Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Ikrimah

Skylancer4's page

Pathfinder Adventure Path, Companion, Modules Subscriber. 3,168 posts. No reviews. 1 list. No wishlists.


RSS

1 to 50 of 3,168 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Adventure Path, Companion, Modules Subscriber

Why use the binding rules? Use something like Geas instead to make her "stuck" in place and unable to plan an escape without becoming weakened. None of the blantently obvious tools of the trade for binding required. Having it cast by a much higher level caster means she would have trouble finding someone to remove it etc.

Have it be punishment for trying to take advantage of said caster, so she is stuck in that location, unable to think about leaving or being humbled without the spell kicking in. Sure she could leave or scheme but every day she does she takes a -3 to every stat (up to -12) which would leave her very vulnerable (Str 13, Dex 17, Wis 14). This could give you some leeway on character interaction that you are looking for.

Young woman basically cursed to be stuck there? What hero would not want to help?


Pathfinder Adventure Path, Companion, Modules Subscriber
Milo v3 wrote:
I think the issue with eidolon backpacks would be that they don't go to non-space when not summoned, they go back to another plane of existance. What happens if they drop the items, and then don't pick it back up by the time you summon it again?

As a class feature Eidolons when not summoned are in some undefined place, someplace you can't reach or get to them. The reason being, whatever they do when not around has no impact on game play. And shouldn't have any. Should they give even more utility or power to the summoner by crafting when away? There is significant mechanical impact on allowing them to carry things back and forth. And the game designers did the intelligent thing and made it a non issue by not going down that rabbit hole. They just disallowed it.

Oh shucks, the summoner has to maintain inventory when it is away, it isn't like they aren't a caster who can bend reality to their will... You find it inconvient to do? Play another class then maybe? It was a choice you made, you decided to play a class after reading how it works, right?

I just don't understand that.


Pathfinder Adventure Path, Companion, Modules Subscriber

The problem with magic items for the summoner and eidolon was they shared some slots as well. Not to mention you could game the system to use the eidolon to carry treasure that you couldn't manage to do normally with the party. Or hide things in such a way they'd basically never be found... More than a few pertinent reasons exist that made them restrict that whole thing.

If the GM didn't want to enforce it for a few items, okay cool hand wave it. But when people start to look for ways to abuse it "oh look, I've been nice and not enforced it, I'm going to now, my bad."

It isn't punishment because it never worked that way, nor was intended to. People just don't like it, so they complain. That is all there is to it. Just like some people like more realistic games and track encumbrance and follow the rules as they are written, but hey that seems to be "nonsense" to you, right? Your way is the only way to play the game? Anything else is just badwrongfun? Just some things to consider.


Pathfinder Adventure Path, Companion, Modules Subscriber

A familiar is a tool, an extension of them self, how is changing or upgrading a tool evil?

If the wizard didn't create the bond, the creature wouldn't have a personality in the first place. If the wizard isn't around there is nothing to "power" or provide the bond so it would go away. There has been discussion on if it is immediate or slowly happens, but I don't know of any "official" response on it. And honestly it is probably better that way, to let each table decide on their own. If it is for PFS I would imagine, if the character is out of the picture (dead), the familiar would be non functional as well. However it would be explained is fairly irrelevant at that point.


Pathfinder Adventure Path, Companion, Modules Subscriber

D) The default attack your single instance of grab is attached to is tail slap, unless the summoner decides to place it on another attack.


Pathfinder Adventure Path, Companion, Modules Subscriber
Lost Lich wrote:
with the rule of resistances and immunities affecting ones own abilities a dhampir bard would need to pass a roll against his resistances to be affected by his own inspire courage etc. It doesn't make any sense.

Some choices are sub standard, you just don't make them when building a character. Not everything matched with anything is a viable option in this game. There are things that mechanically won't work or will not function well, don't make those choices, even if it doesn't make sense to you. The rules are there, sometimes they don't make sense to people... "Oh well"


Pathfinder Adventure Path, Companion, Modules Subscriber
Lost Lich wrote:

I do get where you all are coming from, but I don't share the general believe that that is how it works °-°. Immunity is a defensive ability that hinders the suffering from any negative condition through mind affecting abilities. Rage is no affliction but a buff.

A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.

Idiot case, I simply take 2 levels in dirge bard and be able to mind affect myself and other undead?

