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Witchwyrd

The_Ninja_DM's page

2,599 posts. Alias of Spiral_Ninja.




I was surfing through the wiki and ran across a reference to Mirnbay having 22 noble houses, but they only list three: Arjal, Rhukov, & Xsagi.

Is there a complete list anywhere?


I'm getting set to GM a RL RotRL (AE version).

One of my players wants to be a weaponsmith and enchanter. He has a background of coming from a (noble) family who have made powerful, even legendary, weapons for generations. he also to the Merchant Family campaign trait, and so is related to one of the Sandpoint founders, so I'm suspecting he's a cousin...sister of one of the founders married into his family.

I'd like to use an established Golarion family if possible.

Any recommendations?


OK, we should be finishing up my Carrion Crown game within two more Sunday sessions. After that we'll be starting Rise of the Runelords, Anniversary Edition.

Right now we have three players: my husband, our daughter, and our friend. Our long-time standard group. I'd love to add at least one more player.

We meet Sundays from around 10 AM until 4 PM.

If anyone is interested PM me.


1 person marked this as a favorite.

Aaron Allston

Linked!


6 people marked this as a favorite.

I was looking through an old Dungeon magazine: issue #12, July/August 1988, to be precise.

(The one with the cover showing a leprechaun painting cows green.)

After reviewing that (rather silly) adventure, I just flipped through and my eye caught a name in a different adventure...possibly because I'm running a Shattered Star PbP.

The name was Alaznist, an archmage who is the mysterious patron for the whole adventure

Spoiler:
and turns out to be a drow

I double checked the spelling, then...recognized the name of the author.

Any guesses?

The author's name was

Spoiler:
James A. Jacobs!


I ordered Christina Stiles Presents: Waysides: Didjer's Crab House (PFRPG) PDF @ 3.99 = $3.99 on the 19th at 10:42PM (according to the confirmation notice) and attempted to dl it. It has failed every time. my downloads gave the 'personalize' bit, I waited, then hit it again, it did the connecting spin, said it dl'd then stopped, but I never received it and my system doesn't show it in the downloads.

Could you please check you end for me?


I'm looking for at least two players to fill in spots in this game.

We currently have a fighter and a wizard.

The cleric/divine channeler was my PC and will be DMPC'd if needed. I'd prefer a PC healer type, though.

The character creation is slightly updated. The major changes are in the hit points and funds.

Max starting funds.

For HP: Add your Con Score to the max HP at first level. After that, roll: if you get greater than or equal to PFS standard keep the roll, if not take PFS standard.


I hope this is the place to ask: I want to take over a campaign where our DM vanished.

This is the one I mean: http://paizo.com/campaigns/TiessasShatteredStarCampaign


DM Ninja/infinite

OK, here's where you comment and complain, folks.

The current crew:
Ajerviskanis
Braydon Chem
Fibek Entine
Ikshvaku "Vak" Charayama
Kayosin
Straehan
Sumisu Fulanke


DM Ninja/infinite

As the spring solstice rolled closer, the local Toadlicker goblins became unusually aggressive. They somehow acquired fireworks and were using them to attack travelers on the road. After the events of previous years, and considering the current absence of the 'Heroes of Sandpoint' the populace of the sleepy town of Sandpoint grew nervous. As the recently arrived young cleric of Gozreh, a Samrasan called Taize Vesper, celebrated Firstbloom, the skies over the Brinestump Marsh were lit by a massive round of colorful explosions.

The rumormill is overactive, and the response from Magnimar that one of Sheriff Hemlock's deputies brought back was not encouraging. Magnimar seems to feel that the incidents are too minor for them to send a troop. Several young folks have already tried sneaking out to find the goblins, only to be stopped by the guards.

Daviren Hosk, goblin-hating owner of the Goblin Squash Stables, is currently seated in the Rusty Dragon Tavern, ranting about the lack of effort the Sheriff and the mayor seem to be putting out to exterminate the little menaces.

