast mount (free action), take the run action (horse's full round), then fast dismount (free action), then move away from the horse into cover to stealth (move action).

That seemed somewhat abusive to me.


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

Can you flank an enemy if you cannot see the ally opposite you? How might the situation change if the enemy you're attempting to flank can or can't see one or both of you as well? Does it make any difference if you are aware of your ally's presence and position (but still cannot see him)?


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

I recently had my kineticist caught in a sorcerer's web spell. I was told that, since I was grappled, I would have to make a Concentration check to use my kinetic blast and other spell-like abilities.

I said "fine" and rolled a 22. The GM told me that I had failed.

Later on I looked up the web spell and realized that there is no mention of CMBs, CMDs, or anything of the sort in its text. It's "Reflex save or be grappled." To escape you must make a CMB check or Escape Artist check against the DC of the spell (13 in this case, since it was cast from a wand).

However, without a listed CMB, I can't figure out how the GM (or indeed anyone!) could determine what the Concentration DC to cast in the web would be.

So, in short, what is the DC for Concentration checks for casting while grappled in a web?


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

I was under the impression that many potions could be made into oils and many oils can be made into potions. However, it was recently pointed out to me that this may not be the case after all.

Can someone who is crafting a potion choose for it to be in potion form or oil form? Or is it generally assumed that it MUST be the form listed in the book/module?

For example, can barkskin be a potion or an oil, or does it have to be a potion (like it is listed in many books)?


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

When using a wand to cast cure light wounds on an ally, can you cast the spell, move up to your ally, and then touch them, per the rules for touch spells?

Do you need to touch them with your hand, or can you poke them with the wand itself?

I recently had multiple people tell me that (if I understood them correctly) you could not do this, since the charge was in the wand, not you, and was not held. If you didn't use it immediately, it was lost. Ergo, you could not cast, move, touch. Furthermore, it was argued to me (briefly) that the charge, being in the wand and not in you, that you HAD to touch the target with your wand, not your hand.

They referenced the touch spell rules which all state "when you cast." It was their stance that the wand was casting the spell, not you, so those rules didn't apply.


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

I heard that there are meta things you can do to get free rerolls in PFS.

What all can I do to get that? Is there anything that I could do TODAY? (I have a game in an hour and I'm anticipating some make-or-break rolls.)


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

I am currently playing a 7th-level human wizard (exploiter wizard) with a penchant for transmutation. I want to be able to turn into big beasts and tear my enemies apart. Sadly, playing a class with half base attack bonus makes that extremely difficult.

How might I optimize this moving forward so that it remains effective throughout my adventuring career?

(If it helps, I'm playing in the Dragonlance Campaign Setting, and so armies of weak minions and tremendously powerful dragons are going to be fairly common place.)


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

There are several rules in the game that give you bonuses to Strength checks made to lift objects. Some examples:

ARCANE DISCOVERY
Knowledge Is Power (Ex) Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.

ADVENTURING GEAR
Block and Tackle Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.

However, nowhere can I find a rule that says you must make a Strength check to pick something up. Instead, it always comes down to a yes/no proposition based on your encumbrance rating.

Where and when could I actually take advantage of things like the above? There has got to be something somewhere in the rules.


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

In a recent game the GM killed a fellow player's character when his NPC crit with his flame blade spell, dealing double damage. The GM claimed that it had an 18-20 threat range, like a scimitar. I argued the point saying that it does not say that anywhere in the spell.

The GM then pointed out the following:

A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.

He took that to mean that you use the mechanical rules for scimitars except where specifically contradicted by the spell; that is, it has an 18-20 threat range and can benefit from things such as Weapon Focus, Weapon Specialization, etc.

I took it to describe the flavor of how one is meant to wield it (like how burning hands describes how you hold your hands out--even though you could cast the spell with one hand tied behind your back), not the mechanical properties it possesses; that is, in your hand, swinging it at your enemies like you would a scimitar. In my experience, spells with a crit range or crit multiplier higher than 20/x2 specifically say as much, like aspect of the falcon, Geb's hammer, or a mage's sword, for example.

Has there been any official clarification on this point? A PC's life may well depend on it!


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

Say my arcanist is being held prisoner in a dungeons cell, and is chained to the wall. The chains aren't too short, allowing some mobility around the sparse cell.

Could I open up a rift within the chain's reach, step through it, then have the rift close, severing the chains? How this work in the RAW?

Regardless of RAW, how might you run that in your games if a player posed it to you?


