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Kuo'toa

Spacelard's page

Pathfinder Society Member. 1,493 posts (1,524 including aliases). 1 review. No lists. No wishlists. 4 aliases.


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Can it be taken on a Diplomacy/Bluff/Intimidate check....
Gut feeling says no unlike Perception ("don't see it...don't see it...ah its under that rock")


you're a rogue...your main method of dealing damage is sneak attack, your AC and hits prolly ain't up to much and now you are in great danger of losing the only ability which makes you a half decent damage dealer. Every other PC can do most of the jobs you do anyway and sneak attack is a big way for you to contribute.

would a feat which took away the fighters ability to power attack be acceptable? or stopped a wizard casting spells if he got hit? just seems that rogues get a raw deal as it is and this just finishes them.

please reassure me that this isn't the final nail in the coffin for the rogue.


Nothing for rooms E2-E6
Are these just full of junk or is something missing?


I'm having an issue with his whole catch vampires trick.
His four vampire enforcers grapple vampire...yup got that.
He then uses his wand of Halt Undead...This is when it breaks down as far as I can see.
Wand DC13 WILL
Vampire bonus to WILL saves +12.
You see my problem? Am I being really stupid and missing the obvious?


Okay...
PC has Mummy Rot and is screwed (no cleric, no cure disease, no remove curse, miles from anywhere)... A player has suggested to kill the afflicted PC and then just Raise him later. So...
1) Once dead does the disease halt or does it continue to its grisly conclusion?
2) Once Raised does the PC still require curing?
My gut feeling says no & yes...


I've had a look and I can't find a satisfactory answer or I can't make out what is being said.
If you are FF can you make an AoO if you haven't got Combat Reflexes?


Please bare in mind that this feat was designed before the Magus existed...
Its says that: You cannot use this feat if you are carrying a weapon or shield in your off hand.

Since spell strike is essentially TWF with a sword and spell is there grounds to suspect the feat wouldn't necessarily work as everyone hopes it will?

Not discounting that all magus will now be homogeneous clones all coming from Qadira...


I'm just making sure that I have got this right in my head and that Channelling for 1d6 damage is as rubbish as I think it is...
General rule is to round down fractions, yes?
So on a successful WILL save that 1d6 damage gets halved rounded down....
Which means there is a 1:6 chance of doing 3hps and a 50% chance of doing 1 hp...

If this is correct I think I may house-rule that you round up on the even levels and down on the odd because that just seems gack.

thoughts?


This lexicon first cam to prominence in 4694 during the trial of Montegue Brante in the city of Ardis. Charged and subsequently found guilty of heresy Brante was burned alive with his blasphemous library serving as kindling for the purification pyre. This particular copy is especially notorious as it is bound in human skin and is rumoured to be cursed or haunted in someway. How this book escaped the flames is unknown but it is thought that the notorious necromancer Joseph von Neus magiked it from the pyre. This is the assumption as the book was sold on to a collector of the esoteric in Caliphas, Dr Herman Bloch by a group of adventurers who moved von Neus to the Boneyard and found the tome in his collection. Bloch was found skinned in his manse in 4707 and the book has not surfaced until now.

The book, as stated is covered in human skin, It is assumed that the skin was used because of the particularly ornate tattoo of Tien design. It covers the basic believes and prayers of Zon-Kuthon and can be used as a reference tool to give a +2 Competency bonus to Profession: Torturer. Inside the disgusting covers can also be found some arcane spells.

Protect From the Holy, Flensing and Shattering Word

:
Protection From Good, Diamond Spray (component changed to either shards or glass or slivers of steel) and Pain Strike

This particular version is not without its dangers as it is haunted by the previous owner of the skin which covers this vile tome.

Haunted Covers CR 4 XP 1,200
CE persistent haunt (Book)
Caster Level 4th
Notice Perception DC20 to feel the covers writhe and squirm)
hp 20 Trigger touch, Reset 1/day.

EFFECT
The person who triggered this haunt is hit by an effect similar to the Vampiric Touch spell (save DC16) causing 2d6 damage. If successful the covers of this book become warm and plump up as if alive.
DESTRUCTION
The book must be destroyed with magical fire.


Thank you so much for taking one of my top ten films and Pathfindering it.
I would suggest that before your players meet them you visit HERE first and watch an hour of great cinema which will never, ever be repeated again.


