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Secane's page

FullStarFullStar Pathfinder Society GM. 1,507 posts (1,518 including aliases). No reviews. 1 list. 1 wishlist. 12 Pathfinder Society characters.


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Lantern Lodge

David Haller wrote:

Just to remind, you automatically dispel your own spells.

Per PRD: "You automatically succeed on your dispel check against any spell that you cast yourself."

That ups the efficacy a little, at least.

According to Quatar, you would still need to roll for it, cos a successful dispell still won't give you any points back. You need to dispell at a +10 more then the bare minimum.

So even if you can always successfully dispell your own spells, it does not give you anything back other then a successful dispell... :(

Lantern Lodge **

@Kydeem de'Morcaine,

I feel good art is important not just to sell the products, but to give players and GMs an ideal or feel of the setting/game.

While its not a good ideal to judge a book by its cover or art. Those art works do help to set a tone and impression of what is expected within the book.

Art also helps in inspire those that read the book on what ideals they can have when making their characters, or how a GM could describe a location or setting.

I do agree that good art is more important then spamming a large amount of lower quality art. Bad art work can even pull people off from buying a book.

Hence, why I feel that more can be done for the new faction logos.

*BTW, why don't we see any faction logos in official "in-game" artworks? Are the factions a secret within the society or are the logos there just for players' sake.

Lantern Lodge

@Unity Gain,

Can you post your formula/breakdown? Really would like to understand fully how this works.

Lantern Lodge **

Nerdevac wrote:
Secane wrote:


More so after seeing D&D 5th ed's Adventurers League factions' logo artworks.

Really wish a little more could be put into the new factions artworks to give them a polished feel.

Agreed. Wizards did a really good job with those, and they looked great on the big banners at Gen Con.

Artwork is a major selling point for the game.

And I have always been very impress by the art directions that paizo took.
(The first thing I do when I buy a new book is to check out the art work and I'm always impressed.)

Hence, the new faction logos are a huge disappointment.
More so after seeing a competitor coming up with brilliant logos. :(

Hopefully the art for the new factions could be improved upon.

Lantern Lodge **

LOVE the new factions.

They just feel so much more natural for the Pathfinder Society, in-game and out.

The previous national-factions actually seem to encourage the creation of characters that clearly have no reason to be in the society in the first place. (Such characters are fine in an adventure path or home campaign, but just don't make any sense being in the society.)

Now the new factions seem much more like actual factions of a large organization.

----
However, I really dislike their logos...

More so after seeing D&D 5th ed's Adventurers League factions' logo artworks.

Really wish a little more could be put into the new factions artworks to give them a polished feel.

Lantern Lodge

Erik Mona wrote:
Steve Geddes wrote:

Erik, I know you're keen to eventually get most dragons done at most sizes. However, there is an upcoming D&D set with dragons galore. I wouldn't expect that to alter your long term goal, but will you reduce the incidence of dragon minis in the next couple of sets until the D&D one has come and gone?

Yeah, probably.

I want to get a Gargantuan Red out there ASAP because I used to be a DDM collector too, and even though I have an eye on the business I'm always afraid things will end before I complete certain sets of things. I REALLY want a Gargantuan Red Dragon in Pathfinder Battles before we're done.

But yeah, I'll probably tone down the dragons somewhat. The D&D ones are among the best-looking pieces in those sets, so I don't need to flood the market with dragons. Many collectors already have most of them, anyway, and there's plenty of other cool things to do.

Just wondering if there are any plans to release the Imperial, Outer or Primal dragons in the future?

Lantern Lodge

:) Thanks!

Any ETA on the ARG and the tech books?

(I'm assuming there is a 1 month wait before its up?)

Lantern Lodge

@fretgod99,

I was envisioning a rogue archer here.

Given how powerful any archer build already is, this might make an unkillable rogue archer that can solo anything! With sneak attacks being pulled off each round.

And here people were saying rogues are weak...

Wait a min, with most HiPS builds, ANY archer can go sneaking to godhood!
Break stealth, shoot half a dozen arrows, 5 foot, stealth again!

Rogues get it better with evasion... or Zen archers! Super "can't touch me" builds!

@_@!!!

Lantern Lodge

Remind me never to post something in the middle of the night.

Ok, if a 5 foot step is considered movement, a character breaking stealth to perform a full round attack, would still only get the benefit of of attacking out of stealth on the first attack only right? After which he can re enter stealth by taking a 5 foot step.

