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Svirfneblin

Sniggevert's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber. FullStarFullStarFullStarFullStarFullStar ACG Venture-Lieutenant, Indiana—Lafayette. 2,836 posts (3,482 including aliases). 5 reviews. No lists. 1 wishlist. 26 Pathfinder Society characters. 4 aliases.


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***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

The Fox wrote:
Woran: What about a headband of alluring charisma? Can I upgrade that from +2 to +4, or must I sell the old one first?

That's a flat numerical upgrade, like armor and weapons. Lesser, x, greater does make sense, but is not necessarily the same style of increase.

EDIT:

FAQ for PFS wrote:

Can I Upgrade a Named Magic Item?

Named magic items—including specific armor and specific weapons—are not upgradeable. Non-magic specific armor and specific weapons may be upgraded normally. Magic armor and weapons may be upgraded to named versions if they are the same basic material and shape as, and meet but do not exceed the enhancement bonuses of the named versions. Wondrous items whose names include a +X value (such as bracers of armor, headband of vast intelligence, amulet of might fists, etc.) may also be upgraded following the rules for upgrading magical items on page 19 of the Guide to Pathfinder Society Organized Play.

Upgraded versions of named magic items may appear on Chronicle sheets.

Intelligent magic items are not available for purchase unless they appear on a Chronicle sheet or are provided as part of a class or archetype (such as the black blade magus archetype).

The only thing called out as upgradeable are the specific +X items...

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

Jason S wrote:

Some questions.

When will the slots for the adventure card game be announced?

Why is the last slot of the ACG 6pm and not 8pm? Since it doesn't run as late as the RPGs, it feels like it's a little bit of a waste of time if my night ends at 8pm.

Can the Midnight Mirror module really be finished in 5 hours?

What hotel do people consider the best? The Hyatt? I think I was at the Hyatt last time and it was literally a 2 minute walk from my room to the Pathfinder area, which was amazing.

Lastly, does anyone need a roommate? Seems like everything is booked up.

Can't answer when they'll be announced, but last year all the ACG was done in the dealer hall which closed earlier than the PFS room. This was before the actual launch of the OP situation, so it may change this year, but that could be a limiting factor on timing.

Midnight Mirror in 5 would be hard pressed...I ran it at Origins in '13 and it took every bit of the 2 slots I was allotted. It was 100% roleplay the first 3 1/2 hours...

I haven't stayed at the Hyatt yet (Hilton and Drury), but the Drury is where I'd prefer to stay given a choice. The free breakfast and early evening snack/dinner and drinks is hard to pass up when gaming on a budget. It was a little further than the Hyatt, but it was still convenient just being across the food court in the convention hall.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

Tickets don't go on sale until next month, so they probably won't start threads like that for the most part until folks can be sure to get their tickets.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

GAMA's search function is extremely glitchy. I had the same issue as Jason did, but finally found a work around. Don't limit by time slot, or by date, but just search all RPG for Pathfinder. It came up with 13 pages of choices (including the special).

I don't know what exactly their search function doesn't see when you're selecting for a specific date or time, but it truncates a LOT of options when you narrow your search down via those methods.

Hope this helps.


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Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

No...but you can use a Harakami or Silken Ceremonial armor as a base line "clothes" type item that is armor. It's also base AC +1.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

Well...there's still 4 posts in the ACG area that have been there a couple of hours...bathe it =p


1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

Yes, it counts as magic for incorporeal as well.

FAQ


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

They're back....

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

Markuus Brightsteel wrote:
UndeadMitch wrote:
All four events mentioned will be at Gencon.
Bloody Hell.... Thurs and Friday evenings for the multi-tables I expect?

That is correct.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

Yeah, that would be a cheap way to get the Weapon Proficiency I'd think. You'd still need the other 3 required feats, but yes it should work.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

Also, don't forget that you have to spend 1 panache for each parry attempt. You're starting at 4 panache based on those stats, so with combat reflexes you could potentially wipe your entire panache pool out in a single round. It sounds good, but it's extremely expensive to parry IMO.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
BigNorseWolf wrote:
So this is the 5 star special one?