It isn't a matter of you sharing the opinion, that is how it works however you feel about it. Immunity isn't split between good or bad, it is a blanket ability that blocks all of it. Again, that is just how it is and you need to be mindful of it to make sure you build is able to function usefully.


Pathfinder Adventure Path, Companion, Modules Subscriber

You need to re read barbarian, Rage ability. It is there, you probably missed it in your zeal to make your awesome build work.


Pathfinder Adventure Path, Companion, Modules Subscriber

Found it:

PRD Magic wrote:
Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.

So you put the ring on, roll your save. You make your save, you know something just happened, which incidentally also just so happened to occur when you put the ring on. You wouldn't need to be a rocket scientist (or paranoid megalomaniac wizard) to realize what caused it.

@Alex, no need to worry about setting a precedent, the rule has been around since 3.x (at least, I'd have to look to see if it was there in 2e), is part of the core rule book and doesn't care what type of save was made. It's old news ;)


Pathfinder Adventure Path, Companion, Modules Subscriber
bookrat wrote:
Skylancer4 wrote:
Alexander Augunas wrote:
Third Mind wrote:
Question regarding the Rings of Forced Requisition. Does the devoted know that something is happening to them when they make their will save? I mean, they're making a will save each round they wear it, but do they know that something's attacking their will when this happens?
That's the eternal question of Will saves. In my game, I'd probably say, "Yes," but ultimately that depends on your GM. If I were to write a rule that officially said yes or no, I'd be writing a precedent for every other Will save effect in the game, which I want to avoid doing. Let Paizo make that call, lol.
Well I'm fairly certain there is ruling to the effect that a target knows it made a saving throw. They might not now what it was they saved against, but they know something happened regardless of the end result. Given that, it would just be a matter of rounds before someone realizes that they started making saves when they put on an item. Or is there something in the ring that would muddy that? I haven't read the ring as of yet.
At my table, we've ruled that the person has to have either enough intelligence or wisdom to recognize that they're making a will save. At least an 11 in one of them or make a DC 11 will or int check. For fort saves, something has to physically happen to you to recognize it (subtle things like disease is not something anyone notices until they develop symptoms); and you always know when you're making a reflex save.

So... Most martial builds are going to not have a clue they are under attack? I believe the rule on knowing you are being assaulted (you made your save) is there to prevent that exact issue. An unseen assailant just spamming save to negate spells until one of them takes effect. By stating everyone knows they were targeted when they made a successful save even with no effect, they know something isn't right and are not completely oblivious to the fact they are in peril.

If you fail your save... Well, you take the effects which are often obvious enough, even if you are helpless to do anything about it (Unless the spell or effect say you don't realize it obviously). Like charm person for example, you act accordingly while under the influence, you might even question it during the effect, but until it ends you do what it entails. After the effect is over, you can then have your "WTH" moments as you recall what you just did under the effects of the spell.

Seeing as the rules state you know you made a successful save, your house rule seems to be putting people at a disadvantage when they already are disadvantaged. Which, no offense, makes it a horrible house rule.

Edit: When talking about making a save in my first post it was intended as a successful save (ie you didn't fail the save) and "regardless of the result" due to the fact some spells have no effect if saved against, for clarity.


Pathfinder Adventure Path, Companion, Modules Subscriber
Alexander Augunas wrote:
Third Mind wrote:
Question regarding the Rings of Forced Requisition. Does the devoted know that something is happening to them when they make their will save? I mean, they're making a will save each round they wear it, but do they know that something's attacking their will when this happens?
That's the eternal question of Will saves. In my game, I'd probably say, "Yes," but ultimately that depends on your GM. If I were to write a rule that officially said yes or no, I'd be writing a precedent for every other Will save effect in the game, which I want to avoid doing. Let Paizo make that call, lol.

Well I'm fairly certain there is ruling to the effect that a target knows it made a saving throw. They might not now what it was they saved against, but they know something happened regardless of the end result. Given that, it would just be a matter of rounds before someone realizes that they started making saves when they put on an item. Or is there something in the ring that would muddy that? I haven't read the ring as of yet.


Pathfinder Adventure Path, Companion, Modules Subscriber
Gun Dragon wrote:
do i need the two weapon fighting feat for the claw blades?

Absolutely if you wear them on more than one claw, the claw blades change natural attacks into manufactured weapons.

If you have two claws, you could wear one set of claw blades and leave the second claw as a natural attack to be used after your full attack action (multiple attacks from your BAB with the claw blade) at -5.


