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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 20,973 posts (22,123 including aliases). 2 reviews. 2 lists. 1 wishlist. 5 Pathfinder Society characters. 11 aliases.



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

I suspect this will be a simple question with a deceptively difficult answer.

Can you continue your full attack action after successfully initiating a grab attempt?

Most people understand that when you are the grappler, you can't normally take the full attack action AND maintain the grapple. However, the grab ability lets you initiate a grab as a free action and does not explicitly prohibit you from continuing on with your full attack action. In fact, I can't seem to find a rule that does so.

Is there anything in the rules preventing this?


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

The Villain Codex has a dozen neat gems within its pages, but this one in particular caught my eye.

Cunning is a no prerequisite feat that grants 1 skill rank per HD. It functions retroactively and moving forward, much like Toughness does.

It helped allow my 9th-level fighter to have 126 skill ranks. That's 14 maxed out skills! :D

Could this help other low skill classes? What's your favorite new rule from the VC?


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

Can I use create greater undead to make an army of incorporeal horrors if I only have access to a single corpse? Please explain your answer, sticking to the RAW if possible. Insofar as I can tell, there's absolutely nothing indicating you couldn't do this.


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

With the advent of the Bestiaries and other official Pathfinder supplements, we now have undead creatures that are essentially animated eyes, hands, brains, skin, skeletons, etc.

I believe there is also a rule saying that someone who has been so animated can't be resurrected unless its undead counterpart has been destroyed first. I thought that animating a corpse as multiple undead might be a cool way to keep a nemesis from returning to life.

Just how many distinct undead creatures can we create from a single corpse? Let's brainstorm!


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

What are some good rogue options for making someone flat-footed? I'm looking to take advantage of Sap Master.


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

The final revelation of the Heavens mystery says the following:

Should you die, you are reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell).

What is a star child? And where can I find stats for it?


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

Here's a fun mental exercise for all you savvy rules lawyers out there:

So there is a murder hole in the door (really just a small barred window) which is just large enough for me to stick my arm through it. I want to shoot a fireball through it, but the GM says I don't have line of effect to do so, per the rules from the Magic chapter of the Core rulebook. Apparently you need a square foot in order to qualify for line of effect.

I knew this already, but a fireball bead streaks out from one's pointing digit/appendage, right? So if my arm (or even my finger) will fit, then I can effectively shoot a fireball through the aperture (since it will basically be created on the other side of the barrier), no?

My GM says no, since the opening is not big enough to qualify for line of effect. According to him, even though I can fit my arm through it, my character's space is still technically on the wrong side of the barrier and so the rule still applies.

What do you guys think?


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

I know a lot of us here on the boards rant and rave whenever the PDT releases what is perceived by many to be an ill-thought-out FAQ entry, but that doesn't mean we can't all still be grateful when they release some really good ones!

.
.
.

These were released just today:


Thank you PDT! I've seen these questions floating around the boards (and elsewhere) for YEARS now. It feels good to finally see them put to rest. A prime example of great FAQ making! I hope to see many more clarifications such as these in the future.


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

As far as I'm aware, I have purchased every Pawn Box that has been released yet, as well as several adventure path pawn sets. In some cases, I even got duplicate boxes as well.

But now I have thousands and thousands of Pawns. Finding the right ones when prepping for an adventure (or for my characters) takes more time than setting up the adventure or making the character does!

Does anyone have any advice on how to organize these things so that I can not only find what I need when I need it, but more ably carry the pawns with me when out adventuring into town?

Any sorting tools or containers or tips and tricks to offer up? If possible, provide pics! :)

As for me, right now, I use the boxes they came in for the most part, though they rarely stay in the original box.

Massive wheeled chest - Holds all of my small and medium monsters
Bestiary I Box - Holds all of my large monsters
Bestiary II Box - Holds all of my bases and huge monsters
NPC Codex Box - Holds all of my generic NPCs (such as "pirate" or "scoundrel")
Inner Sea NPC Box - Holds all campaign specific pieces (such as "Red Mantis Assassin" or "Gray Maiden"), including iconic and named characters
Monster Codex Box - Contains all playable monster races (goblins, drow, fetchlings, etc.)

