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SlimGauge's page

Goblin Squad Member. RPG Superstar 2013 Star Voter. Pathfinder Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 1,892 posts. No reviews. 5 lists. 1 wishlist. 3 Pathfinder Society characters. 1 alias.


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Hulking Hurler wrote:
I'd like Monkey Grip.

Permadeath to Monkey Grip. Not even an empowered wish should bring that back.

I'd like to see the Crane Wing nerf modified. A monk can use it the old way (defect an attack after the fact) by spending a ki point. Otherwise you're stuck with using it the way it is.


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There is one document and one document only that determines PFS legality.

Additional Resources

"If a product does not appear on this list, then it is not considered legal for play."


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Auto-success is a bit much. But in this case, it's not so much a matter of seeing the vine, it's a matter of recognizing it as dangerous. Or everyone's looking down a hallway a the chest at the end. The sharpest-eyed character makes his perception and notices something about the chest that causes him to realize it's a mimic.

"It's a Mimic !"
"Really ? How can you tell ?"
"Look carefully at the lower right-hand side, where the corner reinforcement meets the edge detail."
(makes another roll, fails again)
"So ?"
"See how the gap seems to open and close like it's breathing ?"
(makes another roll, succeeds)
"Holy Mother of Treasure-hunters !, I see it !"

Or (fails for the Nth time)
"Sorry, my eyes aren't what they used to be. Gimme a minute to study my book and I'll cast detect life from here".

Another Situation: PC with darkvision, Wizard without. PC makes perception roll, wizard fails (because he's got a big minus for not being able to see that far in the dark. PC calls out "Range 60 feet bearing my two oclock request immediate fireball !" Wizard responds "On the way" and fireballs the target he hasn't perceived.


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blackbloodtroll wrote:
I am not going to get funny looks for bringing a hand-drawn pic of my PC, am I?

Just so long as it's not a "Shirt Guy Dom" stick figure.


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I hear they have masterwork inflatable bedrolls ...


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The Swipe Spell.

From Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition


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What Snorter said. Enforce the six second limit on free action speech in a given round. My group has taken to using some military/radio/movie quote jargon with message. Examples

"Tally Ho!" (meaning enemy sighted, I am engaging)
"I see dead people" (I have detected/encountered undead)
"Game Over, Man" (overwhelming enemy encountered, I am withdrawing)
"Danger Close, Fire for Effect" (fireball my position, hope I make my save, I trust my improved evasion)
etc.


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Holding ? No.
Wielding ? Yes.

There is a difference between holding and wielding. They must specifically wield the item (whatever it may be) as an improvised weapon.

Imagine you're moving a chair to another table. Now imagine you're using a chair as an improvised weapon to hold off that lion. Completely different way of using the chair. One is holding, the other is wielding.


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Kazumetsa Raijin wrote:
I'm a little rusty in regards to Charge, and I want to be extra sure my assumptions are correct or need to be corrected. So I have a few questions. Let's say my base speed is 30ft.

Ok.

Kazumetsa Raijin wrote:
1.) When performing a charge; Am I allowed to move up to my base speed to adjust(to acquire line of sight or whatever), then charge the rest of the way?

No. Rules Quote: "If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent."

Kazumetsa Raijin wrote:
2.) When using Pounce; Can it be done with any kind of full-attack?

How many kinds of full-attack are there ? There's full-attack and ... (I got nothing).

If you mean "Can I substitute a different full-round action that happens to include an attack ?" that would be a no.

Kazumetsa Raijin wrote:
3.) At what point during the Charge do I take the -2 to AC?

From the moment that you determine that the charge is "legal" (has a clear LOS, clear charge path, is within range, etc.) and declare the charge.

Kazumetsa Raijin wrote:
4.) What could possibly halt a Charge?