This is a poor quality copy of the original text with many mistakes and several portions of text missing. The copyist is unknown, whether these errors are deliberate to mislead is anyone’s guess. This particular tome measures three hand spans in height and two in width.
The cover composes of two thin rusted plates (who’s edges are razor sharp) and the vellum sheets which comprise the bulk of the works is bound in place with tarnished silver wire.

The text details the basic tenants of Urgathoa’s faith and worship. There are copious notes and additions in this particular copy drawing comparisons of interests between Urgathoa and a group called the Whispering Way. Both groups seem to have undead as followers and it seems that they may share certain goals. Amongst the blasphemous psalms can be found the Clerical prayer Consume, unique to the priesthood of this deity.

The unholy text also has the following arcane spells; Urgathoa’s Blessing and Eternal Hunger.

:
Unless using great care there is a very good chance of accidentally cutting a finger when opening this dangerous tome (DC 15 Reflex to avoid). If this check is failed then the reader has been exposed to tetanus (DC 15 Fortitude save, Onset 1d6 days, Frequency 1/day, d4 DEX damage and 50% chance of stiffened jaw muscles which will prevent spell casting for 24 hours)

Consume is the Urgathoa’s clergy equivalent of the Ranger spell Allfood.
Urgathoa’s Blessing is the standard spell Contagion.
Eternal Hunger is a 3rd level arcane equivalent to Feast of Ashes


This is a quarto sized book bound in tooled green leather with the title embossed on the front. The corners have mithril protectors however there are some loose leaves which have been reattached poorly with wax damaging the section on the creature called a Tentamort.

All that is known of the author of this single surviving tome, Theophilus Wenn, comes from the introduction of the book itself.. If this section is to be believed Wenn was a high ranking member of the Pathfinder Society and contributed much in the way of written works and lectures. However despite this and the fact that the book was printed in Absalom , by Smails & Smails printers according to the title page, neither the Society or the printworks have any recollection of a man of that name. Or indeed printing such a book.. It is as if he had never existed and has been expunged from the minds of all who have ever seen or heard of him. It states in the forward that he intended to retire to Bedrin’s Bluff which puts his existence prior to the disaster which befell that quarter. Needless to say proving that Wenn actually existed or not is difficult at best.

The book itself details several creatures thought to have links with The Dark Tapestry and focuses on ten of these aberrations. Each chapter has a woodcut print of the beast discussed with the exception of the chapter regarding the Hound (or Hounds as it is sometimes referenced) of Tindalos is torn from its bindings. The following creatures are described in order.
Gibbering Mouther
Neh-Thalggu
Neothelid
Tentamort
Shoggoth
Decapus
Argorth
Hound of Tindalos
Shantak
Hunting Horror

In addition to some detail regarding these beasts there are also certain arcane spells which may be learned.
Emerald Dart of P’tah, Call Servant of C’thugah, Grasp of C’thulhu. Resurrection, Breath of C’thugah, Curse of Hypnos, Contact Azathoth, Curse of C’thulhu, Stop Heart and Fist of Yog- Sothoth.

:
or if you like Magic Missile, Summon Monster 8 (Elder Fire Elemental only!), Black Tentacles, Animate Dead, Fire Breath, Deeper Slumber, Contact Other Plane (but only Azathoth will answer), Nightmare, Finger of Death, Clenched Fist


Please help me..I have no idea what to do.
I have a player with a CG Bard but he keeps being Lawful.
Its really disrupting the party as they are all Chaotic and refuse to pay. taxes. The Bard says he's had enough of not contributing to society in a meaningful way except via his perform skill and plans to start funding civil works schemes and fighting to close down taverns because "nothing good comes from booze and wenches"
He follows Cayden Cailean.
What's worse is the Barbarian has also stopped drinking and bashing things and has asked the Bard for etiquette lessons so he can be "nice".
When shall I change his alignment to lawful and strip him of all his Rage stuff.

end of sarcasm


Why?
The other domains I can see a logic behind but not water. The write up in Trial of the Beast doesn't give me any clues which I could see other than the midwifery side of the religion and the breaking of waters during birth...which I am going with unless anyone can come up with anything different.