Except for the first box, which is just a huge mess pile of pawns, I try to keep them standing up in alphabetical order. Space is tight though in several boxes, and I can't even flip through them easily anymore without them springing out of the box from the tension sometimes. :(

I generally keep Adventure Path sets wrapped up until needed for the adventure path, after which time they get sorted into the above.


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

If I get caught up in a mindscape (knowingly or unknowingly) and I drink potions, use wand/staff charges and scrolls while within the mindscape, are those charges still expended when I return to reality?

What if I lost a non-charged item within the mindscape, such as if my primary weapon was sundered, or tossed into an eternal abyss? Such items don't mysteriously break or disappear upon awaking do they?

So far the only rule I can find on the matter, is in regards to psychic duels:

Conditions gained during a psychic duel rarely carry over into the real world, but damage is dealt to the physical body of the duelist, so it's possible for combatants to die. Similarly, unlike all other effects that occur in the real world after a psychic duel begins, damaging and healing a duelist's physical body carry over to the psychic duel.

Does this mean that if hurt, I can enter into a mindscape, heal my party up to full using a charged item, then leave the mindscape thus getting all of my charges back, but keeping all of the healing benefits?


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

Metamagic rods used to not increase spell level slot OR casting time. The second part no longer appears to be true with spontaneous casters. When were they errata'd? I can't believe something like that snuck past me!

Dark Archive

1 person marked this as a favorite.

Ran into some difficulty trying to explain the rules to a newish player, and was hoping to get some advice on how best to proceed.

So far, it's gone something like this:

PC: What do you mean he can tell that I cast an illusion?

GM: He made a Spellcraft check to identify the manifestations created by the act of your spellcasting.

PC: Manifestations? What are you talking about?

GM: I'm referring to the visual phenomenon that begins to appear around you as you cast your spell. It's how other casters make use of Spellcraft to identify what it is you are casting--by observing your manifestations. What did you think casters observed when identifying others' spells?

PC: ...the spell components I guess.

GM: I'm afraid that's not the case.

PC: But there's no mention of manifestations anywhere in the rules! I've read the entire Core Rulebook per YOUR request and it doesn't say anything about manifestations!

GM: It's clearly shown in the artwork, and is mentioned in the official FAQ.

PC: But that clearly goes against several scenarios you've run in the past! Just last week you had an illusionist working against us with no mention of manifestations! *storms off*

Even after showing the player the relevant FAQ, he just alternated between asking questions I didn't really have answers for (about stealth casting, past precedents, etc.) and ranting about "unwritten rules," "crazy game developers," and "moving goals."

I'm not really sure what else to say or do to get him on board with the proper play methods. I'm worried I might lose him as a player over this. It's hard enough to generate interest in this game without having to deal with complicated rules changes--or whatever this is.


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

Reposting this in a dedicated thread so that it can get the attention it deserves. The original discussion (which got off-topic fast) can be found here.

Ravingdork wrote:

Had a couple of questions about my geokineticist come up in our game this evening, and was hoping you guys could help us out.

1) Can you deflect a kinetic blast with the Deflect Arrows feat?

2) How is the kinetic cover limit supposed to work? If you can create X walls using kinetic cover, what happens when you attempt to create X+1 walls? I thought the oldest wall simply collapsed and the new one appeared as normal (like many other magical effects with similar limitations), but the GM tonight seemed to think that nothing would happen if I attempted to create X+1 walls. The power would simply fail, and that I would have to go back through the dungeon and manually knock down a few walls in order to be able to use my wall-making powers again.

3) Does a kineticist summon their element out of thin air? Or do they draw it out of their surroundings? The GM seemed to think that I couldn't use my powers in areas where dirt, stone, and the like weren't readily available. Upon reading the class rules, it seems ambiguous. In some places, it mentions drawing power from the etheral plane, and in others it seems to refer to "gathering" or "moving" the existing matter.

4) Aside from Gather Power, is using one's kinetic powers generally noisy? The GM seemed to think that I could not use kinetic cover without making a lot of noise (since, according to him, rocks and the like would roll and clatter along the ground and gather up into the wall). In short, can I use my kinetic powers while using Stealth?

5) If a wall from kinetic cover can only support 5 pounds, why would enemies bother attacking it at all? Couldn't someone just lean on it, in order to knock it down?


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

I remember seeing expanded rules for monstrous cohorts, but I can't remember where I saw them? Does anyone know where it may have been?