Most of the travelers are probably staying in the Rusty Dragon and the locals often stop by as well. The large room (with the piano) at the top of the stairs is Ameiko's.


The_Ninja_Dm's Road to Kasai: A Jade Regent pbp: adventure, romance, and (maybe) comedy and music

This is an invtitational Jade Regent Game. Do not post unless I've sent you a PM.

Once the first group I've chosen respond, I'll consider other PCs.

The game will use both gestalt and Mythic rules as per the following notes.

Character generation:

No evil PCs!

Races: All Pathfinder Core, Featured and Uncommon races, all Dreamscarred Press races, and the 'example' races in the ARG. Other races by DM approval only.

No homebrew races.

Special: I will permit PCs to modify a race based on the Race Point cost in the Advanced Race Guide under the following rules: the base cost for a race is 15 RPs. If your race 'costs' less than that, you may use the difference between that cost and 15 RPs to 'purchase' racial abilities as per their cost in the ARG. If the race 'costs' more than 15 points, you must pay the difference from the point buy points allotted. These points may also be used to 'purchase' the variant racial abilities, including those Aasimar and Tiefling abilities from the Blood of... series, at an RP cost of the ability they would normally be replacing.

Stats: 25 pt buy

NOTE: No character may 'cost' more than a total of 40 points.

Classes: All Pathfinder classes, all Dreamscarred Press Psionics Unleashed & Psionics Expanded classes. All other 3pp by DM approval, must provide a copy or link to one for the GM. No homebrews.

Traits: 3; one must be a Campaign Trait. Traits may also be purchased with RP or Stat points at 2 points/trait.

You may, with GM approval of the specific trait, use RotRL or Sandpoint specific traits as campaign traits. No 3rd party or homebrew traits as campaign traits.

HP: PCs get their full HD plus their con score at first level. Thereafter they will roll for HP and add their con bonus. If the roll for HP is under PFS base, they get PFS base plus con bonus.

Gestalt House Rules

Gestalt characters essentially take multiple classes at each level, choosing the best aspects of each. The process is similar to multiclassing, except that characters gain the full benefits of each class at each level. Where the chosen classes have aspects that overlap (such as Hit Dice, attack progression, saves, and class features common to more than one class), you choose the better aspect. The gestalt character retains all aspects that don’t overlap. Class features that two classes share (such as Uncanny Dodge) don’t stack; they accrue at the rate of the faster class.

To build a gestalt character, choose two (or three) classes. The classes must be ones that could multiclass under the multiclass rules.

a: One class of the gestalt must be a Pathfinder or Dreamscarred Press class.
b: Once chosen, the gestalt combination may not be changed.
c: Players must specify one of the classes in their gestalt as their favored class. Races or Feats allowing more than one Favored Class allow the PC to make a second class in their gestalt favored as well.
d: Gestalt characters with more than one spell-casting class keep track of their spells per day separately.
e: The third class can be an NPC or prestige class. The prestige class can be used to replace the NPC class, and only the NPC class once you qualify.
f: For each save bonus, choose the better progression from the chosen classes, with the following restriction: The character must take at least one bonus from each class in the gestalt.

Other House Rules
I permit a rewrite of a character, once, at the point where the PC reaches 2nd level.

I roll initiative for everyone once and maintain that same initiative throughout the fight. After the first/surprise round a PC may reroll their initiative, but they must keep the reroll, even if it's worse.

I roll publicly to see who the opponents attack, numbering the group in alphabetical order.

I put information acquired in skill rolls in spoilers with the roll needed listed. If you have bonuses/modifiers that equal the listed roll, you get the info without rolling.

I do not use a 3 natural 20 instant death rule.


since the update.

And I mean unable to access threads. Except for those of my PbPs that have # new showing, I cannot access to read or to post in any threads.

I've even logged out then back in twice. Once Wednesday and once today. All I get is:

Sorry, there was a problem handling your request. The system administrator has been notified.