Okay.
Paladin had captured a goblin and had him manacled. Goblin was spilling the beans and the Paladin was going to take him back to town for trial/justice. The goblin was knocked unconcious and healed back to health for a chat by the party.
The Summoner then sent his Eidolon to kill the goblin to which the Paladin tried to grapple the Eidolon to prevent the death of the goblin but failed. When asked why he did it the Summoner said IC "because he insulted me by entangling me and making me roll around the ground"

Paladin is miffed.

Paladin options are....?


I mean the class can Inspire and sing and stuff...And cast spells in armor and it gets the WHIP which is normally an exotic weapon. I mean come on is this fair even the fighter can't use a whip without burning a feat. And it can cure...I mean come on even the Wizard can't do that that is soooo unbalanced.

It ain't I'd just thought it was unfair that the bard got left out of the "XXXXXXXX is Overpowered" threads.


Does anyone use them or is it just me?

Odd events like a ton of dead fish washed up for no apparent reason, fish falls, meteorite falls, out of place animals etc. Not all the time but say once a year (game time NOT real time) with no explaination just to watch what players read into it.

Have there been any significant Fortean events in Glorian? Would you class the Sandpoint Devil as such...

Just curious...


Not sure if this is in the right place or even if people would be interested in this but what the hey!

In the games I run/play in there are now three seperate takes of the Arcane Fighter in two different campaigns. We are using PF core only and Pathfinder scenarios only.

Arcane Warrior #1:
A half-orc Paladin going Bard going Dragon Disciple

Arcane Warrior #2:
An Elven Conjuration Wizard going Fighter going EK

Arcane Warrior #3:
An Elven Fighter going Bard going Arcane Archer

Actual level progression may be tweaked as game plays out but these are the base lines the players have decided upon.
I would post player perceived playability and "Fun Factor", in game usefulness and from a GM's perception what the build brings to the table.

Would this be of interest to people or am I wasting my time?


Shurikan are treated as ammunition for enchanting. etc.
So making magic shurikan of munchkiness +1 Holy Returning costs 32000gps for 50 or 640gps each. Just seems a bit OTT. Gut feeling says this is too much but head says its okay. Which is right!


Simple question, what are they?
Do they use the "standard" oriental influenced monk weapons?
The Urumi is Indian influenced so would that be on the list?
Cheers.


The young boy sat on the tuft of grass polishing a copper mask with a definite feminine form to it. Clad in rough cloth his tanned face was reflected in the gleaming metal. An older man walked slowly towards him a sleek black wolf trotting by his side.

"Finished boy?

The old man sat near by and pulled a chillum from within his brown robes, filled it with herb and lit the bowl. Drawing in the acrid smoke he ruffled the head of the wolf who had already laid down panting.

"Can you see your face in it?

The boy looked up, smiled and held the mask up so the old man could see his lined face reflected in it.

"Tell me Father, why this metal?

The old man drew some more of the smoke into his lungs and thought carefully about his reply.

"We respect Gia, not like the Dwarves, and respect Her form. We don't rip Her bones from Her body like them but use the waste She produces. In the mornings when Sun returns from its journey through the Underworld you have that dust in the corner of your eye and you brush it free, this metal is like that. Gia ejects it from Her body for us to use. It is Her gift.

The boy pondered on the old man's reply and noticed the spear at his side with its iron head.

"Surely Father the head of your spear and the nails in your shoes are made from iron, the bones of Gia?

Amused by the boy's question the old man tapped the ash from the chillum and pulled a belt knife from its sheath holding it in his hand.

"And this knife, boy. Gia provides iron without the need to rip it from Her body or tear down the trees to smelt it if you know where to look. In the Holy Pools nuggets of iron can be found growing on the peat. This is Her gift to us and we use it sparingly for tools and a few weapons to protect our Groves and Circles. Dwarves don't respect Gia and rip the bones of Her body from Her. They poison the water with their waste and uproot trees to smelt the bones to make iron for their armor and axes. They pretend to understand and honour the Earth but they are ignorant.

This is why we break the swords and axes of Dwarves and Men as sacrifice to Gia and return them to Her womb by throwing them into the Holy Pools. This is the way we maintain Balance and the Circle of Life is maintained.

"Why is this place sacred, Father?

"Full of questions today aren't you! But you are still young and the only way you'll learn is to ask the questions which confuse you. This circle of stone is placed at the crossroads of a Songline. These crisscross Gia and where they intersect form areas of great power. During the Holy Days we sing in these circles and the power flows back into the Songlines to invigorate Gia. You know a few of the sacred songs but you mustn't share them with strangers as they will spoil the song and try and twist the words to aid themselves.