I want to make a character with a cloaker bodyguard. :)


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

In D&D v3.5, a player could have his character cast wish to create a magical item. Doing so cost nothing more than some XP and the wish spell's material component cost, as shown below:

D&D 3.5's wish spell description:
Wish
Universal
Level:
Sor/Wiz 9
Components: V, XP
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.

Even wish, however, has its limits.

A wish can produce any one of the following effects.


  • Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.
  • Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.
  • Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a prohibited school.
  • Duplicate any other spell of 5th level or lower even if it’s of a prohibited school.
  • Undo the harmful effects of many other spells, such as geas/quest or insanity.
  • Create a nonmagical item of up to 25,000 gp in value.
  • Create a magic item, or add to the powers of an existing magic item.
  • Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
  • Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.
  • Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.
  • Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
  • Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

Material Component
When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.

XP Cost
The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.

However, in Pathfinder, the option to create (or even to improve) a magic item was removed from the spell's list of standard options (as shown below) and no spell or option anywhere in the game can reduce a character's XP total.

Pathfinder's wish spell description:

WISH
School
universal; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M (diamond worth 25,000 gp)
Range see text
Target, Effect, Area see text
Duration see text
Saving Throw none, see text; Spell Resistance yes

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish can produce any one of the following effects.


  • Duplicate any sorcerer/wizard spell of 8th level or lower, provided the spell does not belong to one of your opposition schools.
  • Duplicate any non-sorcerer/wizard spell of 7th level or lower, provided the spell does not belong to one of your opposition schools.
  • Duplicate any sorcerer/wizard spell of 7th level or lower, even if it belongs to one of your opposition schools.
  • Duplicate any non-sorcerer/wizard spell of 6th level or lower, even if it belongs to one of your opposition schools.
  • Undo the harmful effects of many other spells, such as geas/quest or insanity.
  • Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three wishes for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
  • Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish.
  • Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes: one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from gaining a permanent negative level.
  • Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
  • Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM's discretion.)

Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component (in addition to the 25,000 gp diamond component for this spell).

So how does one best adjudicate the spell in Pathdfinder when his player uses it to with for a magical item (or to improve an existing item)?


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

In a recent game I threw a powerful witch at my players. Said witch, knowing the PCs had access to see invisibility, used dust of disappearance prolifically during the battle (which allows invisibility, and specifically defeats see invisibility).

When the witch later cast a spell, my players demanded to know his exact position (that is, grid square), citing that the FAQ made it clear that the magical manifestations generated from spellcasting are easily observable by all. They further claimed that, per the rules for invisibility, light sources (such as the glowing runes of spellcasting sometimes portrayed in Paizo's art) could not be hidden by invisibility effects.

I denied them this knowledge, and instead allowed them to make Perception checks to try and pinpoint the caster's square by sound (as he made no attempt to conceal his voice). They were less than pleased, but the game moved on.

What does the RAW have to say about this? Can you actually locate spellcasters via their spellcasting while they are invisible? Does nothing short of a high, opaque wall and a deaf target keep others from realizing you are casting a spell?


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

After storm damage knocked a sizeable hole in the side of Harrigan's room, my players chased him out onto the ramparts below and ultimately trapped him inside of an icy prison spell. They then proceeded to ignore his plight as they fought off his remaining minions (four harpies and five smugglers). They then came back and taunted him by drawing pictures of raspberry faces, genitalia, and the like on the fogged ice as he slowly froze to death in front of them (including a rousing game of hang man--the word was "goodbye").

I strongly suspect it has since become their favorite save or die spell.


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

The four players in my Skull and Shackles game have run up quite a list of party treasure in their adventures. They took what they needed/wanted and threw the rest into a "group pot" to figure out later. They also made a point to pay the appropriate amount of plunder to their crews to keep them plump and happy as well.

Now, as we prepare for the final adventure module in the series, they've finally opted to sell the brunt of their plunder. After going through the two page list (12-point font, single-spaced, dual-columned, single side) they claimed four or five more items, and are selling off the rest.

According to my Excel Sheet, it comes to over 500,000gp!

Normally, that would seem about right for 13th-level characters, but they are more or less fully equipped already, and have no less than three fully functional bases of operation and a massive fleet of 30 ships--all fully crewed by loyal, happily paid (and equipped) pirates.

Taking that into account, it seems a bit much to throw on top. Are the PCs really supposed to be so wealthy at this point in the campaign?

