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Hooded Man

Serisan's page

Pathfinder Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 2,136 posts (2,139 including aliases). 1 review. No lists. No wishlists. 12 Pathfinder Society characters.


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Wizards!!!! wrote:
Serisan wrote:
"Hey Asmodeus! 2-for-1 deal! I'll sell you my soul if you corrupt this divine critter. My only stipulation is that it cannot ever be on the Material plane."
But arent you killing yourself then also?

Asmodeus prefers live property to dead. You'll have to devote yourself to him.

Oh noes. Whatever shall I do?

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Dragon78 wrote:
I have been waiting for some new cantrips. Never understood why we never got fire and electrical versions of ray of frost.

Fire is covered in Words of Power.

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"Hey Asmodeus! 2-for-1 deal! I'll sell you my soul if you corrupt this divine critter. My only stipulation is that it cannot ever be on the Material plane."

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Athel wrote:

It is a bit disappointing to hear that no other classes will have access to undercasting (which I really liked as a mechanic for spontaneous casters), but I'm really excited to see the full version of the Psychic carve out it's own niche among the full casters.

I;m dying to know more about psychic duels. Fingers crossed for a bonus blog preview about spells and subsystems?

Your preview, sir.

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This is probably the silliest corner case of RAW vs RAI out there. You've probably never questioned this in the past.

Is a dagger considered a ranged weapon when used in melee combat and is it considered a melee weapon when thrown?

I'm sure you're asking yourself, "How is this an actual question?" The answer is, of course, Card Caster Magus. But let's walk through the steps here.

CRB, Equipment chapter wrote:
Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
CRB, Equipment chapter wrote:
Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons.

These entries appear to create a venn diagram: there are melee weapons, ranged weapons, and a selection of melee weapons that are also ranged weapons. These hybrid freaks are thrown weapons...sometimes. Notice the net? That's always a ranged weapon in the CRB and Ultimate Equipment. There's also the Chakram, which is a ranged weapon that has a sub-optimal use as a melee weapon.

Ultimate Magic, Magus class wrote:
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Here's where we start to run into problems: this specifies "attacks with [a] melee weapon" and not "melee attacks."

Magus wrote:
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

So, here we see the requirement for a melee attack, which is replaced by...

Harrow Handbook, Card Caster Magus wrote:

Harrowed Spellstrike (Su)

Beginning at 2nd level, a card caster can invest a single thrown weapon with a single touch or ranged spell as part of the spell's normal casting time. The spell must target a single creature, and the spell's range changes to match the thrown weapon's range increment. This ability otherwise functions identically to spellstrike, except it can only be applied to thrown ranged weapons instead of melee attacks.

This ability replaces and modifies spellstrike.

...and here, we see "thrown ranged weapons" (which may or may not include melee weapons that can be thrown) instead of "melee attacks."

Heretofore, the assumption is that this archetype doesn't work by RAW because you couldn't Spell Combat with a thrown weapon. We then have odd precedent thrown at us (HA!) via this handy-dandy FAQ:


Alternate Ability Score-Based Checks: If I change the key ability score of a skill (or other check), for example, if I change Knowledge from Intelligence to Charisma, is it no-longer an Intelligence-based check? Is it now a Charisma-based check?

Generally yes—at the time of rolling a check, if you substitute the ability score, the check is now based on the new ability score. In the example, at the time of rolling, Knowledge would now be a Charisma-based skill and not an Intelligence-based skill for you, which would affect things like feats, spells, or items that grant bonuses on checks based on their key ability score (like circlet of persuasion). However, if you are adding a second ability modifier to a check, this is not the case. For instance, when adding both Wisdom and Dexterity on initiative checks, initiative is still a Dexterity check, not a Wisdom check. Also, this changes the check only at the time of rolling, so this does not change static class features or options made during character building such as your class’s class skills. Classes that receive “all Intelligence-based skills” as class skills, for instance, are the victim of sloppy writing, and furthermore sometimes effects might muddy the water by only changing the ability dependency sometimes and not others, which is why you check the new dependency only for a specific given roll.

