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I guess the point to make here is that a) it's his mistake to make, you're advice however well intentioned will likely only make your ranger bitter if you can't stop giving it.
b) with a party your size and scope, you're not likely going to suffer any meaningful consequences for your rangers mistake (i.e. Player death)
c) get over it and play the game


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wierdo,

It sounds to me like you should go to therapy. If your worried that they'll just tell you to stop playing RPGs. Don't be, just explain how RPGs are a positive part of your social life, and you just need their help to get perspective to make it better. Any therapist that is unwilling to help you fix the problems YOU want to fix is not very good. So just take your buissness elsewhere.

The trick for me with overcoming the stigma of getting help, is one of choice. I'm choosing to become a better version of myself by whatever means. Not hiding and getting by hopping no one will notice and make me go to therapy.

In any case don't get the help you "need", get the help you want.


As many as you want is the short answer.
However keeping the major pantheon, that any one character is expected to be familiar with, down to around or under ten is helpful especially when first introducing your setting.
Also, I'd ask my players what kind of gods they want to worship. Cause these deities are mostly used as motivation and description for the characters themselves and the world they're interacting with, so making sure these gods will be appreciated is important.

Now leaving your world open to the existence of more deities later can give your world something to grow into later. However dumping scores of gods at your players feet all at once is an excellent way to have all that work and creation ignored.


Thanks for the responses.
I was familiar with the beneficial side but was not aware of the detrimental side of the "always a standard" rule.

I'm gonna try and convince my DM to house rule it on a spell by spell basis, but now I know what the RAW of the matter is.


Any takers?


One of the most fun characters I ever played was a human barbarian with unarmed strike and improved grapple. This was also a game that never made it out of 1st level. I spent the whole game getting into trouble, and since I wasn't drawing steel the worst that would happen is I get knocked out and spend a night in jail.
He was a bit of a misfit and would collect daggers. My favorite was being at the back of the marching order playing with a butterfly knife I wasn't proficient with.
It was also fun to watch the other players squirm when I would find a new sword I would discard my hand axe. Just drop it on the ground.
At the end I got half the party to join in a fight with the main enforcer for the local crime boss. He was a threat we weren't supposed to face till the next module so we got our asses handed to us, but no one drew steel so no one was killed. While the goons were rifling through our stuff, it gave the GM a cool way to introduce the local sheriff who chases the goons away. It gave everyone motivations going into the next book and we were only down at most 20gold.


I've found a post about this in reference to spells with a casting time longer than a standard action. It wasn't diffintive, but consensus was that spells like enlarge person (normally a full round casting time) when cast as an alchemist's extract were reduced to the standard.

However, while creating a gnome alchemist, I was looking at the spell burst of speed, and it has a normal casting time of a swift action. The spells effect would be greatly reduced if the casting time reverted to the standard that all extracts are supposed to take.

While it is still better than a normal double move for a gnome; the gap between an alchemist caster vs. anyone else would be very significant.

Anything I'm missing that makes this spell as good as I want it to be? Or am I over thinking it?

From a flavor stand point I like the idea of a false tooth or cyanide pill with this spell in it.
The gnome's using the saboteur archetype, so anything that adds secret agent flavor is a bonus.


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My suggestion:
1) talk to your problem player about the problems. Lay it out on the line that he's being disruptive. That you want the game to be fun for everyone, but his fun seems to come at the expense of the other players and it won't be tolerated any more.
2) when behavior like this props up do NOT get mad. Just don't allow it.
He wants to go off on his own. Let him, but the story is happening where the other players are.
He wants to kill the other party members. Ask the victim if they're ok with it. The victim says no? Well then sorry he can't do it then.
Take controll of your game provide consequences for bad behavior that are fair and non-retaliatory. He probably enjoys negative atention. Don't give it to him!
This will require you talk to your other players make sure your all on the same page.

Above all stay calm!

The best threat, if you mean it, is to not play anymore.


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Lemmy wrote:

It doesn't matter, really...

As long as the characters are not overgeared, it doesn't matter how they got their stuff. It might affect the story, of course, but it has no effect on their power level.

