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Valeros

Shisumo's page

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber. FullStar Pathfinder Society GM. 2,604 posts (6,927 including aliases). 1 review. 1 list. No wishlists. 3 Pathfinder Society characters. 19 aliases.


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Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

leo1925 wrote:
bugleyman wrote:


More to the point: Grease doesn't seem to allow for sneak attacks like it did in 3.5. I say "seem to" because I can't find a 100% clear ruling either way.

Oh it does, it's just buried.

PRD link
** spoiler omitted **

In any situation where you are required to make an Acrobatics check to move, you are considered flat-footed while moving. (The relevant rules text is in the Acrobatics skill description.)

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Aldin wrote:
Let's add: Identify just gives a bonus to Spellcraft checks

...and its complement, "all it takes to identify a magic item is detect magic and a Spellcraft roll."

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I don't think I'm in the mood for an actual review, so I will just say that I liked it, quite a bit, and it made me deeply, deeply angry about how badly X3 screwed up everything. Oh, what might have been...

Also, James McAvoy really is ****ing incredible. Don't think I've seen him in a movie where he didn't blow me away.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

james maissen wrote:

Both of these were true in 3.5e and are not Pathfinder changes. Likewise the soft cover for missile weapons (which I believe the other poster was talking about improved precise shot rather than just precise shot when he said the group of feats).

Pathfinder has changed a good deal of things.

Not sure if you were implying this, but I don't think the thread is limited only to things that changed people don't know about. If they didn't know about the rule in 3.5 or even 3.0, it's still worthy of inclusion here.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Tagion wrote:
You can use your one standard action in the surprise round to charge.

...though if you do so, you can only go half as far as normal.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Cartigan wrote:
Elementals are immune to flanking?

Yessir. "Not subject to critical hits or flanking."

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

15 people marked this as FAQ candidate. Staff response: no reply required. 13 people marked this as a favorite.

Anything and everything that improves attack rolls improves CMB checks. Inspire courage, flanking, charges, bless, Weapon Focus (if the CM in question can be performed with the weapon), everything. Moreover, anything that is subtracted (and a whole bunch of things that are added) to AC impact CMD. For instance, a 1st level barbarian's CMD does not change when she rages, because the +2 Str modifier is exactly cancelled by the -2 AC penalty from the rage.

Andoran (Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior))

Black Tom:
No problem, my friend. It's likely better this way anyway. I will keep an eye on the thread though, just in case. ;)

Andoran (Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior))

Black Tom:
I certainly didn't expect it would come up quite this soon, but if Phinn is indeed dropping out, you look to be short a PC again. If that's true, I... would like to see if I can step in.

Looking over your group, I'm seeing an elf paladin, an elf cleric, a halfling transmuter, a half-orc rogue and a dwarf alchemist. It would seem that you could either use another serious beatstick (I know how you roll, BT! heh) or perhaps a bard, for general buffing. If you have any particular suggestion or requirement for an appropriate class, I can work with whatever you need.

Andoran (Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior))

clears throat

So... uh... well...

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Justin Franklin wrote:
Or make a way to put the rider mini on the mount.

I've never seen this done in a way that didn't involve chopping up the mini, but if it were to occur in a prepainted mini line, I would weep salty tears of pure, unadulterated jubilation.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

WithoutHisFoot wrote:

In 3.5 there was a weapon called the Elven Thinblade (I think I have that right, I can no longer remember what book it was in). In stat terms, it was a rapier that did a d8 damage and was an exotic weapon. With Pathfinder allowing elves free curveblade proficiency, it's not a far stretch to allow free proficiency with this weapon as well. It's essentially identical to a curveblade, but one size category down (in the same way that a shortsword is a sized down longsword).

Mind you, I can't say whether or not your DM will allow the weapon. You may also need to double check that the damage conversion is in line with Pathfinder's rules for weapon sizes. If you scale the curveblade down one size step you should arrive at a suitable damage die.