Please contact webmaster@paizo.com if you continue to have difficulties.

If I try to click on the contacl e-mail link it tells me I don't have te right e-mail client installed.

Please help.

Please fix this.

Thank you.

Hopefully, I can at least read this thread once I post.


Simple. Can a half-orc or a half-elf raised by one parent take FC options for that race?

More specifically: Can a half-orc barbarion take the +1/3 to the bonus from the superstition rage power listed for humans and tengus?


Vicar [alternate Cleric]

As an alternate cleric class, the vicar cannot multiclass with a cleric.

Like a cleric, a vicar can be regarded as a representative, deputy or agent for a deity. Devoted to all the tenets of the deities that inspire them, vicars are more flexible than clerics or priests; these emissaries of the divine work the will of their deities through the spontaneous application of the magic of their gods.

Role:
Vicars are as capable of upholding the honor of their deities in battle as cleric. Much more than clerics, though, their true strength lies in their capability to draw upon the power of their deities as needed. Even more than cleric, their powers are influenced by their faith. Where a small number of clerics can dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction a vicar has no such flexibility. All vicars must focus their worship upon a divine source.

Alignment:
A vicar’s alignment must match her deity’s.

Hit Die: d8

Starting Wealth:
4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The vicar’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Class Features
The following are class features of the vicar.

Weapon and Armor Proficiency:
Vicars are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields) and the favored weapon of their deities.

Aura: (EX)
A vicar of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Spells:
A vicar casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A vicar can cast any spell she knows without preparing it ahead of time subject to the following restrictions. To cast a spell, a vicar must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a vicar's spell is 10 + the spell level + the vicar's Wisdom modifier.

Like other spellcasters, a vicar can cast only a certain number of spells of each spell level per day. A vicar uses the Table: Vicar to determine her base daily spell allotment of spells. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A vicar's daily allotment of spells is the reverse of a cleric's. The first number on the Table: Vicar is the number of different domain spells the vicar can cast without preparation per day. In addition the vicar can cast one non-domain spell per day plus bonus spells based on the vicar's Wisdom score without preparation.

Unlike a cleric, a vicar may not “lose” a spell slot in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Orisons:
Vicars can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Vicar under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Domains:
A vicar can cast any spell from any of the domains in her deity's portfolio without preparation, however she is limited in the number of such spells per day. A vicar chooses two domains from among those belonging to her deity. These chosen domains grant a number of domain powers, as well as a number of bonus spells, dependent upon the level of the cleric. Unless otherwise noted, activating a domain power is a standard action.

Channel Energy: (SU)
Regardless of alignment, any vicar can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good vicar channels positive energy and can both deal damage to undead creatures and heal living creatures. An evil vicar channels negative energy and can both deal damage to living creatures and heal undead creatures. A neutral vicar of a neutral deity channels both positive and negative energy.

Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the vicar. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage. This amount increases at third level and every three vicar levels thereafter (2d6 at 3rd, 3d6 at 6th, and so on) plus one more increase at 20th level for a maximum of 8d6. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the vicar's level + the vicar's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A vicar may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A vicar can choose whether or not to include herself in this effect.

A vicar must be able to present her holy symbol to use this ability.

Bonus Languages:
A vicar’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Mercy:
At 6th level, and every three levels thereafter, a vicar can select one mercy. Whenever the vicar uses channel energy to heal damage to one target, she can expend two uses of channel energy to add an effect to the vicar's channel energy ability. The target also receives the additional effects from all of the mercies possessed by the vicar. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 6th level, the vicar can select from the following initial mercies.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.

At 9th level, a vicar adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The vicar's lay on hands ability also acts as remove disease, using the vicar's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 12th level, a vicar adds the following mercies to the list of those that can be selected.
Cursed: The vicar's lay on hands ability also acts as remove curse, using the vicar's level as the caster level.
Exhausted: The target is no longer exhausted. The vicar must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The vicar must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The vicar must have the sickened mercy before selecting this mercy.
Poisoned: The vicar's lay on hands ability also acts as neutralize poison, using the vicar's level as the caster level.

