Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Othlo

Starglim's page

Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Dedicated Voter. FullStarFullStarFullStar Pathfinder Society GM. 3,594 posts (3,667 including aliases). No reviews. No lists. No wishlists. 30 Pathfinder Society characters. 6 aliases.


RSS

1 to 50 of 3,594 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge ***

Good to know

Grand Lodge ***

Selvaxri wrote:
#2 released a new creature, the Tharks (Green Martians); being Large, four-armed creatures with +2 Str/+2 Wis/-2 Cha- i don't see them being PFS Legal without being a rare boon.

I playtested some for a d20 era project. They were powerful, but guns were a great equaliser, as were plants big enough to eat your airship.

It would be something to see the Bestiary rules for playing monsters as PCs in a PFS boon. I think it could be done.

Grand Lodge ***

Mystal wrote:
He wanted me to use the Pathfinder system. We are still discussing on if to be used for a society thing, he wanted me to work on it because he wants to have it for Gen Con possibly for this next year as a play test.

That seems unlikely, but if you think you have a viable proposal for a Society connection, now would be the time to contact the campaign coordinator directly. You'll note (starting with the top and bottom of this page) that Pathfinder Society is a trademark.

I'm not sure if any requirements apply to announcing a tie-in to his published work as a Pathfinder game. It could be worth looking at the Compatibility License.

Mystal wrote:
Last year when Paizo had the new release of something he was approached about maybe incorporating his world into it. I can't remember what game that was. But people were buying the core books fast right when the exhibit hall opened.

All Pathfinder products use the Open Game License, so he might well have been able to use some of the content when a rulebook came out.

Grand Lodge ***

The Muted God is

Spoiler:
remembered in the Shrine of the Failed,

but that's not necessarily conclusive. It just means it's generally believed that he failed the test.

Grand Lodge

Rylden wrote:
So is there a weapon that would br able to go from 1h, 2h and double? This is assuming no class features such as juton grip from Barbarian.

Only if the weapon had an ability to change its size when not enchanted. However, transformative can change a Medium one-handed weapon to a Small two-handed weapon, as they are equivalent in size.

Class features don't affect transformative unless they alter the physical size of the weapon.

Like other weapon enhancements, transformative applies to one end of a double weapon. Others have suggested that a transformative two-handed weapon could transform into a double weapon, but only one end would carry any enhancements from the original weapon (I'd include in that, special materials and masterwork).

Grand Lodge

I agree she's legal from Inner Sea Gods (good find by the Archives, as she's not in the book's index). The difficulty with the previous source was that it didn't give complete statistics for her.

Grand Lodge

3 people marked this as a favorite.
Definitely not being sarcastic wrote:
Edit: When the heck did I say smurf?

You quoted someone of that name. It's insidious.

Grand Lodge ***

Mystal wrote:
However when I attended the 2014 Gen Con I tried a Society Game not knowing what I was getting into. Was not prepared that once you die that was it.

Well, that's it for that character number. If you wanted to continue, you could start character -2, with the same character sheet if you like.

GM'ing for PFS has few requirements, just reading the campaign guide, which you should as a player anyway, and knowing the Pathfinder core rules - players must supply the text for anything wacky that they use and scenarios reprint anything that's not in the online rules reference. The published material and campaign organisation provide a good amount of support.

Grand Lodge

1 person marked this as a favorite.

I'm not sure I'd say "most", but a thoughtful illusionist can easily set up a situation where the apparent item may or may not have appeared at the end of the spell, most obviously by creating the illusion in a location the opponent can't see immediately.

Grand Lodge

Using Skills: Aid Another wrote:
In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once .. The GM might impose further restrictions to aiding another on a case-by-case basis as well.

I've argued before that reading a very good book about a subject (a Pathfinder Chronicle) only gives you a +2 bonus, so you shouldn't get more than that from the help of people who know less than you do, or are less intelligent than you.

The person giving aid must be capable of making the same skill check, so must be trained in the Knowledge skill, edit: or have a class ability to make the check untrained, leaving aside the possibility that a lead character might ask for help to make DC 10.

Grand Lodge

2 people marked this as a favorite.

It is proof that, at that moment, the wizard cast an illusion. Context will show whether it is clear that the wall was created by the spell he cast.

Grand Lodge

Apart from a few special abilities, a creature can take one attack as a standard action, or all the attacks available to it as a full-round action.

The Claws evolution gives the eidolon a pair of claws, thus two claw attacks.

Grand Lodge

SmiloDan wrote:
Rapier, dagger, dart, or bow. Maybe spear or pike? Depends on which fey is their patron. Redcap, Wild Hunt, Pixie, Nymph?

Whip for the Master of the Hunt, axe, scythe or greatsword for redcaps and spriggans?