Anything that changes the conditions such that the charge criteria are no longer met. Examples: You trigger a trap that casts a spell that creates difficult terrain conditions between you and your target. The target of your charge had a readied action or a contingency to teleport/dimdoor away out of your charge range. An enemy that you pass by has "stand still" feat and hits you with an AoO. An enemy waiting for you to get in range (readied action) casts Slow leaving you without enough movement to reach your target or uses toppling spell and trips you (although *I* believe this can be mitigated if you have some ability that lets your rise as a swift or free action, not all believe that works).

Kazumetsa Raijin wrote:
5.) Can I make a Trip, Disarm, or Sunder on a Charge instead of a normal attack?

Yes, as long as the attack you choose can be substituted for any regular melee attack and is not a special action of its own.

Kazumetsa Raijin wrote:
6.) What could help me ignore both Magical and Non-Magical effects that could halt a Charge?

Magic items that let you ignore difficult terrain. Magic items that let you see through blocking fog or illusions. Magic items such as freedom of movement. Being hard to trip.

Kazumetsa Raijin wrote:
7.) Can I charge through something like an area effected by Entangle(pre-existing)?

Entangle does not specify that it created difficult terrain, so you could charge through it *IF* you make your save. For anything *like* entangle ? You'll have to be more specific.

Kazumetsa Raijin wrote:
8.) Can I charge through something like an area effected by Magical or Non-Magical Darkness?

See earlier rules quote about needing an LOS to even begin the charge.

Kazumetsa Raijin wrote:
I might have more questions later... but this is all the stuff that comes to mind right now. I think this covers the important parts.

Charge has some fiddly bits, so some things are up to the GM.


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Rapanuii wrote:
Creature is cruising on the ceiling, and creature gets stunned. Stunned condition stipulates that you dropped everything held, so isn't the creature going to let go of the ceiling?

Depends on the creature and how it is climbing on the ceiling.

Let's say it is using the climb skill. What does the climb skill say ?

Climb Skill wrote:
"Check: With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed."

Ok, so it's possible to move across a ceiling using the climb skill if it has handholds. What else does it say ?

Climb Skill wrote:
"Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage."

Ok, so if the creature takes damage, it has to make a climb check. How was this creature stunned ? By damage from a crit ? Somehow else ?

Climb Skill wrote:
"You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand."
Conditions wrote:
"Stunned: A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any)."

This could go either way, but tends to support the position that the creature would fall off if it can't hold on with at least one hand.

Suppose now that this stunned creature was using Slippers of Spider Climbing rather than the climb skill. These state "a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free". In his case, even if the creature lets go of the ceiling with both hands, it would not fall.

EDIT: Assuming this goes back to your other thread, I looked up "Phantom Fungus. It's not clear to me from the description that this creature even HAS hands. It does have plant traits, one of wich is immunity to stun.


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I've been through this module. My character had previously died but had been fished out of the river of souls and put in some sort of arena before the party managed a scroll of raise dead. As a worshiper of Pharasma, my (raised) character was made aware in a dream that Pharasma was NOT happy that someone was "fishing without a license" in her river.

Since you need a tuning fork attuned to the plane you're trying to reach to Plane Shift there was questing to get them including travel to planes other than the final destination plane complete with random encounters, bargaining, diplomacy, etc. Upon finally reaching the boneyard, there was finding the right gravestone. If I recall, it had the date of my original death on it.

The primary issue with striking the gravestone with Ovinrbane was that only the person who's gravestone it was could do it. There was some concern about Ovinrbane's ego being more powerful than my characters, so many buffs were cast. On the third strike with Ovinrbane, the sword shattered (well more like exploded) requiring a reflex save or have bits of the sword stuck in you (with unknown but probably bad consequences).

I did have a little feedback from certain other party-members along the line of "I don't worship Pharasma, I don't owe her jack, why am I risking myself along on this quest again ?". But wizards are always grumpy.


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A creature can still attack when prone, there's just a minus.


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1) Depends on the spell. If the spell has somatic components, you need a free hand to perform them (or in your case, the weapon wielding hand). USUALLY (but not always) you need your other hand to hold the scroll while you read it, but this can be overcome with the Caster's Shield or by having your unseen servant unroll and hold the scroll for you.

