This question may have (and probably has) been asked before but I can't find any definitive responses that clearly define how the different Aid Another traits and feats interact with one another.
From a strict reading I would probably say they wouldn't but I'm not sure.
How would something like the Helpful trait that actually changes the bonus from +2 to +4 interact with the Swift Aid feat which already changes the bonus from +2 to +1? Does it overlap again? Are you granting +3 instead?
I know this is probably a no brainer but does the feral speech witch hex have a duration, time limit, or daily limit of any kind?
Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin.
Summon Minor Monster
This spell functions as summon monster I, except you can summon 1d3 Tiny or smaller animals, such as bats, lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature. As with animals summoned with summon monster I, you may apply one alignment-appropriate template to these animals.
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10–1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10–1 marked with an “*” are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
I tried to use summon minor monster to summon 1d3 bats and have them use aid another. I'm a witch with the Feral Speech hex and can communicate, unfortunately the DM said that only trained animals can use tactics. So what exactly are the "Other Actions" you can command things to do if you speak their language?
So browsing spells, came across Death Kneel. Because the Caster Level bonus is typeless could I stack it indefinitely? I mean obviously there is the time limit but with 10 standard actions per minute could you kill 50 weenies and run around like a badass for 5 minutes with a caster level +50?
Context A few friends and I were having a talk about some possible summon/gate loops that are still possible in pathfinder but from that discussion came an interesting question.
Usually when I think of something that's summoned, as soon as the duration is over/the creature dies/the creature is banished then it poofs back from whence it came (equipment included). But then it was presented in another light, say a player character was summoned via gate or something like that where it actually brings a creature into the world. If a character gated into a different plane drops his sword he doesn't magically teleport back with it, most GM's (myself included) would say that yea, his sword is still on that plane when he poofs back to Golarion.
If it's that way for PC's then why wouldn't it be the same way for summoned creatures? Say a Legion Archon gets gated into the mortal plane, if someone took his +1 Flaming Burst Greatsword and +1 Flaming Javelin and then sent him back I would (based on this new outlook) let the player keep the weapons.
Question Is there anything out there that defines what happens to equipment belonging to a creature that is summoned from it's native plane and could this by extension allow you to summon a creature and take fillets out of it?
Okay, so I'm not completely sure how to handle this next part. The party has made it to the final act, Blackraven Betrayal. They have arrived in the morning, have posted guards within the room WITH the goblins. The goblins at this point have been changed in attitude from indifferent to friendly.
I am right now unsure how to handle what's supposed to happen next. The way I played it there were Blackravens who saw the PC's enter the longhouse and confine themselves with the two in the extra room and so they wouldn't just enter in through the secret entrance when there's two armed people in there.
How should I handle this? I know that without intervention from the party Enrik will do his best to kill the goblins but how would he do it? I'm sure I'll come up with something but I'd like some input.
Biped Base Form
So you can spend 1 Evolution point to replace the two claws with a single slam, can you spend another evolution point to get another slam attack with that same pair of limbs?
I can understand it ruleswise if it's a no. Two 1d8 attacks is pretty crazy but it's just strange that you'd need both hands to do a slam attack when in most situations it just isn't feasible to use both hands to hit someone.
I just got off the phone with the Redmond Town Center Marriott, I'm on a limited budget and I'm flying in from pretty far so I'm trying to get all my expenses laid out so I can budget around that. I had thought that with the full cost of the room paid for that it was taken care of, apparently you're charged (pretty sure but not certain, the guy was mumbling) Room + Tax + $75.00 per night on top of whatever you're already paying for the room.
That's a pretty steep cost and now I'm wondering why they didn't say that up front.
If I'm wrong PLEASE let me know but if I'm right then I'm sure that there's at least a couple more people like me who didn't know about it and didn't plan on spending $200.00 more than what they already have.
I'm going to start the newcomers on a different thread so as not to cause confusion with the two seperate plot lines.