Correct. The Aspis one (6-98 Serpents Rise) is going to be the 4 star special.

EDIT: This is after they debut at GenCon.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

Hzardus wrote:
claudekennilol wrote:
You need to have the source on hand and the additional resources saying its legal. So if you don't have the field guide, your GM has no way of knowing whether or not the text is the same in the Monster Codex or not.

So if someone else has the field guide there, and it matches up word for word, is my source viable (monster codex in this example). That is what I'm asking, if nothing else is different but the book.

Especially considering the GM has the field guide there saying it is legal from that resource.

You are responsible for having available all of the campaign legal sources you build your character from. If an item/ability is not legal from the source you have, then you do not have a campaign legal source...


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

It's been years, but I'm fairly certain the G1-3 series was for 6-10 characters... it usually said on the front page or in the introductory paragraphs.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

Zaister wrote:
Thanks for the answers, guys! So, I see, campaign mode awards characters with PFS-style XPs, so I guess that means they advance in PFS style, not the normal stlye I'd be using for a home campaign then?

For campaign mode, the characters actually playing in the campaign advance however you choose. There are next to no restrictions on the game for a campaign mode AP/module.

The chronicles you can earn for playing/running an "approved" AP/module in campaign are applied to PFS characters you may have. These are different than the actual characters going through the game. So in effect, you are getting XP/credit for 2 characters. The one you play the game with and the PFS character who gains the chronicle "experience".


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
TyroAmberhelm wrote:
And if I opted to use my bite instead of the mace during a standard action, I could add +5 to it's bite attack?

Correct. In Nefreet's example, if you choose to bite as a standard action it would be Bite +9 (d4+1) from the previous post.

Using a weapon while making an attack with a natural weapon automatically makes the natural weapon a secondary natural weapon which causes it to take a -5 to hit and it gains only 1/2 STR to damage (in this case the difference between +1 or 0).


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

No. They must take damage to be dazed.

PRD wrote:


Dazing Spell (Metamagic)

You can daze creatures with the power of your spells.

Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.

If there's an effect that blocks all damage from going through, then it also blocks the rider dazing effect.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
Lannister2112 wrote:

Sniggievert,

That's also what I found (and expected).

Different story if it was a ray spell... but I find no exceptions or provisions for what my players argued.

Yeah, a spell like a ray counts like a weapon and you can shoot it at a square with the 50/50 miss chance.

Targeted spells don't get that benefit, as they don't have a to hit roll to miss in the first place.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

If the spell requires you to select a target, you must have line of sight and line of effect to the target. As such, you can not target a creature you can not see with destruction.

If the spell has an Area of Effect, you try to target it to include the square the invisible creature is in to normal effect.

Same thing to select a target for something like Selective Channeling, you need to be able to see the target to exclude them from the effects of a channel.

PRD on Magic wrote:


Aiming a Spell

You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate.

Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

If the target of a spell is yourself (the Target line of the spell description includes “You”), you do not receive a saving throw, and spell resistance does not apply. The saving throw and spell resistance lines are omitted from such spells.

Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any time (even if you're flat-footed or it isn't your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.

Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity.

EDIT: And destruction is a close range spell, so you have to be fairly close and you have to be able to see the target.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
Otherwhere wrote:
Sniggevert wrote:
You have to pin them before you can tie them up.
Pin is one option once you have successfully grappled someone. You can opt to Tie Up instead. (Unless you don't consider grappled as "otherwise restrained"?)

Pin is one option when you have successfully grappled someone.

Tie up is one option when you have successfully pinned someone.

Quote:
If you have your target pinned, otherwise restrained, or unconscious

The "otherwise restrained" in this instance needs to be on par with either having the target pinned or unconscious. If simply grappled was enough, they would have used that instead of pinned in the conditions required.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

You have to pin them before you can tie them up.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
thaX wrote:
So, to clarify, you don't threaten with either unless you have Improved Whip Mastery. To be quite honest, it is a very intensive feat chain.