If this ruling is transferrable, it would indicate that a dagger is a melee weapon, except when you're throwing it, at which point it becomes a ranged thrown weapon. If that's the case, great! It prevents other silly questions in the rules, like applying melee feats to ranged attacks with thrown weapons. It completely answers the outstanding questions about the Card Caster archetype (in fact, it would be just as non-functional as people have said). It poses some odd questions about Fighter Weapon Training for Thrown Weapons, of course (i.e. does it apply to melee dagger attacks), but that's not terribly surprising.

So, thoughts? Opinions?

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Could always go down ye olde Dirty Trick line-up. Sure, it's a lot of feats to get everything, but it's a highly effective combat maneuver. Otherwise, Aid Another is almost always welcome.

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Reply to Jiggy, trying not to derail the thread too much:
Jiggy wrote:

...What is "focused trance"? Is that a spell? Revelation? Something else? I searched the phrase in the PRD and didn't come up with anything.

EDIT: Wait, found it. Something's funky in the search results, but I got there. So it's a thing where you have to meditate for 1d6 rounds, then when you come out of it you can immediately make an INT-based skill check with a +20 bonus.

Okay, so I see how you got the number. You've got some other complications to deal with, though:

First, there's the rule (from the Diplomacy skill description) that Diplomacy auto-fails against anyone who intends to do you harm. Do you have a special ability that overrides that rule?

Generally ineffective =/= auto-fail, but point taken. More of a post-combat surrender issue than mid-combat stop, but auto-hostile encounters weren't supposed to be bypassed with this character.


Second, Focused Trance requires that you make the INT-based check immediately upon coming out of your 1d6-rounds-long trance. It takes 1+ rounds to use the "make a request" function of Diplomacy, it takes 1+ minutes for an attitude shift, and 1d4 hours to gather information. Do you have an ability that reduces one or more of these functions to something you could do in a single turn, or are you confident your GMs will agree that these spans of time can still count as happening when you come out of your trance as long as it's the first thing you do? Assuming an affirmative answer to that, you still have to initiate these actions as soon as your trance is done. That means you have to encounter somebody, decide Diplomacy would be useful, then say "Hang on a sec" and expect them to wait 1d6 rounds while you meditate before you start talking to them. That seems like an obstacle to your plans; do you have some way around that?

Your numbers may be legit, but I have doubts about your ability to use them in the manner you suggest.

The biggest obstacle is that you block out visual and auditory stimuli for the duration of the trance. That said, the intent with the build is to utilize the request action when you're reasonably sure that you're headed into a social interaction. If you can swing the attitude shift past the GM (likely because they agree that the 1 minute of interaction is with the party rather than just with you, or that they agree that neither the revelation nor Diplomacy specify exactly when the roll takes place), then you hit the sweet score of the build and can do all the ridiculous Diplomacy things you want.

Side note regarding the timing of the check: while attitude adjustments take a minute, there does not appear to be a reference to when within that minute the roll must be made. Most GMs seem to default to the end of the action period, but that's not intuitive once you consider the flow of the action. To borrow from another skill, you'd seem to make the Acrobatics check before you reach the edge of the pit, not when you land. Similarly, making the Diplomacy check at the beginning of the 1 minute interaction lets you see (assuming failure) that trainwreck coming out of character but being helpless to fix it in character. Basically, in either case, it's too late to put the brakes on once you roll.

If you prefer to use it with Bluff on the assumption that you must make the check in the round the trance finishes and the action must finish within that round, you can get there with just a trait instead of 2 feats and a specific deity. That said, I won't play it because of its potential for table disruption.

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pauljathome wrote:
Serisan wrote:

I have a build saved that I've decided not to play at the local store because it would be similarly disruptive due to having a minimum Diplomacy result of 32 and no cap on attitude improvements at level 1.

