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Othlo

Starglim's page

Goblin Squad Member. RPG Superstar 2013 Dedicated Voter, 2014 Star Voter. FullStarFullStar Pathfinder Society GM. 3,073 posts. No reviews. No lists. No wishlists. 16 Pathfinder Society characters. 2 aliases.


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Grand Lodge

It strikes as a spell, not a weapon, and your combat actions don't affect the weapon's effectiveness. Many things about this wording could benefit from clarification, but in this case I believe your ACP on your attack rolls wouldn't affect the spiritual weapon.

Grand Lodge

This is interesting:

Quote:
Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy).

Channel energy in Pathfinder does cause damage, so I think this is outdated but shows a clear past intention that channel energy should take full effect on incorporeal undead. Marked the original question for FAQ

Grand Lodge

wraithstrike wrote:
That is why I quoted since getting a bonus equal to an ability mod is a determination on whether or not something stacks.

The FAQ considers an untyped bonus equal to an ability modifier to be the same as adding that ability modifier and prevents these from stacking. If the bonus is typed (such as the paladin's deflection bonus quoted in the FAQ) it stacks in the normal way.

Grand Lodge

RickD wrote:


I would like to know if the Prismate Player trait would apply to sling stones and bullets?

Regional Trait
Prismati Player (Andoran): You’ve grown up playing the confusing game of prismati and throw stones with accuracy and ease. You gain a +1 trait bonus on attack rolls with fistsized rocks or similarly shaped objects, and a +1 trait bonus on concentration checks.

You don't play Prismati with a sling. The bonus applies when you "throw stones", as the first sentence makes clear. If you threw a sling bullet with your hand, that would count.

Grand Lodge

blackbloodtroll wrote:
So, if an ability changes what the skill is based off of, and another ability adds the modifier, from the same ability score, does the change, or the added modifier, cease to function?

Both abilities continue to function. Only their effects don't stack. The skill is now based off the new ability score and the character receives the highest available bonus, if they are different (for instance, if one is multiplied by some factor).

Grand Lodge

Starglim wrote:
No - no more than ability score increases due to levels are bonuses. The character's ability score actually and permanently changes.

To be fair, I need to correct myself on this:

FAQ wrote:
At 4th level, a character can increase one ability score by +1. This is a typeless, nonmagical bonus that cannot be changed once selected .. A character can also increase one ability score at 8th, 12th, 16th, and 20th level; it does not have to be the same ability score as the one chosen at an earlier level, and stacks with all other bonuses.

(including the untyped nonmagical bonus gained at 4th level)

Grand Lodge

An animal doesn't gain any languages as racial abilities. If it gets an Intelligence of 12 or a rank in Linguistics, it learns a bonus language. It still needs the proper anatomy before it can speak the language.

Grand Lodge **

silverace99 wrote:

Got a question about the Demonic Windstorm that occurs if the PC's follow Sir Ilivan back to Nerosyan instead of rescuing the soldiers.

The scenario states that an easy DC12 Perception check is needed to find the cave and ignore the Windstorm effects, and even if the PC's don't see it, Sir Ilivan automatically notices the cave. It also states that it takes 3 whole rounds for the storm to take maximum effect.

So in essence, no party ever is going to fail to find the cave and get stuck out in the storm. So is there even any point for me as GM to prep for it? Seems like a pointless thing to add to the scenario....

Some parties may suspect there is something waiting in the suspiciously easy to find cave.

Grand Lodge **

Yes. You must provide a legal rules source for kitsune stats (there are at least three options).

Grand Lodge **

Most dire animals (certainly those in the first Bestiary) don't have animal companion progressions, so no rules resource exists to be legalised. If it has published stats as an animal companion, check Additional Resources.

Grand Lodge

Rushley son of Halum wrote:
The issue is that a shield champion gains bonus feats that require 2 weapon fighting. Am I forced to take 2 weapon fighting? Or do the feats work as normal? Or can I only benefit from the feats while a flurry?

You can only benefit from the feats while flurrying, unless you choose to take Two-Weapon Fighting as a feat.

Grand Lodge

Ogadim wrote:
Secret Wizard wrote:


Quick question: with Brawler's Flurry, can I take Two-Weapon Feint? Do I count as having Two-Weapon Fighting?
No. When you use that ability, the penalties for two-weapon fighting are reduced as though you had the feat. In order to take Two-Weapon Feint, you must actually have the feat itself.