"What will be my lot in life, Father?

"You will grow to be a great Warrior of the Wood of course! That is why I make you wrestle with Midnight here.

The old man smiled as the wolf lifted his head at the sound of his name.

"You will need to understand how to fight like the beast with tooth and claw for when you can change your form. Being male this is your role, only the women stay at the Groves, Pools and Circles. They have the honour of being the bearer's of life and are the most Holy. They lead us in Song and Dance and know the Laws. They deserve great respect. Of course a few women become Warriors and a few men become Tenders, like your uncle Llewellyn. But we don't talk of him...

"What is Evil, Father?

"Dwarves are evil. They have no respect for Gia. The Undead are evil as they unbalance the Circle of Life and Death, they are our greatest enemy and must be destroyed without mercy. Those who construct Golems are evil as they mock life and Gia with their abominations. Those who do not live in symbiosis with Gia must first be warned and their errors exposed. They must be educated and shown the true path to harmony and only then if they chose to ignore us shall we act. We may set free the animals that are kept in cages and sow wild seeds amongst their crops. Only in the extreme shall we take life in this instance.

"What is there to do here, Father?

"There is plenty to do, boy! You can forage for food, learn the ways of the beasts, practice fighting and the Art of Magic. During rest we sing and tell stories. We eat deer, squirrel, boar and fish. During the spring we eat flowers and blossoms and autumn nuts and fruits. Apples are a favourite of mine because we make scrumpy from them and before you ask you're too young for that! Those who live in the city think we are are primitive but they are fools. They confuse simple with primitive. City folk always want what they can't have, they are never happy. They toil all day for someone else for a few coins to buy old food and live in filthy shacks. We work for ourselves eat fresh food everyday and sleep in clean beds. Who do you think is happier? Fires burn down their dwellings, disease kills them and they are forever in the smell of their own s&+%. Nobody is kin and they're all strangers.

"Who rules us, Father?

"The Earth Mother speaks our Laws and our Laws come from Gia Herself. We don't have Kings, Kings are mad! Where is the sense of a ruler who is only there because of an accident of birth? Weak Kings are puppets and can lead to the downfall of a country. When we have our big festival during winter we elect our Earth Mother we all have a say in how we are ruled it isn't decided by a few. Gia's Laws tell us when we can and can't hunt animals or gather fruit, respect these Laws and everything will remain in harmony.

The old man pulled out his pouch of herb again and refilled his chillum. Lighting it with an ember he kept in a leather pouch packed with a fine white wool like substance he spoke again.

"You are young and can not bear much reality. Respect age. Respect women and the totems of the hearth. Respect the secrets which are too dangerous for you know. Listen before you talk. Speak only when spoken to and do not raise your voice. Sit only when invited. Treat everyone and everything with respect. Share everything you have and take everything that you need. That is our Law. Hunt and gather only what you need. Beware of young women who invite you to sleep at their hearth!

The old man stood up, gave a whistle and Midnight followed him. The pair walked away from the boy the old man singing

"My Country is my Spirit

I feel it with my body, with my blood.

Feeling for all these plants...all this Country

When Keraun comes, the Monsoon Wind,

When she comes you can feel it.

Same for Country...you feel it.

Songlines...always you feel it.

You can look, but feeling...that makes you.

Feeling makes you, out here in open space.

She is coming through your body.

Look while Gia is near and feel with your body...."


Okay, second try. Thanks Post Monster!

Is there a fatal flaw in applying the counterspell mechanic to channeling?

In other words a 5th Cleric could "counterspell" another 5th Cleric or reduce the 7th Cleric's channel to d6?


Druid has an animal companion and wants to armor it up. Assuming that he doesn't spend a feat to get armor prof. what stops the animal from wearing barding?

EDIT
Under the entry for horse there is nothing stating that they have feats relating to armor so I assume that wearing barding requires no proficiency.


Okay my Wizard is going off on a boat journey. And because the life of an adventurer is never dull he's placed a huge bet at the bookies in Saltmarsh that the boat will sink. Its bound too...

So being the smart Wizard that he is the contingency plan is when the boat is sinking to cast Rope Trick, climb up and give himself eight hours planning time (and maybe make a few gold by charging for rescue).

So what is the fatal flaw here?
Could he tie off extras to the rope?

