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Real basic question that I just can't find the answer to.
Our party is in a dungeon and hit a break point. At this point my Oracle goes from 9 to 10.
Do I get my new spells immediately? Or do I have to wait to prep again to gain access to the 5ths?
I assume I have to wait but cant for the life of me find the rule.
So after much wringing of hands I think I am going to do a Wizard for my next PFS character.
As I have no idea what the party makeup will be until I set down I was things that having loads of options would be best.
Upping my CL by 4 once or twice a day is kinda "meh" but the real reason for it is the 2nd level power
Awesome Power wrote:
But to get these you give up Bond AND School..... Damn thats a lot.
What do you guys think? worth it?
So here is the question. My daughter and I were looking at making her Ifrit Sorcerer (with boon). I explained all about day jobs, craft and Proff.
Advanced Race Guide wrote:
So she asked me if she could use craft tattoo as her day job, I said sure.THEN she asked if she could use fire ink if she paid for it herself then used it on other PCs to give glowing tattoos?......
I have no idea.
She is allowed to buy fire ink as an ifrit, she can use an item on another PC, but I have NO IDEA what happenes then.
Any help would be great, thanks.
So I have been playing Pathfinder for years now, from PFS to my weekly home game I have a ball.
I have done a TINY bit of it in 3.5 over on the GitP boards. but I'm not sure where to go to find a Pathfinder game.
Oh and I would not mind PFS but really non is cool too.
So my wife and I stopped playing PFS around this time 2 years ago (3/13ish) when RL decided to come up.
Anyway I am thinking of going to an event and has a few questions.
1. My factions seem to have gone away...... What do we do at this point? I read the new guide but I'm still a tad confused.
1b. 2 of our characters were ready for eyes of ten and lantern lodge, is there any way to end their careers in the old way?
3. It seems that my Bladebound/Kensai Magus/Monk/Fighter has Crane line that no longer do what they once did. do I just keep them and deal (still good) or can i free retrain as the feat changed?
4. It seems the base races changed, I have a level 1 Asimar that I would like to retrain (it was a legal choice without boon back then) can I do that and still play him without boon? do I have to change race?
Thanks for the help guys.
So odd request.
For example under "Dream spider" it says.
Dream spider webbing is worth 50 gp per nest, although care must be taken in handling the stuff. Silk spun from dream spider webs is particularly valued in the crafting of clothing intended to bear illusion magic.and Adherer says
Once their adherer creator has died, rendering the silk harmless, these clinging garments can be extremely valuable to the right buyer, and silk from an adherer can sell for 10 times the price of the normal variety.
I am sure there are a ton more, any help would be great.Thanks in advance.
So I know odd question. I am playing a level 7 lore oracle in a RP heavy game. We do a lot of travel and deal with many races/kingdoms.
As odd as it sounds, just through gameplay I have acquired several mounds from the different areas we have traveled. The RP of this is great, riding into Urgir on a woolly ram we captured from a tribe of Ogres, thats just good fun.
Anyway, my issue is what to do with them in the interim, yes I could find a stable, but then I have to go to a central location each time to change.
Is there a magic item or spell that would help with it? I seem to remember (might have been 3.5.. or earlier? got me..) that could shrink a horse down to a bracelet charm? Am I insane?
Thanks for the help guys.
My question is this.
Take a 2000Gp ring. It's 1000 to make, but is that a 200 Gp ring and 800Gp in magic stuff? 100/900? 500/500?
Is there a formula?
My character has the crafting skills to make the base item, but I have no idea how much that is worth.
So my party and I will be traveling through Ustalav by horse for 3 weeks or so of game time.
Anyone know what animals we are likely to find on our travels?
So Prophet of Kalistrade PRC has a cool ability (yes I know this PRC blows in general) called Auspicious Display
A prophet of Kalistrade projects an air of confidence and inviolability by displaying his wealth and status. So long as the prophet wears 1,000 gp worth of purely decorative jewelry, clothing, or other adornments, he gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws. This bonus (and the necessary value of his accoutrements) increases as he gains levels, to +2 for 4,000 gp at 4th level, +3 for 9,000 gp at 7th level, and +4 for 16,000 gp at 10th level.
Now my question is this, aside from Jewelry (this is the easy way) is there any way in hell to spend 16k on clothes? A royal outfit is only 200Gp
Is there any RAW anything on the prices of clothes that cost as much as a decent sized keep?