OK, I'm curious. How the heck can you get a +31 diplomacy at level 1?

Lore Oracle w/ Focused Trance and Diabolical Negotiator. With the recent FAQ ruling, if you make Diplomacy based on INT for a roll, it becomes an INT based skill, allowing use of Focused Trance for +20 on the check. I went Human, swapped Skilled for Silver Tongue and the bonus feat for the one that gives 3 Skill Focus feats over your lifetime, using the first for SF: Diplomacy to qualify for Diabolical Negotiator. This build is PFS legal. Feel free to message me for more details.

Diplomacy =
1 rank +
3 Class Skill +
2 Silver Tongue +
2 INT +
3 Skill Focus +
20 Focused Trance =

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Lifat wrote:
But if you treat them as ½ lb, doesn't it still mean that it is cheaper to get a mithral version of the weapon than a masterwork? Which seems silly given that mithral makes them masterwork as part of it's price...

Yup, this is certainly a topic that has come up in my FLGS in recent weeks. Stupid mithral daggers for halflings. :-p

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87. Cluelessly throwing around profanity with 8 year olds at the table. It was in-character, but we tried to subtly warn this guy a few times.

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I've heard of rare uses of the ol' "I spend a move action retrieving something from my spell component pouch while mumbling as a free action" trick. The item you draw is just a pebble or whatever, but if the enemy doesn't have ranks in Spellcraft, they might swing on you, allowing you to actually cast a spell afterwards.

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Cheese almost always leads to table disruption. Therein lies the problem. Definition-wise, a cheesy character is different than rules cheese. Most people don't mind cheesy characters and, tbh, your Captain America reference has an actual Paizo archetype associated with it, which proves that it's something that a number of people have wanted to do.

The problem with rules cheese is that you depend on the player to hold back in order to prevent table disruption. There are PFS characters locally who can essentially solo entire scenarios, up to and including one-handed grappling Bulettes, pinning them, and tying them up in the same round. While characters like this are off being Superman, what are the rest of the players doing? What about the GM?

I have a build saved that I've decided not to play at the local store because it would be similarly disruptive due to having a minimum Diplomacy result of 32 and no cap on attitude improvements at level 1. While I'm talking my way out of every encounter, turning hostile enemies into friendly if anything happens to stop combat (the DC is 25+CHA mod for 1 step increase, additional step for each +5 over the DC, mind you), what do the other players do, especially those that have been built for combat? The answer is "probably not having much fun." That's the problem.


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kinevon wrote:
DesolateHarmony wrote:
** spoiler omitted **

Heh. Most Diviner Wizards I have seen don't put much into Perception, since they don't need it to go during the surprise round.

Of course, it only takes a few times of going first without having the foggiest idea what you are going first versus, to make them rethink that.

So, you get to go first. Whatcha doing?
Plenty of options, but not much help if you don't know whether you are going before a melee monster, ranged monster, or caster monster...

"I ready an action to counterspell an enemy spellcaster."

Completely reasonable surprise round choice. Alternatively, for this particular scenario:

"I ready an action to cast a spell if I hear spellcasting from an enemy." Fireball them in response. Force a concentration check.

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Oracle of Lore is one of the most ridiculous options in the game. There are plenty of ways to push skills to INT, so Focused Trance becomes ridiculous very quickly. I have a level 1 build that can hit 32 as the minimum possible diplomacy result, maximum of 55 with a "roll twice and take the better result" option, and it removes the cap on diplomacy step increases. As long as you're able to wait the 1 minute to make the check, you can reliably turn a hostile creature to friendly. No gear required for that whatsoever. On top of that, I have useful spells for in and out of combat. Again, level 1 build. It's PFS legal, too. The only reason I haven't played it is that I don't want to disrupt tables.

An important thing to keep in mind is that a character is only as good as your table allows it to be. Part of that is GM decisions and part of that is the group meta. Fighters and Rogues might be on the low end of the general spectrum, but a GM that tailors to those classes well can make them very productive to the group.


