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Othlo

Starglim's page

Goblin Squad Member. RPG Superstar 2013 Dedicated Voter, 2014 Star Voter. FullStarFullStar Pathfinder Society GM. 2,958 posts. No reviews. No lists. No wishlists. 14 Pathfinder Society characters. 1 alias.


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Grand Lodge

The Inner Sea World Guide should be an ideal introduction to both and includes a poster map.

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Paz wrote:
Neongelion wrote:
So basically credit from a pregen level 1 character could not be applied to any of my level 1 Society characters that have played in a scenario?
Yes it could. Or rather, since you can retrain 1st-level PCs between scenarios, you can just treat it as being rebuilt as identical to Kyra for that scenario.

Well, you could play a character identical to Kyra (presumably with more gold unspent) for the scenario in question. It would be your own character, not a pregen.

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2) might work.

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Neongelion wrote:
So basically credit from a pregen level 1 character could not be applied to any of my level 1 Society characters that have played in a scenario?

Correct, for two reasons: it must be applied to a newly generated character and it may not be applied to an existing character of the same level or higher.

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claudekennilol wrote:
What if you retrain a 1 level class into something else. The way I've read it, to me it doesn't imply that you actually lose the stuff you got from the previous class or gain what you would normally get from the second without also paying to retrain the feats/class features.

If you retrain a level, you remove the class features you got for that level and replace them with those granted by your new choice.

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Heretik61 wrote:
1. Let's say you have a party walking down a corridor with a corner at the end. Ten feet from the corner is a creature with total cover from the party (because of the wall). The creature is deaf, and automatically fails its perception check to hear the party. The creature is not stealthing, not moving, and not talking. What perception check, if any, would the party get, and at what point would they make it?

If any of your PCs can succeed by taking 10 against a DC of 40 + distance penalties, you could allow them to hear the creature breathing or shuffling its feet at the point where they make the check. Otherwise, the first PC sees it automatically when she reaches the corner.

Heretik61 wrote:
2. When it comes to perception DC modifiers (+1/10 ft, etc.), are the modifiers applied in a straight line from the perceiver to the source, or does it take the path of least resistance, to modifiers that are most beneficial to the one making the check. For example, in the corridor scenario, assuming the party gets to make a perception check, would the DC be determined by drawing a straight line through the corner (incurring the penalties from going through a wall,or by going around the corner, avoiding the wall?

Whichever gives the lowest DC.

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16590-14
Marlowe Blood
Tiefling (kyton-spawn) Bard
We Be Goblins credit 7 June 2014

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Removing a weapon from a locked gauntlet is a full-round action. It's not explicit, but I would also assume that you unlock it with your other hand.

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Digital Mystic wrote:
Is this anywhere in the core rules? Do spells have obvious effects as you cast them? Like, could a non spell-caster know the difference between a person casting a spell, and a person waving their arms around and speaking pig latin?

To someone untrained in Spellcraft or fooled by a Bluff, both might appear to be casting a spell. Verbal and somatic spell components are easy to perceive and obvious for what they are, unless the character has a specific game ability to disguise or conceal them.

Digital Mystic wrote:
Also... does everyone cast the same spell the same way? Do all fireball spells look the same as they are being cast? Or will two wizards cast fireball with different movements, words, and effects?

They don't necessarily cast the same way, otherwise there would be no need to roll Spellcraft for any spell that the character knew. Apart from anything else, multiple different classes and even divine casters can cast the same effect.

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bigrig107 wrote:

Actually, Starglim, I mean the Bones Oracle's Command Undead feat.

But it's basically the same thing.

Could I not command through Channel Smite?

I agree, the Bones oracle's Undead Servitude has the same limitation and same problem as the necromancer's ability. No, you could not use a single channel both to Command Undead and to Channel Smite.

bigrig107 wrote:
This brings up the question: do variant channeling abilities not function?

The question seems ambiguous. edit(2): I don't see a problem with a cleric with variant channelling taking and using Channel Smite. If she did, a Channel Smite would have its full effect and would not apply the variant channel effect. A Bones oracle can't use variant channelling because she can't use a channel to harm the living.

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A World Cup fan

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Wiggz wrote:
They are listed under 'Combat feats' but I seem to remember reading something about weretigers... that would seem to be an awfully fringe limitation for feats to have.
PFS Additional Resources: Blood of the Moon wrote:
Equipment: all equipment on page 30 are legal; Magic Items: all magic items on pages 30-31 are legal; Mystery: the lunar mystery is legal for play.