The weapon more-or-less already exists in Pathfinder, except it's called the Aldori dueling sword.

Andoran (Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior))

Black Tom wrote:
And Shisumo, you know that you will always have a spot should you manage to persuade yourself. :)

Isn't tempting people the exact opposite of what you are supposed to do?

sigh... I'll keep an eye on the thread. If/when you have another opening... well. We'll see. ;)

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Austin Morgan wrote:
The Grandfather wrote:
He could enlarge himself and afterwards pick up the normalsiced curveblade and use it in one hand, but that would entail a -2 penalty for inappropiate size.
Kinda the opposite from this idea, but... you could just pick up a Small Curvedblade. You would still get the -2 for inappropriate size, but you'd be able to wield it one-handed.

Just FYI, this wuoldn't really meet the OP's interest anyway, since you can't Finesse a curve blade one size smaller than you (as it's a one-handed, not light, weapon, and by RAW you can only Finesse a curve blade "sized for you").

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

sigh....

Patience takes too long.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

James Jacobs wrote:
We'll look into it!

Good! I want my dozen types of oni and pennagolans and jiangshi and baku and hsiao and orang pendaks, dangit!

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Is there any ETA on the next one of these? I still haven't ever gotten my free PDF, and I think I want to use it for whichever one of these is next in the pipe...

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

So we'll have player races. Ultimate Combat will finish giving us the necessary classes. The gazeteer will handle the setting info as well. That means there's only one thing left....

...MONSTERS.

(Edited because we don't use races for classes anymore.)

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

If the book is due at the first week in August and they plan a six-week preview like they did for UM, we should look for UC preview blogs to start at the end of June.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

By RAW, he also wouldn't be able to Finesse it, because you can only Finesse an elven curve blade sized for you, and it would only be a one-handed weapon, not a light weapon.

Take away the Finesse though and it's mechanically identical to an urumi except for the wrong-size penalty. If you're not overly concerned with rigid "balance," I can't see a problem with just letting him have the urumi proficiency instead of the elven curve blade for your game.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Douglas Muir 406 wrote:
But he's not going to win initiative against these guys.

That only matters if they can get within 75 feet as a move action from wherever initiative is rolled, though. As Treerazer has a continual true seeing and ludicrously high Perception check, we're talking about scry and fry, but with all their focus going to boosting their necromancy effects their divination isn't necessarily going to be as effective - he's got a good chance to resist greater scrying, and while discern location will get you there, it's not going to tell you what you'll find when you arrive, so most people aren't as comfortable with it.

(There's also the interesting question of whether a teleportation spell should count as the teleporter's action if the teleportation itself is what triggers the move to combat rounds...)

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Getting ready to run Kingmaker, starting with character creation this Friday. If things start out well and the game looks like it's going to last, I will definitely be picking this one up!

EDIT: I just noticed there are two archetypes in the book. Would anyone care to comment on whether they are cool enough to have available for character creation?

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

So someone's running a game for PFS legal characters that's not actually a PFS module?

Assuming that's the case...

PFS aims to keep the PCs pretty close to the assumed Wealth by Level. Given that, I'd go for 1000 gp for level 2 and 3000 gp for level 3.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

DO WANT.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I am not nearly funny enough for these two, so I am desperately happy I found this thread again. The only problem now is deciding which pranks to use... there are so many good ones!

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I read it the same way you do (I think). Essentially, if you are maintaining concentration on a spell you've cast with your bard spell slots, you can "hand off" that concentration to your bardic performance, essentially down-grading the concentration required to a move action every round instead of a standard action, at the cost of using performance every round as well. The catch, from what I can see, is that you can't "take back" the concentration once you've done this - instead, when you stop spending the rounds of performance, your spell is done, period.

I think "bardic magic" is a typo, and it should be "bardic performance."