2) Depends on the spell. If the spell has no somatic component, you need only the hand that holds the wand. If the spell has somatic components, most people play that the hand that waves the wand is also providing those, but check with your DM. Some spells cause an effect to appear in your OTHER hand, so for those you need the hand holding the wand and a free hand for the effect to appear in. (Produce Flame, I'm looking at you)

3) Rods and Staves work approximately like wands.


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Depends on the dungeon. Could you turn a decanter of endless water up to "pressure washer" and then just dry everything out ?


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If my opponent readies to attack me and step away, I can move right up to him and ready my own attack. If he simply re-readies when his initiative comes up, then on my turn I can attack. It will trigger his attack and step, but I can now (since I haven't moved) step with him and deliver a full attack to his single attack.


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That person (assuming they're the only one who knows they're going to attack) is usually (in my experience) granted the surprise round, with initiative determining the order in the following full round. Unless there's a diviner or someone ELSE who always gets to go in the surprise round, then you most certainly can get a situation where the initiator of combat doesn't get to go first because someone else's spidey sense was tingling.


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Whhhhhilllllbuuurrrr ! (Hello, I'm Mr. Ed)


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Does DSP have it's own website ? Or does one of it's developers have one ? Like, say, http://dsp-d20-srd.wikidot.com ? Where the footer says "This site is developed and maintained by John Fraser, one of DSP's freelance authors, and J. Rudd. John can be contacted easily at the DSP forums (he goes by the handle Nonlethal_Force) in any of the various forums as well as through Private Messages at the DSP forums for registered users."

Edit: made some references live links.


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It seems to me that the root of one argument here is some believe there is a prohibition on using objects meant as weapons as improvised weapons. The quoted rules text is "Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat." followed by a sentence about non-proficiency and the penalties.

Compare to the inappropriately sized weapons paragraph above the improvised weapons paragraph. It begins with "Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it." followed by a sentence about penalties for the size difference.

To me, these first sentences are an explanation of the philosophy, if you will, or reason for the mechanical penalties that follow. "Fluff" vs "Crunch" if you must. But certainly not a prohibition on using a weapon in a way that was not intended by the weapon builder. Are you really going to insist that I can't use my wheel lock pistol as an improvised club because of them ?


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Elbedor wrote:
Silenced Bard? Depending on the Bard, that might be warmly welcomed at some tables...

No. NO. NOOOooooOOOOO ! Not the MIME BARDS ! Anything, anything but that !


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richard develyn wrote:
So what's a little bat going to do that's going to look so odd?

Sharp-eyed Rogue: What is that bat doing ? The hokey-pokey ?

Ranger with knowledge(nature): That's definitely not a normal mating dance or nesting behavior.
Wizard with spellcraft: EVERYONE GET DOWN !
Bat: (finishes odd behavior) *FIREBALL*


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Korwynne wrote:
And what about here, where A has no free spaces? Would you allow A to declare a move action to (and from) illegal square B is occupying?

A could argue that he wants to leave his square, enter B's square, then C's square, touch the wall, reenter B's square and return to his original square. That would be a perfectly legal move. However, when he arrives in B's square, B isn't there anymore, having used his readied action to step into A's original square. So A elects to stay in B's original square, or if A moves back into A's original square (now occupied by B), A would get shunted back out since he can't end his move there.


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pennywit wrote:
Skill: Perform (Shatner)

You ... Goblin... B*stard !


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To me this boils down to "Can a prone character be successfully tripped ?". I lean rather strongly towards No. Your maneuver may "succeed" by virtue of having a good enough opposed roll, but being tripped while prone has, per the faq, no real effect. We know from the trip maneuver rule itself that "Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped." Can you make a trip attempt against a flying creature, knowing that it cannot be tripped, and claim that because your opposed roll was good enough that you've made a successful trip attempt despite the fact that the target can't be tripped ?

