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Othlo

Starglim's page

Goblin Squad Member. RPG Superstar 2013 Dedicated Voter, 2014 Star Voter. FullStarFullStar Pathfinder Society GM. 2,994 posts. No reviews. No lists. No wishlists. 15 Pathfinder Society characters. 2 aliases.


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Grand Lodge **

He could before. Taldor is entirely happy to sell made-up titles to places they don't actually control, especially if they were formerly part of the Empire.

Grand Lodge

Choose a specific grid intersection at the centre of your space. If the centre of your space is a grid square (as it is for most PCs), pick one of its four corners.

edit: It looks to me as if emergency force sphere's 5' radius hemisphere centred on you places you in your choice of the four squares that the dome takes up.

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Seadeatea wrote:

I have a loosely related question. Since a cleric must be able to present their holy symbol to channel energy, what if a caster changed it's appearance? Would it no longer work as them presenting their holy symbol?

Honestly, I am thinking of the ever notorious Prestidigitation. I know it can't interrupt a caster but if you were to change the shape of say an ankh into a rough sphere it wouldn't directly be affecting their cast right? But it would no longer be the right shape to represent their faith. Or, even if it were a different shape, would it still work as it is still the Same object?

This is not one of the listed abilities of prestidigitation. It could perhaps make some sort of blobby coating, but since materials made by prestidigitation can't count as a spell component, I doubt they can modify the effect of a spell component either.

If a holy symbol was reshaped by something other than a 0-level spell, that certainly might prevent it functioning.

Grand Lodge **

Thinking about where each individual would have to move, it should be at least a full-round action, after the troop moved adjacent to the ladder. If the GM allowed the troop to use any of its damage-dealing abilities while doing so, it's more like two full rounds. They might choose to fire crossbows through the trapdoor instead.

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1. The primary effect of the haunt is fire damage to the target creatures. A haunt can't cause the room actually to catch on fire, because rooms are objects and immune to mind-affecting effects.
2. It's an odd sort of spiritual effect. You might think of shadow magic as an analogy. Affected creatures take real fire damage.
3. Yes.
4. Nothing. However creatures affected by the haunt, but immune to fear, see all its effects but are not harmed by them.
5. Presumably something that an affected creature does or suffers in response to the haunt. For example, if the haunt affects a paladin's horse and the horse panics and bucks her off, the paladin takes falling damage, or if the haunt affects a dark stalker and does enough damage to kill him, he explodes.
edit: The haunt can probably also do things to an affected creature's gear. Any consequences of that would be secondary effects.

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Rules for magic oils are in the Magic Items - Potions section of the core rulebook, pages 477-478.

You make them using the Brew Potion feat.

Applying an oil is a standard action to smear the oil on the target (note, throwing does not work) or a full-round action to apply an oil to an unconscious creature. The person applying the oil is the caster and the thing receiving the oil is the target. Despite some wording in this section, you can apply an oil to a creature if the spell can target creatures.

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No. A creature that's not an appropriate mount for you can only benefit from an exotic saddle and if it doesn't have one, you take a further -5 for riding bareback.

A military saddle has its listed effects and is probably better suited than a standard saddle for unusual forms of movement. Whether it needs to be exotic depends on the mount.

Grand Lodge **

Corwin Illum wrote:
If i get deafened at level 1, MUST i cure it?

Unless it heals by itself over some period of time, yes.

Grand Lodge

Or if 5/6 of your party are in black tentacles.

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Your ability scores don't increase at level 2. You get an increase next at level 4.

You can buy lots of things with gold and some things with Prestige. I'll assume PFS from here.

If you have 6 Fame in PFS you can buy any Always Available item (almost any mundane item and some basic magic gear), any item on one of your chronicle sheets or any legal item that costs up to 500 gp. No, it really doesn't get much simpler than that, you are expected to read the Guide.

You probably have about 1500 gp, so you might want a masterwork bow and the best light armour you can get. If your Strength is not high, your bow doesn't need to be expensive, so you can probably afford a mithral chain shirt (1100 gp).