If they steal the Belt of Giant Strength +6, then they don't get to find one at the dragon's lair or something... That's okay.

Their decisions will help you write the story. Robbing a magic shop may have consequences, but so does robbing an ancient tomb...

Instead of saying "no, it's not possible" or punishing them for it, just adjust WBL income and use the players' action to mold your world.

This right here is the way to go.

As a frequent rogue player. Playing a thief can be a lot of fun.
The one thing a GM has to be sure of is that the Player is motivated by Character flavor more than straight greed.

When I steal as a player I'm not interested in making the game into "everyone sit down and watch me rob the city blind with no consequences." That:
a) is ultimately boring for both me and the rest of the party
b) can steal focus away from what everyone else wants the plot to be about.

A good example is the quintessential scene of the Rogue unlocking the chest or looting the bodies and trying to pocket some of the wealth for himself. If your other players are in on it and your not cheating the rest of the party a significant amount, then the other players are often more willing to forgo their perception checks.

In any case don't be afraid to talk to your player on the why's and the implications of theft. Any part of the game that becomes GM vs. Player is in most cases annoying, distracting and ultimately pointless.
If the GM wants you to pay for that shiny new sword. Your going to PAY for that shiny new sword, in money or blood.


Now if you just happen to find some bracers of armor of a decent enhancement bonus, why not keep them? But yeah investing cash money into AC resources is a bit unfulfilling.


A point I would make is if you can trust the GM not to screw you over when it really matters, and the flavor makes the battle more memorable or cool. Let it slide.
You just one shottted what sounds like the only guy to cause you trouble. Maybe he's giving the other players a chance to shine before you wreck the other bandits too.
However if you can't trust your GM as far as you can throw him, then by all means stand up for yourself.
Personally I prefer a more descriptive game where the GM can throw you some weird curveballs. It can be a useful way to balance out encounters that aren't as challenging as planned or are harder than expected.
The trick is that it can seem arbitrary and punishing if done wrong or on a whim.


The real magic of the wrist sheath is that it lets you hide a dagger or similar sized object in easy reach. Where normal objects hiden on your person cost a standard action to retrieve (unless you have quick draw) The wrist sheath alows you easier access at the continued cost of AoO provocation.

The only question in my mind is can you draw your item as part of a move?

I would say definitely if you have quickdraw. But that may not be official.


I like what I'm seeing so far. I found the Laws of Man especially interesting.

It just makes me a little sad that there is no agreed upon origininator of something like geometry. I know it seems like small patatoes when compared to magic and the gods, but not every grand construction is held up by magic. You use applied geometry.

Keep it coming if you can. This is great.


Certanly one can be invisible and not stealthing.
So perhaps it could be read to mean that concealment of any type is not enough to catch an Uncanny dodger with his pants down.
I could see where the sneak attacker would have to beat the dodgers perception check without any circumstance bonuses from concealment. Invisibility still allowes the check but grants no bonus vs a Rogue but 50% miss chance.


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I've been watching the Cosmos series again recently, and I am struck with the overwhelming desire to create a character based off Carl Sagan. I notice in the series that he repeatedly makes mention of the great thinkers who struggled with and made progress on whatever topic is at hand.

It got me thinking who or what minds have brought Golarion to the current roughly renaissance period? And what prominent figures shape the intellectual future? And how have they affected their fields of study?

There seems to be a large number of political, military, and religiuos figures, but mathematicians, philosophers, and scientist are more scarce. I understand that paizo would want to leave us, the consumers, room on the canvas. Especially with magic since everyone has their own idea on how it works.

Let me know what I've missed, or what stories have you come up with to fill in the blanks?
Or am I the only one who cares about fake philosphers in this fanciful game of make believe?

You don't have to answer the last question.


I would think a tuning fork would modify singing if anything.

Maybe a medievil megaphone?


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It's also a way to keep pesky ranged characters within charging distance.

I rationalize it as precision damage. Not so much as hitting harder, but aquiring the ability to deal more damage through better placement which is only afforded at closer ranges.