OR

Does this means a character can break stealth, do 1 attack, 5 foot step to reenter stealth and then perform another break stealth for his 2nd attack?

This is concerning rogues, especially if they use range weapons. Aka then the use the 5 foot to perform 2 sneak attacks if they were stealth-ed from the start of their turn?

Lantern Lodge

Just to confirm what Shadowlord said. A 5 foot step is NOT a movement and would not qualify for stealthing.

Remember you can only take a 5 foot step if you did not take any movements that turn.
NOT any move action, but movement. Meaning you can draw a weapon as a move action and still take a 5 foot step, but if you walk, crawl, swim, fly, etc, those are movements.

Lantern Lodge **

1 person marked this as a favorite.

But its not on the chronicle sheet. The text stating it bypasses DR is within the the scenario itself. The particular encounter which it was found, states that Trusty Buddy bypasses DR.

You also do understand that this is a Season 4 scenario? The same season they gave out free feats, free 4K+ magical tattoos and a free +2 to 1 ability score?

Is an improvised weapon that can't be upgraded or enchanted, but can bypass DR, really that far-fetched compared to the above?

Lantern Lodge

Scavion wrote:
Secane wrote:

@thejeff and Garren,

As a PFS GM, I don't always have the option of making the BBEG run away. Many combat tactics call for BBEGs to fight to the death, so I'm stuck having a BBEG running around trying to find the invis or super stealth character.

I'm fine with a character investing feats and items to come up with a cool combo, what worries me is the fact that some combos would pretty much make the game trivial to the other players at the table.

And in the case of HiPS and similar abilities, logic gets thrown out the window too!

I have absolutely no compassion for the strict guidelines of PFS. That just sounds like PFS continues to be one dimensional encounters. If anything, that continues to show how little merit PFS should have on rules discussions.

HiPS and similar abilities are supernatural or extraordinary that go beyond the realm of realism, as well they should since the levels you gain them are far beyond the ken of normal folks like you and I. Logic doesn't apply to them and logic hasn't applied to Pathfinder for a long time. This is the same game where Elementals can catch a fever and battle axes benefit more from dexterity than daggers do.

Oh dear, I think I gave the wrong impression.

PFS really not that stiff on the guidelines, Scavion.
The guide to PFS does state that as GMs we have the right to adjust the encounters if the combat tactics no longer fit.

I was envisioning a specific scenario in my above post.

I have talked to my VO, and he does say its up to me to decide when things gets weird.
I was just trying to see if there is anything within the rules that I should understand. After all its a lot easier to rule within the rules, then having to make a judgement call.

Lantern Lodge **

Jeff Merola wrote:
Secane wrote:

The words "Trusty Buddy" was not placed there randomly or at the whimp of a GM. The writer placed it there. If the intent was just to give an adamantine crowbar, there won't be a need to name it...

I'd just like to point out that there's a scenario with a named cold iron weapon that's otherwise completely and utterly normal, so "it has a name" doesn't exactly hold much weight in this argument.

@Jeff, the full text for Trusty Buddy is quoted in a post above.

The Trusty Buddy is not normal, it has specific written special properties of which it gives additional bonus to opening doors and chest above that of the normal version and bypasses DR when used as an improvised weapon.

It is not just a case of a named item. It is a named item with specific properties that differ it from the normal variety.

“Trusty Buddy” (adamantine crowbar; 3,002 gp, limit 1; +4 circumstance bonus
on Strength checks to open doors and chests, bypasses DR when used as
improvised weapon)

Lantern Lodge **

1 person marked this as a favorite.

@Kyshkumen,

The words "Trusty Buddy" was not placed there randomly or at the whimp of a GM. The writer placed it there. If the intent was just to give an adamantine crowbar, there won't be a need to name it or specific that it by passes DR OR state that it gives a +4 instead of a +2. A normal unnamed, adamantine crowbar would have served. But the writer did add it it there. This unique adamantine crowbar is given a name, it is given a special ability and property.

There is also no need for the use of the word "all" when describing bypassing of DR.

Here is the greater Greater Penetrating Strike feat:
Your attacks with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).

It does not say, bypass "ALL" DR, accept DR without a type. It just say ignore DR, accept in the situation where it is DR/-. It could have used the words:

"Your attacks with weapons selected with Weapon Focus ignore up to 10 points of "ALL" damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—)."

But it did not, nor does it need to.