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Andrew Christian wrote:

And the campaign staff if PFS has made it a policy to not second guess the design team. In this case the design team has declared that table variation was intended for this rule.

There are notable exceptions to this policy that don't particularly make sense already, like Racial Heritage not applying to the entire ARG when a FAQ exists that says it should.

Regarding Take 10 in particular, I agree with your assessment.

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Jack Amy wrote:
Doomn wrote:
(I'm not quite sure how this works with Warlocks and Improved Familiar though).

Your arcane caster level continues to increase whether or not you have access to all of your spells.


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A really important set of factors is that variant systems are...

  • Woefully undertested compared to the existing rules
  • Typically not supported with supplemental material in later releases
  • and dramatically impactful to play since many must be applied universally.

We literally have years of play data on the core system. Adding in variant systems probably would be about as easy as turning the Titanic away from the iceberg. PFS is a big ship and a turn like that is mighty sharp.

Believe me, I'd love to see Words of Power in PFS, but it's better for the campaign that it's not legal. Ignoring some of the imbalanced or outright broken mechanics of the subsystem, just imagine being seated with the indecisive perfectionist who can't pick his target word, let alone his effects.

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wraithstrike wrote:

The "weapon versatility" is questionable since it is not a permanent change.It allows you to deal a different damage type, but it does not change the property a weapon has. As an example you can use a sword as an improvised weapon to do bludgeoning damage, but that does not make it a bludgeoning weapon.

In a home game a GM will probably let it go, but if this is for PFS it expect table variation.

This sort of piggybacks on the recent FAQ regarding alternative attributes on skill checks. link


Also, this changes the check only at the time of rolling

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Based on the current talents in the playtest, it's difficult for the Avenger to want more than 4 for some builds, but other specializations tend to want more. I think it's telling that one of the options for Avenger is the option to take a combat feat, even if it includes the rider of qualifying for fighter-only feats.

There's a huge amount of variability in the quality of the Avenger talents, as well. Fist of the Avenger and Signature Weapon are both significant bonuses and worth more than a single feat, for sure. At the same time, you've got Suckerpunch, which is flavorful and situational to the point of impracticability.

If the talents are generally raised to the quality of Signature Weapon, I can see there being a case for no Extra Vigilante Talent. It's going to be a very difficult set of choices once the universals come into play, I hope.


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The real answer for the Vigilante's social identity is to take over as one of the existing VCs. I am, in fact, Ambrus Valsin. I also happen to put on a mask and go adventuring from time to time. Puts a very different spin on EotT, from what I've read about that chain.

A central problem with the Renown ability is that, until level 9, you basically have renown in the Grand Lodge. That's it. At level 9, you could reasonably hit a district or two of Absalom. Of course, the bigger issue is that the social identity is a complete liability in most scenarios that would lull you into using it. Merchant's Wake comes to mind. There are a couple that are friendlier, like Blakros Matrimony, but the 5 minute switch is frustratingly bad for society play. That problem doesn't go away until retirement, either.

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I set myself to building a level 8 Vigilante Warlock last night (I have lots of Emerald Spire GM credits lying around) and I noticed the crippling line WAY too late.

Vigilante Specialization wrote:

The base ability and bonus class skills

apply when the vigilante is in either of his identities, but
all of the other abilities are available only when he is in his
vigilante identity, unless stated otherwise.

This completely negates the point of Concealed Casting, IMO. If I'm Batman with spells, but nobody knows I have spells in Bruce Wayne form, being able to disguise a Charm Person mid-conversation is awesome. It does me little good when I'm Batman.

Also, do I need to specifically go to Batman form to prep spells higher than level 1? If you are Bruce Wayne, are your spell slots and spells prepared just suspended until the next time you're Batman? Arcane Training, after all, is not in the category of "stated otherwise" for the Vigilante Specialization ability.