Grand Lodge ***

As the man said, dying is easy. Comedy is hard. But you could play these a bit more for roleplay:
- Anything with Goblin in the title - Rise of the Goblin Guild was my first thought
- City of Strangers 1 and 2
- The Blakros Matrimony
- The Ghenett Manor Gauntlet - in a warm place, but has quite a bit of combat between absurdities
- The Paths We Choose

Grand Lodge

Lady-J wrote:
Nefreet wrote:

Improvised Weapons do not have stats like Weapons do. Their use is largely up to your GM, plus any special abilities you've acquired through feats, traits, class abilities, etc.

But, with a crowbar, you're in luck: bludgeoning damage.

depends what end of the crowbar you are hitting the enemy with one way is bludgeoning while if you turn it the other way(rotate it 180 degrees in your hand) it would be peircing

I'd probably allow it with a penalty to damage, reducible by taking time and a Craft check to sharpen it. But, as Nefreet said, an improvised weapon has no standard statistics (edit: at most, it may have guidelines, as linked, for the most predictable improvised use). It's always a GM ruling what sort of weapon it best resembles.

Grand Lodge

It's been argued for other reasons that at the time a thrown weapon strikes an opponent, you are not wielding it. I don't recall the outcome.

Grand Lodge

1 person marked this as a favorite.
Lady-J wrote:
ok ty is there a way to get your fighter level higher for the purposes of fighter feats with out actually leveling up (like an item or feat that would treat you fighter level 4 levels higher for the purposes of feat requirements)

A few classes, particularly in the ACG but some earlier (off the top of my head, look at brawler, samurai, magus, warpriest) allow you to count levels of that class as fighter levels to some extent to qualify for feats. You could see if any of those classes suit your concept.

Grand Lodge

I'm not aware of any category of racial feats in Pathfinder. As Níðhöggr said, a fighter can take a feat if he meets its prerequisites and can take it as a bonus feat if it is a combat feat.

Grand Lodge ***

I've seen it used with good effect if the player and GM both read what the spell actually says.

Fromper wrote:
Bear in mind that as an psychic caster, my spells won't have verbal, somatic, or material components, though she has an implement as a focus (she clutches her necklace when casting enchantment spells), so nobody will know she's casting a spell.

I wouldn't try that. It is contrary to FAQ and will get you into a nasty long argument with a GM.

NPCs can tell you are doing something when you cast a spell, even when it has no components of any sort. Psychic casters (and other characters who enact magic without components, such as paladins and witches) are known to exist in the world, so an NPC with appropriate skills might guess what you're doing and the GM may even give her a Spellcraft check - as far as I recall, this isn't official, but was John Compton's opinion, so it carries particular weight in PFS.

Grand Lodge ***

Story arcs
Scenario series

Grand Lodge ***

FenrisGM wrote:
And the second question: when exactly are we buying things between adventures? At the end of a scenario or at the begining of the new one? And how does it works when it's after completed an adventure in campaign mode?

I'm not sure of your reason for the question, but technically, the GM is supposed to sign a chronicle sheet after it's completely filled out, so the gold was spent and items were bought by the end of the scenario or module (it may have been earlier, during the adventure, as Andrew mentioned).

Grand Lodge ***

1 person marked this as a favorite.

Pathfinder Society scenarios by location

Not all take place on Golarion.

Grand Lodge

"The dead creature returns to life for a number of rounds .. At the end of this time, the creature dies again." It sounds as if the creature really was alive and has died within 1 round, so may be a valid target for breath of life. You may have a problem if it took more damage while returned to life.

Grand Lodge ***

It looks as if the chronicle explicitly gives it to you and it's not a race boon, so I think it would work.

Grand Lodge ***

Does the sourcebook give an animal companion progression for a dire boar? The Bestiary doesn't.

A cavalier's mount works as an animal companion, but is a different class feature. It would need specific language to add a new type of mount. If available, it might be simplest to use the rhinoceros companion progression with a minimum level to describe a combat-trained woolly rhinoceros, along the lines of Small cavaliers and (riding) dogs.

Grand Lodge ***

I had thought of posting a few resources earlier.

A venture-captain might brief the party, though sometimes other members and associates of the Society take this role. Most of what you've mentioned is high level, so one of the Three Masters or a character often connected to the Decemvirate, such as Osprey or Venture-Captain Adril Hestram, might get involved, or a venture-captain local to each area could be caught up in events.

The Master of Spells could be concerned with Academy of Secrets, The Moonscar and Feast of Dust. The Riftwardens could take an interest too (see Port Godless for a connection to the Society). Zarta Dralneen also has a few likely interests in Academy, though she would have to tread very carefully, maybe contacting Dark Archive agents separately from the main briefing. Events in Qadira might involve Osretia Cassomiran in Katheer.

Muesello or Gloriana Morilla might introduce Tomb of the Iron Medusa.