Your argument is like saying "limit 1" for items on chronicle sheets don't mean anything, cos no where does it state the word "to" in there. Therefore based on that logic, "limit 1" does not mean "limited TO 1 only", and therefore players are free to buy 1 of such items at a time, as many times as they wish.

Is this item unusual? Yes. Does it does something its normal variant can't do? Yes! That's why its on a chronicle sheet!

Lantern Lodge **

1 person marked this as a favorite.

@Finlanderboy,

Are you talking about the same scenario here? The scenario that Trusty Buddy appears in is a 5-9.

Also its special property of by passing DR is not just mentioned on the Chronicle sheet, but within the scenario's encounter description as well.

Given that players in the 5-6 range might have problem with DR, the item is well placed and given who Trusty Buddy originally belongs to, it even makes more sense.

In-scenario description:
This tool functions
as a crowbar in every way, but bypasses damage reduction
when used as an improvised weapon and grants a +4
circumstance bonus on Strength checks to open doors or
chests instead of the normal +2 bonus. The words “Trusty
Buddy” are engraved into the crowbar’s handle.

Full chronicle sheet description:
“Trusty Buddy” (adamantine crowbar; 3,002 gp, limit 1; +4 circumstance bonus
on Strength checks to open doors and chests, bypasses DR when used as
improvised weapon)

Note the +4 when used to open doors and chest. A normal crowbar only gives a +2. A normal Adamantine crowbar would still only gives a +2.

This is a special item, given as a purchase option in a chronicle sheet. Its special property is as written.

--

Chronicle sheets DO give out items that are usually not possible. There is a Keen Compound Longbow given out in a certain chronicle sheet. Is it a typo? Given that Keen cannot usually be applied to a ranged weapon? No! Its was intended as a reward for completing that module.

Just cos something is usually not found or possible in the base game, does not means that chronicles sheets cannot give special versions of such items.

Lantern Lodge **

2 people marked this as a favorite.

The Trusty Buddy bypasses all DR.

Why it is not broken (or a typo):

1) It has to be used as an improvised weapon. Meaning a -4 for most characters to use it and a feat investment for those who want to avoid the -4.

2) Its an improvised weapon, meaning a) it is not a masterwork weapon, no bonus +1 to attack and b) it cannot be further enchanted, so your stuck with an improvised weapon that cannot be "upgraded" to deal more damage, hit better or provide you with extra weapon effects.

3) In the scenario it was provided, the Trusty Buddy was intended for the players to use to by pass the DR of monsters in that scenario. Given what they faced, Trusty Buddy is appropriately designed to fight monsters with DR and little else.

Note that if the scenario had wanted to give an adamantine crowbar, it would had done so and would not provide a unique item like the Trusty Buddy.

Remember there are scenarios that go so far as to give magic tattoos worth 4k+ or feats for FREE.
Trusty Buddy is honestly not broken, it has to be purchased off the boon sheet and was clearly made for the scenario is was introduced in.

Lantern Lodge

@thejeff and Garren,

As a PFS GM, I don't always have the option of making the BBEG run away. Many combat tactics call for BBEGs to fight to the death, so I'm stuck having a BBEG running around trying to find the invis or super stealth character.

I'm fine with a character investing feats and items to come up with a cool combo, what worries me is the fact that some combos would pretty much make the game trivial to the other players at the table.

And in the case of HiPS and similar abilities, logic gets thrown out the window too!

Lantern Lodge

1 person marked this as a favorite.

As a GM, my main concern about stealth is that when made high enough via items + feats, Stealth seems to become a sort of unbreakable invisibility.

A character build this way could, in theory kill any BBEG or monster that don't have enough perception to break the stealth.

Effectively it becomes a sort of super stealth.

Lantern Lodge

Drake Brimstone wrote:
Secane wrote:

I'm answering this as raw, since it affects a PFS character.

Short answer: Celestial Servant won't work with Vermin Companions.

The reason is that Vermin Companions are called Vermin Companions in UM and not "Vermin Animal Companions".

To put it simply, while Vermin Companions follow the same rules as an Animal Companion, they are not Animal Companions. Therefore they don't meet the prerequisites needed for Celestial Servant.

Here is a similar example affecting another class:

The Archer (Fighter archetype) gains Expert Archer (Ex) at level 5, it works in all ways similar to Weapon Training (Ex), accept it affects only bows.

However this one change, means that an Archer-archetype fighter cannot make use of dueling gloves, an item that affects only a class with weapon training, even thought Expert Archer is almost word for word similar to weapon training and replaces weapon training.