And, with that, I close with the observation that level 13 is a long, LONG way off for Quick Change. It creates a significant area of gameplay where your social persona is absolutely useless, particularly in organized play. I would rather see it as a talent than only available to Seekers.

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There are two competing rules here.

  • A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells.
  • Recent Casting Limit: As with arcane spells, at the time of preparation any spells cast within the previous 8 hours count against the number of spells that can be prepared.

You don't need to rest, but you must do your main preparation at the same time each day (or as close to it as possible, should there be an interruption).

Flagged for wrong forum.

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For homebrew worlds, it's always worthwhile to consider having additional levels of currency, but have their be social implications for them. Adamantine or Mithral coins might be worth 1000 gold each, but it's a bullseye for thieves and some places might not accept them.


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If you were playing the scenario that Sebastian mentioned in the spoiler, you have every right to want that NPC dead. This seems like a clear case of table variation.

Also, to be fair to the GM here, the combined acrobatics/climb thing you mentioned is just as much table variation as anything else and, given how it would impact your movement speed, I probably would have required you to make the full long jump distance, which would likely require you to double move to clear the gap. Not knowing how long the GM had you "racing," I can't really comment on the ladder thing, but I will say that it should have been at least 3 rounds of time for the fighter to handle that (move to ladder, standard to pick it up, move to position, standard to set up, double move up the ladder) and that assumes that he free action drops the sword somewhere in there. Realistically, if the fighter wasn't aware that it was a race, it shouldn't have been that fast and, frankly, if you're going to tie up an unconscious foe, there's not much reason to be moving quickly.

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Charon's Little Helper wrote:

You're fine with a 14 Cha. My PFS bard's Cha is only 14 - it's plenty - just avoid most spells with DCs. Extra Perform is handy until 3-4 when you have plenty of performance rounds - I would recommend against it unless you do as Serisan suggests and retrain it.

Gah - I keep being on the verge of suggesting feats/spells that my PFS bard likes... but they're mostly not Core! (Fencing Grace/Arcane Strike/Saving Finale/Lingering Performance) Lol

Try something like this -


Make sure to take the Armor Expert trait - it lets you wear a mithril breastplate without proficiency. Hardy is good too if Core allows it.

For a feat I'd suggest going with combat stuff such as Weapon Focus - without a decent Cha you'll mostly be a combat bard. It can work - though not as well in Core since a normal combat bard now would generally go for Fencing Grace and/or Arcane Strike.

Arcane Strike is Core.

Re: popularity, I've found that there are three groups that take advantage of Core: those who have played out most of the scenarios out there in standard, new players who haven't purchased much source material, and players who tend towards Old School/Grognard play styles. I have a Core character that I made exclusively to support a VL that was starting up at a new store. He fills tables just fine now.

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Arachnofiend wrote:

The Skald really suffers from its inflexibility, IMO. It's the only support class that can't be put into any team that doesn't already have a support class and succeed.

The Skald is extremely effective when your frontline is covered by a Slayer and your caster's summons, but is next to worthless when you have a Barbarian and a Magus.

Skald at 3+ is terrifying if someone is summoning, even if it's just 1d3 eagles. Lesser Spirit Totem is keyed off of your Charisma for all your allies.

What I've found in PFS is that my Skald is frequently choosing not to spend the action starting his Inspired Rage because the party composition doesn't synergize with it. I've had Magus + Cleric + Wizard + Rogue tables while playing the Skald. With that line-up, I'm better off just going to town in melee instead of spending the action to perform. I've also had characters that could mechanically benefit (like a grappler) reject the song because of the spirits from LST due to character reasons.

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Devilkiller wrote:

Does “PFS CORE” mean that you want to make a build for PFS using the Core Rules only? If so I wonder why. It limits your options quite a bit though.