Archives of Nethys seems to have marked these as PFS legal, but I'm not sure why.

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Life oracle - Yes

Do you mean the necromancer wizard's Power Over Undead? The wizard can only use his channels to activate either Command Undead or Turn Undead, so even if a GM allowed it to qualify, it would be no use to him as he couldn't spend a channel to activate Channel Smite.

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Jokem wrote:
Dazz wrote:
Correct, caster level of the wand/scroll unless you have a special ability that says otherwise. And unless it's otherwise mentioned, you usually assume that a wand or scroll's caster level is the minimum required to cast that spell.
Typically that is true, but some items are created at a greater caster level than the minimum. Some Chronicles give access to items like this.

Yes, a higher than minimum caster level can provide various benefits depending on the type of item, as well as increased cost. I don't think the question was PFS specific.

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The monstrous physique or undead anatomy series might be appropriate examples for its effects, or you could cost it for the combination of things that it actually does. Either way, it would be best to write out all the effects it has, rather than "grants template X" which has no cost guideline.

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The caster level of the item without benefit from feats, racial traits or similar character abilities.

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A review mentioned it would be useful to see NPCs expanding on Kos City - here they are.

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At the point where he takes the lead in the conversation, or if the NPC has a specific reason to be offended by the presence of a smelly or diseased individual or a foul discharge, such that her starting attitude worsens.

The default response to a low-Charisma individual is contempt and a tendency to ignore him. His other modifiers are more like active disgust and aversion, but if the NPC can keep away and avoid physical contact, she should be able to interact neutrally with the more pleasant members of the party.

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A spell-like ability of, say, mass inflict light wounds would qualify. The witch's healing hex probably does. Channel energy or an undead's touch don't duplicate cure or inflict spells.

edit: Neither a casting nor a spell-like ability of chill touch duplicates an inflict spell.

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If all she has is held chronicles, I think unfortunately she has not actually received any XP.

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poundpuppy30 wrote:
Ah I get it now, thanks. I was hoping it would help my channeling to be stronger but no luck.

Afraid not. Magical Knack wouldn't help a cleric's channelling and doesn't help a life oracle either.

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If you plan to put all your levels in oracle and/or in full-caster-level prestige classes, this trait does nothing for you and you shouldn't take it.

If you're multiclassed and you pick oracle for Magical Knack, the effects of your spells, your concentration checks, your spell penetration checks and your ability to use cleric or oracle scrolls are calculated as if you had taken up to 2 more levels in oracle, to a maximum of full progression. You qualify for any prerequisite that specifies caster level as if you were 2 oracle levels higher. You don't gain extra spells per day, spells known, revelations or the final revelation. Your current revelations don't improve. Your curse doesn't progress.

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wraithstrike wrote:
The spikes are essentially weapons attached to the shield which basically turns it into a weapon.

Well, the shield was already a weapon, but attaching shield spikes changes it into a different weapon, a spiked shield.

It seems relevant to ask whether shield spikes are themselves a type of shield for pricing of mithral. I think not, any more than they're a type of armour. They're an "other item".

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Add together the cost of the shield (including special materials and masterwork armour) and the spikes (including special materials and masterwork weapon). They don't have to be made of the same material, as I can easily imagine a basic spiked shield where they're different (wood and iron). If both the shield and the spikes are mithral .. that's pretty expensive.

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kinevon wrote:
FLite wrote:
I would try to keep the three parts of Destiny of the sands together, since as a campaign they don't make a lot of sense otherwise.
A little bit difficult, since the first two are 1-5, and the third is 3-7...

Hence the suggestion, after the OP's group has run three introductory games, to add at least one more session before Destiny parts 1-2.

kinevon wrote:
Also note that, for the DotS trilogy, carefully running the Devil We Know tetrology from Season 1 (I think it is) might be a nice prequel, since it introduces some of the NPCs that show up in DotS.

Sounds good also.

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Hye Roler wrote:
If folks aren't wanting the Kingmaker experience, my other thought is to run Rise of the Runelords (Anniversary Edition). If that were the case, what suggestion for a PFS scenario might you have?

Season 4, the Year of the Risen Rune, featured Varisia and Runelord lore strongly. Again it depends what your players like: edit: from early in the season, for 6th level, The Golemworks Incident is a romp through Magnimar

Spoiler:
with no Thassilonian involvement (if you want to keep it a surprise for Rise of the Runelords part 1)

while In Wrath's Shadow is a horror-themed dungeon descent that should raise the proper expectation that Thassilonian = bad news.