Pathfinder Adventure Path, Companion, Modules Subscriber
arcanine wrote:
So this dose work? I can be a bloodrager and take the Abberanth blood line take the tumor familiar feat. And later take the improved familiar and have a Azata?

If you read the second half of the thread you will have the relevant rules/quotes to answer your question.


Pathfinder Adventure Path, Companion, Modules Subscriber
burkoJames wrote:
Ashiel is quoting the rules for an armored coat, but that might not be the best example. As the vest only gives you a situational bonus, the example of mage armor might work better, as it does not stack with your normal armor, but comes into effect when a specific situation negates your normal armor (specifically incorporeal touch attacks). Thats how id rule the vest. but really, its the domain of your gm.

But mage armor isn't actually armor, it is an abjuration effect that grants an armor bonus.

Wearing two sets of armor is a completely different thing, not to mention you only have one armor "slot" as a character which means once you get to the point of magical armor only one or the others effects would be active, the most recently put on.

There isn't an "official" ruling saying you can't that I know of, but there also isn't a blanket one saying you can. Just some specific armors mentioning what happens when they are worn in such a way. Which would lean to the general rule being "no, unless a specific item says it can be" as it is an exception based rule set.


Pathfinder Adventure Path, Companion, Modules Subscriber

You should really be talking to your GM as it isn't covered by the rules being an "optional" character class. Given that they have final say on whatever it is going to do anyways... Bring it up to them and see what they say ;)


Pathfinder Adventure Path, Companion, Modules Subscriber

I would also say the second ruling would be the correct one assuming there is only a single lock. "Two means of closure" would be (1) disrupting the Arcane Lock and then (2) functioning on the existing lock.

If there were two locks you would end up neededing a second spell if one were Arcane Locked due to the limit it would seem.


Pathfinder Adventure Path, Companion, Modules Subscriber

They should.


Pathfinder Adventure Path, Companion, Modules Subscriber
Cap. Darling wrote:
Zwordsman wrote:

Klar's in specific do slashing rather than B or P like normal shield or shield spikes.

I haven't played it but I've now made a shield champion dex based improvment version.

Cool i was looking at the text only. And it seem to disagree with the table. The text say it counts a ligth shield with armor spikes. That should most likely have been shield spikes at least:) So i Will assume the text to be faulty.

When the write up and the "tables" conflict, the write up is what is considered "correct" rules wise.


Pathfinder Adventure Path, Companion, Modules Subscriber
Insain Dragoon wrote:
I would take note of Path of War: Expanded though. There is some very definite power creep going on in that play test and as a huge fan of Ult. Psionics and Path of War 1 I can't say that I like that.

That is pretty much where I'm at too. Going from being able to say without a doubt "try this 3pp's stuff you won't regret it" to having to put in an exception for the one book (as it looks now) is very saddening.

I'm perfectly fine with the "balance" of the first book but with the proposed abilities that remove the need for core feat chains and the like that can be changed on the fly essentially... That and I'm not a huge fan of swift action recovery (feeding constant manuever spam every round) but that is pretty much set in stone by now. I truly believe it hurts the products potential marketability for people who are leery of 3pp in general. Which in turn is potentially bad for DSP, and I dislike that more lol.


Pathfinder Adventure Path, Companion, Modules Subscriber
Chengar Qordath wrote:
Have to agree with Lazar, PFS banning three CRB classes and making Unchained required to play them again seems like way too much of a dick move, even for the PFS leadership. Given PFS's rules about how you have to own the books, that policy would basically be PFS GMs ripping a couple dozen pages out of players' books, then saying they could have them back for $50.

Assuming they don't put them in the PRD for free of course, if they wanted to use the newer "more balanced" unchained version, I can only imagine that would be an option.


Pathfinder Adventure Path, Companion, Modules Subscriber
Kudaku wrote:

Skill Unlock, Heal, p. 84

The Heal description reads
Quote:
(...) the target recovers hit points and ability damage as if (...)

at ranks 5, 15, and 20.

However, at 10 ranks it states:

Quote:
(...) the target recovers hit points as if (...)
Not sure if it's intentional that you can't recover ability damage when you're between 10 and 15 ranks?

Don't have the book yet, does it mention an ability damage number?

It might be tiered, heal X amount of HP damage and ability damage at first tier. Next tier, heal more HP damage and same amount of ability damage. Last tier, heal an increased amount of HP damage and more ability damage than first tier.