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Shadowborn wrote:
A girl with insect wings as Angel? Shouldn't she go by a different name and be in the Avengers movie?
Just as a FYI, Angel Salvadore is not the same character as Angel (Warren Worthington III). This is as much true in the comics as it is in the film, though none of the rest of the character's backstory from the comic seems to fit with the film regardless.
Shadowborn wrote:
Why is Emma Frost being remade to replace Iceman?

Are you talking about her turning herself into diamond? Because she's been doing that for awhile now.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

mdt wrote:
For example, Monk/Sorcerer is now a much better synergy.

Setting aside Zen archer options, what would folks recommend for an optimum build for this concept? How would you break down the class levels?

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

1 person marked this as FAQ candidate.
Catharsis wrote:
Mattastrophic wrote:
I'm also looking at the Sound Striker bard. Lets a caster-bard deal more than his usual damage amount, though still less than an archer.

The Sound Striker underwhelmed me with its utterly weak-assed first ability. Luckily it's Inspire Competence rather than Courage that's replaced. I can see more use in the second ability, but even that is not dangerous by a long stretch. Those are some tiny, tiny damage numbers.

At least he can deal that damage every round while performing and continue to fire his bow and cast spells, right? That makes it quite worthwhile, then.

I'm actually having trouble figuring out the attacks/round/duration relationship for the weird words ability. It seems possible to interpret it as granting you (bard level) attacks/round as long as you maintain your performance, which would be not just good but holycrap awesome. Since I doubt that's the case, though, can someone walk me through how it is supposed to work, and why?

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

So are dwarves with the Empyreal bloodline the new powerhouse sorcerers? Could they dethrone humans with the spiffy alternate favored class ability?

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I'd go fighter 5/barbarian 2 - gets you Improved Unarmed Strike, Weapon Focus, Weapon Specialization, weapon training, rage, and the brawler rage power. I'd suggest half-orc for the race, partly so you can take Ironhide and partly because I just imagine this character as having a ludicrously high Intimidate.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I'd still like to know whether it's even possible to use the arcane pool to enhance both ends of a quarterstaff, though, and if so how much it costs to do so.

With every other magus build I've messed with, I've used basically the same tactic: one-handed weapon, used one-handed for spell combat and two-handed otherwise, for max damage. The staff magus seems to suggest a similar approach, going TWF when not using spell combat, but the feasibility of that idea depends pretty heavily on the core question of cost/legality for the arcane pool.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Wait, I thought the male version of a witch was a wizard. That's what all the kids down at the quidditch pitch always told me, anyway...

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Ashanderai wrote:
Shisumo wrote:


As a sidebar, though, it looks like we were also deprived of a shadow-based teleportation spell, shadow step - it appears on several classes' spell lists, but isn't in the book beyond that.

It is on page 237

Hunh. So it is. I wonder why it didn't show up in my PDF search... (shrug) Oh well.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Ravingdork wrote:
Ashanderai wrote:
I really can't see how. The number of times I have seen a player or DM care about what subschool a spell is from at the gaming table is almost 0. I have only ever really seen it come up at character creation and even then it is rare.

Never questioning the difference between a glamer spell and a figment spell is a failing of your group.

What's the difference between a shadow spell and a shadow spell? Get's confusing pretty fast when it does come up.

Only if there *is* a difference, and from what I can see, there almost never is. There only appears to be a single [shadow] spell that is not also "illusion (shadow)" and it is still an illusion spell. So I wouldn't worry about it too much.

As a sidebar, though, it looks like we were also deprived of a shadow-based teleportation spell, shadow step - it appears on several classes' spell lists, but isn't in the book beyond that.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

The varying assumptions for some of the DPR calculations and constantly shifting baseline (as new rules material shows up) means it's hard to really find a "winner" per se. Basically, what I've taken away from this thread is that, if you want to really be a hardcore frontline damage dealer, you should be aiming for a non-buffed DPR of around ~60 at 10th level - getting a lot over that is awesome but might indicate a weakness in other areas due to overspecialization*, and too much under that means you're not enough of a threat for the kind of opponents you're likely to be facing.

