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Kobold Master Trapper

Talonhawke's page

RPG Superstar 6 Season Star Voter. Pathfinder Society Member. 5,729 posts (5,940 including aliases). No reviews. 4 lists. 2 wishlists. 12 aliases.



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David knott 242 wrote:


One thing I noticed is that animating undead is no longer an evil act in Starfinder. As best I can tell, no spell except Planar Binding has the "Evil" or "Good" descriptor.

I want this explained, I want the exact reason written down so that it can be understood what changed. What in the world is so different about necromancy?

Is it powered differently? Did we discover that it didn't work the way we thought it did? Did morals lax during the passing of time?


1 person marked this as FAQ candidate.

So the discussion on splash damage lead to me wondering a few things.

1. Can an Alchemist use a Flask thrower to throw their bombs?

2. When doing so does INT modifier from Throw anything still apply? It is called that but it also just states it applies the damage to splash weapons.

Throw anything alchemist:
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature

3. Can you enchant the flask thrower and if so do the enchantments apply to the splash weapons(whether bombs or otherwise)?

4. If all of the above is true what would apply to the minimum damage calculation for a bomb with both static pluses and rolled damage enchantments.


2 people marked this as a favorite.

Since one of the major rules of the Society is cooperation, and sometimes that means paladins have to work with evil as part of the job would it be possible to get an answer on whether or not

1. Such cooperation requires atonement as per the Associates section of the paladin class.

Associates wrote:
While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good.[/b] A paladin may accept only henchmen, followers, or cohorts who are lawful good.

2. If so for this instance of atonement only would or should the Society foot the bill for the cost of the spell?

EDIT: I think that having this codified would help with making sure that GM's aren't causing paladins undue issues due to sheer dumb luck of who else is at the table, and also give the paladin players a RP reason why either they don't need said atonement or how they cover their possible need for constant aura cleansing.


So since we have had a back and forth and someone asked what the percentage of people on both sides of the issue where, here a little poll thread on the issue just like the post with your position on it and feel free to comment.

Edit: may be a few minutes making sure I have proper positions on both sides.


So the setting I have been working with my home game is one that uses firearms more often than base fantasy. However I really don't like having a weapon type critically fail, couple that with the guns being more modern in Na'Nil and I was thinking about ways to work them so that it wasn't a oh oh me me choice for everyone even with them being simple and not being so bad that no one wants them. So I was thinking of dropping the Touch Attack mechanic and dropping miss-fire altogether .


Gloves of Dueling:
These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Trained Throw:
When the fighter makes a ranged attack with a thrown weapon and applies his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. Unless he has the Throw Anything feat, the fighter can choose only the thrown fighter weapon group with this option. If he has Throw Anything, the fighter can choose any fighter weapon group with this option and apply this option's benefits to any weapon from that group that he throws.

Would the bonus from the gloves be applied before or after the doubling? For instance at level 9 would it be (2WT+2GD)x2TT=8 or 2WTx2TT+2GD=6?


I don't know how many people have played any of the Cortex system games, but a common theme in these games is a pool of dice that move between the player and GM in one way or another based on the system to create tension. Basicly if the GM has a lot of dice on his side test are more likely to have higher DC's (the systems usually allow up to 3 total dice to be used to make a final result but any number of dice availble may be rolled at once.) while the players having alot of dice means things are calmer and safe as they can more easily overcome challenges.

What I am considering using would be the standard hero point rules but also having the GM have a pool to start each adventure with as well. When the GM wishes he can spend a dice on a roll (more than likely with less options than players) and give it to the player most effected when players spend these dice they return to the GM's pool.

Some options i though of using to go along with it might include.
1. Allowing players to attempt stunts to buy dice for later. Basicly attempting something dangerous with a chance of failure success means they get the dice failure the GM would.

2. Have the extra dice on the players side simply be a pool as well with dice available to anyone in the party's use.

What do you all think?


1 person marked this as a favorite.

Can anyone point to a site or download for a good and not overly complex DPR Calculater?


3 people marked this as FAQ candidate.