Pathfinder Adventure Path, Companion, Modules Subscriber

Well part of the reason you haven't seen the thread, may be because it wasnt needed?

I think many many of the things that would get said are due to play style of each party and GM, which in turn means it would be useless information from group to group the majority of the time. Like for us, we were running an extra person in the party so most of the encounters were rather easy. It wasn't a problem due to the AP, but one of us not playing the AP as intended. The encounters needed to be "buffed" a bit to compensate for the larger party. But that would be common practice/a necessity for any adventure with a larger than intended party.

The AP was very solidly written (at least the 3 I played through before RL interfered with our groups gaming in general). If you are new to GM'ing you may want to look into do's/dont's for new GM's to get an idea of what it expect in general. If you are experienced at the game, my suggestion would be to read the adventure through at least once, and definitely at least the first two books, as I believe the second has information pertinent to the first book of the adventure (and might help the big picture on your end).


Pathfinder Adventure Path, Companion, Modules Subscriber
Rynjin wrote:
Skylancer4 wrote:

http://www.d20pfsrd.com/alignment-description/additional-rules

Mortals with an evil alignment, however, are different from these beings. In fact, having an evil alignment alone does not make one a super-villain or even require one to be thwarted or killed. The extent of a character's evil alignment might be a lesser evil, like selfishness, greed, or extreme vanity. Having these qualities might not even cause the character to detect as evil when subjected to detect evil, as creatures possessing 4 or fewer Hit Dice do not register to the spell (with the exception of clerics or other characters that radiate an aura).

Thank you for quoting exactly what I said.

They way it reads to me is, creatures less than 4HD don't even trigger the spell and if they are of "lesser evil" and of evil alignment they may not trigger it either, with the exception of clerics or characters who radiate auras.

A paladin who is lawful good, isn't "aligned" and able to deal damage through DR with their weapons unless smiting, normally. Every game mechanic which mentions "aligned" that I can think of off the tip of my head (which is quite a few, spells, DR, magic weapons, etc) treats the creature or item as if it were Aligned, meaning it is of Good or Evil or Lawful, acting as if it had that Subtype to bypass defenses. Having an alignment and being Aligned, are not synonymous.


Pathfinder Adventure Path, Companion, Modules Subscriber
Milo v3 wrote:
Skylancer4 wrote:
Milo v3 wrote:
Skylancer4 wrote:

Not sure if it matters, but when you see a table that says "aligned creature" it doesn't mean a creatures alignment. It means there is a subtype [Good] or [Evil] or [Lawful] or etc.

Detect Good/Evil/etc don't trigger off a "normal" alignment of a creature. There is even a note in the spell Detect Evil indicating a creature will trigger the detection if it has evil intent due to this, because it normally doesn't trigger the spell.

Basically, unless that Magus/Black Blade is in the process of doing a vile deed, the spell won't trigger even if they are Chaotic Evil.

Based on that undead would never detect as evil.
Have you read the spell any time recently? Outsiders and undead both have their own section in the table so they would get detected as per the spell write up. Like it says in the table.

Thats why I brought it up. Aligned creatures is written in that table in the exact same way Aligned Undead is in the table, with the difference being that they have a bigger alignment signal thingie.

Implying that either, alignment subtypes aren't required for it or undead basically never detect.

In Pathfinder (aka Galorian?) Undead are inherently evil. A discussion that came up numerous times and ended up leading to the reworking of the Juju Oracle mystery.


Pathfinder Adventure Path, Companion, Modules Subscriber
prismaticsoul wrote:
Skylancer4 wrote:
Ruske Bell wrote:
LazarX wrote:
As it's wielded as a shield you have also the downside that it means your hand is not free for spellcasting, assuming you have a weapon in your hand.
The item description says it has no arcane failure chance.

0% Arcane Spell Failure just means it doesn't interfere with spell casting to the point of ruining it completely when you make the attempt. It doesn't mean you have a free hand, that you are required to have, to cast a spell.

If you are doing the sword and board fighting style, you have one hand on your sword, the other wielding the shield. No free hand to cast, regardless of arcane spell failure.

I'm not 100% sure that is true:

Note: this is a partial quote. "This ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring".

To me, it sounds like the anchor point for the shield is the ring itself; it doesn't seem to me to imply that you are holding the shield with straps made out of force, or force shaped handles per se. One might be tempted to argue that a shield with the ring as an anchor point might be cumbersome, yet the shield specifically states it is weightless and non-encumbering.