Just remember there are a lot of rules that are like scabs. Picking at it only makes it worse.


That would be a great feat but the DM is only allowing official Pathfinder products. I can always ask. Maybe I can substitute a class ability for Mount progression.


I'm playing in a gestalt game set in Golarion were the cults of Urgathoa and Rovagug have teamed up to break the biggest bad out of jail.
the players are each a child of the gods, I'm the daughter of Iomedea and a Cavelier/Bard the plan was to go into Battle Herald/Low Templar but the campain has proved either easy or really deadly and I worry that my mount will become too fragile without any prgression when I drop Cavelier.
I want to keep Battle Herald, and my feats are precious to me.
Any ideas?

I'm the only character that isn't thrilled to be a child of a god. So Paladin while good on paper isn't likely at the moment. I was thinking Inquisitor with the animal domain combined with boon companion.


The closest thing I can find is the transformative property from the APG.
http://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Transformative
But I'd probably lower the price since your reducing the overall versatility of the ability.


Thanks Tels for the input. I may just opt for Fury's Fall. It strikes me as an example of having better footing. And means I'm less likely to fall over when I fail those trip attempts.
Unfortunately the Monk of the Empty hand is central to the whole concept. Which means no proficiency with sais.
I'll probably pick up the Dueling-FG on the amulet though.


Hello Paizanos,

I am working on a Monk build for the Ruby phoenix Module. Whose central conceit revolves around a tournament that pits the best in the land against each other for a chance at a veritable trove of treasure.

Characters are 11th level, standard starting gold, and 20 point buy. Two traits though one has to be regional. Also the players aren't allowed to talk about their players before hand so I want something self sustaining.

I'm thinking it would be fun to run a Monk of the Empty Hand. Taking peoples weapons and busting their faces in, and while I know it's impossible to be the answer to all problems I wan't to hedge as many bets as I can without sacrificing the effectiveness of my combat trick.

Any suggestions on feats and magic items would be greatly appreciated.

So far my stat block is STR 18 DEX 15 CON 12 INT 13 WIS 14 CHA 12
Including stat increases and a belt of +2 to STR and DEX. Though this is not set in stone alternatives are encouraged.

My feat short list is at 7/10:
Catch off Guard
Improved Disarm
Defensive Combat Training
Improvised Weapon Mastery
Feinting Flurry
Combat Expertise
Improved Trip

Race so far is Half-Elf for Skill focus Bluff to help my feinting. Also I see him as a wanderer someone with great skill and talent but who lacks the reverence that most confuse with discipline and honor. A mild sort of Jackie Chan.

Also planning on making use of Use Magic Device so Wands and such are on the table.

Thanks in advance


another way to think of it is that the cool down time of each dragon type still has to tick down in real time. for example I morph to red dragon breathe, then I morph blue then breathe, If I ever go back to red then I'll have to wait those 1d4 rounds as a red dragon before I can breathe again (not necisarily consecutive rounds mind you). In practice, depending on how vast the spell recipients knowledge of creatures with potent breath weapons is, there may be little difference as the player will probably get a fair amount of ones on that d4 (or what ever other die) before he must suffer through the down time.


Check out the bard spell list. For Enchant spells especially. obviouse example Hideous Laughter as a first level spell. Though keep in mind your DC's will be lowered as a result.


Hello<

I will soon be playing in a 17th level module the role of healer has fallen to me. I have decided to try for the fastest cleric alive.
I current am employing the travel domain, the longstrider spell that comes with it, a one level Barbarian dip for fast movement, and boots of speed for 10 rounds of haste each day.
Is there anything else that could help, that wont cost me an arm and a leg. Either in gold, a costly feat (tree), or many more level dips.
For simplicity's sake we only use official pathfinder products.

Your help would be greatly appreciated.


on the topic of item number 2.
You might ask them to come up with a 3X3
which is where you ask them to list 3 people that they have a close relationship with. 3 people that they are acquainted with. and 3 people that hate them or they hate.

its a good way to flesh out a back story. gives you NPC's that they theoretically will care about or at least want to deal with.