The Witchwar Legacy could have an interesting link to past events that might induce Osprey to contact high-level Seekers. Otherwise, you might think about how the Pathfinders get to Irrisen and what lodges would need to be involved.

The group might start from a Pathfinder Lodge, or the VC might arrange a meeting at a location closer to the action, or provide transport such as teleportation. Aram Zey often showed off ways to use the Hao Jin Tapestry. I'm not sure that's such an easy option now.

Grand Lodge ***

Continual flame and clerics are available from the Core Rulebook and you've quoted the RPG Guild Guide. Both of these are Core legal resources.

Grand Lodge ***

1 person marked this as a favorite.

Slave Pits of Absalom and Slave Ships of Absalom both refer to Misery Row, the slave market. I'm not sure if both have encounters there. I've often thought of redoing a larger custom map I worked up for Slave Ships.

Grand Lodge

2 people marked this as a favorite.

After they refused to fight each other, the arena master ordered a terrifying beast released to destroy them, but instead it decided the mass of spectators looked tastier, broke down an arena wall and went on a rampage. They slipped out in the confusion.

Grand Lodge

Only a lingering magical aura for 1d6 rounds.

Grand Lodge

Set wrote:
Other places, with rigid social structures, and 'haves' and 'have-nots' mind also find their permanent underclasses turning to whatever sketchy sources of power they can find, since they are locked out of the hierarchy or bloodlines dominating power in their nation, like Irrisen, for instance, or Cheliax.

I could easily see some Ithaqua cultists in Irrisen.

Grand Lodge ***

Your class hit dice are still expressed by the Pathfinder rules as dice, even if you don't actually roll them. The maximum possible hit point total is the maximum result on each hit die, above first level (which is already maximised), plus modifiers. You can certainly have more than the average + 1. Depending on your class it will take quite a bit of PP spending to hit the limit.

Grand Lodge ***

While it's technically an error, I can't imagine a benefit to the campaign from requiring changes to the character to fix it.

Grand Lodge

Ashram wrote:
Like Starglim mentioned, ask your GM if it would be okay to use a PFS ruling on this, which states that you gain whatever languages you start with (Typically Common, a racial language if you have one, and languages from high INT and Linguistics), plus a regional language (Unless you're from Taldor) to reflect growing up and living in that region.

I see there's a recent update that does some of what Ashram mentioned:

PFS Roleplaying Guild Guide wrote:

Half-Human: Half-human characters (aasimars, ganzi, half-elves, half-orcs, ifrits, oreads, sulis, sylphs,

tieflings, and undines) can choose a modern human language instead of the language of their nonhuman heritage.

I was thinking of the PFS ruling that allows just what the OP suggested (and hey, another new option in the last two words):

PFS Roleplaying Guild Guide wrote:

A character with a high Intelligence score can select bonus languages from the list of modern human languages

above, the bonus languages listed in the source for the character’s race, and Shadowtongue.

Grand Lodge

You could use PFS rules on the matter, though they still won't give you an ancient human language as a bonus.

Grand Lodge

If there's a way to give it a saddle, a magic ring or anything else, that method turns the item into eidolon-stuff that, if it still exists as a real object at all, resides wherever the eidolon comes from. When the eidolon goes away, so does any gear that it brings with it.

Grand Lodge ***

spartanfury1 wrote:

and if you're asking about my other topic, he's beyond level 1, so it would have to be retraining rules, as i recently found a weapon that fits in perfectly with how I have been depicting him fighting.

So i was hoping i could use the retraining rules to retrain one of the 'specific' innate weapon proficiency (not the blanket you are proficient with 'all weapons of this type') he gets to that, as opposed to having to burn a feat on it. be it treating as retraining a feat or a class ability I would gladly burn the gold to do it.

Sorry, neither of those options will do it. It's not a feat and you didn't have a choice to make for your class ability.

You could take the feat, or retrain a class level to a class that gets it as a starting proficiency, or to fighter. Most likely options will be more costly.

Grand Lodge ***

The character can dismiss his one follower and pay Prestige for a different one.

Pathfinder Society Field Guide wrote:
..you may dismiss a follower from service at any time if you wish to gain different followers, but do not regain spent Prestige Points when you do so.

So he can't choose from a stable of followers or get back a follower that he used in a previous adventure, except by paying for that follower again, but can have different followers over time. It's not a lifetime limit.

Grand Lodge ***

Baron Roghar Volka wrote:
Would there be any issue if my character spent Prestige to have multiple followers, but due to his lack of a Cha modifier (therefore only being able to have the minimum of 1) only have one with me for any given module (not switching mid-module, so if I start with a Squire that's the only follower I have the whole session)

The limit on the number of followers is a Pathfinder game rule (Pathfinder Society Field Guide, page 60), not a PFS ruling, thus PFS sessions or when they start and end aren't relevant.