Perhaps the shape the shield makes MIGHT interfer with somatic gestures, but at least as written, I'm inclined to say the hand the ring is on is still technically free/empty.

Then again, it doesn't matter, since the shield can be formed or dismissed as a free action, with no limit on how often (ie no cooldown period):

Free Action wrote:
Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.
So as far as rules are concerned, you could dismiss the shield as a free action, cast with that hand, reform the shield as a free action, and continue/finish your turn. The question becomes: do you want...

You are ignoring the fact that it states wielded like a heavy shield when getting the AC bonus. Using a heavy shield means that hand is unavailable to cast spells. Yes, you can dismiss it to cast, but you aren't getting the AC during the cast.

The term wielded has specific meaning in game. It means being used, not just held or touched, but actual usage. Look up the threads regarding wizards and bonded items. If you have a staff as a bonded item, you must have it in hand and use it when casting spells. This prohibits you from holding a metamagic rod in your hand, as then both hands are busy and leave you without a free hand to do the somatic components (assuming they are needed).


Pathfinder Adventure Path, Companion, Modules Subscriber

Is mithril breastplate on any random treasure table? If it is listed as medium or light, you would have your answer.


Pathfinder Adventure Path, Companion, Modules Subscriber

http://www.d20pfsrd.com/alignment-description/additional-rules

Mortals with an evil alignment, however, are different from these beings. In fact, having an evil alignment alone does not make one a super-villain or even require one to be thwarted or killed. The extent of a character's evil alignment might be a lesser evil, like selfishness, greed, or extreme vanity. Having these qualities might not even cause the character to detect as evil when subjected to detect evil, as creatures possessing 4 or fewer Hit Dice do not register to the spell (with the exception of clerics or other characters that radiate an aura).


Pathfinder Adventure Path, Companion, Modules Subscriber
Milo v3 wrote:
Skylancer4 wrote:

Not sure if it matters, but when you see a table that says "aligned creature" it doesn't mean a creatures alignment. It means there is a subtype [Good] or [Evil] or [Lawful] or etc.

Detect Good/Evil/etc don't trigger off a "normal" alignment of a creature. There is even a note in the spell Detect Evil indicating a creature will trigger the detection if it has evil intent due to this, because it normally doesn't trigger the spell.

Basically, unless that Magus/Black Blade is in the process of doing a vile deed, the spell won't trigger even if they are Chaotic Evil.

Based on that undead would never detect as evil.

Have you read the spell any time recently? Outsiders and undead both have their own section in the table so they would get detected as per the spell write up. Like it says in the table.


Pathfinder Adventure Path, Companion, Modules Subscriber

Well to be fair, once they release a "new" anything it replaces the previous one. Juju oracle would be a prime example.

I am curious to see what will happen in PFS though for that reason.


Pathfinder Adventure Path, Companion, Modules Subscriber
Zaister wrote:
Will this contain material that is not in Ultimate Psionics?

Unless you count the errata and some tweeked 0 levels, it doesn't sound like it.

It sounds more like a second printing of Psionics Unleashed with the errata, and races from UltPsi to update it to the current material.


Pathfinder Adventure Path, Companion, Modules Subscriber

Not sure if it matters, but when you see a table that says "aligned creature" it doesn't mean a creatures alignment. It means there is a subtype [Good] or [Evil] or [Lawful] or etc.

Detect Good/Evil/etc don't trigger off a "normal" alignment of a creature. There is even a note in the spell Detect Evil indicating a creature will trigger the detection if it has evil intent due to this, because it normally doesn't trigger the spell.

Basically, unless that Magus/Black Blade is in the process of doing a vile deed, the spell won't trigger even if they are Chaotic Evil.


Pathfinder Adventure Path, Companion, Modules Subscriber
B. A. Robards-Debardot wrote:
Skylancer4, I just wanted to point out by your reading of the bonus restriction in polymorph, (if Magical Items did work with polymorph as written), weapon special abilities (such as Agile, Holy, Keen, etc.) wouldn't work when when enchanted on an Amulet of Mighty Fists as they do not provide straight numerical bonuses.

It isn't my reading, as in how I run it. Just a very strict reading of RAW which should be acknowledged if you plan on running it in organized play where such an interpretation could come up and impact the character.

Plan for the best, prepare for the worst.