A lot of the new Style feats have a special line allowing use of the feat with either additional weapons of the same weapon group or in the case of Ascetic Style any Monk weapon. Do these exceptions apply to the later feats in the chain or must you only use your chosen weapon for the later feats?

Ascetic style wrote:
Special: A 5th-level monk or character with the weapon training (monk) class feature can use Ascetic Style with any monk weapon, in addition to the chosen melee weapon.

With Ascetic Style we see the additional weapons being those with certain special quality.

Smashing style wrote:
Special: A character with the weapon training (axes, hammers, or flails) class feature can use Smashing Style with any axe, flail, or hammer, respectively, in addition to the chosen weapon.

Most styles are like Smashing style and allow use with any weapon in their weapon group.

Startoss Style wrote:
Special: In addition to the chosen weapon, a character with this feat and the weapon training (thrown) class feature can use Startoss Style with any thrown weapons that she wields in one hand.

Startoss is another odd one as it seems to allow any thrown weapon that is wielded in one hand, possibly opening it up to weapons outside the group altogether.


Kyton Style wrote:

Your fighting style emulates the disciplined nature of the kytons, with passion and pain held tightly in chains.

Prerequisite(s): Wis 13, Exotic Weapon Proficiency (spiked chain), Knowledge (planes) 3 ranks, ki pool class feature.

Benefit(s): When using this style, you treat spiked chains as if they had the monk special weapon feature. Additionally, if you have Stunning Fist, you can spend 1 point from your ki pool to make a Stunning Fist attack with your spiked chain instead of an unarmed strike. This still costs a use of Stunning Fist as normal.

Ascetic Style wrote:

You blend arms and martial arts, using weapons with the same ease as unarmed strikes.

Prerequisite(s): Weapon Focus with the chosen melee weapon; base attack bonus +1 or monk level 1st.

Benefit(s): Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks.

Special: A 5th-level monk or character with the weapon training (monk) class feature can use Ascetic Style with any monk weapon, in addition to the chosen melee weapon.

The question I have is after reaching 5th level would I be able to apply Ascetic style to my spiked chain?


4 people marked this as a favorite.

At the Captains behest an arena has been made for these to greats to battle it out.

Round one. Best Pizza toppings. Battle BEGIN!!!!!!!


Okay so I am actually going to delve into the use of pawns and tokens in our upcoming gaming session. What would help are some software suggestions to resize and print battlemaps to actual 1 inch squares when prineted.

Tried using MapAlign but it gets an exception when i try to create a file large enough for that size.


1 person marked this as FAQ candidate.
Ravingdork wrote:

For FAQing, not discussion. Please discuss here. The rules in the the Advanced Player's Guide for favored class bonuses contradict those found in Occult Adventures.

Advanced Player's Guide, Page 9, paragraph 3 [PRD Link]

Advanced Player's Guide wrote:
For example, a dwarf with rogue as his favored class adds +1/2 to his trap sense ability regarding stone traps each time he selects the alternate rogue favored class benefit; though this means the net effect is +0 after selecting it once (because +1/2 rounds down to +0), after 20 levels this benefit gives the dwarf a +10 bonus to his trap sense (in addition to the base value from being a 20th-level rogue).

Occult Adventures, Page 84, paragraph 4, last two sentences. [PRD Link]

Occult Adventures wrote:
If an alternate favored class option modifies a class feature or ability, it can't be taken before the character has that class feature or ability. For example, if a class gains a class feature at 6th level, a character couldn't take a racial favored class option that applies to that class feature until 6th level, even if the benefit from that option wouldn't be high enough to add a bonus until a later level.

With this change over I assume their might be some changes to be made to characters out there. Just wondering what the exact depth of rebuild would be. I would assume that it would be to redo the favored class options and anything that you might no qualify for because of lack of bonus.


Don't know how long its been going on but at least one Spam thread was up on my recent post ticker when I logged in today. Its a created event for PFS so I couldn't flag the event but I flagged the post involved. At least its in English this time.


27 people marked this as FAQ candidate.

As a break off of this thread I am making a thread for dicussion and hopefully if enough clicks are gained a definitive answer to the question, can a creature with extra arms make weapon attacks with all of them without using iterative attacks.
The dicussion stems from the fact that no rule specificlly allows more than 2 attacks a around without iterative attacks.

