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James Jacobs wrote:
Thanks for this info! It really helped a lot!
So in terms of appearance, the Catfolk of Tian-xia would look a lot more like the cat girls/guys portrayed in anime or manga?
I had a chat with my player and once she realizes she can play a cat girl looking catfolk, she went straight for it. It really does fit her character concept better, especially now that she does not need to actively hid her appearance.
From a roleplay perspective, I find the ideal of human looking animal races really fits with the theme of animals that can change into humans found in many chinese legends and myths. Like the story of Madame White Snake.
I might just take away the rider effect. Mainly cos it makes coming up with the other elemental types difficult. (I would have to pick a proper rider effect for each elemental type.)
I'm still undecided on the extra range. Why is scorching ray such a short ranged spell? It just don't make sense...
Does anyone has any other ideals on how to improve/balance this spell?
I don't really see any differences between this and Scorching Ray, and, just FYI, Lina's Flare Arrow was based off of the D&D Flame Arrow, which got split into Flame Arrow and Scorching Ray.
I just looked it up. Never knew it used to be a combined spell in the earlier editions of D&D.Why was it ever split in the first place?
What should I take out to drop this to a lv 3 spell? Cos, I know druids have flame strike as a lv 4 spell and I don't want this to crowd the same spell level.
I decided to keep the affected by Spell Resistance, as no Spell Resistance spells are kinda unbalance at higher levels. (When you start facing demons, devils and other outsiders with SR.)
The neverwinter nights 2 version of the spell is also affected by Spell Resistance. The catch-on-fire rider is suppose represent the effects of conjugated fire.
Sorry, quick update. Added a catch on fire, rider effect.
Trying to make the fire have more substance, since it's a Conjuration spell.
It also serves to give the wizard, an alternative to scorching ray, which requires a range touch and the wizard isn't too good with that.
Number of arrows gain is the same as scorching ray, with the max number of arrows upped to a max of 5 at lv 19
Each arrow's save has to be rolled separately, giving more chance for the catch on fire rider effect to stick.
I'm thinking of making a custom spell as a reward for my players.
It is basically scorching ray as a save or suck type spell.
Need some advise if it is balanced, in the right school and if the spell level is right.
Custom spell wrote:
Thank you for your answers. They have been is really helpful.
I discussed with the catfolk player and we agree to go with catfolks being more common, around level of gnomes. Unusual, but not unheard of.
Just 1 more quick question; How common are catfolks in Tian Xia? That was where we assumed they were from originally. (Mainly due to the large number of animal-humanoids races from that region.)
1) Where are the Catfolks on Golarion mainly from?
Asking as a GM, as I have a player playing a catfolk in an upcoming game set near Lastwall and the Hold of Belkzen. I'm seeking advice on how to roleplay the npcs reactions to unusual races like the catfolk.
Are large-sized light weapons, counted as one-handed weapons?
Example, is a large-sized dagger counted as a one-handed weapon for the purpose of feats, etc?
Example feat wrote:
Create Mr. Pitt wrote:
They are fine. Some of the higher level conjuration damage spells tend to have have spell resistance, for instance acidic spray, but ultimately conjuration has so much going on that deal damage is usually going to be inefficient. I think these spells are fine.
But won't it make evocation spells kinda pointless at higher levels?
Asking this specifically as I have an evocation school wizard in my game and I realize that he might end up pulling all these feats into beating SR and have conjuration damage spells just trivialize his efforts.
I'm contemplating allowing damage dealing Conjuration spells into my home game. But I'm unsure if the are balanced/suited for pathfinder.
Conjuration spells that deal damage's main selling point is that spell resistance don't work on them. Allowing them to harm normally spell immune targets like Golems.
Their drawback is that they are usually 1 spell level higher, are single target only, require a ranged touch attack to hit or have slower/lower damage progression.
Arc of Lightning
Or like the orb series:
Orb of Fire, Lesser
And its bigger brother:
Orb of Fire
And finally Snowball, the pathfinder edition conjuration damage spell:
Damage dealing conjuration spells have been adapted to pathfinder in the paizo sources before like Snowball from People of the North, but there were complaints of snowball being OP and its other elemental counterparts have yet to be seen.
So would the above spells be considered balanced for a lv 7 party using Pathfinder rules?
Some questions on how does a character's memories and personality affects their alignment and soul;
1) What happens to a character's alignment if they lost all their memories?
2) Do they become a neutral alignment?
3) What if they develop a new personality that behaves different from before they lost their memories? (Example, good person --> Lost Memories ---> Became bad person?)
4) Do such characters in (3) develop separated souls for each personality? (Kinda like androids?)
5) What happens if a character who lost their memories and have developed a new personality, regains their lost memories?
6) How does Pharasma judge such characters?
I'm just necroing this thread as the topic is similar to my question.
How does Gloves of Dueling works when it comes to the effects granted by Advanced Weapon Training?
*Advanced Weapon Training could be taken as early as lv 5 via the Advanced Weapon Training feat.