Silk from a phase spider? ball hair of an angel? anything?
Thanks for the help.
So we all know the normal adventuring equipment, bedroll, cloak, insanely magic weapon and armor, stat boosts etc.
What about stuff for someone that likes to live the high life?
Are there magic items to make the road less crappy? Instant pavilions? perhaps with unseen servants built in?
Clothes that are always the height of fashion?
Think Rod of splendor, but more then 1/week.
Thanks for the help.
For the curious it is for a Lore oracle who works as a sage and is used to the better things in life.
So I'm joining a new campaign (all Pathfinder books allowed) and the char creation rules are odd.
All characters will get MAXIMUM Hit Points for their first three Character levels.
Attributes:No dice will be rolled.All attributes start at 10.You have 15 additional points to spend to increase attributes.You may trade points at a 1:1 ratio but may not lower a stat below 7, nor increase a stat above 18.
This method for attributes creates fairly low adventurer stats, but above the typical commoner. I did this on purpose. Your characters will grow over time. You may purchase Attribute increases using XP. Note that this rule is not found in Pathfinder books. This is my custom variant. Costs are listed below:
New Attribute value Cost in XP
Now this is all well and good, but it does make for fairly low stats and makes MAD classes non-viable (IMHO)
So I was thinking Orc Scarred Witch?
I prefer full casters, but im kinda thrown here.
Any ideas would be helpful.
So My wife and I play in a 6 person group and are having a ball.
Anyway, the only issue is that we have trouble feeling like the character we are playing is "Ours" so in that vein I want to make custom character cards with the picture and names changed. That way all the game stats stay exactly the same, but its not Kyra the Cleric, its Brother Jerome for example.
Sadly I cant find good high res images of all the character cards (both sides) as well as the card that is just the character's picture and name to put at locations. Tho really the last one I can just make new easily enough as it really just a picture in a sleeve.
Any help anyone could be would be great. Sadly I don't own a scanner or I would do it myself.
So I am making a Dwarven Inquisitor. This is for PFS
Backstory is that he was held as a captive by a mage, escaped, swore revenge.... you have heard it before.
Anyway I am NOT doing the SR as a Dwarf for several reasons, the first is that it sucks.
Weapon will be an Earthbreaker (have a PFS boon to get prof)
Will tool around in heavy armor and hit things.
I am taking the trait "Glory of old" to bump my racial bonus to +3 vs spells, spell likes and Poison.
1. I have a boon that gives +1 on saves Vs one school of magic and +2 on spellcraft checks to ID it. What school do you think?
I will be taking step up at 5th BTW.
Thanks for the advice.
So I am running at bGencon this year and one of the things I (and most other people) are running is "Bonekeep"
Due to a ton of people all running it at once I assume it is a special, is it the one from WF?
The only thing I am confused about is this, if it is a special, why do I not have a tier next to it (Like Gencon Special 5-9)?
Any info would be helpful as well.... I'm really curious.
Thanks for the info.
So as you can see by my lack of stars, I do not GM that much for PFS, I do play a lot tho.
Anyway recently I was thinking about something and wanted your opinions on it.
But we all know that some GMs kill more characters then others, look to Kyle for a good example.
When I PC I Hate when I can tell the GM is pulling punches. With out the risk of PC death where is the fun?
As a result, when I GM I play the monsters by the tactics written, but they make good decisions, use good tactics and generally try to win (the NPCs not me). Mind you this is only intelligent creatures, Animals and such act as an animal would.
However this results is quite a few dead PCs.
So I am left with 2 possible reasons.
So what is the answer?
Thanks for the advice.
So I have a rough idea and I have no idea if it would be underpowered, OP or just right. Both of these options DRASTICALLY change the alchemist class.
Honestly I'm not sure of the power level.
So currently we have a Neutral/Evil campaign going and the question of getting info out of prisoners has come up.
Now we all decided that we did not want to RP out a torture scene as well. just no.
So anyway we needed rules for it, and we have found that these work fairly well.
Anyway here is what we use.
Torture, or "Ve have vays of makink you talk"
The brutality of torture doesn't really have a place in your typical pathfinder game, if you and your players decide to use it it is best to simply let a few dice rolls decide success or failure, Torture is always an evil act. and the victim must be bound or helpless in some other way.