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

Got a GM who is instituting a house rule: Any arcane spellcasters casting spells will need to make a Fortitude saving throw (DC 10 + spell level of the spell being cast) or gain the fatigued condition. I guess he's accustomed to spellcasting being a taxing affair, like it is in many tropes, such as Raistlin from Dragonlance.

So, how do I beat fatigue? Advice?


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

Reliance on pets is no good thing either. RAW you can only directly control an animal with the ride skill.

Tricks are very narrowly defined as of Animal Archive. You need one trick to attack, another to flank and take AoOs, a third to use combat maneuvers, and you need to take attack twice to be able to fight anything but humanoids, monstrous humanoids, giants, or animals. You need defend to allow animals to act on their own initiative. You need down for them to break off combat. You need heel just to get the animal into the dungeon. That's seven tricks. An int 2 animal only gets six. The only one that isn't absolutely necessary is maneuver. You get a bonus trick at level 7 as a hunter, but you probably also want someone to have track and someone to have detect and someone to have seek and someone to have watch.

You also need to spend move actions to command the animal even though talking is a free action and most commands are verbal.

Is it true? Can your animal companion really not even benefit from flanking bonuses, attacks of opportunity, or combat maneuvers, unless you teach it a specific trick for each of those things? (Or else make a high DC handle animal check.)


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

How are multiple flight effects meant to be stacked, if at all.

Say I am subject of both the gaseous form and fly spells. Does this mean I can fly 60 feet as a move action with perfect maneuverability?


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

Where do I go to find information on past subscription packages?

Insofar as I can tell, I received my November shipment VERY late (in early December) and have not yet received my December shipment at all (even though it is now early January).

I would like to look into it further (or have it looked into) to see if I just got confused somehow, or if something is going VERY wrong on Paizo's end.

EDIT: Found my Order History. Looks like I received two packages, one submitted on December 1st (Order 3786257) and another submitted on December 4th (Order 3780419). Am I to take it that these were my November and December orders, respectively? If so, getting them so close together, and so early in December would explain my confusion. I normally receive the packages towards the latter half of a given month, not at the very start. Would you please confirm if this is the case?


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

Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.

The first sentence says you get X at 6th-level. The third sentence says you get Y at 11th-level. The second sentence however appears to be a distinctly separate thought. Does this mean you get the "fortification" against crits and sneak attacks as early as 3rd-level (when you first gain elemental overflow)?


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

Someone told me this weekend that, unlike ability damage, if enough ability drain accumulated that it matched your ability score (any ability score, not just Constitution), you would die.

They also said that if you accumulated one less than full ability damage (so 9, if your score was 10, for example) and then gained 1 point of drain, you would die in that circumstance too.

I can't seem to find the rules text to support that though. Were they mistaken? Or am I just blind?


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

In your opinion, what class combinations (of four) are most likely to ROFL-stomp nearly any Paizo published adventure path or module?

I'm thinking a quartet of summoners; or a cleric, kineticist, summoner, and wizard.


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

I'm standing at the end of a 5-foot-wide hallway. There was an enemy there a moment ago, but he has since turned invisible. I shoot an arrow (or a kinetic blast or whatever) down the hallway in the hopes of hitting the invisible target.

Do I really have to pick a single square for this, even though the arrow would logically keep going until gravity dragged it down to the floor or it hit something?

Not being able to pick a line of squares in this case seems totally silly to me.


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

Earlier in tonight's game one of our characters was killed, and two more were temporarily knocked out by color spray. The rest of us went into full retreat mode, attempting to drag the bodies of our comrades behind us. We might have picked them up, but none of us were terribly strong.

The GM ruled that we had to, as a standard action, make drag combat maneuver checks in order to move them a few squares at a time.

I asked him why it wasn't simply a matter of encumbrance, to which he responded "the drag maneuver is the only rule that I know of that covers this kind of situation."

Therefore we would like to know what rules there might be for dragging fallen comrades. After all, there must have been something before the drag maneuver, which wasn't released until well after the Core Rulebook.

What kind of action is it to drag someone? How does it effect your speed? Do you need to make a combat maneuver check? How is it meant to be adjudicated in the RAW?


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

Rereading the darkness spell made me realize that it is not specifically called out as an emanation, burst, spread, or anything of the sort really. It simply "radiates darkness."

Does that mean that the rules for emanations, bursts, and spreads don't apply? Can it then go through walls and other barriers?

The spell says that "If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed." However, it doesn't state what happens when the spell is NOT cast on a small object, but rather on a creature or a point of space. It seems that by omission, it would go through walls. (Otherwise, why call out small objects specifically?)

If I cast darkness in front of a door on a point in space, would the other side of the door also be shrouded in darkness?