In addition, in keeping with the philosophy that trip-locking is a bad thing, there may be a balance issue.


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A: One type, such as Longswords. You're not going to get a FAQ on this, it's both pretty clear and well known. The feat does exactly what it says it does, nothing more.

B: If the feat meant "Martial Weapon GROUPS" (as per fighter weapon training groups), it would SAY groups.

C: No, that's a class feature, listed under "Weapon and Armor Proficiency"

Martial Weapon Proficiency

edit: Is ninja speed faster than Ludicrous Speed ?


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A creature only gets a save if you cast the silence on them. If you cast it on an item in their possession (such as a bard's musical instrument), that item gets a save. In either of these cases, a save means the spell has no effect (and the target knows that they resisted something). Simply being in the area of effect of a silence spell cast on an unattended object or a point in space does not allow a creature a save.

The difference is if you cast on the creature, the creature cannot leave the area of effect because that area moves with them, but if you cast on a point in space, the creature can leave the area of effect (assuming it is capable of movement and there is somewhere outside the AoE to move to).


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Actually it was more like "The Paracountess has given me permission to kill you. [true, the character had specifically asked this, so no bluff needed] Now, I don't want to kill you and you don't want to be dead, so hand it over."


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Gellos Thran wrote:
If I cast a charm spell on someone in the middle of a fight so they don't hit me in the face ...

Difference. You are actively engaged in a fight and using the charm spell on hostiles, not on random bakery patrons.

Gellos Thran wrote:
... or out of a fight so they will spill all of their secrets about the BBEG no one says a thing.

Difference. You're using the spell on a target that you know to have information on a known BBEG, not on random bakery patrons that most likely know of no such things.

Gellos Thran wrote:
Both uses are self serving and subvert the will of others certainly, but Evil? Even when, in the second case, I am likely to use the knowledge I gain to shove a lightning bolt up someone's hind end, everyone just takes it in stride. It's ok to subvert someone's will for your benefit in one instance but not another?

Goes to motive. Self-defense ? Ok. The greater good ? Possibly Ok. Your profit or convenience ? Probably not OK.

Gellos Thran wrote:
The whole point for setting this up was never the money, it was always about information.

Which you proceed to indiscriminately sell through an intermediary with no regard to any harm it may cause.

Gellos Thran wrote:
That isn't necessarily something sinister. Many people will pay good money just to know what a business rival or romantic rival has been up to lately.

So with this purchased information, your customer could possibly ruin his honest competition who doesn't engage in such things.


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You are using mind altering magics on creatures without informed consent for profit.


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How about letting a Monk crane winger spend a ki point to use CW the old way (deflect an attack after the fact) ? That way the monk can't do it all day and non-monks can only use the +4 dodge bonus version.


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Just don't be one of those players who agonizes about exactly how much to dial back, or carries reams of paper print-outs of the optimal amount to power attack when the target has DR5/- and and AC of 25.

Yes, they existed. And they REALLY slowed the game down with all the extra math. Don't be that guy. Just don't.


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Anything becomes a bookshelf if you stack enough books on it.


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Aelryinth wrote:
SlimGauge wrote:
Aelryinth wrote:
...being unable to effectively use melee against a character changes the entire way the campaign has to work.

I dispute this claim. You CAN effectively use melee against a Crane Winger. You just can't use the optimal "one big hitter" against it.

Damage reduction is good against something with a bunch of little attacks. Crane Wing is good against something with fewer bigger attacks. I grant you that the latter is more common than the former, but "unable to effectively use melee" is overstatement.

IF the player is intelligent, and uses Crane Wing the way it's meant to be used?

No, you really can't use melee against it. He'll smartly deny creatures their full attack actions. The rest of the party will help him do that. Unless you have all hydras that get full attacks on SA's, a good Crane Winger can simply make it almost impossible to melee successfully.

That's a type of invulnerability. It's boring and frustrating after you do it the 10th time for all involved, even if it's cool and stylish the first couple of times.