Maeltheron, Reiko, Ariella, Eben, Breunnor. You all find yourselves aboard River Stalker a fine shallow bottomed ferry that frequently sails up and down the Vassa river. All heading to the small town of Bosh after hearing of a great bounty and perilous adventure you come to find the town in ruins. While there are no bodies in the streets it's still plain from the blood stained walls of abandoned houses and storefronts lining the docks that something terrible happened here.
Captain Kors, a haggard man steps out to the railing wearing a grimace "Neer' thought it was this bad..." he says to no one in particular. The crew go about the business of docking River Stalker and within minutes she's been tied off and the gangplanks been lowered.
Scenario: Frostfur Captives
Preference given to players from This thread.
If your character has seen action before you must show me your chronicle sheets. No sheets, no seat.
Seat 1: ---------
So I've had this idea kicking around in my head for a while, I was thinking about taking it to my local group to see if anyone wanted to try it out but I figured that we're already playing one dedicated game right now so I'll lay it out on PbP first.
I'm pretty sure how I'm going to handle it but I just wanted to flush out my ideas and get some feedback.
Pathfinder Heroes in the Modern World with none of that time travel/planeswarping mumbo jumbo, they know where they are and are children of this era.
The players are part of ORDER, an organization that on the surface is a Private Military Company but in actuality deals with Monsters and Magetouched.
The United States Government is aware of the existence of these creatures and contracts ORDER to take care of these situations when they arise. As such they are provided with support from a multitude of military branches but never any active combat roles and always under the guise of a black op.
The public is largely unaware of what goes on and the government/ORDER go to great pains to keep it that way.
ORDER is kind of like a cross between the Freemasons and (drawing a blank on the name) the organization that polices time and makes sure things go the right way without actually changing anything. ORDER's Edicts (among killing monsters) deal largely with not taking sides on any real world topic, it is because of this reason that there is some friction with the Government and ORDER.
The Monsters and Magetouched aren't some isolated problem, it's systemic. Nearly every city has a goblin infestation and at least a couple two-bit wizards running around. Mostly the monsters stay hidden, they have grown very adept at this over the last century but something is riling them up and they are becoming more bold.
Classes, Players may choose any class including the Modern Hero Class
Races, everyone is going to be human though the other races did exist at one point, most of the humanoid races died off in the dark ages, victims of plague, war, and racial tension. Because of this the player may choose a heritage (Only one race) and choose race traits from that race (traits as in character traits, not racial things like darkvision or keen senses).
Equipment, The game will use both Pathfinder and Modern equipment tables, for example, while a club is a simple weapon a shotgun is also a simple weapon. ALL characters are proficient with simple weapons. Characters as Agents of ORDER will recive a budget with which to purchase their equipment. They get a paycheck as well as a bonus for missions completed.
Magic, magic exists within the world though it doesn't react well with technology. Passive magic such as a magical item is fine around technology though active magic is met with volatile results. A wizard for example is able to use a cell phone with no problem. Though when he casts a spell his cell phone runs the risk of malfunctioning or even exploding. It is for this reason that all firearms are considered mundane and that ORDER still employs swords and similar weapons, because at times they're the only thing able to hurt some of the monsters they hunt down.
Religion, this part is going to be largely left up to players. If you wish to worship one of the Golarion Deities I suggest you find a real world equivalent. For those that are interested in this sort of thing I'll come up with a table. Aroden for example would be Jesus while Irori would be Buddha.
Setting, for the most part this campaign will be largely placed in the United States, the ORDER headquarters is in Washington DC though they have offices in nearly every state (construction is currently underway for ORDER Alaska). The campaign will start in New York and the players will be stationed there but may be shifted around the country due to job requirements.
Okay, so a Ninja can take an advanced rogue talent as a ninja trick. I'm wondering if the Ninja needs the prerequisites for these advanced talents.
Normally I'd assume yes but it's just the third sentence in the ability has me curious.
Advanced Talents: The ninja can select a rogue talent from the list of Advanced Talents in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja cannot select improved evasion unless she has evasion (either as a class feature or as a ninja master trick).