I'm not against them being wealthy, or anything, but I'm beginning to hear whispers about the characters simply retiring somewhere far off with all that wealth and letting the Shackles fend for themselves against the Chelish invasion, or perhaps of using their item creation feats to double the effective wealth to over a million gold worth in magical items! That is a little unsettling for me (considering they're already cake-walking most everything).


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

This is a Mr. Meeseeks box.

My players summoned a rhino with a want to break down a door. The moment it appeared...

Player A: Hi! I'm Mr. Meeseeks! Look at me!

Player B: Mr. Meeseeks, can you break down that door?

Player A: Can do!

The rhino then promptly charged the door and died horrifically in a trap while the table devolved into uproarious laughter at the spontaneous joke.

My players have since then made it abundantly clear that they want to create a Mr. Meeseeks box. What's more, they more than have the funds and abilities to do it.

The question is this: What would be the best way to implement such a device in Pathfinder? I'm looking for brainstorm ideas.

My first thought was to make an at-will unseen servant summoning device, except the unseen servants are visible and are treated as having 14 in all ability scores (for the purposes of carrying things, manipulating objects, and making ability checks) and a +10 modifier on all skill checks (or perhaps scaling modifiers based on the level of the individual pushing the button).

There is no limit to how long a Mr. Meeseeks can be summoned for, however, they immediately disappear once they accomplish the singular task for which they were summoned. There is also a 1% cumulative chance per hour of existence (after the first) that a Mr. Meeseeks will become homicidal and attempt to kill its summoner (at which point it ceases to exist), gaining the stats and abilities of an unequipped savage mercenary with regeneration 5 (which nothing bypasses).

But as we all know, first thoughts often contain room for abuses. What do you think? Alternate ideas? Price suggestions?


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

Black tentacles does not directly target people, it indiscriminately attacks everyone in the area. Therefore the 50% targeting miss chance for blink does not apply. However, since a grapple check is considered an attack, the 50% miss chance for attack rolls likely still does.

What I want to know, is if a player character could use blink to escape a grapple once already grappled by the tentacles. I had a player attempt this, to which I said "no, that's beyond the power of the spell." The player then later tried to enter a vault by passing through the wall by casting blink. Again I said that, that was beyond the power of blink--that it was only combat spell that provided miss chance.

The player looked up the rules and proved me wrong on that point (a rare event), but I'm still left to wonder if you can slip out of the tentacles once grappled and, if so, how that should be adjudicated.

(In all my many years of roleplaying, I myself have never used blink, have never seen it used, and had at some point got it in my head that it was a rather overestimated spell that penalized you almost as much as your foes. Now that I've seen it in action, I am beginning to see why it is so popular.)


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

Are corruption manifestations (Horror Adventures) considered to be Supernatural Abilities, Extraordinary Abilities, or what?


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

If monster A and B both have swallow whole, and A swallows B, can B bite and grab A while still grappled (essentially from the inside), then swallow A in turn? Assume that grab/grapple size limitations aren't a concern(there are some creatures that ignore that restriction; all you'd need is a pair of them to butt heads against one another).

As absurd as it sounds, I think it just might be legal. After all, you can turn an attacker's grapple against them, and if they begin their turn grappled by a creature with swallow whole, they get swallowed.


The Ambassador trait from Taldor, Echoes of Glory is a Religion trait, which means you need to follow a specific deity to take it, yes?

What religion do you need to be a part of in order to take it? It's perfect for my character, but I can't seem to find this limitation listed anywhere.


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

Are there any abilities, feats, or items that let you ignore the negative effects of drug consumption.

I'd very much like to be able to use aether and still be able to cast spells, for example.


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

When suffering from the effects of aether, a spellcaster needs to make a caster-level check, yes?

The rules say "caster check" which isn't the correct term, and I want to make sure I'm understanding it correctly.

Also, if one fails the check, is the spell lost, or simply not cast?

I'm left to wonder why it isn't a Concentration check. A caster level check (assuming that's even what it meant to say) seems SO much harsher, even for high level casters.


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

Is it more or less impossible to have mad psychic spellcasters (that is, those that are unsound of mind)?

The psychic magic rules make it pretty clear that psychic spellcasters must be in control of their thoughts and emotions in order to cast most of their spells (or even use certain class abilities) which, by definition, isn't the case for the insane.