Weapon Master's Handbook wrote:
Ultimate Equipment & APG wrote:
I understand that many of the nations in Golarion are influenced by real life countries in their design.
Is Hermea loosely based on real-life Singapore?
Life in Hermea is also described as peaceful, comfortable, and progressive, the envy of the world, which kinda mirror's Singapore reputation for being safe and with a very high quality of life measurement.
Additionally, is Hermea's Glorious Endeavor a caricature of Singapore's eugenics policies of the past?
For Hermea, "the government oversees the (often lengthy) courtship process, in order to better manage the breeding program."
There are of course a large number of differences between the two, just wondering of the coincidences.
I think that as a GM you have the right to decide on fringe cases like this one.
As for "Does one need to target the center of an area of effect in order to dispel it?"
I will say no, you don't have to target the center.
As for the 2nd question... base on the Unhallow Spell discription, the "stored spell" would only "effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment"
Since the dispell magic spell is not a creature, it cannot be the target of an Unhallow Spell's stored spell.
SOME weapons are kinda like armor... they would also be a no go for druids... like the Dwarven Boulder helmet!
Helmet, dwarven boulder
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.
When you hit level 6, you could move to draw and swift to infuse.
ALL archers (fighters, rangers, slayers, zen archers, etc) are POWERFUL damage dealers.
It really is more about what you want out of your archer.
Fighters - More consistent damage output, just pure damage
Ranger - More than just damage
Slayer - Ranger with no spells, but more damage output
Zen Archer (Monk) - A LOT of arrows in the air!
As you can see archery comes in every flavor. There are very few cons, it REALLY is just what YOU want!
This is just preference... But I really enjoy pairing Ulfen Guard with the Viking archetype for fighters. At 8th level (5 viking/3 Ulfen Guard) by choosing the Formal Training dedication you count as an 8th level fighter for feat qualifications, and your rage stacks with Viking's. Not only all of that but the flavor fits really well too.
I did seriously consider going with a pure viking. But I realised that viking takes away weapon training, which is required for the Ricochet Toss feat. Which us the linchpin of an axe thrower build.Without Ricochet Toss, I would have to invest in half a dozen axes atleast
I'm thinking of making an Axe-thrower Ulfen Guard character for PFS.
The Ulfen Guard PC seems like a mix of Fighter and Barbarian...
Should I also focus on STR and get a Belt of Mighty Hurling (Lesser) for throwing axes?
The basic ideal is kinda like a Thor like character that uses axes. Start early level as melee axe build and move on to focusing on throwing one weapon via Ricochet Toss feat.
James Jacobs wrote:
1) What if someone who is truly LG or at the very least truly, totally Good, wants to go to hell for the sake of another? An example reason being the person they love most and who does love them in return is going to/in hell and they want to join them.
2) How does hell or the good planes for that matter handle such cases?
3) I read in one of the Pathfinder Tales of angels called the Redeemed(?), who are former devils turn angels. Aka they are the opposite of fallen angels.
4) Which core deities are the most likely to have or gain an addiction to korean love dramas?
5) Which iconic characters are the most likely to have or gain an addiction to korean love dramas?
6) What inner sea nation has the most "soft power"? As defined as the ability to shape the preferences of others through appeal and attraction.
7) What would you do if you found out that a product that you made was culturally insensitive?
8) Are the humans of Golarion originally from another planet/world/plane? Or or are the humans of Golarion and other planets in the solar system the result of parallel evolution on their own planets?
9) With so many other non-human races to be racist against, how racist are the human races of Golarion to each other?
10) How do anti-paladins of Calistria handle the fact that that their goddess's home is on a goodly plane?
11) Do Flumphs have their own deities?
12) Are there fairy godmothers in the Golarion multiverse?
If a PC wants to make someone (NPCs, etc) else feel "uncomfortable" or disgusted, which social skill or skill/s should be used?
An example, a PC causes a distraction by wolf-whistling, catcalling or giving "hungry eyes" at some NPCs.
Which social skill or skill/s should be used in this situation? Assuming that the PC is NOT ACTING and actually having the hots for the NPCs.
Some thoughts on this...
I've not read any Dragonlance books, so I have no idea what Raistlin was capable of. I'm not entirely certain he's read them either.
Well... he pretty much just wiped out all the gods of the world single handedly. You know, the simple everyday stuff that solo, OP, physically sick spellcasters do. :P
So older era Dragonlance? Before they learned how to use wild magic?
If that is the case... remind the GM that wizard magic would therefore be High Sorcery?
Among the wizards, it is only Raistlin Majere who has a health issue which affected his magic. Which is mainly cos he is effectively walking around with a curse on him for being too overpowered.
Most High Sorcery spellcasters have no such issues. Especially more so for the Wizards of High Sorcery. The strength of their powers are more closely tied to the moons that give them their power.
So what the GM should be doing is:
2) Assign the proper color robe (white, red or black) to them based on the caster's alignment.