Yeah, and you provoke from either IMO if you do not have at least Whip Mastery.

Whips can be cool, but they are definitely feat intensive in their usage.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
thaX wrote:
You threaten adjacent squares with the "hilt" of the scorpion whip. This is different than the normal whip, in which you don't threaten at all without feats.

Where does this come from?

Quote:


With the feat (I Believe it is Whip Mastery, I could be wrong), you threaten to 10 feet with either weapon.

Again, that is my "take."

It's Improved Whip Mastery.

Claude, improved whip mastery only grants a 5ft greater than your natural reach for threatening.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
DM_Blake wrote:
alexd1976 wrote:
I'm just imagining, say, four wands specially crafted to interlock with each other so that they LOOK like one item... They can be taken apart and used individually, attaching them to each other doesn't DO anything from a magical/mechanical perspective, but it's almost like having a wand with four separate functions and four charge 'pools' in one item...
Wait until your player wants to craft those four wands with the same command word...

Yeah, something like this will inevitably come up at some point too in just about any gaming group =p


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

Well, if you're OK with it, go for it =p.

It does break the normal economy of actions setup a little is all. Though it does come with the limitation that it could potentially be disarmed/sundered as one item instead of 4 as well.

You could have wands strapped to your arm via weapon cords I'd say and still be able to drop/swap as a move action and choose a new one each round anyways. That would limit you to a 5ft step each round, rather than have a full move action left like the select-a-wand option.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

Talk to your GM about what they think about the idea. The rules don't really address holding multiple items as one, but it's presumed each hand can only hold/use one item at a time.


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Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

Personally, I treat it exactly like a whip, except for the few things specifically called out as different in the item.

So, just as a whip: 15ft reach, does not threaten, provokes AoO when using, use whip proficiency and feats, finessable, disarm, reach(of 15ft) and trip qualities.

Differences called out in item: deals lethal damage (so need to attack with -4 to deal non-lethal), affects creatures regardless of armor type, deals damage based on scorpion whip (d4 rather than d3 for regular whip).

So add all those together and that's how I treat a scorpion whip...


I'd also rather have another player join in as well.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

Talon Stormwarden wrote:
Stephen Ross wrote:
When you sign up at a table before the GM starts you give the GM your PFS#-character#. If your PC dies you should not change the character#. You knew the consequences and accepted them when you started. Changing the number, while not specifically prohibited, is clearly an attempt to dodge the consequences of your actions. It's not ethical or professional.

Except that the PFS FAQ expressly permits this.

This. It's not unethical nor is it against the rules/criminal. It is specifically called out as acceptable behavior by Campaign Staff in the form of a FAQ. Making someone feel as if they are dishonest or a cheat for using a specifically permitted option while playing a pregen is not really conducive to good gaming IMO.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

You can not sell back partially charged prestige purchases, so unfortunately, you would have a wand you would possibly need UMD for.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

4 people marked this as a favorite.

Something that caught my eye out the interview...

Erik Mona interview wrote:
Almost every Pathfinder Society organized play scenario that we’ve done uses these maps. We’ve got 199 of those scenarios out as of today since the beginning. A lot of them reference maps that have gone out of print, so Flip-Mat Classics bring eight out-of-print, very popular, very high utility maps like ship, tavern and forest back into print.

I want the tavern...

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

pH unbalanced wrote:
Kevin Ingle wrote:
PRD on Feint wrote:
Feint: You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. For more information on feinting in combat, see Combat.
I'm not seeing a limiter of it being only vs. melee attacks that you deny the DEX bonus. The +2 DC works anytime the opponent is denied DEX against you...I can't see any reason why it would not work the way it is written...

That's because the limiter is in the Feint section of the Combat rules, *not* the Feint section of the Bluff skill rules. I learned this the hard way, having built a Feinting Arcane Trickster expecting Feint to work on Ray attacks, because of the exact wording you already quoted.