If the case was that you needed the prerequisites for the advanced rogue abilities then why would they specifically say that improved evasion requires evasion? To me this is saying that improved evasion is the exception and you need it's prerequisites but as for the rest, you don't.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked is causing some contention in our group. One player is arguing that the description of random only refers to the initial direction and the GM is saying that when you reach a fork (Left and Straight) it's random, the player is saying that he would go straight, directly away from the threat.
My thoughts on the matter are in favor of the GM's view on the matter. Specifically because of the wording of the panicked condition where it says "Path" and not "Direction".
Okay, so this question came up last time we played, does a spell have to be on a Witch's spell list in order for them to learn it from a scroll? My gut says yes but looking more closely into the matter there doesn't seem to be any restriction.
Advanced Players Guide wrote:
Spells Gained at a New Level: A witch's familiar learns a certain amount of lore and magic as the witch adventures. Whenever a witch gains a level, she may add two spells from the witch spell list to her familiar. The two free spells must be of spell levels she can cast.
Under the section about learning spells from scrolls it doesn't mention the part about the spell having to be a part of the Witch's spell list (At least none that I've been able to find).
Advanced Players Guide wrote:
A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.
Doesn't mention anything about that new spell having to be on the Witch's spell list and there is no flat out rule like for wizards that strictly prohibits them learning spells from either spell list.
Core Rulebook wrote:
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.
Advanced Player's Guide wrote:
Bonus Spells: burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body (18th).
Why is this a thing? Considering Clerics and therefore Oracles get EVERY summon monster (if they choose to take it) why would they limit a spell that they can already take to only summoning one type of creature? I'd understand if clerics didn't get summon monster to limit it to a single summon but this just doesn't make sense to me.
Reguarding Modules, I was going to start running mods for my local group and taking a look at some of the higher mod chronicle sheets for modules that just came out it seems that the rules about how characters have to be within a level for a module but looking at the chronicle sheet I just downloaded it says this (Spoilers)
A player may also create an 11th-level version of an existing Pathfinder Society character for use in the module. This character may have up to 82,000 gp in total wealth, with no single item worth more than 41,000 gp. Such a character is considered to have no Prestige Award.
Yet the blog post on 4.1 said this:
Paizo Blog wrote:
We added a new chapter titled, Chapter 6: Sanctioned Modules. There are big changes to sanctioned module play. Gone are the artificial leveling up or down of a character. Now, the sanctioned modules must be played by a character within one level of the module’s starting level. I know this is not a popular decision for some. However, campaign leadership feels this change is what is best for the campaign. Death and use of consumables now have consequences. New Chronicle sheets have been completed for all 15 sanctioned modules that adjust the wealth received to be in line with wealth received when playing the equivalent number of scenarios. These Chronicle sheets are available for download on their respective product pages.
So are the chronicle sheet is saying that it's cool to make an artificially leveled up character but the paizo blog isn't, yet the paizo blog says that they updated all the chronicle sheets (Unless ruby phoenix tournament chronicle sheet is just the one that they forgot to change)
Can I get a clarification? If the case is that you need to play a mod within a level of your character why is witchwar legacy a sanctioned mod? Level 16-18 when there are no scenarios planned past 12th level?
If the case is that at a certain level you CAN artificially advance your character why is it that none of the super high level modules (beyond what normal PFS characters could hope to achieve) why were the details of this taken out of some but not others.
I'm sure this has been asked before but after searching with the paizo searcher and Google searching I've come up on zilch. So just for clarification, I know that the first steps introductory scenarios can be applied to a player's characters the first time they play them with that character, but does a GM receive credit every time they run it?
As you make your way to the small trading town of Bosh that sits on the bank of the mighty Vassa River you come to find that the news you heard was correct. It looks like every farmboy with a sword within a hundred miles of here has shown up, most likely seeking to make their name as a Hero. Glancing around you see that some of those milling about town look quite competent, dressed in fine armor and wielding expensive-looking weapons.
Asking one of the passerby heroes what's going on he tells you "Ain't you heard? the headman's offerin a bag of gold to anyone who deals wit dem shadow beasties, dey only come out at night tho so we waits."
Seeing that the shelflife of games on the paizo website are significantly better than elsewhere I'd like to take this time and try my hand at one of these PbP games. Granted, I've never been in charge of one before but I've played in a few and think I have a good grasp on it.