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

I think I know the answer to this one already, but I was asked to pose it to the boards anyways:

Do ongoing spell effects end if the caster who created them is knocked out (less than 0 hit points) or killed?


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

One of my fellow players attempted to use color spray in an area of magical darkness and the question was raised if it would work against someone incapable of seeing it.

Patterns, Magic Chapter wrote:
Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.
Color Spray wrote:
Sightless creatures are not affected by color spray.

The GM ultimately ruled that it would work, since the target was within the area, and was not a sightless creature (such as a morlock), but rather was a sighted creature who was in magical darkness.

Did we handle it correctly?


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

The Overwatch feats from the Melee Master's Handbook allow you to ready more actions than normal.

My fellow players seem to be under the impression that the below list of scenarios are all legal uses of these feats. Does the feats' wording prohibit any of the following?

1) Ready as many as four attacks against a single target for the same triggering action.

EXAMPLE: Shooting a spellcaster four times for casting a single spell.

2) Ready as many as four attacks against multiple targets for the same triggering action.

EXAMPLE: Shooting four different spellcasters once each for casting spells.

3) Ready as many as four attacks against a single target for different triggering actions.

EXAMPLE: Shoot the spellcaster if he moves, attacks, casts a spell, and/or fails to surrender.

4) Ready as many as four attacks against multiple targets for different triggering actions.

EXAMPLE: Shoot the wizard and cleric if either of them speak, shoot the rogue if he moves, and shoot the fighter if he attacks.

Based on the wording of the Overwatch feats, which of these would be allowed? All of them? My players argue that the text in the feats isn't technically exclusionary, but I wanted to double check.


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

...then how do spells like mislead work?

Seems to me the FAQ about spellcasting broke more than it fixed.

Speaking of which, where is it? I can't seem to find it now. Was it taken down?


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

Some fights and scenarios are SO bad or SO brilliant we will likely remember them for the rest of our lives. What are some of your experiences?

My CE pyrokineticist was recently killed after rampaging across the countryside for several weeks, burning and pillaging as he went. The people had finally had it, and decided to do something about it--one wizard in particular--a wizard whose daughter had allegedly been blinded by one of my character's wildfires.

So what did he do? He lured my pyro into a dark cave. Determined to punish his attacker, my character pursued him down into the dark depths with murderous intent. Only too late did my character see the stone golem emerge from the wall behind, to collapse the shaft, cutting off all hope of his escape. The wizard laughed, welcomed my character to his tomb, before setting his stone soldier to new orders and teleporting away.

My character's fire burns hot enough that he could conceivably melt through solid stone walls, allowing an escape, given enough time. Time the golem was not interested in giving him, sadly. Instructed to keep my pyro from escaping and little else, my character simply ignored the would-be jailer and cast light so he could get to work on finding a way out.

The cave turned out to be an abandoned coal mine, long retired due to the dangerously flammable vapors within.

The moment the spell was cast, the resulting explosion burned away my character's skin, caused several more collapses, and burnt away all of the oxygen in the tomb, depriving my pyro of a fuel source for his fire.

It was a slow, agonizing demise I'm not like to forget.

I'm told the golem later delivered my character's body to his master for proof of death, then on to the people, where it was further mutilated by those that my character had terrorized.

What stories do you have to share?


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

1) Can my bloodrager use the destined strike ability of his destined bloodline when not bloodraging? There is no rule saying you can't use bloodline powers outside of a bloodrage, but it does seem to indicate that bloodline powers end when your bloodrage ends.

2) How does rage and bloodrage interact/stack? Naturally, the morale bonuses don't stack, but what about duration and other effects?

3) A bloodrager who is too low level to cast spells can still use spell trigger items with bloodrager spells, like a ranger, right?

4) If I have levels in both barbarian AND bloodrager, and I take the Extra Rage feat, does it increase my rage rounds, my bloodrage rounds, or both?


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

Ricochet Toss from the Weapon Master's Handbook says the following: This ability does not allow bullets, thrown ammunition such as darts or shuriken, or thrown splash weapons to return to you.

Since when were darts considered ammunition? I thought they were considered thrown weapons, like daggers or chakram. Or was this meant to refer to BLOWGUN darts?


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

So our party just approached a fort that we had heard was in some trouble. Once we got within firing range of the fort, however, the occupants open fired at us with their crossbows.

They didn't appear to have any real ability to hurt us (protection from arrows and other precast buffs saw to that), so we calmly continued our approach hoping that our brazen fearlessness might cow the shooters. We also yelled things like "How dare you assault the leaders of your peaceful neighbor, Caerulus!? We have come to treat with Maegar Varn of the Varnling Host, not to make war upon Varnhold!"