We see several creatures in the bestiary who use x attacks where x is the number of arms in a full attack in the way described above without a special ruling to allow it. We also see some with extra arms who only use 2 in their written attack sequences.

We also see Vestigal Arms which grants arms but gives a specific rule disallowing extra attacks lending to the position that by default extra arms means extra attacks.


I don't know if the situation will even come up but my group is planning on starting a new game in a few weeks and I've decided to let them vote on a list of ideas I've been wanting to run for awhile and go from there. One of them was Carrion Crown set in a more modern era using the Modern Path.

The problem is that chances are we may not have a channeler in the group to handle the haunts easily. Anyone have any suggestions for the best way to deal with this....or will it even be an issue (haven't read back over everything just yet so I might be forgetting something about haunts.)


2 people marked this as FAQ candidate.

Posting the relevant text below and then asking a question in the hopes of reduced table variation.

PDT wrote:

No FAQ Required:

The point of the Take 10 option is to allow the GM to control the pacing and tension of the game, avoiding having the game bog down with unnecessary and pointless checks, but still calling for checks when the chance of failure leads to tension or drama, as well as when a series of checks would have a nonsensical result if all outcomes were exactly the Take 10 result. To that end, it would be counterproductive to attempt to make a strict ruling on what counts as “immediate danger and distracted” because that’s going to vary based on the pacing and dramatic needs of the moment. The very soul of the Take 10 rule is in the GM’s discretion of when it applies, and tying the GM’s hands, forcing them to allow Take 10 in some cases and disallow it in others would run counter to the point of the rule’s inclusion in the game. The rule is currently flexible enough to allow this, and it should maintain that flexibility.

With this sorta of clarification could we possibly see a PFS specific ruling regarding whether or not the task being preformed is counted as distracting enough to prevent the character from taking 10 on a check.


1 person marked this as a favorite.

So I have been working on a Red hand of Doom Kirthfinder Conversion. So far I have restatted several of the enemies and plan on starting the party around level 6. If anyone has the time take a look at the stat blocks and let me know what you think and what I might need to change.

Red Hand of Kirth.

Updated with working doc.


Your Chance to ask the little green guy all your questions here!


1 person marked this as FAQ candidate. 8 people marked this as a favorite.

The now official thread to hopefully get Jiggy to recap all your favorite debates from old thread.


1 person marked this as a favorite.

Just picked up S&S this weekend and other than lamenting I waited this long to try PACG I have a few questions.

1. We also picked up the Ranger Class deck, Does this provide enough extra cards to increase the players past 4 or do I need to get the char-addon pack. (will be doing so anyways but may have a group of 6 by this weekend.)

2. One of my buddies loves caltrops but we weren't sure if he could re-add to his deck at the end of scenarios if all caltrops got banished and there were still enough items to rebuild his deck.

3. WE cant seem to understand moving the ship and encountering new ships if anyone could explain it easily.


Hi we are gonna be starting carrion crown this weekend and I'm honestly not big on experience points for just killing so i was going to run it according to story points i found a thread for suggestions on doing this with book one but haven't yet for the others could someone point me in the right direction for a good suggestion on leveling the players without needing to track xp.


1 person marked this as a favorite.

As I am 30 and out of the house it isn't a problem for me, however my youngest brother is wanting to get into pathfinder and my father is extremely conservative religiously. Can anyone possibly point me in the right direction of some articles I can show him or anything really along those lines so we can at least get a dialogue going?

P.S. Sorry if this is in the wrong section.


Since the question was too unclear in the last thread I decided to fire up another since the question has come up again.

If a character gains access to a class feature of a class he has no levels in is he allowed to gain archetype modified versions of those abilities or must they be chosen from the base class?

Examples are taking the Amatuer Gunslinger feat to gain Up Close and Personal from the Pistolero archetype or taking eldritch heritage to gain a wildblooded bloodline such as Sylvan.


23 people marked this as FAQ candidate. Question unclear.

Since its coming back up and the old thread already had a "answered in FAQ" with no answer I could find I'm going to reposit this in an attempt to seek an answer.