A way to motivate the players to use this device is to allow them to call on these characters for assistance monetary or other wise. DM discretion of course.


Thazar wrote:

If your attack is at +8/+3 and you choose to use TWF then you would attack at +6/+6/+1. If you had Improved TWF from the feat or class skill you would attack at +6/+6/+1/+1.

that's +6 main hand/ +6 Off hand/ +1 main hand (and in the case of improved two weapon fighting)/ +1 Off hand


As far as I can tell. inspired command and inspire courage overlap.
When ever you inspire command you follow the action rules of inspired command, and gain all the benefits of said ability at the bonus dependent on your herald level as well as the benefits of inspire courage at what ever bonus you would have as a bard equal to your bard level plus your herald level.
You can spend rounds of this ability from both your Bard or Herald reserves, but you can't spend rounds of Herald to do things like Counter song or distraction.
And while you can inspire command and gain the benefits of inspire courage. You cannot inspire command and counter song or distract at the same time. Though feats that extend the duration of these benefits after you stop using the abilities.


Personally I agree with you. My suggestion of ways to convince your DM to allow it:
1. Use but don't stress the inconvenient Material focus argument. It can be easily mitigated with a handy haversack.
2. Ask if you can try the spell as written and if after a session he still thinks it's overpowered you'll both work on something thats less offensive.
3. Remind him that the spell is intended to be more powerfull as only those who follow pharasma are allowed to take it. Thematically it makes sense that she would want to protect her ardent followers. and if you ever displease her then she can always take it away.
4. One way to tone down the spell with out losing its effectiveness; reduce the DR 5/bludge to DR 4 or 3/bludge without reducing the total damage mitigated of 5 per cl
5. If that dosn't work try for a reduction of total damage (40 max) which puts off the penalty for later. or 4 per CL instead of 5 per CL. cause if he goes for 5 per 2Cl that hamstrings the spell so much I prolly wouldn't use it.
6. ALWAYS approach your GM with rules adjustments as a teammate and not an adversary. Nothing shoots down more reasonable abilities spells and house-rules than adversarial Player GM relations.

Good Luck


This is awesome. I just hope that all the players are ok with failing. Not in a combat or ultimate goal sorta way. but for instance if role played correctly the other NPC's will quickly learn to hate these stupid selfish a$$holes and not co-operate and prolly die.
that and I see self sabotage and party cohesion being an issue if the players let it.

Still kudos and good luck


Drack530 wrote:
Bwang wrote:
Perhaps allowing this to be used with other Light weapons?
Ya that could be an option. Would that be too powerful though?

Probably. The issue is that you are Reducing the drawback of a low STR and the more you allow characters to have dump stats with no or little down side the more unbalanced it becomes.

I'd say mechanically allowing one kind of weapon that is equivalent or worse than the scimitar is fine. As long as its only one kind of weapon that dex goes to damage with.
But the flavor of the feat would require it be slashing. To take advantage of the WHIRLING dervish style.


Ok I'm playing a Kobold Sorc to Dragon disciple. If i cast chill touch and activate my claw ability; first is it only one claw with chill touch active? Second if i miss AC with the claw but i still hit the baddies touch AC would i lose the claw damage but still discharge the spell?

Any other suggestions for this concept cause playing a kobold usually won't measure up.


Is it possible according to RAW to have a PrC be your favored class?


I Like the idea of witch with fly. Mostly for the Baron Harkonen of David Lynch's Dune. Floating around being fat gross and evil. May not fit with the OP's concept but I like it any way. Also helps to mitigate the movement speed issue without burning spell slots.


One of the things iv'e seen done in the past in a slightly more frivolous game is to give said dumb character a wealth of anecdotes, mantras and sayings that don't make any sense by them selves but come to the correct conclusion. like say you as a player think your GM is trying to insinuate a spy for the BBEG in to your group. "mama always said never trust a man with too many pockets 'cause he might put you in one and take you away."
Or a puzzle your character never could hope to solve is solved because "the Blue glass shiney don't make your feet sad like the purple one."