Grand Lodge ***

spartanfury1 wrote:
now, say I was playing a module, but as i had played the first session with another character, I had to play the first session for no credit...but the character had played all three sessions. At the end of the module there was a boon that said the character had to have played all three sessions to access. Does he count as having played all three? By their comments I would say yes, as he did show up and risk dying.

He couldn't get any boons or other rewards from that scenario, but he legally played the scenario and has a chronicle for it. I'd say so.

spartanfury1 wrote:
Can one use the rules for retraining a feat to retrain a weapon proficiency to a different weapon? I would think yes, but sometimes things are weird.

I don't see an issue with retraining Exotic Weapon Proficiency (X) that you picked as a general or combat feat to Exotic Weapon Proficiency (Y). If you got the feat or proficiency in some specific way or are doing something else, details may be relevant.

Grand Lodge ***

2 people marked this as a favorite.

3-01 The Frostfur Captives might be the right combination.

Grand Lodge

Starglim wrote:
Mostly in the Gnoll entry in the Bestiary, I expect.

I probably could have checked. Page 313-314

Grand Lodge

There are more in the Monster Codex. I'm not sure if they're on the PRD.

DrDeth wrote:
Where are the rules for doing a gnoll PC??

Mostly in the Gnoll entry in the Bestiary, I expect. First ask your GM if a PC whose race worships demons and eats people will fit into the campaign.

Grand Lodge

"The corpse must have bones." It probably wouldn't work, but might be a nice variant effect.

Grand Lodge

Considering that we have mostly intact skeletons of dinosaurs, I'd say there is no definite time unless they are subject to an effect that damages or scatters the bones.

Butchering for meat would usually involve cutting off extremities and cutting up the edible parts, but if deliberately done with the aim of leaving the skeleton intact, that should allow animation.

Grand Lodge ***

There's a list in the Core Rulebook Skills chapter. It's not exhaustive, but you might consider that those professions will be the ones picked when a Profession check is actually needed in a scenario.

Grand Lodge

Pages 189-191 of the core rulebook describe injury and healing. Note that the rules describe what happens with any healing, if a character is healed to 0 hit points or above 0, because it doesn't always succeed.

Grand Lodge ***

Eric Clingenpeel wrote:
Drahliana Moonrunner wrote:
Tineke Bolleman wrote:
Name changes only fail if you've used the character to post on the boards more then 10 times. Then the name is locked in. But that is just online. You can still rename Bob to Bill, as long as you let the GM know it will show up as Bob when reporting.
Having multiple sessions reported will lock the name even if you never post on the boards with it.
Umm... sorry, but that's not quite accurate. I just changed where an apostrophe was in one of my character's names and he's had over ten scenarios reported for him over the last two years.

I changed the name of my character -5, due to developments since 2011. He had at that point 24 sessions reported.

Grand Lodge ***

Wermut wrote:
First off, for my coworkers who aren’t used to play pen and paper buying the Core Rulebook and registrating into the Society might be a bit intimidating, even if its only 10$. I’m well aware that there are several discussions out there about the Core Rulebook being „expected“. Since I can‘t and won’t check the possessions of my coworkers, is it safe to assume that there is no harm done if we play at first using my rulebooks? Does it even matter in a private setting?

There have been such discussions and they don't reflect the published campaign rules in the RPG Guild Guide. Players are not required to own the Core Rulebook, though it's convenient and much recommended that they get their own copy once they're committed to keep playing Pathfinder.

Wermut wrote:
Another thing I wanted to ask, the Pathfinder Society Guide states pn page 35 that players may use any item they find during an module / scenario. Since I don’t own any modules yet I wanted to ask if all of those items are printed on the chronical sheet or do I have to manually add those items taken and used? What about consumable items, wands and potions? Will they be available for the players to buy after the adventure even if the used them?

The general rule is that items owned by creatures that the PCs defeat (or overcome in another way) are available on the chronicle, even if NPCs or PCs use them or break them. You only cross them off if the PCs fail or don't reach the encounter, in the same circumstances where you'd remove gold rewards.

Items that are Always Available to buy (see the Guide: non-magical gear, +1 weapons and armour, 0 and 1st level potions and scrolls with caster level 1, wayfinders) aren't usually listed, though occasionally appear if there is some mechanical improvement to them, or in recent scenarios to make them available for the Core campaign.

Some scenarios include options (random or otherwise) for which creatures appear in encounters, in which case the scenario will tell you if you should remove items for the alternatives that didn't happen.

You shouldn't add any reward to the Chronicle that's not already listed.

Grand Lodge ***

Only the last line, plus both boons, on the Variable Rewards table: 500 gp, 1 XP, 2 PP,

Spoiler:
Impressive Find and Elixir of Treasure Seeking.

1 to 50 of 3,594 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.