I made an Intimidate check to get them to stop firing at us and to open up a dialogue, getting a whopping 34.

The GM informed me that getting them to stop firing at us with Intimidate would take an entire minute, a minute in which they would continue attacking us. Additionally, it would only work against ONE crossbowman.

I know the rule, but I'm left to wonder how this makes any sense at all. Seems like with such a rule you would never get to change anyone's behavior with intimidate unless they were already your prisoner ripe and ready for interrogation.


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

I cannot find any mention anywhere on my November subscription shipment (Order 3748169), much less an update. My friends at the game shop got their books nearly two weeks ago! Either it's running late, or you guys skipped one of my monthly subscription shipments altogether.

EDIT: I found it in my Order History, currently listed as "pending." It appears I have received the maps listed there, but none of the books or pawns.

What the heck is going on? Why am I not getting my entire November shipment in November?


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

When a telekineticist uses their basic blast, do they determine concealment, cover, and the like from their character's location, or from the location of the object they are telekinetically hurling with their basic blast?

I've heard it argued that they could "shoot" an unattended object that isn't even in their possession, and that it can fly in most any direction towards the target (as opposed to starting at the kineticist and traveling away from them, as is the case with all other blasts).


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

In a PFS game tonight, a GM gave us a bear trap as part of the scenario then, upon realizing that no one had ranks in Craft: Traps, said none of us could set it up. I refuted this point, stating that it only required a Strength check and perhaps a hammer and a piton--per the bear trap's rule text in the Advanced Player's Guide--but alas, I was overruled for the time being.

This question is two-fold:

First, do you need to make a Craft: Traps check in order to properly set up a prefabricated trap, such as a trespasser's boot or a bear trap?

Second, can you use Craft: Traps (or any Craft skill for that matter) untrained?

ADDENDUM: The GM in question also disallowed several other trap ideas we had on the same basis (no ranks in craft); things like the following:

- Set a jar of oil on the top of a door, to spill on enemies entering the room.
- Set up a simple trip wire with a pair of pitons and string that, when tripped would pull a jar of oil over on its side, causing it to spill into a lit torch lying on the floor.

Do such things really require a Craft check? Or possibly significant time and gold as well?


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

In several PFS games, I've had the GM rule that you cannot enter a space with a fallen ally or enemy (that is, one that is knocked out, but not dead), citing that they still take up that space.

I've had also heard it said that this was done simply to avoid the difficult adjudication that might arise with someone regaining conscious with someone else standing above them, and that the RAW was kind of "squishy" on the subject, leaving it up largely to GM adjudication.

What does the RAW state in regards to moving through the space of fallen allies/enemies? Can you do it at all? And if so, do they count as cover, difficult terrain, or anything else?


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

In a PFS game tonight, there was a brief discussion about what "one full round casting time" meant.

I stated that it meant that you had to spend a full round action casting the spell, and that it didn't come into effect until just before the start of your next turn.

The GM thought it might mean that it took effect immediately, after you spent the full-round action. He also mentioned something about it possibly being different than it was in v3.5; something about Paizo simplifying it the system by making metamagic spells and 1 round casting time spells the same, or something like that (my hearing is not great, and my memory is worse).

So what is the rule on this, and how is it supposed to be run in Pathfinder?


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

If you could summon one unique creature*, of a CR comparable to that on existing summon monster lists, what would it be?

I've found a rule that let's you do just that, but I want a good choice that is going to remain useful through a large segment of my character's career.

*:
That is, one not normally found on the Summon Monster lists.


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

In a PFS game tonight, I had several players (who had flying mounts) argue that mounts could not fly when carrying anything more than a light load. They spent several spell slots casting things like ant haul on their mounts just so they could ride them into battle.

I always understood that ONLY medium and heavy barding kept a mount from flying, and that encumbrance in general didn't otherwise limit their ability to fly (except for perhaps a reduction in speed and a penalty to fly skill checks). When I mentioned this to them, however, they pointed out the following two rules to me:

Flying mounts can't fly in medium or heavy barding. (Equipment chapter, under Mounts and Related Gear)

AND

A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor. (Additional Rules chapter, under Carrying Capacity)

They took this to mean that a medium load counted as medium armor, which barding is (or so they argued), and so the mounts were unable to fly with their riders without magical augmentation.

Were they correct in this? Why or why not?


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

Tonight I had a PFS GM state that he thought that the penalties for armor and encumbrance stacked, particularly in regards to speed.

So if you were wearing Medium armor, your speed might go from 30 to 20 ft. If you were also carrying a medium load in addition, it might go from 20 to 15 or 10 feet. (I think he said something about it being reduced in 5-foot increments or something.)