Anyhow, if you plan to avoid spells which allow saving throws then having a very high Charisma isn't necessary. Since Bards don’t wear heavy armor I’d try to improve your Dex to at least 14 though. I’m also very partial to the Shield Slam feat, and Bards are reasonably well suited to two weapon fighting since the damage bonuses from their songs and Arcane Strike apply to both weapons.

If you're interested in such things I could post a build. If not I'll just advise you that Extra Perform is a feat you might regret taking after a few levels.

PFS Core means that the OP is planning to play in the Core Campaign, which is Core only. It's a separate play track from standard PFS.

Frankly, any race can do the BUFF BUFF BUFF routine on a bard. I think the initial spell choices are quite reasonable given the objective and will be well suited to many PFS scenarios. Re: skills, I would cut down to 1 perform skill at level 1 to diversify slightly - probably to take a generally useful skill, like climb or diplomacy (you can rebuild out of the point in diplomacy once you finish level 1 if you plan on using Versatile Performance for that skill). Also, Sacred Touch is not really worth the trait slot if you have CLW. It would be better to have Indomitable Faith, Dangerously Curious (even though it's only +1 for you, UMD is kind of all or nothing), or Focused Mind.

I'm always skeptical of Extra Performance at level 1 when not automatically granted. I think you would get more mileage out of Arcane Strike. If you just want Extra Performance for level 1, you can certainly swap it with the rebuild rules.

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Build a bard or a skald and see what happens.

Honestly, the first step is to talk to the GM outside of the game and privately about his concerns. It would appear from the outside that you're having an outsized impact in combat and he's frustrated that he doesn't provide a challenge with his encounters. I totally understand that feeling as a GM running modules in PFS. It's not uncommon to see players absolutely steamroll things in some games and maybe he wants to see something other than that happen.

The alternative, of course, is to hyperspecialize in something that isn't combat Diplomacy. Diabolical Negotiator and Oracle of Lore have something there that nobody else does. It rhymes with minimum-Diplomacy-checks-of-thirtyschmoo.

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Atarlost wrote:
Haladir wrote:
** spoiler omitted **

That's a terrible riddle because ** spoiler omitted **

And this sort of thing is why, in general, riddles are bad. They're usually wrong. More often underdefined, but sometimes the riddle writer is using an incorrect or disputed fact somewhere.

Whereas I would have said

7 doesn't fit because 1, 3, and 9 are consecutive powers of 3.

So yes, very poorly defined riddle. I'm also not a fan of the number of ROYGBIV riddles that tend to pop into scenarios.

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I find that there are few riddles that cannot be solved by the Barbarian's Lockpick - good ol' adamantine weapons.

Unless travel is involved, in which case we hire the nearest teleport-ready wizard.

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Enlarge + reach weapon removes the need for acrobatics. You have 20' reach with the weapon (Enlarge gives you natural reach). Other than that, spamming summons that can fly up to him is a good idea.

Casters at this point should have access to Fly or Air Walk, most likely.

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So, first things first, you can't effectively compare playtest classes to released ones. There's an entire chapter of psychic magic that wasn't written for the playtest, save for a couple example spells.

Second, and I can't stress this enough: the spiritualist absolutely wrecked some scenarios because it allowed for fly-through-walls-while-incorporeal scouting. Almost nothing could kill the spirit when incorporeal and it could tell you exactly what it saw in each room. People planned out routes and buff spells based on this scouting. It does this AT LEVEL ONE.

There are a lot of adjustments that need to be made to the playtest classes prior to release. Mark confirmed that the release version of the Medium looks absolutely nothing like the playtest version and it's reasonable to think that a number of the other classes will have significant changes. Until we actually see the released version, there is no basis for comparison.

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In before "hookers and blow."

Reach Rods are amazing. Always keep one handy.


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Alexander Lenz wrote:
My fastest Module (not scenario) was Emerald Spire Lv 4 (we needed like 7 rounds of Combat and less than an hour realtime)

In the full credit run? That's pretty impressive. When my players have opted to go the full credit route, it's always ended up being about 4 hours total - they roleplay for a long while, hem and haw about the decision, then have an incredibly chaotic combat with the entire floor while individually separated.