At 15th level, a vicar adds the following mercies to the list of those that can be selected.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.

These abilities are not cumulative. For example, a 15th-level vicar's channel energy ability heals 6d6 points of damage and she might also choose to expend a second usage to cure Fatigued or Exhausted conditions or to remove disease or neutralize poison. Once a condition or spell effect is chosen, it can't be changed.

+ + + + +
In all other ways the vicar is identical to the cleric.

The major changes to the cleric table are the points at which the class features activate.

Thus at 6th, 9th, 12th, and 15th levels the vicar gains 1d6 to her channel energy and can select one mercy to add to her channel energy. she also gains 1d6 more at her 18th and 20th levels.


My search-fu has failed, so I'll just ask:

1: Does a weapon's hardness apply verses the gray slime?

2: If using the ghost touch arrows as improvised melee weapons on one of the incorporeals, do both the improvised weapon and wrong sized weapon penalties apply?


I'm in a Pbp under my Taize Vesper alias: Skull and Shackles++ Game Master acecipher which shows under Taize but not under my main alias.

The prelude to it; Skull and Shackle++ Prelude: The Formidably Maid (inactive) shows up on both though.

I can get to it either thought Taize or via a bookmark, but I wondered what was causing the issue and if it could be fixed.


Sorry if this has been answered elsewhere, but my search-fu has failed.

What type of damage is the 'concussive' damage refered to in the description and is it affected by abilities that change the damage type the character is doing, such as elemental fist?


DM Ninja/infinite

OK, once I've OK's the players, I'll set the opening.


DM Ninja/infinite

OK, here's the discussion thread.


OK. Here's the recruitment thread for a gestalt Annversary edition RotRL PbP.

Base character gen information:

1st level

20 point buy

All gestalt class combos must be multi-classing legal. No archtypes as different classes, no specialist caster or specialist manifester combos, no alternate class combos. For the purpose of this game I'm limiting gestalts to two classes (even though I've always loved the fighter/magic-user/thief combo from 2nd AD&D).

All Pathfinder classes, all Dreamscarred psionic classes, Bo9S/ToB are acceptable.

3rd party or 3.5 classes not duplicated by a Pathfinder class are acceptable as long as I have access to a copy of the class.

Traits: 3 total as long as one is a Campaign trait.

Note: I will allow a change in the Campaign trait once the new Player's guide comes out if one fits your concept better at that time.

Of the 4 standard class stats: BaB, Fort, Reflex, Will; you must use at least one from each class you gestalt.

Here's an example from a character I'm running now: She's a ninja/sorcerer: BaB [as Ninja]; Fort [as Sorcerer], Ref [as Ninja], Will [as Sorcerer]. You don't have to keep it evenly split, but you must use one catagory from each class.

Races: All Pathfinder races OK, 3rd party or new built with Race Guide will need reviewed.

Also, I am considering starting with a prequel (possibly Chopper's Isle)while waiting for the Anniversary edition to come out.

Starting funds: Max for one class, roll for the other but do not multiply by 10.

Example: For my Ninja/Sorc starting money would be Ninja = starting money as Rogue: 4d6=24x10=240 plus sorc: 2d6 ⇒ (2, 1) = 3 so her starting funds in this case would be 243 g.

Edit: Hit points:
Max plus con SCORE at first level. Example: my Ninja/Sorc: 8 + 13 = 21

Leveling up: Roll and add con BONUS; however if you roll below PFS standard for your hit die use that instead:

d6: 4
d8: 5
d10: 6
d12: 7


Is the poltergeist an undead or a haunt? Or, more simply, is it affected by the haunt siphon?


A question that has come up as my hubby prepares to run Jade Regent. He absolutely hates the 'forced' over the pole path and insists it would be much easier to sail. So I showed him the world map from the aiming and the quote about the distance from Avistan to Arcadia being 4,000 miles. He then wanted to know why the gravity of such a massive planet didn't crush the inhabitants.