EDIT
If he was really smart he wouldn't get on the boat in the first place and stay at home living off the loot from his last job.


This saturday once again my players decided not to put any effort into the game, show any initiative or do anything other than roll some dice when asked.

There are two/three of them who are keen but the rest just don't seem interested anymore which is a shame because as a group we have stuck together for over thirty years.

As a result I'm going to stop gaming all together.

I'm in the process of sorting everything out and will either give away or put on ebay all my gaming stuff which after thirty years amounts to a ton of stuff.

I would rather give it away to people than sell it all I would ask is for postage and packing.

If anyone is keen for stuff keep an eye open here for when I set it up.
It will be Dragon, Dungeon, Imagine and White Dwarf mags. A complete collection of C'thulhu material, Traveller, Grimtooth's traps books old 1st and 2nd edition books and scenarios, fanzines such as Stormlord and Beholder everything.

Cheers.


Lesser Restoration is a second level Cleric spell and the wand costs 4000gps

Lesser Restoration is a first level Paladin spell and the wand costs 750gps

Why would anyone buy a Cleric version of this wand?
Am I reading this right?


Has anyone done this for either 3.5 or Pathfinder?
I've seen the new Winter Wight and Demi-Lich. Also the new upgraded Dim Triad and leader of the Dark Acadamy.
Has anyone got ideas on the "traps"?
Most of the critters are easy to sort but some of the mechanics of traps/puzzles are a bit odd.
I plan to run it after the AoW marathon so I've plenty of time.
Cheers in advance.


Well the Post Monster ate my first attempt...Grrr...

I like the Alchemist class but it seems the focus is on mad-bomber or Dr J/Mr H. This I can understand from a players perspective but as a DM there are arguably better ways to cause damage to PCs. As a real nasty villin I feel something is missing.

Being a lover of HPL and the Call of Cthulhu game the first thing that popped in my head is proto-scientist Herbert West. So I looked but nothing really fitted the bill as the Alchemist is written so I made my own Necromantic Discovery.

I've put this here in the Homebrew Section because that what it is. I guess things are too far down the road for anything like it to be official. Please post your nasty Necromantic Formulea here keeping in mind the spirit of horror films/stories

And to get things started here is mine:
New Discovery: Re-Animation Elixir
Injected into a corpse less than 24 hours old this Elixir re-animates the remains as a mockery of life itself. The Alchemist may re-animate any corpse this way up to half his class levels in HD. Hit Dice gained from classes gained in life are not concidered. Its stats remain the same except for constitution which it is no longer treated as having. The corpse does not need to be whole for the Elixir to work.

For every hour since the creatures death it re-animates with 1 point of intelligence less that it originally had and it loses an additional point per hour. These points can be regained only through the Regeneration spell. The recipient of the elixir may be Ressurected in the normal way.

The recipient of the elixir may not even realise that it has died if killed through non-violent means. If it does realise the recipient spirals into insanity and rage. Within a short time they become comatose

On very rare occasions (DM dependent) the victim doesn't lose intelligence. Such creatures usually come about after the re-animation elixir has been injected into a creature that has died non-violently. These poor souls are generally unaware of their undead status until the creeping realisation that they no longer feel hungry and can not sleep. Wounds do not heal, neither do they bruise. Spellcasters lose any spells memorised before death and can not regain them since they can not rest.

Once the creatures intelligence reaches zero it becomes a standard fast zombie.

The creature so animated gains the undead template


This cropped up in my game months ago but it has been bugging me a bit. Normal movement for a human is 30' per move action but this doubles if you hustle.
During combat my players are hustling around in combat at 60' per round which I think is wrong but let it slide. I think its wrong because hustle applies to overland movement not tactical movement.

So which is it, 60' or 30' per move action during combat.

Cheers


In my Age of Worms campaign I have Filge as a recurrent villain and the Alchemist class seemed such a nice add-on to his necromatic ways.
This then got me thinking...
The Alchemist, in my mind, is screaming out for a Create Zombie formula.
It really is.
Differnt formulae for standard, fast and plague zombies.

What do people think?

*EDIT*
For those who don't know Filge uses glass syringes to inject his potions.



Just had a re-read of the spell and it occured to me during 1ed and now why don't people just produce a half dozen bonfires, shrink them to cloth and tie them off to blunt headed arrows. When fired at critters *bam* instant bonfire/open keg of alchemist fire/acme 1 ton weight landing on them. Or large stone dish filled with Green Slime...
Please can someone point out why you shouldn't do that.