*It doesn't have to mean that, of course. But I'd take a peek at whether there are some utility options you're overlooking nonetheless.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

That may be the coolest thing I have ever heard of. I want one!

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Dosgamer wrote:
Did I read that right that this is also a cleric spell???

It is indeed. Which I would be more upset about, except that it is one of two (four if you use the wall versions of holy ice or unholy ice) spells in the entire game that actually work with an oracle of water's freezing spells ability.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I have a PFS character - a gnome cleric of Nethys headed for the Pathfinder Savant prestige class - which is pretty much perfect for this archetype.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

bump

While it's not exactly a vow of poverty or anything, I am hoping to get some feedback on this before I start trying to decide if my staff magus is even vaguely feasible...

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

idilippy wrote:

Did a basic glance over the numbers to get an idea of how much this weakened characters, starting from the idea of the iconic monk as equipped in the 5th Kingmaker book being redesigned as a vow of poverty monk.

Sajan gives up a +4 temple sword, bracers of armor +5, cloak of resistance +4, pearly white spindle ioun stone, monk’s belt(which isn't factored in to his stat block in any way), a ring of protection +3, and a +1 shock amulet of mighty fists.

Um, he does get to keep at least *one* of those things.

magnuskn wrote:
Shisumo wrote:
Out of curiosity, what level of system non-mastery is required to fail to identify Vow of Poverty as a serious mechanical weakening?
Never having played the game before over level four.

So does it really qualify as a "trap?" I'll give you "spectacularly bad idea," but "trap" seems to imply that in some way it's being concealed from you, and this particular option has its suckiness just hanging out there for all to see...

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Out of curiosity, what level of system non-mastery is required to fail to identify Vow of Poverty as a serious mechanical weakening?

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Quandary wrote:
I´m not even sure if PRPG even still has rules about ´weapons for larger/smaller sized creatures being treated as the next weapon category (2H/1H/Lt.) in the first place.

From the "Equipment" section of the PRD:

Pathfinder PRD wrote:
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.

And, for the record, that section is only about two paragraphs away from the line about double weapons being used one-handed.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Eric Clingenpeel wrote:
I always assumed it was if you were using a DW one size smaller, which would make it a one-handed weapon for you, or if you monkey-gripped it. <shrug> I'd never allow you to use a 2-handed weapon (including DW) one handed in my game with out it being smaller or having monkey-grip.

This is it. Double weapons are two-handed weapons for creatures of their size, but you can reduce them to one-handed weapons by switching to a version not sized for you. If you do that, however, you can't really treat it as a double weapon anymore. That's all that means.

Quarterstaff Master lets you do the same thing, but without having to use a wrong-sized weapon (and thus avoid the -2 wrong size penalty on attacks).

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

The spell vitriol, mentioned in the necromantic spellbook preview a couple weeks ago on the blog, is also not around - although it might have become the spell vitriolic mist, after some editing or rewrites.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Cheapy wrote:
nathan blackmer wrote:

Hey folks, looking at Synthesist (which rocks) and I have a few questions;

1. Do the saves from the Eidolon stack with the Summoners saves?

2. If the Summoner wears armor does the armor bonus stack with the Eidolon?

3. The Summoner gains the Eidolon's physical stats - does he gain additional hp from the increased CON, or just stack the whole Eidolon hp total on top of what he already has?

Thank you to anyone who responds!

I don't have the book yet, but going off the rules...

1) No clue. Probably not, since then you'd get +40 to some save at level 20.

2) Armor bonus is whichever is higher.

3) Most likely the increased HP from the increased CON. Stacking the whole Eidolon's HP is just craziness.