The OP's quote says that the brawler has the Two-Weapon Fighting feat when making a brawler's flurry.

Grand Lodge

Yes, as long as you're making a brawler's flurry as a full-round action. This means that in any round that you don't use brawler's flurry, you don't have Two-Weapon Fighting and you get no benefit from any feats for which it is a prerequisite.

Grand Lodge

You would need a pretty specific ability that explicitly allows some arcane caster to scribe the spell as a different spell with a different descriptor. If you can find such an ability, check Additional Resources to see if it's PFS legal.

The Admixture wizard's abilities don't alter how he scribes his spells, only how he casts them, so they won't do what you want. Elemental Spell has the same issue, regardless of which character in the transaction has the feat.

Grand Lodge

No - no more than ability score increases due to levels are bonuses. The character's ability score actually and permanently changes.

Grand Lodge **

DrakeRoberts wrote:
How does that boon work if your faction didn't make it into season 6?

Spoiler:
It uses the faction reported on the Chronicle for the character who played the scenario. Since I believe it debuted at GenCon, the game must have occurred after August 14, so that would have to be one of the current factions and grant one of the current faction traits.
Grand Lodge **

Eindridi wrote:

If the Cyberplasm manages to use its 'Deconstruct' ability on a dead Pathfinder then it turns them into a 'Hungry Flesh' creature, which is an Ooze.

If the party then kill the Ooze do we think that we need a Resurrection or a True Resurrection spell to bring them back?

I initially assumed Resurrection but the fact that they are becoming not only a different creature, but ALSO a different creature type, not even just a different subtype, gives me reason to ask.

Thoughts?

Hungry Flesh consists of the character's flesh, though in a form that doesn't have viable limbs or organs. Once destroyed, it should be a valid target for resurrection, which restores the character to full health - comparing with the text of raise dead, it should certainly remove the risk of tumour growth.

Grand Lodge

Best stay away from Andoran (where your slave will go free and you'll be, if you're lucky, jailed until they deport you) and the River Kingdoms (where locals of any allegiance will just lynch you).

Grand Lodge **

Mike Bramnik wrote:
So it's not even as fully developed as Pathfinder Sign (which I seem to recall shows up in a scenario somewhere, now that I think about it...)

It's explicitly mentioned in boxed text of The Paths We Choose, at least.

Grand Lodge

The concertina also has a keyboard of sorts. That seems more appropriate.

Grand Lodge

Tarantula wrote:
I'd say spend a standard action "commanding" the servant, and it does what you want.

Better still, a move action to direct a spell. As mentioned, the unseen servant is mindless and doesn't understand language, only the magical ability to command it included in the spell. I think that could just as easily be a gesture, but personally wouldn't allow an "act of will".

Grand Lodge

From PFS again, at low level, you could drop in almost anywhere (very minor spoiler)

Spoiler:
4-19 The Night March of Kalkamedes

Grand Lodge

1a. Feats from the Bestiary are not legal unless access is granted by another legal source. If your class choice offers Improved Natural Attack as a bonus feat or similar, you may take it.

1b. Unlikely. Eidolons have no better access to feats than PCs.

2a. Yes, if that size is Small, Medium or Large.

2b. The monetary cost of a weapon doesn't change based on the size of its owner, no. You'll take the usual penalty for using a weapon not sized for you, which could be considered a cost.

Grand Lodge **

Russo PC wrote:
Finn Kveldulfr wrote:

last time I looked at additional resources...

Yes, many of the philosophies are legal choices-- so long as you aren't a cleric. Also, worshiping Razmir is legal in PFS-- so long you aren't evil (and, yes, Razmir has non-evil worshipers-- perhaps not many? but he has them).

Actually, as far as I can tell, if you are a Razmiran Priest in PFS< does that mean you have to be LN, since Razmir or Razmiran, is LE?

Inquiring, but chaotically-inclined minds want to know. ;)

Since no-one yet has pointed out a legal source for Razmir as an object of worship, decorating your character sheet with his name can have no mechanical effect. If you have a "Razmiran" archetype or prestige class, check the rules for that option.

Grand Lodge

I agree, so if a rule says "apply your whole DEXTERITY bonus to your Armor Class", should I not conclude that that is a typed bonus and its type is Dexterity?