This is explained in this FAQ.

Therefore, even though a Vermin Companions follow the same rules as an Animal Companion, they are not Animal Companions and do not count as the original ability for the purpose of rules that improve the original ability.

No, they are still Animal Companions, you still have the Animal Companion feature which is what is used to acquire the Vermin Animal Companion. They advance as Animal Companions.

Vermin companions are Vermin "companions" lower case "C", it is not their title or change to the Feature Name.

Ultimate Magic wrote:

Vermin companions

follow the same rules as animal companions, advancing
their Hit Dice and other abilities per Table 3–8: Animal
Companion Base Statistics on page 52 of the Core Rulebook.

Sorry! My bad! >_<

Drake is correct!

I totally missed out THIS part of the faq "If the archetype ability says it works like the standard ability, it counts as that ability."

Please ignore my previous post and do go ahead with making a Celestial Servant Vermin companion.

Lantern Lodge

Edit: Ignore this post.

I'm answering this as raw, since it affects a PFS character.

Short answer: Celestial Servant won't work with Vermin Companions.

The reason is that Vermin Companions are called Vermin Companions in UM and not "Vermin Animal Companions".

To put it simply, while Vermin Companions follow the same rules as an Animal Companion, they are not Animal Companions. Therefore they don't meet the prerequisites needed for Celestial Servant.

Here is a similar example affecting another class:

The Archer (Fighter archetype) gains Expert Archer (Ex) at level 5, it works in all ways similar to Weapon Training (Ex), accept it affects only bows.

However this one change, means that an Archer-archetype fighter cannot make use of dueling gloves, an item that affects only a class with weapon training, even thought Expert Archer is almost word for word similar to weapon training and replaces weapon training.

This is explained in this FAQ.

Therefore, even though a Vermin Companions follow the same rules as an Animal Companion, they are not Animal Companions and do not count as the original ability for the purpose of rules that improve the original ability.

Lantern Lodge

One reason I'm asking is partly due to how sniping states that "You take a –20 penalty on your Stealth check to maintain your obscured location"

If hide in plain sight or hellcat stealth allows you to stealth without cover, won't that means sniping is pointless for a character that makes use of these 2 ability/feat? After all, why suffer a -20 to stealth if you can just walk 5-15 feet to a side and hide again? This time with no penalties. As long as you keep moving, you gain all the advantages of full stealth with no drawbacks.

Hence me asking if a character can attack AND hide in the same round? Or does the act of attacking means the "not able to enter Stealth while attacking" part of the stealth rules coming into effect for that TURN? And that sniping is the only way to achieve an attack and stealth in the same turn?

Lantern Lodge

1 person marked this as a favorite.

I got a GM question. Assuming a character has the ability to enter stealth without having cover or concealment (via hide in plain sight or hellcat stealth)
Can such a character do the following:

1) While starting a round in stealth, attack (breaking stealth) then move half speed and enter stealth again?

2) Enter stealth as part of a movement, then in the same turn, use his standard action to attack a target (breaking stealth).

I'm asking this questions, as the stealth rules seems to cover only sniping, and not able to enter Stealth while attacking, running, or charging.

With the ability to enter stealth without cover or concealment, does such a character 3) even need to use the sniping rules? And 4) Can you actually attack and enter stealth in the same round?

No homebrew rules.

Lantern Lodge **

If the star recharge boon is tied to conventions, it may be meant to encourage the running of more cons for everyone to enjoy.

Some of my local cons are quite small (when compared to many others).
We have maybe 20-30 tables over 2 days, 3 sessions of 3-5 tables per session per day.

They are effectively just a bigger then usual gathering of local and new players. One con is even tied in as a family event for a school.

So why not seek out fellow local GMs, contact paizo and organize a con of your own for your town/city/local area?
They don't have to be huge or have hundreds of players to be fun.

Lantern Lodge

Don't Elves have an alternate class feature that gives them a bunch of SLA? I remember one of these SLA is comprehend languages, which is an arcane lv 1 (It also appears on divine spell lists, but the wizard/sorcerer spell list have priority for SLA.)

Lantern Lodge **

If you need an online site that list where each items comes from I suggest you take a look at Archive of Nethys's Ioun Stones page.

Archive of Nethys lists which sources an item/spell/class comes from and includes a simple Pathfinder Society icon to help identify what is PFS legal. (Do double check the addition resources, as items/feat,etc that are legal may be restricted to certain races only.)