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Be sure to download and read the Guide to PFS Organized Play. Character ability scores don't change due to age (page 7).

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Salarain wrote:
SO basically I can not even have the skin tone simple like a Drow too?

That would be literally reskinning as a drow, which already has game stats, so is not allowed.

PFS is not so keen on characters who will be killed on sight in 80% of the campaign setting. It causes problems for the GM and other players.

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I'll have a go. Low level, I presume.

Since you don't have access to the Special, The Wardstone Patrol is an acceptable substitute to start the season. From there, you have several possible story arcs.

The Fifth Crusade
follow with:
The Stolen Heir
Library of the Lion
The Traitor's Lodge
The Horn of Aroden
Scars of the Third Crusade presumably fits in here somewhere - haven't played it
finally:
Assault on the Wound

Sczarni Power Play
follow the above with:
You Have What You Hold
Destiny of the Sands Part 1
unfortunately they won't be in at the finish, as The Stranger Within is tier 5-9.

Qadiran Market Advantage
The Glass River Rescue
then
The Merchant's Wake

Destiny of the Sands is the Osirion three-parter. Probably run The Glass River Rescue before this.

Cheliax plays a few interesting parts in these, though the scenario where it really shines, Fate of the Fiend, is tier 7-11. I can't think of anything very exciting Andoran has done this season.

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Andoran: 1
Cheliax: 2 (one started in Cheliax, changed to Shadow Lodge, then back to Cheliax)
Grand Lodge: 2 (formerly Osirion and Andoran)
Osirion: 3 (one deceased and reconstituted, one previously Lantern Lodge)
Qadira: 2
Sczarni: 1
Silver Crusade: 1
Taldor: 2

Likely Season 6:
Dark Archive: 1
Exchange: 2
Grand Lodge: 3
Liberty's Edge: 2
Osirion: 1
Scarab Sages: 2
Silver Crusade: 1
Sovereign Court: 2

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Dwarf: 3 (one dead and rebooted, so in story and currently in play, 2)
Elf: 1 (previously 2 before a first-level rebuild)
Half-orc: 1, retired
Halfling: 1
Human: 3 (Taldan (retired), Minkaian, Ulfen)
Nagaji: 1
Oread: 1
Sylph: 1
Tengu: 1
Tiefling: 1 (kyton-spawn)

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Salarain wrote:
I have for scenarios; 3, 2, 5, and 1 = 11?

That would be 4 XP and you should have gained level 2 after the third game, unless any of those games were sanctioned modules.

I'm only aware of one way to get 5 PP in a PFS session and you won't be playing that at 1st level. You could get 3 PP if you played a sanctioned module and didn't complete all of it. Otherwise I don't know what the numbers you listed mean.

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A wolf is not a valid mount for a Medium standard cavalier or paladin. This is not a general rule for "pet classes", so check the text for the class you want to play.

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PFS play treats this no differently than the published rules.

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PFS rules are clear and not particularly stretchy.

You can choose one of the core rulebook races, or an aasimar, tiefling or tengu if you provide a legal rules resource for their statistics, or another race if you have a certificate (known as a race boon) that allows you to do so and you provide the legal rules source for it.

Additional Resources specifies what you may and may not use out of alternate racial abilities from rule sources that you own. Most, if not all, abilities derived from drow blood are not legal.

Your racial abilities do what the published rules say they do.

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Racial weapon proficiencies (weapon familiarity) work in two different ways. Where the ability makes you proficient, you have proficiency regardless of your class. Where it allows you to treat the item as a martial weapon, you must get proficiency with martial weapons or with that specific martial weapon from a class ability or feat.

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It's no different. The ring is still active, so its deflection bonus applies if that is the largest deflection bonus she has against a particular enemy. She has +3 deflection against her smite target or +1 deflection against any other attacker.

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Devon Jones wrote:
Starglim wrote:
The APG is incorrect. He can create items without having the listed caster level, just making a Spellcraft check appropriate to the item's CL (also note that many magic items are listed with a higher CL than the minimum that they need by the guidelines). Where caster level is an actual requirement, it's one of those that can be bypassed with a further +5 to the Spellcraft DC.
Are there any references stating that the APG rule is invalid?

I linked to the FAQ. Here it is again:

http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9n9x

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At least twice, otherwise it would be a swift action.