I can't seem to find anything to support this. Was he mistaken?


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

Earlier tonight in a PFS game, I dropped prone to avoid being pin-cushioned by some annoying archers. The GM proceeded to tell me that I would not be able to use my kinetic blast while prone since the rules state the following:

Prone: The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

AND

Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts.

The GM said that since the kinetic blast was considered a weapon, and was not a crossbow or firearm, then I could not use it while prone.

Was this ruling correct?


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

In a PFS game tonight, I was told that THIS was considered legal flanking between mounted combatants.

I always thought you needed to be diametrically opposed, like this.

Was my GM mistaken? Or am I?


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

How does the unchained summoner change the unfettered eidolon? Is it possible for me to have an unchained unfettered psycopomp eidolon for example? If so, what changes?


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

Could my kineticist gather power as a move action, move to get a better line of attack on my target (or take some other action such as flame jet), then in the next round gather power as a move action and then blast the opponent with a 2 point reduction?

Or does it absolutely have to be one of the following?
Move action > blast
Full round action > Move action > blast

If this isn't permitted, why not?


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

The Merciful Wood utility power of the phytokineticist (Occult Origins) says the following:

You can deal nonlethal damage, without taking a penalty on attack rolls with your wood blasts or composite blasts that include wood.

This seems to heavily imply that any kineticist can deal nonlethal damage with their kinetic blasts, provided they do take the standard -4 penalty to their attacks for dealing nonlethal damage.

Is this true, and if so, is it only limited to physical blasts that have attack rolls, or can energy blasts potentially deal nonlethal damage as well?


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

The more I look at the kineticist class, the more I wonder why anyone would want to go outside of their primary element. It seems to me that branching out is a strict downgrade to one's character power and overall versatility. You end up with less powers when you do that, and those you do get are either from your primary element anyways, or are strictly weaker since they have to be 2 spell levels lower than your max. Why would anyone ever opt for that?

Please sell me on a mixed element kineticist. In practice, what's so great about them over a more focused kineticist?


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

Do the level penalties for Extra Wild Talent and Expanded Element stack?

If I pick up a new wild talent via the Extra Wild Talent feat, and said wild talent is par of my expanded element and not my primary element, does it have to be FOUR levels lower than my maximum spell level?


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

When someone is benefiting from magical flight; such as a sorcerer with fly, a wizard with overland flight, or a will'o'wisp; is it possible for such a character to fall?

Say a ruthless barbarian got past their magical defenses and successfully bullrushed them off a cliff, what happens (assuming they don't have something like feather fall)?

Do they just float, held in place by the magic? Or do they fall as much as 500 feet before they even have a chance to "react" and save themselves? I'm thinking the former since such creatures are already immune to trip attempts, which would cause them to "fall down," but I wanted to make certain.

I also ask because I'm wondering just how useful the Air Cushion wild talent really is for an aerokineticist who picks up Wings of Air and has a constant fly effect on themselves.


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

I'm currently working on a Tian "weather witch" who worships Gozreh. I started to wonder if the deity was even worshiped in that region of the world though. Does anyone know if there is any mention of Gozreh worship there, or worship of an aspect of Gozreh perhaps?


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

I'm building an aerokineticist for Pathfinder Society. I want to start with air, so I can get true flight early on. Other than that, I'm kind of undecided where I want it to go with it. Kineticist just offers so many cool options.

I'm thinking of branching into water with expanded element, since I want the character to be something of a "Tian weather witch," but I'm not sure if I should start with electric blast (better accuracy), then get water blast at level 7, or if I should start with an air blast (better damage) and then get cold blast at level 7.

The types of blast I end up taking will inform the infusions and utilities I also take, but I pretty much like them all for various reasons.

Of the two paths, which might you choose and why? What kind of infusion/utility packages might you take with it, and why?


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

I'm trying to make sense of Yoon's skills (at level 4).

Skill Modifiers Acrobatics +10, Bluff +0 (+1 to fool someone), Diplomacy +8, Intimidate +4, Knowledge (nature) +5, Linguistics +2, Perception +8, Stealth +12, Use Magic Device +7

Skill Ranks (24) Acrobatics 4, Diplomacy 4, Intimidate 1, Knowledge (nature) 1, Linguistics 1, Perception 4, Stealth 2, Use Magic Device 4; Favored Class (kineticist) +4 hp

Wouldn't this mean she is 3 ranks short?

I'm thinking maybe Intimidate should have four ranks, giving her a +7 modifier before size mods. (Why is it listed at +4?)

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