You might think about saving your Prestige for emergency fixes that can't be bought with gold - starting with 5 PP for body recovery - but if you want to spend them, you can get a legal item costing up to 750 gp for 2 PP. One of these might be a wand of cure light wounds, which most bards can use. Another might be your improved bow.

Grand Lodge **

doc the grey wrote:
Starglim wrote:
Guide to PFSOP page 8 wrote:
If you have a high Intelligence modifier, you may select bonus languages from those listed in your race’s entry in the Core Rulebook and the Modern Human Languages list (The Inner Sea World Guide 251). Certain classes grant access to additional bonus languages (e.g., Draconic for wizards). Humans and half-elves with high Intelligence scores may learn all the above languages as bonus languages as well as any other language except Druidic and the languages listed under Ancient Languages on page 251 of The Inner Sea World Guide.

You need ranks in Linguistics, which means that you can only know one Ancient Language at level 1.

It would seem that if a somewhat old language is described in another legal source and not in the Ancient Languages list in the ISWG, you can take it as a bonus language. I don't know if there are any such.

Cool means my tengu is getting Ancient Osiriani and Azlant here pretty soon.

Good point - there are several ways to get more than one, now I think about it. Generally one Ancient Language at 1st would be a better way to put it.

Grand Lodge **

I add a year for each 12 chronicles.

Grand Lodge **

Guide to PFSOP page 8 wrote:
If you have a high Intelligence modifier, you may select bonus languages from those listed in your race’s entry in the Core Rulebook and the Modern Human Languages list (The Inner Sea World Guide 251). Certain classes grant access to additional bonus languages (e.g., Draconic for wizards). Humans and half-elves with high Intelligence scores may learn all the above languages as bonus languages as well as any other language except Druidic and the languages listed under Ancient Languages on page 251 of The Inner Sea World Guide.

You need ranks in Linguistics, which means that you can only know one Ancient Language at level 1.

It would seem that if a somewhat old language is described in another legal source and not in the Ancient Languages list in the ISWG, you can take it as a bonus language. I don't know if there are any such.

Grand Lodge **

thistledown wrote:
One thing that wasn't clear - low tier spells out the mummy's stats and doesn't keep the mummy rot and aura. But high tier just gave the aura to a regular adv. mummy. But it doesn't say anything about removing anything the mummy already has. I other words, the high tier has the sandstorm, aura of dispare, and mummy rot.

High tier lists its Aura, replacing the Aura line of a standard mummy. It has desert wind and not despair. Mummy rot is a special attack, which is not listed as altered, so it still gets mummy rot.

Grand Lodge

To me the easiest reading is that he has unarmed damage and fast movement as a 4th level monk.

It's highly unlikely that a 1st level brawler can afford this item, but a similar question could come up for a 4th level brawler, who might.

Grand Lodge

It doesn't work at all.

Which feat? Context may suggest a more sensible response.

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As dragonhunterq quoted, he's treated as a lower level. Since he gets his hit dice from his class, he has less hit dice and gets the 3 or fewer HD result.

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Uses of mythic power don't recharge by rest. You get a certain number each day.

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Shlogan wrote:
Does Casting the spell provoke an attack of opportunity? and can you charge with a touch attack and get the +2 bonus?

1. Yes, but making the touch doesn't

2. Charge is a full-round action. If you already have a touch spell on your hand from a previous round, or if you cast as a swift action, this can work.

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If the object has SR or a creature with SR attends it, (the best) SR applies.

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You can apply metamagic feats to shadow evocation if they are legal and sensible for the effect of shadow evocation. Maximise Spell does nothing to the shadow evocation spell because it has no variable numeric effects. Persistent Spell would force the target to make two saves to avoid full damage from the shadow evocation.

The effect created by shadow evocation is not a fireball spell itself, but a quasi-real, illusory copy of a fireball. I think you could create a quasi-real copy of a spell affected by metamagic feats. You might not even need the feat to do so. This would increase the level of the copied spell and if it increased above 4th level, you couldn't cast it as a shadow evocation.