Okay, my biggest problem of the Summoner for me was
1. Lack of social skills
2. Eidolon stealing the show
So I went back and rejigged to see what I could do. I took the easy/munchkin way out and took two levels of Paladin which gave the PC Martial Weapons, Social Skills, Detect Evil, Smite Evil, Divine Grace and Lay on Hands. The Eidolon was a quadruped form, all claws and pouncy. The Summoner was 8th.
Then he went off adventuring!
Rather than give a blow by blow account of what happened I will summerise my thoughts.

The social skills made him less one dimensional and could interact with NPCs well, a real party face. During combat he buffed himself more than the Eidolon to make him more on par and Haste was his friend. The Summoner could make real impact on combat with a few more hits and swinging a two-handed sword. And the CHA mod was now very, very useful; +4 on all saves smoothed out the crappy REF save and his WILL save was just silly :)

The SM ability nerf hurt. The number of summoned critters was never a problem for me anyway, I just wouldn't waste them on the first couple of encounters, but the drop in duration and increase in casting time did. It was commented that the Summoner should be able to use his summoning ability with a click of his fingers and we may just try that out. Summon as a move action!

The weapon boost was also helpful as it made the Summoner just that little bit more competent in combat.

Overall: Really enjoyed playing it! The Eidolon wasn't the star and was deliberatly played down by me. Mr Clawy Pouncy was a perfect flanking partner and double teaming brought down most foes in a few rounds. I used Natural Armor Evolution to drag its AC up and coupled with Enlarge Person made it a killing machine. This class has great possibility as a, I hate the word, g!$H. I am planning to carry on with this PC and take DD as the next ten levels to build on the G!$hy theme.


Okay, now have had a chance to play a Summoner in a game and I wish to share my observations and thoughts. Normally I play a Wizard, Rogue or Cleric.
Basic Summoner, 7th level and a Lovecraftian Eidolon which was my first deviation. I swoped out the Legs for Tentacles on the quadruped build.

Actual play:
The Summoner tended to do very little by himself and the Eidolon was the star. Infact all he did was buff up the Eidolon and cast Glitterdust and Grease. The spamming of SM which people have talked about didn't happen, as a player I wasn't chucking multiple SM at encounters as I don't want to burn all my resources on the first couple of encounters. Also having stat cards ready for each of his summonable critters helped speed up play.

Overall:
Having given it much thought the Summoner himself is very much a supporter of the party and the Eidolon his "Fireball". The reasonable BAB and the right feats meant he could plink away with his crossbow whilst the Eidolon did the damage. As an afterthought a level of Rogue wouldn't do any harm as at one point the Summoner and Eidolon did a bit of flanking and I was seeing a reasonable tag-team going with the party Rogue.

Personal thoughts:
It isn't a class for me. I prefer roleplaying to rollplaying and I just felt the Summoner to be a bit one dimensional. I was playing the Eidolon not the Summoner. The nearest I can explain it was in a campaign years ago my PC lost his soul (thanks to the Deck of Randomly Stupid Things) and I ended up trying to play his inteligent sword. The lack of social skills for me as a player didn't sit well and frankly as a player I felt a bit left out. I will rejig him again and give it another go as like I said its the first time I played it and perhaps I just haven't given it a chance.


Myself and several others have asked about the Eidolon and any equipment which it may get from the Summoner such as armor and weapons. Does the equipment stay with the eidolon when it returns to whatever plane it came from or does it clatter to the floor?
It is an important question as a lot of the builds have the eidolon kitted out and it makes a huge difference to the type of builds if the Summoner has to lug around a greatsword, heavy shield and plate armor when the eidolon isn't around to wear them. Not to mention any time to put the stuff on.


Is it reasonable to kit out your Eidolon with magical goodies which it could use?
Obviously these goodies go with the Eidolon when unsummoned but when it pops back again it is fully equiped.


Okay who wants to play a monk/wizard and kick those fighter/wizards into touch?
Why the is there such love for those nasty Githyanki which we all know are really just elven muticlassed ftr/mu with different hats on.
Let us give some love to the Githzerai.

All hail the mighty Githzerai!