PRD on Feint, under Combat wrote:
Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.

Ah ha! Thank you. I even read that section, but must have skimmed over that as I followed the link in the PRD to Bluff.

Yet another case of covering the same subject in multiple places in the rule book, but not putting all of the rules in every place.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

Actually, my Blakros Matrimony is missing too...as well as the table I ran on 3/1/15...have to check at the store to find out what that was.

EDIT: Very odd...it was Cyphermage Dilemma. The credit shows where it was applied to my -11 character, but it does not show up on the GM Sessions page. Blackros is also missing from the GM Sessions page.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

Pogiforce wrote:

I'm sorry for the spoiler, I would remove it but I don't know how to edit my post.

And I know Hero Lab is not a rules source, but I wasn't sure what happened based on how the Chronicle was worded. I don't know if I just GET the mount, or it's just made available to me as an option to purchase. And according to Hero Lab if it's the latter it costs 1500 GP.

I also don't understand what you mean by "If you have one of those class features" since, from my understanding, anyone can have a mount. Cavaliers just start with one for free and theirs grows with them.

Anyone can buy a mount, true. The chronicle is not opening up any new purchases though.

Cavaliers start with one because their class gives them one...it's a feature of that class. The phrase Class Features is actually called out as a subheading for each and every class in the rulebooks.

If the mount/animal companion feature is one of your class features then you can gain the bird as a mount/companion. If you do not have either feature, the boon grants you nothing.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

Victor Zajic wrote:

While I completely understand what the Devs are saying, wouldn't this logic mean that natural attack combat style ranger could not take the feats from the Bestiary that are on the bonus feat list for that combat style? Since on AR those feats are not listed as legal to take?

No, because the language is completely different between the two option.

AR on Bestiary wrote:
Feats: none of the feats are legal for play for PCs, animal companions, or familiars unless specifically granted by another legal source;
AR on ARG wrote:
Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race.

So one tells you you can use something IF you are granted access by another legal source, in your example the APG and natural attack combat style for the ranger.

The other tells you you can use something IF you are a character of the associated race.

So both are granting conditional access to content, with vastly different conditions set to open the content up for use. Neither contradicts the other.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
DualJay wrote:

As a note, adamantine ignores hardness of 20 or below, not all hardness. I think there are skymetals with hardness > 20, but I'm not sure.

EDIT: Just checked, didn't see any. Hardening spell makes that important to note, though.

Minor nitpick, but adamantine ignores hardness of less than 20, not less than or equal to 20.

So, an adamantine weapon does not ignore the hardness of adamantine armor (hardness 20).


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

Congrats Amanda!

I guess that Carrion Crown campaign is truly dead now ;)

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

Cort Odekirk wrote:
Steven Huffstutler wrote:
I lost a couple tables. No biggie for me, but if I lost them that means someone else lost a record of player credit.
Not necessarily, GM credit is different from player credit. There are rules that can block a GM from gaining credit (running the same scenario for example) but the players would receive credit normally.

A GM can't apply credit to characters more than once for running the same scenario...however that should not affect the GM receiving credit for running that table in his count.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

Terminalmancer wrote:

I'm running this on Saturday, and I've got a question about the kobold Guilecaster--it looks as though the Guilecaster build is supposed to take a move action to feint a PC, and then lightning bolt them with +2 to the DC, but on my first (and second) read through the associated rules, it doesn't look like that's actually an interaction that works. Feint only benefits melee attacks, while the Guilecaster has no melee touch spells, leaving it--as Andreww pointed out--having spent two feats to "improve" an absolutely useless staff attack it should never resort to.

How should I GM this? Ignore the two feats and intended tactics?

I didn't see any Monster Codex specific threads about how to resolve this, but my search-fu may have simply failed me.

PRD on Feint wrote:
Feint: You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. For more information on feinting in combat, see Combat.