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Dexterity damage might be appropriate.

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steve coling wrote:
BigNorseWolf wrote:


Most of the rewards overlap, and come on, who can resist a boon that says Aram Zey won't insult you publically? :)

Locally, we are looking for a boon that says at worst, we can mock him publicly, at best we want one whwere we can benounce him and have the Ten autorise his forceful removal for incompetance.

After 5-20, I'd have to agree.

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Paizo published subdomains in the Advanced Player's Guide.

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Tiemmothi wrote:
Does this feat effect the off hand like it would if it were str based? Do you get the full dex befit on the off hand or just .5 dex bonus?

You don't halve your STR bonus to attack rolls for your off hand, nor your DEX bonus if you use Weapon Finesse. For effects that apply DEX to damage, check the text.

Grand Lodge

You remove everything you received from the ranger levels and replace it with what the fighter levels give you. That means (barring archetypes) fewer skill points and different class skills. Since you're buying skills afresh, I don't see a problem with changing them, but you might choose to limit that to maintain narrative logic.

The feats you get as class features will most likely change too. I agree that you'd have to retrain separately any odd-level feat selections that are then invalid.

Grand Lodge **

You can only have a language that's been published in a legal source. If Rasputin Must Die lists English, you could pick it from there.

Grand Lodge **

The Horsemen are in a table of gods (page 234) in the Inner Sea World Guide.

Grand Lodge **

This is one of the cases where you might have wanted to use the slow play option from the start of 7th level.

Grand Lodge

Half-elves and half-orcs do, due to their Elf Blood and Orc Blood racial traits. This is not a general rule for creatures described as half-breeds of two races. For example, changelings and tieflings don't get this benefit.

Grand Lodge

2) Yes, it applies to rake attacks because the cat gets a bonus to all attack rolls using the chosen weapon. See the Tiger's stat block for an example.

Grand Lodge **

Thanis Kartaleon wrote:
I had thought that half-elves and half-orcs would get to pick a human ethnicity…

They can if they want and for certain other rules elements, it becomes relevant. Only humans get a free language from it though.

Grand Lodge **

You can start with any scenario or module that a 1st level character can play. Mists of Mwangi is Tier 1-5, so that's suitable.

Grand Lodge **

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Nonhumans get their racial language instead, but PFS allows nonhumans with bonus languages to select from modern human languages as well as the list for their race. In either case you'd need the relevant additional resource, the Inner Sea World Guide or Dragon Empires Gazetteer.

Grand Lodge **

TobiasBlues wrote:
So just looking at stuff. Is the Inner Sea Primer basically just information more for a player while the Inner Sea Guide is more of a setting piece with info for the GM?

The Inner Sea Primer is about a year older (2010 versus 2011). As I understand it, they're not really a GM/player set. The Primer is a reasonable quick introduction, though the Guide is also very handy for a player to own. The Primer has regional traits and some archetypes that I don't think have been printed elsewhere.

Grand Lodge **

rooboy wrote:
I was thinking there was some kind of online registration thing for the character where I would have to register the sheet and the session, then print out a new one with some kind of authentication number or something (this was all very complicated in my head :) ).

There's a screen under your Paizo.com account to register PFS characters, which will help the organiser to get your character name right, but you don't have to fill in anything else online. The physical sheet is your official record and the organiser will report your session. You can maintain any form of character sheet you prefer, as long as it's up to date and readable if the GM needs to see it. You should also start an Inventory Tracking Sheet.

rooboy wrote:
Importantly, this means that if I played three different scenarios, I would advance in the middle of each one before going to the next (by "advance" I mean earn the rewards on my chronicle.

At the end of each scenario and before the start of the next, yes.

Grand Lodge

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

Grand Lodge **

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.

Grand Lodge **

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.

Grand Lodge **

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.

Grand Lodge

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.

Grand Lodge **

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

Grand Lodge

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.

Grand Lodge

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.

Grand Lodge

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.

Grand Lodge

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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