Sure, there's the 15 minute version for 1600 gold, 1 xp and 1 pp, but I've never had a table go for it.

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1000th poster! Come back! You're going to miss it!

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Abraham spalding wrote:
Hookers and Blow

The universal answer. Reminds me of the Conan rules that state that, in the absence of a specific saving goal (like a new suit of armor), your character wastes most of their money on high living between adventures.

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Azten wrote:
Isn't all magic in Dragonlance granted by the gods though?

Sure is. Solinari, Lunatari, and Nuitari (the three moons) provide magic to arcane casters, as I recall.

To answer the OP's question, though: if you have an objection to Bards getting the Cure line-up when Wizards don't, just remember that Wizards can research new spells at GM discretion. I have a bigger objection to Wizards than I do Bards, mind you, since Wizards already do everything.

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I'm pretty sure you just sold the key to a doomsday device. I would invest in a Create Demiplane + Permanency setup where you can avoid the Material Plane for a while.

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I use Ki Throw with 15' of unarmed reach, myself. Aberrant Bloodrager + Enlarge is terrifying.

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Confiscate his spell component pouch as evidence.

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Beating A Dead Horse wrote:
Manwolf wrote:
_Ozy_ wrote:
Yeah, wonder if we can hit 1600 explaining the explanation to Nefreet. ;)
I'm afraid to find out. Glad of the way the FAQ came out, uninterested in dragging the dead horse along anymore, especially after the beating it's already taken. /sarcasm
Thank you good wolf, it has been a rough one

Thank you for your timely entrance to this thread.

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10/10, would read again. This story delivered all the way to the punchline.

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Chess Pwn wrote:
Bandw2 wrote:
welp i guess this is going to make it to 800 posts before nefreet reads the designer post.
Well he needs to work his way down from his last seen and respond to things before he gets to that one.

I'm excited for the big reveal.

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Alex Cunningham wrote:
Be a halfling?

Halflings give a racial bonus, not a luck bonus.

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Being half-orc with Sacred Tattoo.

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Expect table variation. Logically, it should be anything that would provide magical healing. The text does limit it to spells, though, and some GMs are sticklers about that.

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This will be my last line of inquiry in this thread.

Acrobatics wrote:
The base DC to make a jump is equal to the distance to be crossed (if horizontal)

Is "the distance to be crossed" an equivalent statement to "the distance moved"?

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Righty_ wrote:

Sorry thats the crb version the universal monster rules version is

Using all other spell-like abilities is a standard action unless noted otherwise.

It doesnt reference the spell as the crb does for players. Again I prefer to be wrong...its one way several dm's up the threat level.

If the SLA is listed in italics, it refers to the spell. That's part of the style guide.

Here's the Serpentfolk PRD entry as an example. You can even clearly see Paizo's intent here because the SLA links directly to the spell.

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Chess Pwn wrote:
Forseti wrote:
I have another question. Just how insignificant do minutiae have to be before people lose interest in arguing about them?
I'm not sure, but I feel the interesting thing is as the significance decreases towards that point, the amount of arguing increases unless there's a common agreed answer.

Not enough skin in the game, so we need to make these rules debates to-the-death.

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CWheezy wrote:

Scent is a move action to pinpoint the square, not super useful

Shadowdancer, remember? Hide in plain sight

Tremor sense isn't useful mostly because everyone was flying. He got it from a party member. Also wtf has tremorsense, spiders? It isn't "Rise of the Spider lords" man

Delayed actions do not work because you take your actions after his turn. He would attack you, then go back into stealth with a five foot step

glitterdust is ok if you have it, same with arcane sight, a personal spell not on many lists.

Hide in Plain Sight doesn't work in total darkness. In that situation, darkvision completely negates his ability to stealth because he lacks concealment.

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