I'm aware that there are metamagic feats and spells without emotion components that can help bypass this, but not without severely limiting the character's abilities. Therefore, is it RAW-impossible for me, as a GM, to throw a "crazy psychic" at my players without really hampering his abilities?


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

The Vision and Light rules say the following:

See Table: Light Sources and Illumination for the radius that a light source illuminates and how long it lasts. The increased entry indicates an area outside the lit radius in which the light level is increased by one step (from darkness to dim light, for example).

Does the phrase "outside the lit radius" preclude the first radius?

In other words, does a torch's increased radius start 20 feet away from the torch, and extend another 40 feet, providing illumination in a 60-foot radius? Or do the the areas overlap, creating only a 40-foot radius of illumination?

I know there are tons of FAQs and articles and such out there, but they only seem to cover the interaction between overlapping areas of illumination (or lack there of).

If possible, please back up your answer with official sources.


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

Does anybody actually do it? That is, do you make note that you used "item X" at 2:00pm yesterday, and thus can't use it again until 2:00pm today?

Or is it more like this in practice:

Did you use it yet today? No? Than you can use it today.

Essentially having the item reset with rest, similar to some spellcasters' spellcasting abilities, rather than actually having to wait an actual 24 hours. It's just plain easier for everyone to track that way.

Why aren't all such items like this?


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

What methods exist for getting spells known from another class' spell list?

In particular, I'm playing a drug addled psychic that would really appreciate being able to poach the alleviate addiction spell (from Black Markets) from the alchemist, cleric, druid, paladin, ranger, shaman, or witch spell list.

I could probably get it with the Sahir-Afiyun feat, but I'm already crazy feat starved.


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

Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple.

I think the intent of the rules is that you don't take a penalty to grapple YOUR GRAPPLER, or to escape YOUR GRAPPLER, but I feel like you should take the penalty when trying to grapple SOMEONE ELSE. Does anybody know if there is any support to this theory?

(This came up in our game because a monster got grappled by a black tentacles spell, and the monster wants to grapple a nearby PC in turn.)


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

So the Hell's Vengeance Player's Guide recommends that antipaladin as one of its class/archetype choices. What I want to know is how this is supposed to work in anything that isn't PvP?

One of our players has opted to take that path, sadly.

Our first game was pretty bad overall. The antipaladin player was never supposed to have been part of the game in the first place, but I guess he either coerced the GM into getting in, or she invited him out of feelings of guilt. Either way, he spent the night criticizing my brother's character choices, criticizing my (real-world) religion, and actively causing chaos everywhere he went for no other reason than to annoy my friend's Hell Knight (a "law is all" Judge Dredd concept).

If that wasn't enough, he openly bragged about how powerful he was going to become, and how "you all better have good Fortitude saves, because I'm infecting all of you in a couple of levels!"

I understand that there is a lot of out-of-game things that need to be dealt with here, and I intend to talk to the GM about it, but what I really want to discuss is the following:

How does a party ever survive having an anti-paladin in it for long? Even if he chose to play the more controlled LE tyrant archetype (he didn't), then he would still be a walking, talking, festering plague factory that passively weakens everyone in the group just by being there. How does the party even begin to deal with that? How could an antipaladin ever be anything other than a loner?


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What the hell is going on here?

Is this, or anything remotely like it, actually in the Kingmaker adventure path? Or is my GM just crazy enough to throw a super charged up shambler at us? Damn thing is using shocking grasp against us as attacks of opportunity for Pete's sake! What on earth is going on?


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I have just started playing a level one shabti psychic (see link below) with the self-perfection discipline in Hell's Vengeance. Hardly optimal, I know, but the idea of playing a character that exists solely to suffer eternally in place of someone else in the afterlife in a setting chock full of damned NPCs was too good a concept to pass up. I have also never played a psychic before, and was interested in seeing what they could do.

The more I think about the long game, the more I have trouble deciding where I want the character to go mechanically. Psychics get no bonus feats, and I'm not human, so I'm basically as feat starved as one can possibly get. What's more, there isn't a whole lot synergy with their class abilities and other rules of the game.

So far, I have taken Spell Focus (divination) and the Gifted Adept (mind thrust) trait. I also plan on taking Spell Specialization (mind thrust) at 3rd-level.