Lantern Lodge

Survival has popped up many times in PFS scenarios and homebrews I have been in.

It should be at least a green, considering that it is the skill you use if you want to track someone or navigate dangerous terrains.

As for races, PFS-legal races are a good start. Just remember that there are many races accessible via boons, not just the open for use races.

On Favored Class Bonuses, maybe they will having those in the Advanced Class Origins? Aka, ACG is for core and the rest get placed in Advanced Class Origins?

Lantern Lodge

Will you be expanding advice to the other races?

Doting this!

Lantern Lodge

Calth wrote:
Steel Hound is an investigator archetype that gains some gunslinger features. Proficiency with 1 firearm. Amateur Gunslinger and Gunsmithing and free battered gun over poison use, can take gunslinger deeds at level-4 as talents, rapid reload and extra grit as talents.

That sounds cool. Very detective with a gun like

Lantern Lodge **

Andrei Buters wrote:
I hope they go back to the drawing board on the new faction logos. None of them have the flair of the last few generations of faction emblems.

I have to sadly agree. They seem kinda weirdly simplified or overly literal in some cases like the exchange's.

I do hope they can be updated with more compelling artworks.

Lantern Lodge

What is the "steel hound" archetype about? Which class does it belongs to?

Lantern Lodge **

Oh dear, never saw this coming...

Would they make the older guides available for download?

Lantern Lodge

I understand that there is an Arcanist archetype that gains the summoner's summon monsters SLA?

Does anyone know that is the name and what does that archetype replaces?

Lantern Lodge

As Nefreet said and faq linked.

Unlike some feats like Noble Scion, that clearly states "Prerequisites: Cha 13, must be taken at 1st level." Acadamae Graduate can be taken as long as you have 1 level of specialist wizard.

Lantern Lodge

Running Kingmaker with players that may not be able to attend due to work or family commitments.

XP:
I award full XP to all players present and half xp to those that can't. Half xp is half of what a present player get individually.

Gold and Loot:
All gold and loot found is part of the "party loot" list. Players may take out items, use gold, etc. Everything is part of the party, so characters that do leave just returns the items they took to the party loot.
Players do start out with 1k of individual wealth.

Lantern Lodge

You could dip 1 level into another class. Some classes like the oracle and cleric gives lots of benefits for 1 level of dip.

Also look at the prestige classes.

Lantern Lodge

Dread Knight wrote:
My only advice would be to pick up the Blood of the Angels book which has the original Whimsy Subdomain in it and just run with that one instead of the the one from Inner Sea Gods.

From Additional Resources

"Subdomains: all subdomains on page 27 are legal except the whimsy subdomain"

That option is closed off. :(

Lantern Lodge

@nobu_the_bard,

As Malachi Silverclaw and Ascalaphus had said, a Ring of Freedom of Movement is your best bet, its 40k, but at level 14, you should be able to afford it.

If 40k is too expensive for you, a possibility given your huge and clearly equipment hungry party, I would suggest a Unfettered Shirt as a cheaper if more limited alternative.
Its only 10k and takes up the Chest slot, which is usually free from any "must have" magical equipment.

You would need to activate its Freedom of Movement properties as a standard action, which lasts 10 mins and its only useable once a day.
However, given that you usually only need freedom of movement against black tentacles or a grappling enemy, you should be able to get by with only 1 use per day and only when you truly require it.

Lantern Lodge

They are core. Most subdomains originate from the APG, but many others appears from other books, like the Inner Sea Gods.

If you need to check up on which book a subdomain is from, I would suggest checking out www.archiveofnethys.com, under classes->Cleric->cleric domains. (I set the link above straight to the domains page.)

Find the domain with the subdomain you want and click on the link.
In the subdomain description, Archive of Nethys would label which source book that subdomain is from.

You can also see all cleric domains in one go and check if any subdomain is PFS legal, by checking if they have a PFS logo next to their names.

Hope this helps!

Lantern Lodge

Some Questions on NPC naming in stories:
As a writer, how do you go about it when it comes to naming your NPCs, specifically if the story is set in setting or in-game location that reflects a real world culture?
For example for a story set in Tian, which echos Japan.

Do you:
1) Ask a native Japanese speaker?
2) Research on how Japanese names are written and sound? And come up with the a name?
3) Google translate English to Japanese and just use what sounds best?
4) Just wing it and come up with a name that sounds Japanese/Asian?