Grand Lodge

The cleric gains information as if she had made the appropriate Knowledge check. If you're untrained, normally you can't make a Knowledge check with a DC higher than 10, but lore keeper bypasses that requirement as if you made the check regardless. The effect of not having Technologist is just that you are treated as untrained on all skill checks. I think lore keeper would give full information.

Grand Lodge **

You may have had some discouraging answers here and from your local group. It takes longer than is available at the start of a game - I have seen it done while the GM started The Confirmation and wouldn't recommend that. The character creation section in the Guide is helpful and it's ideal if you can get an experienced player to work with you for an hour or so (reasonably quick if you think about what you want to build and it doesn't require delving into multiple sources) or to check your result. You don't need the GM unless you want a ruling or signature on something.

Grand Lodge

Wheldrake wrote:
Fog and dim lighting are nasty effects that DMs too rarely use on the game board.

Darkvision defeats dim lighting and there are various ways to see through fog, smoke and dust - therefore these effects make player choices other than +stats relevant, which is a good thing.

Grand Lodge

blackbloodtroll wrote:

Could one present a (Un)Holy Symbol, that was under the effect of an Invisibility spell?

What about a Silent Image, to disguise it a different symbol?

If you conceal what it is, you haven't offered it for their appreciation nor invoked the majesty of your god.

Does that prevent you channelling while under greater invisibility? Why, very possibly it does.

However if you present your deity's symbol and those affected could see it, if they could see in the dark or through smoke or fog, I think their inability to see what you openly presented is on them.

Grand Lodge **

Samuel Frederick wrote:
The link from dragonhunterq says that the Aasimars are considered half-human, so is that taken to mean that they 'have' to be half human, or human for the purposes for qualifying for feats.

They have to be half human and cannot gain mechanical changes from being descended from another race. They only count as humanoid (human) for any other purpose if they have the Scion of Humanity alternate racial trait.

Grand Lodge

A

Grand Lodge

Seranov wrote:

I don't know if this is a spoiler, so I will put it in tags to prevent any oopsies.

** spoiler omitted **

I don't know if this strictly works, but it's a thought.

He can't channel negative energy, as he can't present his (Un)Holy Symbol. I agree with claude that there may be some question whether he can cast spells with DF components.

Grand Lodge **

Dragomir Scalerider wrote:
So assuming I get/have those books, it's legal?

You're only likely to be asked for the ACG, since you only have an ethnicity from ISWG and a trait from ISG (but make sure you know who your deity is - I'd consider that a red flag). Also, Ultimate Campaign for Seeker.

Grand Lodge

Paulicus wrote:
** spoiler omitted **

If it's the scenario I'm thinking of

Spoiler:
she is already carrying the symbol of a different and hostile deity. Her spells and channelling work fine.

Grand Lodge **

Do you own the Advanced Class Guide, Inner Sea World Guide and Inner Sea Gods? You may also want to think about what combat feats you want to use with Martial Flexibility and have the sources for them ready.

Grand Lodge

bobthedead18 wrote:
I think it would be a good idea oh no that guy got dropped I need to keep him from dying run over put shield on back pull him away from the fray, put yourself between his body and the active combat so that the shield catches any missiles fired your way. valid and realistic thing to do for a combat healer.

Most of that is a drag manoeuvre (automatic success and die roll of 20 against a helpless creature) and/or 5' step to put him in a square where you provide him cover against attacks. The shield strapped to your back won't protect anyone and you are now a much better target for missiles than he is, but oh well, you can be brave to help your friend.

The valid, realistic and historically correct thing to do (well, historically for reloading crossbows, but close enough) would be for someone else to carry and set up the tower shield while you use your standard action effectively.

Grand Lodge

It only detects and bypasses DR of golems, not all constructs.

Grand Lodge

Yes, just as if a magical effect changed the character's race.

Grand Lodge **

Guide to PFS Organised Play

Guide to PFSOP page 7 wrote:
Select your character’s class and race from the choices offered in the Core Rulebook. You may also select kitsune, nagaji, tengu and wayang as your character’s race with access to the proper Additional Resources book.

Grand Lodge

Rhatahema wrote:
For home games, a GM might be persuaded to allow other humanoid subtypes (Scion of Halfingity?).

And this is a home game, because Small-size aasimars are not legal for PFS.

Grand Lodge

1. Much like other cooked meat and baked goods, it might keep for a few days, more with cold or magic, or the witch might be able to make preserved foods or trail rations that last indefinitely but don't look quite as delicious.