When the world comes crashing down there was always one force to stand as bulwark against the tide, the fabled Wardens of Northwatch. They were the protectors of Eastmarch, one of the largest civilized lands. Several hundred years ago however, after the last Great War with the southern tribesmen, they began to withdraw from current affairs. Their number seemed to shrink from the vast legions to a handful of companies and then, their Citadel of Northwatch seemed to fade into the fog of the mountain and with it, the wardens themselves. Eventually they faded from memory, tales of their heroic deeds being hailed as nothing more than tall tales from creative bards but there is a stirring afoot. Tales of men being attacked on the road. Viscous beasts seeming to be made of pure shadow with eyes of the darkest hate and teeth like thunder on the plains.
What’s going on:
General map of the world
Players find themselves in the town of Bosh, whether there through intelligent design or simple coincidence is up to you, however if a more elaborate setup is indeed your goal I’d like to speak with you about certain things (such as the presence of certain groups and the like). For whatever reason you find yourself here your underlying purpose for being here is to look into the rumors of these shadow creatures who have recently been said to reside deep within the Jackal’s Folly, a twisted expanse of dead trees and vile creatures many miles west (You’re here because it’s the closest town). For the most part Bosh is a regular town, it sits right on the edge of the Vassa River, a major waterway for trade and transportation, following the river north lands you in Hobb, the largest city in the region. Following it further south leads you past the southern villages and port towns, ending at a large brackish marsh and eventually emptying into the Hookend Sea.
The town has a more or less capable guard, all the regular people that would be required for a town to run smoothly also call Bosh home. A blacksmith, tailor, herbalist and the like are all here, as well as a thriving fairydust trade.
Allowed Content (Classes/Races/Feats, etc): PRD
Starting Level: Level 4
Attributes: Each character has a pool of 26d6 to assign to his statistics. Before the dice are rolled, the player selects the number of dice to roll for each score, with a minimum of 3d6 for each ability. Once the dice have been assigned, the player rolls each group and totals the result of the three highest dice. The minimum you can have in a stat will be capped at 6, if you roll below that bump it to 6.
Also, bump two attributes at 4th level instead of just one.
Traits: 2 Traits (No Region Traits)
Wealth: 3,500 gp to outfit your character. In addition, a weapon, suit of armor, or shield with a +1 enhancement bonus made of a material of your choosing (save dragonhide/adamantine). Alternately you may add 1,500 gp to your gold total in lieu of an item.
Forbidden: Advanced firearms, siege weapons, gish (limit 3 basic classes, 2 prestige classes per character)
In the pathfinder society field guide I came across this entry
PFS Field Guide wrote:
Vanities are flavorful character background elements that players can use to customize their characters. Vanities generally have minor game effects; when they do, these effects tend toward non-combat bonuses. A character can own as many vanities as she wishes, but each comes with a set Prestige Point cost that may be paid with Prestige Points from any faction. Additionally, some vanities provide their own restrictions, as detailed below. As a general rule, vanities cannot be purchased with gold, but a GM can certainly use “free” vanities as rewards for adventures if she wishes.
what exactly does this mean?
I may be mistaken but what's the point of the prone shooter feat? It says that it allows you to negate the penalties that prone condition applies to ranged attacks made while prone but that's the thing. The prone condition gives NO penalties for firing a ranged weapon while prone, only melee. At least that's what the prone condition from the PRD says. Am I missing something here? what's the point of this feat?
Prone Condition: 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.
Prone Shooter Feat: If you have been prone since the end of your last turn, you can ignore the penalty the prone condition imposes on ranged attack rolls you make using a crossbow or firearm with which you have Weapon Focus.
Hey, what's up, my name is Roshan here on the paizo boards, but on TTW I go by the name Boggle. I'm here to find some folks willing to GM a few scenarios.
A few months ago a guy on the board named Artheros pulled together a group of GM's and players and got a small group of people started playing PFS, me being one of them. Soon after I took up the call as a PFS GM. Over the last month or so we've had very high attrition rates, we're down to one active GM (me) and perhaps a handful of active players, it's to the point where I couldn't even get enough people to man a table last week. Something's got to change.