Q: If a character gains the ability to select something from another classes list (sorcerer bloodline, gunslinger deed etc.) can the character choose abilities from an archetype of that class( wild blooded bloodlines, Pistolero, etc.) or must it be chosen from abilities from the base version of the class?

Please hit FAQ regardless of opinion.


1 person marked this as a favorite.

So if a human takes racial heritage and cat folk exemplar to gain claws I believe claw blades should be usable but just want to check before approving it.


Just realized I have a session under my profile for a character that isn't mine for an event I never attentened. What steps do i need to take to help get it fixed.

Edit: The character is showing to have my PFS number but at this time I havent been able to even start in society play.


Have a great bit of revolution or time traveling or both.


1 person marked this as a favorite.

In the very long thread on the subject (which has no resolution) it was asked if anyone has done this in PFS and how gms would rule on the subject.

Please let's limit this to whether or not you allow it and if you have a strong reason why or why not please explain.


Two quickies here.

1. Does the restriction on needing 2 free hands apply to Humanoid creatures as in type or body shape?

2. Is it possible to deal a critical when making a grapple check to deal damage?


I know that you need two free hands to start a grapple without penalty, and that you can't take actions requiring two hands while grappling. But if your hands are only being used in a grapple do you count as having a free hand?


1 person marked this as a favorite.

After seeing the phrase " that's the kinda thing you need a feat for" come up in several threads I have to wonder if somethings that aren't defined in the would be better off as rules not feats, some feats included.

See the difference while subtle at first is actually very big. A rule applies to everyone while a feat applies to just those that have it. Right now in the rules for instance there is nothing covering using a grappled target as a shield for more than the standard soft cover. It's one of those things you have to house rule. Now if the devs decide to put in something to change that they can either add rules for making a check to do it or make a feat. Making it a feat actually becomes prohibitive since you now lock out anyone who can't spare a feat.

An actual example I can think of is the feat that lets you shine light off of your weapon to blind someone. This is really the kind of thing dirty trick already covers but now you need something else besides dirty trick to blind a guy with shiny light.

A copper for your thoughts.


New FAQ blog WOOHOO

For those who were wondering about ranged touch attacks and AoO

When you cast a spell that allows you to make a ranged touch attack, such as scorching ray, and an enemy is within reach, do you provoke two attacks of opportunity?

Yes, you provoke two attacks of opportunity, one for casting the spell and one for making a ranged attack, since these are two separate events. As a note, since all of the rays are fired simultaneously (in the case of scorching ray), you would only provoke one attack of opportunity for making the ranged attack, even if you fired more than one ray.

For those who wanted to Viscious Stomp after Greater Trip AoO

The Greater Trip feat allows you to take an attack of opportunity against a foe that you trip. The Vicious Stomp feat allows you to take an attack of opportunity against a foe that falls prone adjacent to you. If you have both these feats and trip a foe, do you get to make two attacks of opportunity (assuming that you can)?

Yes, the two triggering acts are similar here but they are different. One occurs when you trip a foe. The other occurs when a foe falls prone. It requires a large number of feats to accomplish, but you can really pile on the attacks with this combination.

To those who wanted to know about Diplomacy and Cha checks involving Charm person

Charm person makes a humanoid "friendly" to you, as per the rules found in the Diplomacy skill, but it also allows you to issue orders to the target, making an opposed Charisma check to convince the target to do something that it would not normally do. How does that work?

The charm person spell (and charm monster by extension) makes the target your friend. It will treat you kindly (although maybe not your allies) and will generally help you as long as your interests align. This is mostly in the purview of the GM. If you ask the creature to do something that it would not normally do (in relation to your friendship), that is when the opposed Charisma check comes into play. For example, if you use charm person to befriend an orc, the orc might share his grog with you and talk with you about the upcoming raid on a nearby settlement. If you asked him to help you fight some skeletons, he might very well lend a hand. If you asked him to help you till a field, however, you might need to make that check to convince him to do it.


My wife seems to remember a version of the paladin that had different spells and such based off the color of your patron. Could anyone point me in the right direction on what I'm looking for.