I'm not seeing a limiter of it being only vs. melee attacks that you deny the DEX bonus. The +2 DC works anytime the opponent is denied DEX against you...I can't see any reason why it would not work the way it is written...

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

I agree with BretI that fire is definitely the most common, both in appearance and resistance to from what I've seen.

Cold is definitely there though. My very first death in PFS was to a near max damage cone of cold... I can't say to Emerald Spire though, as I haven't read it.

Unfortunately, for multiple dice damaging spells, you don't really get anything CORE until Ice Storm and Cone of Cold that comes to mind.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

WiseWolfOfYoitsu wrote:
5 Prestige and 200 gold would seem to cover you from my reading. You are simply retraining your bloodline, the same way any Sorceror would. Bloodline retraining covers bonus spells, arcana, bonus feats, and powers. You aren't speaking of changing any other class features, so I'm not sure where you're getting the 20 PP cost.

I think it's 15 rather than 20, but the bloodline retraining says it takes 5 days to retrain each bonus feat, arcana and power. He's 4th level it sounds like, so has the base arcana that changes, the 3rd level power, and technically the 1st level power as well (but I could see arguments that this is the same power). The arcana and 3rd level power both change function with the change in bloodline (different element affected), so they would both need to be changed at a minimum IMO.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
PRD on Charge wrote:
If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.

You don't have line of sight to something you can't see...

I can see houseruling something like disastrous consequences on a failed acrobatics check, sure, for thematic reasons.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
DarkPhoenixx wrote:
I think OP asks if fighter with darkvision can charge while MOUNTED on the creature without one.

He did...Claxon answered in a round about way, but the answer is there.

The mount is blinded and therefore can not charge. The fighters in question are also quite possibly blinded from the deeper darkness if they only have regular darkvision. Regardless of whether the rider can see or not, the creature actually moving cannot see, and therefore has its movement hampered and can not charge.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

No. You can not take an AoO against something with total concealment.

PRD on Concealment wrote:
You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.

***** ACG Venture-Lieutenant, Indiana—Lafayette aka Sniggevert

I emailed Mike and he took care of it rather quickly.

And, congratulations!


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
Ravingdork wrote:
Sniggevert wrote:

It depends.

Does the spell require an attack roll, and is it counted as a ranged attack?

Things like acid splash or scorching ray and the like, yes.

Things like magic missile, enervation, ray of exhaustion, and so on, then no.

You can even take weapon focus/specialization in rays.

Just wanted to point out that you would still get the attack roll bonus on enervation and ray of exhaustion (just no damage bonus).

Yes, sorry. Truncated a bit too much, but you are correct.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
Arachnofiend wrote:
bowser36 wrote:
Thx for the info! This should prove most helpful. I suppose this means half orcs can take human archetypes, but what about Orc? I'm unsure of what archetypes there are for orcs but it'd be some good food for thought.
Yep, same deal. The two premiere Orc archetypes are the Dirty Fighter and the Scarred Witch Doctor.

Please note that while this is true by the general rules, PFS does have its own house rules for what items are available to use from the rules.

Additional Resources for ARG wrote:
Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).

If you are not actually an elf or an orc or whatever other race in the book, you can not take the race specific archetypes in PFS.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber
AndA5FootStep wrote:

So, the official rules on flat footed and Dex-Denied have left me slightly confused. The rule that I'm focusing on says that creatures are flat-footed vs Invisible attackers.

So, the situation is as follows:
Build thus far: Rogue 1/Oracle 1
Oracle Mystery: Waves, taking the Water Sight revelation.

I cast Obscuring Mist, and can see through it perfectly, and make a shortbow attack against a target 20 feet away. I have full concealment, but is my target flat footed and thus a valid sneak attack target?

Yes. As long as they don't have something like uncanny dodge or the like.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules Subscriber

It depends.

Does the spell require an attack roll, and is it counted as a ranged attack?

Things like acid splash or scorching ray and the like, yes.

Things like magic missile, enervation, ray of exhaustion, and so on, then no.

You can even take weapon focus/specialization in rays.

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