So, is there any info on the sizes and distances involved?

Oh, and it's not that he hates Golarion specifically, he just prefers his own homebrew world, claiming that using modules and pre-existing worlds is lazy.


We meet Sundays starting around noon, though we can start as early as 10AM.

Currently using Pathfinder + some 3.5.

Three DMs, each with ongoing games; 2 homebrew and my Carrion Crown.

We were starting a Jade Regent game, but the new player dropped out due to a death in the family.


If I try to edit a post, I can get the edit box up and apparently make changes. however, whenever I hit either Submit or Preview, it takes me instead to the store blog and does not make any changes. Using delete does the same thing.


Female Human Retired Military

OK, discussions and ooc issues go here.

Yelling at each other or me, RL issues, just plain fun, et al.


This is the recruitment thread for my Carrion Crown game. Those I've already told I'd accept post here to get started.

Character info: 20 pt buy, full hp plus con *score* at first level, max starting funds as well. I dislike the fragilty of 1st level characters, but will still let the chips (or dice) fall as they will. You must take one campaign trait, but I regard that as a freebie, you can still take two non-campaign traits. I'm open on class/race/archetype, but I *must* have access to a copy of what you're using. {PS: I like psionics and do use Bo9S in my home games.]

Level up HP; either roll or PFS base+ con bonus.

These are the folks I'd already picked. Take a look at my character stuff and update as needed.

Azure Zero->Evangline Valeria Aurora->Aasimar Cleric(theologen)
STR Ranger -> Deacon Nesser -> Human Sorcerer
AdamWarnock -> Gkirkhan ->Half-Orc Fighter
koul-> Que Xuan -> Human Ninja

I can take one more. While I *prefer* no evil characters, perhaps a better term would be no evil *players*. ;)

Just remember the potential issues with Paladins and the 5th module. I'm not likely to be overly strict on the issue, but I hope a Paladin would be at least prepared to play up the problems inherant in cooperation with evil, even for a good cause.


DM Ninja/infinite

Ok, here's the first try.


OK, so this is bugging me.

Tsuto Kaijitsu is described in Jade Regent and in the Pathfinder wiki as Ameiko's *younger* brother. RotR takes place between 4707-4708 and Tsuto is 21, making him born in 4686.

So, why was he not a target of the assassins after the family in 4687? Perhaps he was ignored because he obviously wasn't Lonjiku's son.

So, as far as the opponents of Jade Regent knew, all of the *legitimate* Kaijitsus were dead as of 4687.

However, Ameiko's birth is listed as 4689. This works, she was born after the assassins returned to their employers.

But...how is someone born in 4689 *OLDER* than someone born in 4686?

Anyone have any ideas to resolve this?

I guess the simplest is to ignore the younger brother comment.


1 person marked this as FAQ candidate.

OK, now that the book is out, does the proficiency listed for katana for the ninja and the samurai cover the exotic (one-handed) use of the weapon or just the martial proficiency (two-handed)?


Well, I finally purchased a campaign path and desided to run it for our current group.

A little background: we have three GMs and three games going; mine, my hubby's and a friend. We also have only four players; me, hubby, our 17 year old daughter and our gameing friend. We use mostly PF with 3.5 stuff we like added in.

Currently the PCs in my game are:
Hubby: Spellthief-1/Wizard (transmuter)-4 [father a jailed mob boss, mom an insane (and in an asylum) half-elf; looking for stuff the arresting officers stole from his dad]
Daughter: Oracle (battle)-4; curse of tongues [her pure cleric order sent her out to adventure to get rid of a problem child]
Friend: Duskblade-4 (declined playtesting a Magus)[archeologist looking for a lost city]

So, while they're a little higher level for Harrowstone than they should be there's only three of them. I was was planning on adapting a 4e module called Heathen, so Oracle's order had sent her a message asking her to look for the missing paladin, had the Wizard's crazy mom kidnapped by the same cult, had mom leave a clue that to the location of duskblade's lost city. Having read the notes for the next few modules, I've decided that the 'lost paladin' is now possessed by the group trying to return Shub-nigorath, but is posing as a member of The Whispering Way.