Pathfinder Adventure Path, Companion, Modules Subscriber
Ruske Bell wrote:
LazarX wrote:
As it's wielded as a shield you have also the downside that it means your hand is not free for spellcasting, assuming you have a weapon in your hand.
The item description says it has no arcane failure chance.

0% Arcane Spell Failure just means it doesn't interfere with spell casting to the point of ruining it completely when you make the attempt. It doesn't mean you have a free hand, that you are required to have, to cast a spell.

If you are doing the sword and board fighting style, you have one hand on your sword, the other wielding the shield. No free hand to cast, regardless of arcane spell failure.


Pathfinder Adventure Path, Companion, Modules Subscriber
Orich wrote:
Q: When reading abilities, does "end of the turn" equate to "end of the round" or "end of a particular creature's turn"?

Unless they've decided to use non standard wording, it would be end of creature's turn. If it is intended to last a full round, they normally use wording to the effect of "lasts until the beginning of your next turn" or some such.


2 people marked this as a favorite.
Pathfinder Adventure Path, Companion, Modules Subscriber

As for your point 5. I think the Aegis is the Synthesist done right.

Aegis and Summoner are two completely different entities in my mind, not even comparable. I would be like saying the Soulknife is the Summoner done right because it summons a weapon.

The Summoner was an attempt at making a player class that gave a custom pet, which also happened to be a caster (which makes sense flavor wise). So the closest parallel is an arcane druid (to core classes). I don't know of any psionic class that truly does that, the core psion with metacreation can create constructs, but nothing with a persistent pet as of right now.

That all said, DSP has always done an amazing job. I've been buying their material since I found it in 3rd edition and suggest it to anyone who seems like they might find it helpful to fulfilling their character concepts. I also am looking forward to their redo of previous 3.x material. I was happy to see that they branched out into PoW (though I have my concerns that it will be as balanced as the core DSP works right now) as it was another rule set our group loved too.


Pathfinder Adventure Path, Companion, Modules Subscriber
B. A. Robards-Debardot wrote:
Skylancer4 wrote:


So we have logically:

Polymorph allows constantly granted bonuses from non activated items to work.

Bonuses are a game term for specific numeric values.

Use activated items have sub sets, one of which requires no activation at all.

It's require no action to activate at all, all magic items require activation per the CRB. Non-activated items don't give bonuses or benefits to anybody (okay they may be useful as paper weights).

Now what I might interpret it to be saying is:
"Items that provide constant bonuses and do not need to be activated again, and continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function)."

As to whether the bonus of dueling gloves is not constant because the bonus only applies with the usage of certain weapons. I would say it is constant (occurring continuously over a period of time) as soon as you don the gloves (the item doesn't say I have to activate when someone tries to disarm me). And yes the bonuses apply to me not the weapon, because they are rolling against my statistics. The bonus is still there for those weapons when the character isn't holding X weapon, he just can't make a check under the circumstance that would allow that bonus to be calculated in (in this case an attack roll) for those circumstances.

Otherwise items that provide constant bonuses to abilities, skill checks, saves, etc. wouldn't be considered constant when that ability/skill/save is not being used. "Oh you have a bonus to X(search for traps/making a will save/etc), but you're not doing X at any given moment, meaning that bonus is not constant."

All items have an activation type, Use Activated items have a sub set which are active when worn, as I quoted above. They just "work" without any use or action to activate, constantly providing their bonus regardless of what you are doing. Unlike other use activated items that need to be used in some way, that get activated when you do something specific or in response to something happening. Activation isn't always a separate action cost, it is some times part of another action. These distinctions becomes important in such a case as Polymorph.

As for your gloves, it depends on the description of the item. If you are getting the bonus for actually using the item, then when you are polymorphed the item isn't around to provide the bonus. The gloves you used for example, you get the bonus because the gloves are being used right? The gloves magically help you to keep grip on weapons and prevent them from being sundered. Why would they still keep doing that if they aren't around? Why would you have a bonus to disarm when the gloves are merged and not being used?

The way the gloves read, their activation would be wielding a weapon.

Duelist Gloves wrote:
These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned.

Is it restrictive? Absolutely. But you also have to remember that PFRPG has gone to great lengths to reign in shapechaning shenanigans, so it makes sense it would be restrictive no?


Pathfinder Adventure Path, Companion, Modules Subscriber

Polymorph states bonuses, so statistical bonuses would continue to work. Rings of protection, belts/headbands/etc of +X, cloak of resistance bonuses (and the like) would all continue to work. They are flat bonuses not dependent on being triggered by "use" of any type other than being worn.