I really want to be a "mind thrust specialist" I'm thinking, but the above, plus an orange prism ioun stone and Spell Perfection in the later game (which may never happen) is all that I can think of to boost it. I was also considering taking Bloatmage Initiate, but then I realized I would lose my AC bonus class ability in addition to the feat's already steep penalties.

Any help boosting my ability with mind thrust would be greatly appreciated.

I'm also open to ideas for alternate paths if you have any suggestions.

Here is my character sheet as it stands now.

Here is the progression that I am currently considering, but am not altogether happy with yet.


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For FAQing, not discussion. Please discuss here. The rules in the the Advanced Player's Guide for favored class bonuses contradict those found in Occult Adventures.

Advanced Player's Guide, Page 9, paragraph 3 [PRD Link]

Advanced Player's Guide wrote:
For example, a dwarf with rogue as his favored class adds +1/2 to his trap sense ability regarding stone traps each time he selects the alternate rogue favored class benefit; though this means the net effect is +0 after selecting it once (because +1/2 rounds down to +0), after 20 levels this benefit gives the dwarf a +10 bonus to his trap sense (in addition to the base value from being a 20th-level rogue).

Occult Adventures, Page 84, paragraph 4, last two sentences. [PRD Link]

Occult Adventures wrote:
If an alternate favored class option modifies a class feature or ability, it can't be taken before the character has that class feature or ability. For example, if a class gains a class feature at 6th level, a character couldn't take a racial favored class option that applies to that class feature until 6th level, even if the benefit from that option wouldn't be high enough to add a bonus until a later level.

Which rule is supposed to be correct? Which is intended to take precedent?


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CBDunkerson wrote:

Page 84, paragraph 4, last two sentences.

Also, right here

"If an alternate favored class option modifies a class feature or ability, it can't be taken before the character has that class feature or ability. For example, if a class gains a class feature at 6th level, a character couldn't take a racial favored class option that applies to that class feature until 6th level, even if the benefit from that option wouldn't be high enough to add a bonus until a later level."

So, human paladins can no longer take the energy resistance option since they never had it to begin with? Hurrah for stealth errata!

I'm pretty sure this wasn't the law of the land before, but as of the release of Occult Adventures, it's certainly official now.

*head desk*


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Bloatmage Initiate wrote:
Unfortunately, the side effects cause you to be constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).

The en dash has left me to wonder if the list of penalties mentioned is an exhaustive list. Is it?

Do I have to worry about other medium load interactions, or just those mentioned above?

For example, I am considering taking Bloodmage Initiate with my self-perfection discipline psychic in order to boost my Mind Thrust damage, but I fear that I will lose access to my AC bonus class ability.


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The black tentacles spell says that the tentacles deal damage with a successful check to maintain the grapple. It never really says that the tentacles let go if they fail the check though. So...are the victims only able to escape on their turn?


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I'm trying to find ways to boost my caster level with mind thrust for my psychic. Unfortunately, many of the tried and true methods (Varissian Tattoo, Outlander trait, etc.) only work for arcane casters, not psychic casters.

So far I have the gifted adept trait, and will be picking up Spell Specialization. At high levels, I guess I can get Spell Perfection to double the former feat's effect, as well as an orange prism ioun stone. Is there anything else I can do?


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If I cast inflict pain on a target, and they make their save, reducing the effect's duration to one round, are their saves still reduced against my second spell the following round?

Clearly it lasts from my turn to my turn, but when precisely on my turn does it end? Before or after I get my follow up spell off? Why?


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Our group is about to start up Hell's Vengeance, and one of my friends is considering playing a cavalier (ghost rider). However, cavalier was nowhere mentioned in the Player's Guide as a recommended class, so there are concerns that he will run into the classic "can't use your mount due to environment" problem that is so problematic for the class.

For those of you who are familiar with the adventure path, would cavalier be alright, or would it face too many hurdles? If you can answer without spoiling too much that would be much appreciated.


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[link]

The above FAQ only clarifies attacks made on your turn while using two-weapon fighting.

Would you be able to attack with both armor spikes and the greatsword if you were NOT using two-weapon fighting, splitting up the attacks between your iterative attacks?

If you attacked with a reach weapon, such as a longspear, could you still threaten adjacent spaces with another weapon (such as armor spikes), and could make attacks of opportunity with them, until your next turn?