I'm asking cos, having played and run a number of PFS scenarios, I noticed the ones the focus on settings with real world relations like Season's 3 Tian Xia setting, often do have names that make sense, BUT! At other times the names just sounds/feels weird. Such names are either 1) A dead give away to players who understand the real world language used to formulate the NPC's name, like a boss whose name translates to something obviously bad or 2) Names that while "sounds Asian", just won't sense from a language view to be given to a person. Like names that translate to something obviously not flattering.
(I assume the differences in NPCs naming styles is due to different authors.)

Lantern Lodge

@VigorBird,

As Gorbacz has said, the rules and most of the mechanics for Pathfinder is openly available. Its all already FREE!
Aka its WotC that is returning back to their 3.5 days. (3.5 is kinda free, 4ed is the one that makes all materials not free)

Lantern Lodge **

Nefreet wrote:
Yup, 3x Intelligence score, just like you quoted.

Replied with in the hour and posts are still editable. :P

Lantern Lodge

Trent formaldehime wrote:
WolfenFenris wrote:
Trent formaldehime wrote:
I think if the armor was a different color, she would look like a crow.
Did you drink too much cough medicine earlier?
A crow is a nickname for a member of the Night's Watch

You know nothing, Jon Snow...

Lantern Lodge **

If the retiring of the Lantern and Shadow lodges are used as examples. It is likely any purchased faction boons would be grandfathered in.

Lantern Lodge

@Skyler Malik,

I would suggest you just use the Aasimar favored class bonus and drop boon companion.

This seem to be one of those issues, where you would likely encounter table variations.

Lantern Lodge **

Isn't it 3x Int mod?

"An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks."

?

Lantern Lodge

1 person marked this as a favorite.

Doesn't the runes need to specifically be read to work?

Lantern Lodge

A Blaster Sorcerer is certainly doable. YES, such a character may be on the lower end of the power curve, but they can be made to be competent and workable.

Here are some ideals for you the GM,
1) Talk to your player about making some changes to his character

1a) Highlight the demon's immunity to electricity and suggest he (if you allow it) change to another dragon type with another damage type.

1b) Help him with getting the feats that up his caster level and those that help to penetrate SR

Basically give him a helping hand in making the right blaster sorcerer choices in character creation.

2) House rule that immunity to an energy type has a upper limit. Say immunity = Rez 25 or 30.
This means he would be able to deal some damage as he levels up.

3) Come up with a good side quest or adapt one with the reward being a feat/item that allows a player to convert part of his spell damage (50%) type to Sacred. Allowing it to bypass immunity and damage. This would allow him to still deal damage even if its not as much as he would like.

This feat or item could be a boon from his deity. Sort of like a divine approval from his deity in his fight against evil, tying him closer to the campaign.

Lantern Lodge **

Nefreet wrote:

Any character, of any Faction, may change to any Faction, once Season 6 begins (or somewhere around then).

Unfortunately I don't have a link for you. There have been so many threads discussing this (and a couple YouTube videos) that the answer is out there if you look.

Thanks! Sorry about this thread.

I poked around, but nothing hit my radar, so I jumped the gun and just posted this question thread. Thanks!

Lantern Lodge

Just happened to notice this, if your GM houseruled and allowed this, please ignore my comments below.

Dreamkey316 wrote:
a Gunslinger who is grabbing one level of Alchemist to gain an extra arm to help him reload his pistols.

1 lv of Alchemist won't give your party's gunslinger access to alchemist Discoveries. He would need at least 2 levels to do so.

If he is planning to gain the arm discovery via the extra Discovery feat, that would be illegal, as you need access to the Discovery class feature before you can pick up extra Discovery.

Lantern Lodge

After I mentioned that I do allow custom races, one of my players wanted to play a customized Plant-Human hybrid race as a wizard of the Wood school.
He joined just as the party started attacking the Staglord after managing to infiltrate the fort and killing off most of his lieutenants.

Wizard Player "I use my Splintered Spear ability on the Staglord!"

GM "Ok, give me a min... let me look that up... Splintered Spear.. As a standard action, you can create a wooden shortspear appropriate to your size... which hurls itself as a ranged attack against one target... using your Intelligence modifier... spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters.... ok... roll for it."

Summoner Player "Wait! So your playing a plant right?"

W Player "Yes, I'm half plant, half human."

S Player "....so ... you grow... that spear out of your self...?"

*Room pauses to process this information*

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