2. One meal or serving. If you want more, cook more people.

3. Each serving can have a different effect, most likely at the witch's option when created.

Grand Lodge **

born_of_fire wrote:
My understanding is that a character can always purchase items valued at under 750gp regardless of Fame or PP. Is this the case or have I experienced a catastrophic reading comprehension failure?

This is not the case. If he has less than 5 Fame, he can only purchase Always Available items and items on the character's chronicle sheets.

born_of_fire wrote:
Also, can things on one character's Chronicle sheet be bought by another one of my character's since the Chronicles are kind of attached to me as a player rather than to each of my individual characters? It seems clear that the items and boons from the top half of the Chronicle are character specific but is the list of equipment on the bottom half only available to only that character as well?

No. Chronicles are specific to the character who earned them or was assigned them. A few boons carry over between characters and these are described explicitly on the chronicle or in the scenario concerned.

Grand Lodge

Ultimate Equipment has the most comprehensive lists (end of the page) that I know of. I don't know if any individual sources state what weapon groups a new weapon occupies. Otherwise, ask your GM.

Grand Lodge **

1. Vishkanya have Poison Use because they produce their own poison. Neither PFS rules nor logic support them buying manufactured poisons unless they have levels in the classes that normally have this benefit, or access from a Chronicle. If a vishkanya obtains a manufactured poison, her Poison Use ability works as written.

2. The rules don't support an animal's venom working effectively if applied directly to a weapon, though a non-PFS GM could allow it as a house rule. It must be prepared as a manufactured injury poison. edit: Outside of PFS, a character might use it as raw material for Craft (alchemy), applying a suitable Profession check for how much raw material it provides in gold piece value, but that's not explicit anywhere. In PFS, a day job roll against Profession (animal keeper) followed by a Craft (alchemy) roll provided you are an alchemist or investigator would do something like this, producing one of the permitted standard types of poison.

Grand Lodge

You make a good point. The text really should say explicitly if the brawler's levels count as monk levels for the effect of feats and items. The only support I can see for this is the examples selected - but in both examples, the only difference in their function for a monk is that they scale with monk levels. I think it's poorly written and needs clarification.

Grand Lodge **

The Guide to PFSOP, pages 21, 25 and 36 describes how to adjust XP, PP and gold for the slow track. The Guide says nothing about altering the day job result - instead it says (pages 21 and 36) to enter the result from table 5-1 in the day job box.

edit: as others have said, providing a citation/quotation for a negative is pretty tedious.

Grand Lodge

That's an unhelpfully vague description of Martial Training. A brawler counts her levels as monk levels for the purpose of qualifying for feats, and to determine what options apply for feats that work differently for monks and non-monks. Otherwise the character has 2 levels of hungry ghost monk and 3 levels of a non-monk class.

Punishing Kick knocks an opponent back 5 feet, as it would if the character was a level 5 hungry ghost monk. She can use it twice per day.

Elemental Fist does +1d6 damage and she can use it twice per day.

Grand Lodge

Should they? Not a rules question. If you want a character who is less than the minimum age for an adventurer and your GM is prepared to allow this departure from the rules, I would think you should be prepared to use the mechanics for that choice. Otherwise, a half-elf can take PC class levels at 20 years and if you want to claim you're 11 for some roleplaying reason, the game world will draw its own conclusions.

Grand Lodge

It's pretty long, to be honest.

If the character was introduced to Abadar by a Tien merchant, he might recognise the Tien aspect first, until he develops enough personal understanding of theology (say, high ranks in Knowledge (religion) or cleric levels) to make his own speculations. However Abadar is an ancient god and appears to different cultures in their own guise. I expect he has draconic and cyclops aspects, for example.

The church would probably advise the character to integrate into Katapeshi civilised society more than to preach to his own tribe, unless perhaps he had an opportunity to convert almost all of them at once.

Grand Lodge **

Tamec wrote:

Given what I know of that particular adventure

** spoiler omitted **

Spoiler:
They might pull out a few of their captives to do that - particularly if the PCs destroyed specific undead servants and were well suited to replace them, such as Luscilia's zombie and the party included a strong fighter, or Dalirio's huecuva and a cleric - but most of the slaves are either shipped off for cash sales in other nations, or sold to the derro for purposes revealed in Part 4.
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