If you're playing mook creatures...Crane Wing already caters to high AC. The threat from lots of mooks is not a threat. It's just more dice rolling.

==Aelryinth

If you're invoking a "rest of the party", then you've invoked the solution. Ignore the crane winger until the rest of the party is dead.


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There was some nonsense about a "virtual" 10 foot away square that someone approaching on the diagonal had to pass through. It was in this non-existent square where a reach weapon wielder would get his AoO. I'm sure you can use the search feature to find the discussion.

That said, it's just much easier and cleaner to make reach an exception to the "second square on a diagonal counts double" rule.


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davidvs wrote:
Flagbearer for a Bard. It's like Bless, all the time! And you have the Charisma for it anyway. (For extra oomph, take one level of Freebooter Ranger. Then you can start Inspire Courage as a Standard Action, designate a freebooter bane target as a move action, and watch your flag flutter in the wind.)

As I have a Flagbearer Bard for PFS, I must look into this.


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I'm going to wax Jeffersonian. "He nerfs best who nerfs least." Was this the absolute smallest change that could have been made to Crane Wing to repair the perceived defect? Or was this the pendulum swinging too far in the other direction? Decide for yourself.


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Not just Bonetti, but all of the references


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It depends on why/what you're including from v3.5. If you're just cherry-picking the most powerful things, then yes the power level will creep. But if I'm petitioning the GM to let me use "Double Wand Wielder", it's because I never got a chance to try that back in the day. It also depends on the book from v3.5. There's a big difference between allowing the Skill Tricks from Complete Scoundrel and allowing the classes from Book of Nine Swords.

Edit:fixed link


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The ligature marks are usually a dead giveaway.


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At lower levels, my tiefling witch likes to use the Flight hex to levitate out of reach, but as you point out, this has a weakness against archers.

At somewhat higher levels, my party was rescuing hostages held by a barbarian tribe. I used Cloak of Dreams. Any barbarian that made it close enough to me to attack found himself asleep at my feet. This was made especially effective when the bard used Lullaby.


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In shallow waters, boats (especially barges) are often poled rather that rowed. Some even have a walkway on both sides for the polers to walk on. Hence the term "Barge Pole" applied to long poles used to push things.


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Remember that "A rogue cannot sneak attack while striking a creature with concealment." Darkness often provides concealment, unless the rogue himself can see in the darkness.


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Caïen wrote:
What is the 'order of attack' rule?

From Full Attack

Core Rules wrote:
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.


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As a DM I invoke rule 0 and tell you to knock it off.


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The present Search box on the left-hand side has a drop-down list that defaults to "Everything". The other options are

Products
Messageboards
Blogs
Users
PRD

I would like to request an addition to this list, FAQS. This would let me search the collective FAQ tabs instead of having to go through each one individually.

Thank you.


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Set wrote:
<true stuff>

I've a MoMS monk who got Crane Wing at lvl 2. We're now at level 12, so I also now have Crane Riposte/Snake Style/Snake Fang. I often end combat undamaged because after a critter attacks me and gets hit for trying, they stop trying and instead try to chew on the paladin who's doing an order of magnitude more damage than I am. Often they leave me alone enough that I can get behind them to give the rogue a flanking buddy, as the damage I give up by not full-attacking pales compared to the bonus damage he gets. The joke is that my role is TPK prevention because I'll always be the last one left standing and have the speed to run away.


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No. Use the search feature to find one of the many threads on this subject, or just look here or here.


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It acts like any other touch spell that hasn't been completely discharged. When you have a held charge, you can't cast another spell without completely discharging the one you already have.


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When you cast chill touch, you get ONE touch attempt in the same round that you cast it, just like any other touch spell.

You get additional touch attempts on a number of subsequent rounds, based on your caster level.


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When I saw the thread title, I got a mental image of the Expeditious Retreat spell having a magical side effect that "Yakety Sax" plays while the spell is in effect.

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