Gloves that treat your level as higher when you use them to fight with a specific weapon, isn't a statistical bonus per the game definition and requires a certain action to trigger their effect. So has 2 things going against it by RAW.

Polymorph states items that require activation don't work and that you retain bonuses (NOT benefits), use activated items state there are some items that just work by virtue of being worn (rings, cloaks, specific items) and that items can also be activated by either a standard action, or use can be completed by using said item in certain ways (let's say, using your gloves to make an attack with a weapon perhaps?). This means some use activated items don't require activation (being worn) but some require actions beyond being worn and activate when you do things with them. This would mean it isn't constant correct? That when you aren't using the gloves or attacking with the weapon the bonus isn't in place?

So we have logically:

Polymorph allows constantly granted bonuses from non activated items to work.

Bonuses are a game term for specific numeric values.

Use activated items have sub sets, one of which requires no activation at all.

-----
If we plug that into that into the equation we find that very few items actually work by RAW due to the criteria.

And just because people don't run it that way doesn't mean that isn't what the rules state. Interpretation is a tricky thing. I'm just pointing out that a strict reading of RAW gives this base line that you should plan around if you were going to make a character like this.


Pathfinder Adventure Path, Companion, Modules Subscriber
Snowblind wrote:
If you don't mind waiting till moderately high level(lvl12) and playing a bard, the Dervish Dancer Bard archetype sounds like exactly what you are looking for. Take a full attack and a move action at the same time, with at least 5 feet of movement between attacks. They even get kukri proficiency and freebie improved critical when using battle dance.

In guessing you didn't actually read the thread, the OP mentions they want something that comes I to play earlier as most of they games they play are 1-10.


Pathfinder Adventure Path, Companion, Modules Subscriber
ladydragona wrote:
Back during the kickstarter I pledged for lifetime access to the pdf library but I no longer have access to this on the new website and the old website is gone. what can I do.

Go to the new website and check the new posts, they mention what to do there.


Pathfinder Adventure Path, Companion, Modules Subscriber
Umbral Reaver wrote:
There's probably a way to exploit this bloat bonus stacking to win at DPR and thus be the best roleplayer.

But then the roll-players would complain!


Pathfinder Adventure Path, Companion, Modules Subscriber
wraithstrike wrote:
Umbral Reaver wrote:
Do bloat bonuses stack, like dodge bonuses?
Bloat stacks with everything, even other bloat. It doesn't care about sources or anything. It just stacks.

And if it doesn't have anything to stack with, it bloats more until it can stack with itself?


Pathfinder Adventure Path, Companion, Modules Subscriber
Lifat wrote:
True seeing would negate miss chance on attacks against you and would also negate the miss chance on targeted spells against you. You still only take 50% damage from area spells and the rest of the move in any direction effects are still in place. (I'm assuming you are the one blinking here)

Incorrect as a blanket statement.

Blink wrote:

You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random. Blink has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

The only time you have no miss chance is if both the attack can strike ethereal creatures AND the attacker can see ethereal creatures.

If you swing a sword at the blinking creature, even with Truesight, you will have a 20% miss chance as the blinking creature pops back and forth between planes. Unless an attack specifically says it can target and hit an ethereal creature, Truesight still suffers that 20% chance.


Pathfinder Adventure Path, Companion, Modules Subscriber
Robert Brookes wrote:

Ancient spirits of FAQ, transform this decayed thread, to Thread-Ra—the ever posting!

Q: The shielded blade's form mind shield ability states: "A shielded blade still applies the shield's shield bonus to her AC when performing a shield bash."

Does this count as Improved Shield Bash for purposes of feat requirements? Or do shielded blades need to take that (useless, to them) feat in order to take additional shield combat feats?

It wouldn't be the first time a class gave an ability which made a feat redundant. RAW it still needs the feat.


Pathfinder Adventure Path, Companion, Modules Subscriber
Insain Dragoon wrote:

In my game we found out that Anti-Paladins are definitely NPC characters.

Not because they're op, but because they're boring and have little to do in combat. Touch of Corruption or whatever is mostly useless, the spell list sucks, and few good skills.

We allowed the divine hunter to be used by antipaladins, it didn't need much in the way of alterations. There are probably more, and in a game like WotW there isn't much reason to not allow "reversed" archetypes as the game focuses on the opposite alignments (than the norm).