I do have the PDF, and I completely agree with Cheapy's assessment. The rules say nothing about the PC getting a save bonus, so he doesn't. Armor bonuses are always incompatible with one another unless the rules specifically say otherwise, and they don't. And similarly, the summoner just gets whatever hp he would normally have for the Con score the eidolon gives him.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Dragnmoon wrote:
I was hoping to see some new Ranged Touch level 1 spells in this since that is something lacking, was disappointed that I could not find any.. or did I miss them?

There's ray of sickening, and ki arrow... kinda...

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

HaraldKlak wrote:
Shisumo wrote:

So, let's say I'm a magus and I want to use my arcane pool to enhance a double weapon, like, say... a quarterstaff. How exactly does that work? The ability description doesn't call out double weapons as an exception to the general "spend a point, get an enhancement bonus" rules, but double weapons...

goes off to read the PRD to make sure he didn't miss anything

Uh... waitasecond.

Did the whole "double weapons cost double" thing get dropped from the Pathfinder RPG entirely? 'Cause the table it was on in the 3.5 SRD doesn't exist in the PRD...

Okay, so still: do I get a full +1/+1 enhancement for my quarterstaff for one arcane pool point? And while I'm at it, how much does a +1 quarterstaff cost these days anyway?

After some searching, I found the rule.

In 'creating magic weapons' it states "Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities."

Okay, good. I was afraid I'd somehow missed another PF change for the last two years.

HaraldKlak wrote:

While it does not state it directly, I have always understood this, as 'the two ends of the weapon is enchanted seperately' so you can enchant one while to other is unmagical.

I would rule that the same apply to arcane pool.

There are two problems with that, though it's still possible that that's the intent. The first is that, if I apply that reading as strictly as possible - a double weapon is treated as two weapons for the purposes of enchantment - then it becomes impossible to use your arcane pool to enhance more than one end of your quarterstaff. According to the magus arcane pool ability, "A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends." So double weapon = two weapons means one end only, which pretty much sucks.

I suppose you could argue that you can enchant it all at once but still pay twice, but that's definitely making a rule up at that point; there's nothing in the text to suggest it's a possibility. If we're going to make up rules, there are other ways I would rather go.

The second problem is that, regardless of whether you decide that means you can't enhance the second end or you have to pay double, it's further weakening an already suboptimal design choice. A double weapon is basically flavor without Two-Weapon Fighting, but getting your Dex up high enough to buy the required feats increases the stress on an already MAD class. If you skip TWF, though, you're basically saying, "I'd use a scimitar, but I don't see the need for that extra crit chance - topping out at 19-20/x2 is good enough for me!" (This is also where "you can only enhance one end of the quarterstaff" leaves you, because damned if I'm going to bother paying for TWF if I'm only ever going to use one end of the staff anyway - but then, why the heck am I not using a scimitar again?) If I am already paying for a weaker ability for the sake of character concept, I would really prefer not to have my arcane pool effectively halved by having to pay twice to enhance my weapon.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

So, let's say I'm a magus and I want to use my arcane pool to enhance a double weapon, like, say... a quarterstaff. How exactly does that work? The ability description doesn't call out double weapons as an exception to the general "spend a point, get an enhancement bonus" rules, but double weapons...

goes off to read the PRD to make sure he didn't miss anything

Uh... waitasecond.

Did the whole "double weapons cost double" thing get dropped from the Pathfinder RPG entirely? 'Cause the table it was on in the 3.5 SRD doesn't exist in the PRD...

Okay, so still: do I get a full +1/+1 enhancement for my quarterstaff for one arcane pool point? And while I'm at it, how much does a +1 quarterstaff cost these days anyway?

Andoran (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Yeah, none of the monk vows seem to be worth it from a purely mechanical standpoint. From a roleplaying standpoint, they're pretty awesome, but man - you can't touch me to cast a cure spell? I can't drink potions? I'm either useless against undead or I have to carry a weapon specifically for dealing with them? Rough stuff.

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