Perhaps you should be a LITTLE fast and loose with the stealth rules. Like maybe if he keeps moving to NEW places to SA from. Like climbing to the roof top and attacking from there. Then move to a new vantage point that the target wouldn't expect him to strike from. This may cost him turns where he is not attacking to reposition.

When your a melee rogue you have greater access to flanking opportunity at the cost of vulnerability due to proximity.
with the ranged sneaker you give up some of the opportunity in exchange for not being the primary target.


I've been thinking of an optional system. where you can put on portions of your heavy armor to simulate lighter armors. Like only putting on the breastplate from your full plate armor. the question is how to balance this. and what if it's enchanted? does owning +3 fullplate mean you own +3 breastplate? I think not but i do think that front liners should have options when they have to travers the Marshlands, or the mountain top ridges. than to go full armor or no armor.


Joana wrote:
If the PCs get around a planned combat by using skills (Diplomacy, Bluff, Stealth, etc.), then give them XPs as if they had won that combat (which, by avoiding it, they did).

the only thing to worry about is if they then decide to fight them anyway.

Though as a GM one can usually tell if they are doing it for extra XP or for story related reasons, and act acordingly.


A problem might be that some of your characters aren't as interested in non-combat challenges. If they don't take the XP cheese, then they may get more and more alienated from the group during these sessions where they don't do as well.
The main point is to know your players will they enjoy competing for skill based XP. Because if not letting the party share the XP still provides an incentive but doesn't leave anyone behind. Which may make this more palatable for your combat minded players.
The main point is to keep things fair and fun for everyone. Make sure your rewards don't just allow one or two players to outshine the rest of the players for more than one session or segment at a time.
Also make sure your players know that they need to work with you if they want a chance to shine. this can include a more fleshed out back story that you can mine for plot hooks. but if they want to be the quiet bad-ass with no past and a big sword 'let them'. Players will be as involved or uninvolved as they want to be just let them know that if they are or become disruptive to other players moments that there will be consequences.

Bottom line listen to and respect your players, but ask that they listen to and respect you. you'll have less problem moments and the problems that do come up will be easier to deal with.


This assumes that the gold piece as a currency has its' worth based on weight. Maybe it's a more modern currency, based not on the value of ore but the strength of the local economy. Because i don't know about you but gold seems very common to me in golarion.


I'm creating a cleric who grew up in a town who's only temple is dedicated to erastil, yet the character is a fairly nerdy goody two shoes. Now in a more cosmopolitan town he would have been drawn from an early age to a more knowledge based deity, and i seem him being so drawn later in life.
The question is whether anyone has any suggestions on a cleric switching deities mechanicly speaking.


The issue is that your consolidating Reflex saves, AC bonus, and now attack bonus or maneuver bonus into one stat. that has to be a feat. now if they could be the same feat is up for debate that would be a difficult debate.


yrah bust what kind of Use Magic Device check would it be to convince the robe that your under the sea? Hehe


Thanks for the backup


My GM gave the big bad of the session vital strike recently. During combat he interpreted the feat (which says that when ever the character makes the attack action roll an extra weapon die) so that the baddie used it for AoO's. As players the party raised a fuss about the rules as intended and not as written and he graciously backed down.
In a RAW sense was he correct or is there errata that I'm unaware of cause that just seems broken to me.
thanks in advance


thanks for the clarification everybody you each basically confirmed my beliefs. sometimes the rules combined with preconceived notions form a murky swamp that swallows the mind.


ok I just wanted to find out what requirements are insermountable and which just require a higher spellcraft check.
I have a party member with a magic-item crafting cohort and we're tring to figure out what item are out of reach.
for example does the crafter have to be CL 10 in order to keen my weapon. when other abilities are far more expensive and yet require lower caster levels.
Also an efficient quiver has a CL9 but is only 1,800gold and plenty of items have much lower caster levels but much higher prices.
So does the higher caster level just set the power level of the item and the baseline spellcraft check or is it a unavoidable requirement like item creation feats.
Maybe im just hung up on the the idea that the price has always been the hoop to jump through and now that we have a cohort designed to make hoop jumping easier the hoop has just changed.
Thanks in advance.