My wife seems to remember a version of the paladin that had different spells and such based off the color of your patron. Could anyone point me in the right direction on what I'm looking for.


Alright haven't gone through all of it yet but just looking at the fighter I went feeling great more attack attack attack to actually feeling like your choices will matter. For those who havent read over it yet a quick synopis would be that fighters now have a pool of dice that can be used for things such as boosting damage negating damage dealing damage or even make attacks on turns you took a non attack action.

What are your thoughts.


Just something I've been working on for monks and unarmed TWFs.

Combination Strikes:
Combination Strikes (Combat)

Prereqs: Improved unarmed strike and Two-weapon Fighting, or Flurry of blows and monk Unarmed Strike class feature.

Benefit: When making a full attack using Two-weapon fighting or flurry of blows and only making unarmed attacks each successful attack sets up the later strikes granting a cumletive +1 competence bonus on attack rolls to each attack made after it. If any attack misses the bonus resets to +0.

Special: A monk may take Combination blows as a bonus feat.

Improved Combination Strikes:
Improved Combination Strikes {Combat)

Prereqs: Combination Strikes, and either Improved TWF or Flurry of Blows and Monk level 8. In addition you must meet any prereqs of the chosen benefit.

Benefit: Choose one of the following benefits when the bonus from your Combination Strikes feat is +3 or higher you may choose to expend the bonus to apply that benefit. The expended bonus still applies to the attack that gains the benefit.

Manuever Set up: When expending your bonus the attack gains one of the following combat manuevers(Trip, Disarm, or Sunder) as a rider if the attack hits make a combat manuver check at the same bonus. You must have the Improved feat for the manuever.

Stunning Strike: When expending your bonus you declare the next attack to be a Stunning fist attempt. If the attack hits the DC for your stunning fist increases by the amount of the expended bonus. You must have the Stunning Fist feat to take this benefit.

Perfect Opening: When expending your bonus it is doubled for the attack being made.

I'll post the other feats as I finish them.


Here's an idea for a game. One person will name a occurance on the forum and the first person to link to it gets to name the next seek and find.
A few rules
1. No using this to call out or attack others.
2. Look for things that are rare but not impossible to find.
3. Have fun.

I'll start with an easy one.

Find a post of someone using the statement "James Jacobs isn't the rules guys." Any variation on this is good.


I know that it wouldn't be a definate guide but if I were to plot out a characters levels from 1-12 would the WBL chart be a decent guideline of about how much gold I would have each level?

And about how much PP should I assume (I want to say 50-75%)


After seeing it over and over would it be possible to get a flagging tag for those that are either going completly off topic or in the case of the rules forums going out of there way to try and convince people that their own houserules are the correct way.


39 people marked this as FAQ candidate. Answered in the FAQ. 3 people marked this as a favorite.

After yet another thread about Eldritch heritage and Wildbloodlines I though we could start an FAQ thread on the real issue.

Can A character take a archetype version of a class feature such as a Bloodline, Deed, or other named subset when gaining access to said feature through a source without that archetype.

besides the aforementiouned example another would be having an Amatuer Gunslinger take a deed granted specifficly to a gunsliger archetype.


Alright so several of my local friends have presented intrest in getting into PFS while we were looking through some things one of them has a question I wasn't sure on.

If my buddy and his wife are both gaming do they both have to own a copy of a book/pdf in order to both use something from it if they are gaming at the same table?

Would this be different if they were at different tables?


Looking to put a group together around here for some weekday and occasional weekend gaming. Post if your interested and I'll pass along any relevant details to help you decide if we would be a good fit.


This has been bothering me more and more lately so i figured I would bring it up in hopes of a 1.5/2.0 fix.

Can we please change the name of Flat-foot AC to something that doesn't conflict with a condition that it is not equal to. A lack of Dex to AC doesn't make a character flat-footed and while there aren't a whole mess of conflicts there are a coulpe especially with newer players who think because they might be attack flat-foot AC that must mean the target is in fact Flat-Footed.


I know that if two archetypes change the same feature you can't take both but does adding options to a feature (such as bonus feats) count as changing it?

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