So, after arriving in Ravengro and immediately being accused of being 'behind all this', the group then witnessed the flaming skulls chasing the townsfolk out of the town hall and made short work of them. They were informed that the group they were seeking set out for Harrowstone, with Mom and a 'twin' of Wizard, carrying one of those 'weird elvish swords' in tow.

The 'paladin's' cult was trying to find out just what the Way was up to there, but currently only Mom and the 'twin' (a doppelganger) are there and still alive. 'Paladin' and an associate fled after being attacked by the spirits. Mom, who really IS crazy, is currently having tea with Vesorianna, while 'twin' and daddy's stolen sword, are trapped below.

So, the group spots tracks where Paladin and associate shoved their wagon into the sinkhole in order to hide it before fleeing. They investigate and are attacked by the skeletons from the pond. Which burst into flames and (having no weapons) start punching them. Duskblade oneshots one, which explodes.

Oracle (OOC and laughing): Water-based, flaming, kamikazi skeletons using fisticuffs? Most awesome encounter ever!

This horror mood is going to be a hard sell.

BTW, Oracle decided on her own that the Paladin (her sword-fighting trainer) was a jerk she hated. She's gonna love his fate.


OK, this is the situation: pirate ship attacking PC's ship. Both are moving at the same rate, the pirates have tossed over grapples and are preparing to board.

The cleric wanted to cast blade barrier on the pirate ship's deck so they would have to pass through it to board the PC's ship.

Now, the spell description calls it 'an immobile, vertical curtain'. Is it therefore anchored to the deck or to the spot over the ocean where it was cast?

In the first case, it moves with the ship, forming a lasting damage wall to those pirates.

In the second, they just wait until the ship moves out of range and the barrier falls into the ocean.

We weren't sure how to rule, so she cast Flame Strike instead. I don't think those pirates like us very much.


Ok, so I bought my copy of PF core from Barnes & Noble. In fact, from a store that delivered it directly to my house. It even arrived before they said it would. So, for my question...do I qualify for a free copy of the PDF and, if so, how do I get it?

BTW, I love it so far.


Hi. We're looking for some additional gamers in our area.

Currently our group consists of 3 adults [me, my husband and a friend; 40+] and one teenager [our daughter, 15]. We are mostly using the Paizo Beta plus other 3.5 stuff, especially Bo9S and Psionics.

We have 3 current games which are not set in any published gameworld.

We usually play on Sundays as I work til 9:30pm weekdays. We do have Saturdays free as well.


Sorry if this posts twice but I didn't see the first version post.

A question has come up in character creation in our playtest. Can a specialist Wizard now select Divination as a prohibited school? It was a 3.5 restriction but neither Alpha release mentions it. At least that we've noticed.

So, is there an official reading on the subject?


..Since we're effectively re-writing all the domains, why not come up with 1 domain, that is completely specific to a deity.

This would be in addition to the domains that are shared among several gods, and only clerics of that specific deity could choose it (if they wanted to).

I'm not overly familiar with the Pathfinder deities, but while reading the list, I noticed that nearly every god with Earth in its portfolio also offered Protection. It struck me as kind of generic, so I thought about how to 'unique-ify' each god's priests.

My thoughts, more to follow..


According to the new wording for Darkness, normal lights now work perfectly fine (you need Deeper Darkness to snuff torches). So it's like a big tent, in as much as outside light conditions don't matter, only what is inside the radius of the spell. Huh.

I admit the orgininal wording was grossly overpowered (You have a miss chance *even if* you can see fine?), but I'm shakey on letting mundane lights negate a 2nd level spell that easily. Cast it in a dungeon, and the party probably wouldn't even notice.


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