Pathfinder Adventure Path, Companion, Modules Subscriber
Lune wrote:

Skylancer4: Hm. I have never heard of a reading as strict as that. Please do not take offense to this as I know that you are not specifically reading it that way and more just warning me that it could be interpreted that way. That reading seems less than reasonable and more purposefully restrictive. Everything in the Gloves of Dueling are called out as a bonus. It is no more use activated than Bracers of Armor only improving your AC when you are attacked.

The whole bit about the "weapon being wielded" is moot here as well as the "weapon" are Improved Unarmed Strikes and Natural Weapons which are always "wielded". I feel the same is true for Monk Robes. I have never heard the opinion that they wouldn't work while shifted.

I'm not doubting that someone somewhere has this opinion. I do wonder where you are getting this from though. Was there a thread like this where people were expressing such opinions? Has this been backed by a Dev or anything? That reading seems like way beyond a restrictive interpretation and into the purposefully more restrictive than the RAW intends.

As I said before, it comes right from the Transmutation (Polymorph) school, glossary and magic item descriptions:

Polymorph wrote:
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon.
Game Glossary(Bonus) wrote:

Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.

The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source.

Magic Item Activation wrote:

Use Activated: This type of item simply has to be used in order to activate it. a character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.

Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character's possession (meaning on his person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation to happen. The description of an item states whether a command word is needed in such a case.

Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item's activation is subsumed in its use and takes no extra time use, activation is not an action at all.

Use activation doesn't mean that if you use an item, you automatically know what it can do. You must know (or at least guess) what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such as from drinking a potion or swinging a sword.

Your level isn't a statistical score, though at times it is added to one (like a caster level check for SR or dispel etc).

It wouldn't be a moot point as it isn't the weapon that you use that matters, it is the lack of gloves being used to provide the benefit. It is like the rules for magic items adjusting to your size when you wear them as a fox then change to a humanoid form, but it doesn't stay in effect when you do it the other way around. When you look at all the pertinent rules it might seem counter intuitive, but that is what they amount to and say. The game definition of bonus really narrows down what we would actually keep active during a poly effect.

Again this is just a strict RAW reading. So items like the monk robes or gloves wouldn't work given the definitions we have from the RAW.


Pathfinder Adventure Path, Companion, Modules Subscriber
TheWhiteWingFamily wrote:
why not give it an enlarge animal imbued breastplate made to fit a fox and give it a improve animal attack armor as in a special gantlet that increases the claw attack of the fox by one dice size(such as 1D4 too 1D6)

I don't think that is legal for PFS, unless you have a specific item from a book you are talking about?


Pathfinder Adventure Path, Companion, Modules Subscriber

Are you going to be making a compiled errata document for those who already purchased Ultimate Psionics?

I don't have a problem buying the PDF with the changes all integrated into it for one stop shopping when it comes to rules questions, but having a sheet or two of errata to toss in with book would be nice too.


Pathfinder Adventure Path, Companion, Modules Subscriber

Gloves of dueling you might experience table variance. The +4 is definitely a bonus, but then the item goes on to say that it applies to the weapon wielded. That leads to it being more a use activated item.

As for the the last ability, +2 to weapon training benefit, you have two possible issues. One, it is dependent on which weapon, which means it isn't a true constant bonus. It is again more use activated. Two, treating your class ability as two higher isn't the same as +2 to the ability's level. The same goes for monk robes worn before you shift.

It is the difference between something like "+1 to your caster level" versus "your caster level is one higher when...." They amount to roughly the same thing, but semantically they are different. Strictly speaking one works, the other doesn't.


Pathfinder Adventure Path, Companion, Modules Subscriber

I want to toss in my vote for Aegis. It might not be a powerhouse but it has an amount of versatility that is hard to match. It also allows you to do several concepts you were unable to do easily before (Ironman etc) and is pretty much what the summoner(synth) should have been like, except balanced.

I really liked the Metaforge PrC concept, but wasn't as happy with it in use, it seemed to give up too much for my tastes. It just wasn't worth it. It might be nice to be able to get free magical armor and weapons essentially, but I'm not a huge fan of class abilities that you can just "buy" with gold.

The Psiwar paths definitely helped make it a flavorful class instead of just a bland (but well made) class. It helps to give it "direction" it seems, when you build one.

1 to 50 of 3,168 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.