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Caedwyr wrote:
And of course, if the caster can choose to designate someone an enemy and someone an ally whenever they cast the spell, then "enemy and ally" basically become interchangeable with "target".

I didn't actually edit in response to this, but would urge caution: targeting is a more specific requirement. A caster, for example, can consider an invisible rogue to be his ally, even if he doesn't know where the rogue is or whether the rogue is affected.

Grand Lodge

An enemy is whoever the caster or enacter of the effect believes or decides to be an enemy. edit (2): This is not targeting and doesn't depend on line of sight. You can affect yourself as if you were your enemy.

An ally is whoever the caster believes or decides to be an ally.

edit: If the caster doesn't know the creature is in the area of effect, context and the nature of the effect will show whether the caster would consider random creatures in the area to be enemies.

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j b 200 wrote:
You can find some info on Ceyanan in Death's Heretic and The Redemption Engine as He/She appears in both Pathfinder Tales Novels

Good point, I hadn't made the connection. Ceyanan turns up to instruct Pharasma's agent Salim, accompanied by Pharasma's usual portents (which may or may not be under his/her control) and is described as an 'angel'.

Grand Lodge

The APG is incorrect. He can create items without having the listed caster level, just making a Spellcraft check appropriate to the item's CL (also note that many magic items are listed with a higher CL than the minimum that they need by the guidelines). Where caster level is an actual requirement, it's one of those that can be bypassed with a further +5 to the Spellcraft DC.

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OilHorse wrote:
Sniggevert wrote:
Yes, or you could hit him again with the currently reach DD.

Just to be clear.

I can attack as a part of my attacks due to high BAB with both weapons I am wielding. I have 1 DD out in reach and another in adjacent mode. With my +6/+1 iterative attacks I can attack with each once...with no 2 weapon penalties?

Yes, also with your usual Strength bonus to damage for a one-handed weapon to each one. You have no off hand in this action.

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I assume any prayers to the Ushers mostly fall within the church of Pharasma.

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You could look at some other threads for the Season 3 onward Hao Jin Tapestry scenarios, building up to Rats of Round Mountain. They have some nice things for Osirion, give a good structure to bring in Tien elements mostly without dragging the other three factions to the far side of the planet (though I'd definitely include The Fabric of Reality, which goes to Goka), there are plenty of evil things for the Silver Crusade to smite and if they survive the notorious Rats they can give themselves a pretty sincere sense of accomplishment.

This doesn't do a lot for Taldor as far as I remember, so you could have a Kaer Maga sub-plot as mentioned, even launching the campaign with The Godsmouth Heresy.

For another direction, Taldor and Absalom actually have some surprising Tien connections. You could run a Taldor-centred campaign starting with, for example, First Steps 2-3 and Decline of Glory. The Dalsine Affair is all Taldor but also should provide some surprises to the Silver Crusade.

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Since the +3 modifier for a trained class skill has the same effect as the D&D 3.5 system of buying 4 skill ranks at 1st level, skill DCs should not change relative to 3.5, unless something works differently for the specific skill.

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I'd treat it exactly as a ghost's corrupting touch, except that it does fire damage and has no save for partial damage (this in itself is a significant power increase). It applies witchflame as a separate supernatural ability.

Corrupting touch is a Supernatural ability. The ghost activates it by the Use a Supernatural Ability standard action. There's also reason to think a witchfire, at least, can use it as as an attack of opportunity, because she has the Combat Reflexes feat that would otherwise be pointless.

Vital Strike does not apply because it's not an Attack action. Improved Natural Attack does not apply (nor would strong jaw) because it's not a natural attack.

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Starglim wrote:
I wouldn't be surprised if the Red Redoubt of Karamoss comes into it, even in/as 6-03.

Called it

6-01 Trial by Machine

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seebs wrote:

Alter self:

PRD wrote:
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type.

Hmm. My own species, if I'm a humanoid, is "small or medium creature of the humanoid type".

PRD wrote:
Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.
So, "many of the fine details" can be controlled, but "generic member of that creature's type". What does that mean? Can I pick hair color? Can I pick sex? Can I pick hair length, or eye color?

As long as you become a generic member of a type and not a specific individual, I think "venerable female Tian-Min" is an acceptable example of a type for this purpose, while hair and eye colour are examples of fine details you can control.

It doesn't refer to creature type and if "type" should read "subtype", that would raise difficulties as to what ethnicity and sex should be generic to elves, for example.

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