So here it is, I'm issuing a call to arms, Pathfinder Society people unite!
I'm looking for players and GM's looking to play Pathfinder Society Online via maptools. We use a framework built by Ausp so that players, no matter who's gming on any specific day may use the same tokens and the same macros throughout.
For Players....you need
For GM's....you need
Resembling cats, Kissu have lavender fur, large ears with dark purple or blue ear insides and long tufts of fur below them, a pink halo sits atop their heads and a pair of pupiless purple eyes with white irises that seem to stare patiently into the distance. Kissu have four slim legs and tiny paws. Their slender tails, are forked into two at the end are often adorned with two bells of different tones.
Fey (+1 RP)
Quickdraw Swordsman (Fighter)
Honed by years of intense training, the quickdraw swordsman becomes a force of nature, his sword strikes like lightning dancing upon the sea.
Weapon and Armor Proficiency: A quickdraw swordsman is not proficient with medium armor, heavy armor, or shields. A quickdraw swordsman is proficient with all Heavy Blades and Light Blades belonging to the fighter weapon groups.
Quickdraw Master (Ex): At 1st level, a quickdraw swordsman gains Improved Initiative and Quickdraw as bonus feats, even if she does not meet the prerequisites.
This ability replaces the bonus feat at 1st level.
Sword of the Swift (Ex): At 2nd level, a quickdraw swordsman gains a +1 bonus to initiative checks. This bonus increases by +1 for every four levels after 2nd. At 10th level a quickdraw swordsman may sheath his weapon as a swift action.
This ability replaces bravery.
Lightning Fast (Ex): At 3rd level, Once per day you may roll an opposed initiative check against a target of your choice, if you succeed you gain a +2 insight bonus on attack rolls, saving throws, and Armor Class against the target for a number of rounds equal to your wisdom modifier. At 7th level, the bonus increases by +1, you can use this ability one additional time per day. At 11th level the ability improves yet again, the bonus increases by +1, and you gain another daily use, to a maximum of a +4 Bonus 3 times per day.
This ability replaces armor training 1, 2, and 3.
Quickdraw Slash (Ex): At 5th level the quickdraw swordsman's blade becomes a blur of metal. When a quickdraw swordsman draws his weapon he gains a +1 to hit and a +2 to damage on the first attack he makes that round. At 13th level the bonus to hit increases to +2 and the damage bonus increases to +4.
This ability replaces Weapon Training 1 & 3.
Uncanny Dodge (Ex): At 15th level, a quickdraw swordsman can no longer be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A quickdraw swordsman with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.
This ability replaces armor training 4.
Godstrike (Ex): At 19th level, once per day a quickdraw swordsman can perform a strike so fast that it bypasses the defenses of any enemy. As Standard Action you may make an attack against an adjacent enemy, you automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + your fighter level) or die. Creatures immune to critical hits are immune to this ability.
This ability replaces armor mastery and Weapon mastery.
Why is the Kusarigama NOT a finesse weapon? I mean it seems a bit odd to me that the only way a person can accurately swing around a sickle and weight attached with a chain is by being a big beefy fellow.
I mean obviously, it can be houseruled that you can use dex but I'm just wondering the motivation behind not making it a finesse weapon like the spiked chain?
So I'm trying to figure the price of an unlimited use item. The Formula says Caster level x Spell Level x 2000, Plus the special thing because it's unlimited you have to divide by 5 divided by 100 which is .05
So in the end, the formula for an unlimited use/continuous cantrip is 1 x .5 x 2000 / .05 Which equals 20,000.
My question is am I doing this right? I thought I was until I saw the lantern of revealing they give as an example. I did the math for that as well. It's a level 3 Cleric Spell 3 x 5 x 2000 / .05 equals 600,000. The Price of the actual lantern of revealing out of the book is 30,000, a step before dividing by .5, now my question is this.
If I'm wrong why does it say at the bottom of the magic item creation table
Magic Item Creation Rules wrote:
If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.
Why even include that?