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James Jacobs wrote:
Ravingdork wrote:

Is the catoblepas in the Bestiary II supposed to be Large or Huge? He has the space and reach of a Huge creature, but all its other stats indicate that it is only Large.

What are it's correct stats?

Hmmm... it's space should be Large sized, but the rest is fine.

[LINK]

How come this has never been errata'd?

Also,

Does someone using beast shape IV gain the catoblepas' breath weapon?

The Poison Breath extraordinary ability is not listed under the spell, so one might argue that you DON'T get it. However, breath weapons ARE listed under the spell (of which Poison Breath is clearly listed as under special attacks), so others might argue that you DO get it.

Yet still other people might argue that you get the breath weapon line of the stat block, but not the Poison Breath line. That begs the question, what then?


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I have a gunslinger player in my game who dual-wields pepperbox pistols to devastating effect. Several people have come forward in an unrelated thread to tell me that this shouldn't be possible, as you need two hands to turn the barrels for the next shot (thus precluding having two hands available to dual-wield). It's even been likened to wielding a pair of longbows.

I for one don't think it follows. Pepperboxes are clearly listed as one-handed weapons and, unlike two-handed weapons like bows, follow the rules for one-handed weapons.

My player in question uses a glove of storing to free up one of his hands so he can rotate the barrel. This of course, created an off-topic online discussion about "metaphysical hands" and other such nonsense which, even if verified, I don't personally believe is applicable to this particular case.

So my question is thus: Is it possible to dual-wield one-handed pepperbox pistols? Or does the need for a free hand to rotate the barrel somehow interfere with that? If it does, is there a build or combo out there that makes it possible?

I thought we were already playing according to the RAW, but that clearly has been brought into question.


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I can't seem to print full size maps (that is, with 1-inch grid squares) from my Skull and Shackles Map Pack PDF. How do I extract them from the document?

If this is impossible, then I have to ask: What is the point of selling worthless maps to players? If I wanted tiny maps we couldn't play on, I would have just stuck to what's in the adventure module.


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If a symbol spell, such as symbol of death, is placed on one side of an archway (set to trigger when someone observes, studies, or passes beneath it), and the PCs come through from the OTHER SIDE of the archway, do they ever get a Perception check to become aware of the trap before setting it off?


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Got a game coming up in which my players will be facing a 12th-level cleric and her minions. There is a gunslinger in the party that absoltely obliterates everything in his path.

The cleric in question has been scrying on the party and knows their tactics and has taken countermeasures.

The only thing she isn't protected against is the gunslinger. Not even wind wall or fickle winds seem like they will help much, providing only a 30% miss chance to her and her minions (which means she will still die in a round or two).

So...what other options might a 12th-level cleric have? (She possesses the charm and trickery domains.)


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Is it possible to dispel the effects of a control weather spell, when you are within the affected area, but otherwise nowhere near the caster or point of origin?


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The Mysteries of the Past ability of the Speak of the Past shaman archetype appears to have a typo:

Mysteries of the Past: A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. Also, she adds the spells from the ancestor and time oracle mysteries to her class spell list (at the cleric level for those spells).

Shouldn't it say "(at the oracle level for those spells)" rather than cleric level? Many of the spells don't appear on the cleric spell list in the first place, and so it doesn't make much sense as written.


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I'm creating this thread for FAQing purposes. The discussion thread can be found here.

Can druids wild shape into polar bears?

Polar bears recently gained a standalone stat block in the Bestiary V, which indicates that druids probably should be allowed to wild shape into that form, but on closer inspection, it is clearly just the templated bear mentioned from the first Bestiary, which is technically an illegal option per the polymorph rules.

Polymorph Rules wrote:
Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.

If druids can wild shape into polar bears now, is it safe to assume that other variant animals should also be legal for polymorph spells and effects as well?

I've included a list of all of the variant animals in all of the Bestiaries for ease of reference below:

If these variant animals remain illegal, what is the justification/reasoning behind the restriction, and how should players and GMs rationalize the restriction within the in-game mythos?


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What was the out-of-game reasoning behind the design decision that lead to this unnecessary restriction? What in the in-game mythos allows a druid to turn into a bear, but not a polar bear?

If you know the answer, please share. If you THINK you might know the reasons behind it, please join the discussion and share your thoughts.

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