Originally posted in the AoW thread but only got a single response so I'll try here.
TFoE has three Clerics and as I'm running with PF rules I have a problem with all three unleashing negative energy on the party and if coupled with selective channel then we could be looking at 7d6 damage every round which is a bit OTT. Remember the clerics are on a balcony and not easily reached. Even as written without the selective channel it still doesn't look good. I have dry run it a few times but each time the channeling is a major part in stuffing the party.
Has anyone else come across this situation and if so how did you handle it to make it softer on the PCs.
It seems that multiple clerics now can really do damage to a lot of critters in a large area and upgrading old modules causes a problem if the expected party level isn't scaled also.


I'm running this with Pathfinder however the problem I can foresee is the three Clerics just sitting there and channeling negative energy and dumping 7d6 worth of damage every round. As this obviously never happened in playtest etc has anyone found this multiple cleric thing an issue?


Simple question really. Why play a human character other than roleplaying reasons? They get a +2 on a stat, +1 skill point a level and a bonus feat. All the other races get a bucket load of extras with nothing to balance it out.
Old rules only Humans could be Paladins and if memory is right Monks. They had unlimited advancement in any class (which was the *big* bonus in playing a human), heck elves don't even fear death now since the rules on Raise Dead were changed!
Am I the only one who thinks like this?


PF rules say
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

The question is do rogues get the sneak attack if the target is denied part of the dex bonus to AC such as if hit with a tanglefoot bag. I'm reading it as yes.


Quick question.
If you are firing an arrow at a critter who is in combat with allies do you suffer both -4 to hit from firing into melee *and* does the critter get the +4 AC bonus from soft cover effectivly stuffing the archer?
I'm leaning towards yes it does which is really going to annoy people without precise shot...


Okay, had a look through a nice new shiney Pathfinder book for the answer but no joy.
Question: Bob the Fighter is fighting an ogre and the parties thief, sorry, rogue has taken up a flanking position. Now Mr Rogue has taken a few steps back and readied his bow and Bob II has taken up the flanking position with the rogue immediatly behind, ie. B O BII R.
Does the rogue still get the flanking bonus and sneak attack against the ogre?
Thanks in advance.


Okay, we have been playing with the Beta rules for a while and I am still waiting for my PFRPG book to turn up.
Question is which skill has Climb been put into, Acrobatics or Athletics? And does the Rogue class get Athletics as a class skill?
I've had a look in the archives but couldn't find the answer but lots of discussion.
Thankyou very much.


This has come up on another thread and rather than threadjack I thought I would start another.
This fighting style appeals to me cos its a great visual.
So what would the game mechanic be?
+X to AC through distraction?
+X to AC by parrying?
Would it be a new Sword and Cloak Fighting Style Feat?
Would it be open to all classes?
Could it be treated as DR1/-?


Has anyone run this in conjunction with the AoWAP?
If you don't know it it is a free download from the WOTC archives, it has a Wind Lord feel to it and strikes me as being a useful side quest.


As a side adventure I'm going to develop an idea hinted at in the Diamond Lake overview regarding the Bronzewood Lodge and miners. The hint was that the elder Lodge leader has taken a neutral stance to the polution of Diamond Lake and the poisoning of the ground around the town with mine waste. The Lodge leaders right hand man is more aggressive in his stance so when the elder man dies...
Any thoughts please.


Can anyone tell me what the legal position is on giving away out of print material please?
I have seen people buying up stuff on ebay at silly prices but what if I did a CDR of OOP material to just give away, like old White Dwarf or Dragon magazines for examaple.


I'm having a bit of a bust up at the mo' with my playing group over initiative. Frankly I'm bored of it, I'm more intrested in playing the game than chucking bits of oddly shaped plastic around, so I thought I would ask how othres handle it.
At the mo' we run with the players rolling for each player each round and the DM doing the same for each block of critters. IMO this is labor intensive and favours the players slightly. The suggestion of running it with RAW was made, tried and the complaints were made.
The complaints mainly revolved about fighting by rota and players enjoying the uncertainty whereas the DM liked it cos there was less bookkeeping.
What do others do and why please?


Okay, I have a monkey familiar...no spanking jokes please I get enough of that already but could said monkey be kitted out with, say Boots of Speed or Ring of Protection. Could he use a wand?
Maybe a Waistcoat of Armor +1, Bowler Hat of Clear Thought and a Cigar of Smoking would be better...

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