3) THEN the GM has to come up with a way to track the Moons' (Solinari, Lunitari and Nuitari) rise and wane.
4) And finally come up with the appropriate buffs and debuffs on the appropriate spell schools and robe colors, depending on which moons are on the rise and which ones are on the wane.
IF the GM wants to give fatigue for spellcasting, then the GM better make sure that each spellcaster is a Raistlin Majere in the making.
This post should be in the rule questions section.
That said, you are correct.
Wands are Spell Trigger items that he can use as long as the spell is on his spell list.
Scrolls are Spell Completion items and he would need to use UMD to activate them.
"An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so)."
CRB, pg550 wrote:
Creating magic armor has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the armor.
So.... the Make whole (normal version) spell, would not be able to repair a +4 armor/weapon?Since the required, double the Caster level, is a CL 24? Which is not attainable for most lv 1 to 20 PCs?
The Make Whole, Greater from the Technology Guide would had to be used instead?
So most magical items, and magical weapon and armor qualities have a caster level listed.
Make whole wrote:
Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item.
But what is the caster level for magical weapons and armor that are just a flat +1 to +5?Examples, +2 longsword or +5 full plate?
Is it just a caster level 5, no matter the number of the "+X"? As per the requirement for the Craft Magic Arms and Armor feat?
Or is there another way to calculate the caster level these items?
Just some questions that popped up while discussing character creation (for Golarion)
1) Do Hellknights that are Lawful-Good go to hell in their afterlife?
2) CAN Hellknights that are Lawful-Good go to hell in their afterlife, if they really want to? (Assuming they really believe the in the clause.)
3) Can souls change alignment? and...
3a) If so, do they get "resorted" to their proper alignment afterlife plane?
4) (Asking for a friend) Are there really Goblin Paladins in Golarion? Like the in Paizo artwork?
4a) If so, which deities are these goblin paladins likely to worship?
James Jacobs wrote:
Wait... a min...
1) Why would the Dominion of the Black fear Desna?
2) Is Desna an early "Iron God"?
Aka a Machine AI turned into a god over many years and with worship? (Like one of the possible endings of the Iron Gods AP?)
3) If so, does this explains why Desna is usually present in the material world and not the outer planes? Cos she started as a material being? Maybe as a giant spaceship's AI?
4) In Chronicle of the Righteous, Black Butterfly's entry states that "Legend tells that at the dawn of creation, Desna placed the stars in the sky."
Does this meant to mean that Desna mapped out the universe (as a spaceship), actually created the stars (more like a world maker) or in a mythical sense(aka it's just a saying)?
5) Is something like a yah-thelgaad or Chyzaedu Paladin even possible?
6) How does Flumphs protect worlds or fight against the Dominion of the Black or similar Lovecraft elements?
Well there are alignment issues if you don't include a line like "and creatures of an elemental subtype that matches a domain granted by the deity (if any)"
An off my head example are the CE Demon Lords, Flauros and Kostchtchie, which have the Fire domain and Ice subdomain respectively.
Herald Caller wrote:
This is not anywhere near as restrictive as you described.
The Herald Caller's Divine Heralds (Su), does not restrict you to alignment subtypes like the Sacred Summons feat. This means ALL ANIMALS that follow your alignment can be summoned.
In addition, if you pick any deity with Neutral as part of their alignment like Neutral Good, you can readily summon neutral monsters like Elementals. Cos as stated above, as long as a summoned monster's alignment t matches at least one aspect of your deity’s alignment, you can summon it.
For most clerics on the good to evil or law to chaos scale, you already can't cast alignment opposite spells anyway, so there really isn't that much to lose.
The only cleric summoner that loses out a little are pure neutral cleric, which might find themselves unable to summon monsters from the 4 corners of the alignment grid, LG, CG, LE and CE.
Overall, you lose very little summon choices. After all clerics are already alignment tied when it come to alignment type spells.
Is there any reason why the lyrakaen has to lie/disguise to rule? I mean, why would anyone have a problem with a servant of Desna being in charge?
This is what the party said they were planning to do.
As far as GMing is concern, there may be political and unfortunately racial reasons for a Lyrakien azata to take over.
1) She isn't on the current or past government. She is effectively a stranger to everyone. (Which the party may or may not want to disguise her further into someone specific; like the past ruler.)
2) Lyrakien azatas are tiny... which makes it like... Think the story Peter Pan... would the lost boys follow Tinkerbell instead of Peter Pan?
3) The charter for founding a new country is given to them by a human nation (which is also their main trading partner)
4) Their nation has a human majority and most of those are simple country folk from the river kingdoms.
Yes, it IS kinda racist, but I got to keep it real. Their kingdom is not founded in Heaven.
Be careful with over thinking into how player actions interact with the game system.
Otherwise you may end up with crazy ruling, like having to to make a player or yourself roll saving throws for every single item that is caught in a fireball/fire. God help you if they say they drop a bag of glass marbles on the floor and into the fire.