The Torturer makes a Heal, or Profession Torturer check, (May also use intimidate but with a -5 to the check). The victim then makes a will save V.S. the result of that check.
In either case the victim takes 1d3 constitution damage from the hour of torture.
As an example.
Mike is a enemy spy, with a +2 base will save, +1 from Wis and Iron will (+3) for a +6 total.
John finds out nothing of value and Mike takes 1d3 (2) con and is at 9.
John gets one piece of info and Mike takes 1 more con for a total loss of 3 leaving 8.
This continues until john learns everything or mike dies. John could have mike healed up and do it again the next day... and the next, and the next..........
So currently I am playing in a mystery/steam campaign set in Ebberon in a steampunk/victorian time (yeah its complex), think League of Extraordinary Gentlemen.
I am playing a Jekkel/Hyde style Doctor that is slowly turning himself into a dragon. Long backstory, feel free to ask.
He is currently a 5th level Dhampir, Beastmorph/Viv alchemist, will be going Master Chem at 8th.
Anyway, has anyone out there in homebrewland made any draconic themed discoveries?
I would have thought so but have not found any.
So My wife needs some character advice, as you read you will see why this is a PFS question and not a standard PFRPG question.
She has a Human, Tattooed, Verdant bloodline Sorc that is leveling from 8 to 9.
This gives her the following
Due to the PFS gameplay, I'm sure you all understand, we are thinking of picking up Heighten spell for her feat and Continual flame as her FC spell.
That way we will both have a level 4 (5 next level) light spell with us.
This will fix the 352,234 scenerios that have at will darkness and DD.
However thats a spell known and a feat to counter 1 freakin thing.
What do you think?
What other feat might be good?
Check out the character Here
So while I am sure this has been asked before I sure as hell could not find it in my searches.
My wife and I took our characters (druid and ranger) through a 3 part series durring a con this weekend.
At the end of said series you get the following boon
Axe Beak Companion: As long as you have Chronicle sheets for all three parts of the Quest for Perfection campaign arc, you may take an axe beak as a loyal mount or companion; the Chronicle sheets need not be consecutive or in order, but all three must be present in the same character’s records. If you possess a class feature which permits you to take an animal companion or a mount that progresses as an animal companion, you may add the axe beak to your list of legal and available companions. You must present a copy of Pathfinder RPG Bestiary 3 in order to use an axe beak companion as if it were allowed as an additional resource. Other than provide access to this animal as a choice of mount or companion, this boon provides no mechanical benefit.
The issue comes in when I look in beastiary 3 and there are no stats for it as a companion.
Any help would be great, as my wife wants to use it for her ranger.
Thanks for the help.
So I just hit 5th level with my PFS Treesinger Druid.
Feel free to look him over Here
Also you can see his companion Here
Anyway as you can see he is set up for summoning (SF Conj, AS) and Has Natural spell so I can cast in Plant form.
Here is my issue tho.
Going into Plantform (See the treesinger link) to say, take the form of a Violet Fungus tanks my AC, 4 attacks with 10' reach is nice I suppose but at only 1d4+3, is it worth it?
Then we get to the main question I have.
Why do the SNA III seem to be not much better (or in some cases worse then the SNA II choices?
The Small Earth elemental does a slam for +8 and 1d6+10 with earth mastery and PA.
the III list just seems kinda "Meh"
Is it just me?
So I was helping my wife with her Ranger (just hit 4th level) and she wanted an AC. Anyway she settled on a Badger (apperently it's "cute")
Anyway, what I found intresting was this
Badgers Rule wrote:
Special Attacks Rage (as a barbarian, 6 rounds per day)
Not some "kinda rage" not some "psudo rage" but real barbarian rage.
It seems that Badgers are really upset for some reason.
So I got to thinking how can we work with this for another character?
I'm thinking someone with rage (barbarian, or take the rage domain) and somehow use some of the teamwork feats for rage?
Give our little buddy a 3 int so he can take all the feats and load up on rage feats? (extra rage, raging vitality)
really this is just a half formed idea based on the thought of an angry Badger, so come on guys help me form it into something fun.
So a weapon made of Wyroot
Source: Advanced Race Guide.
The root of the wyrwood tree has a peculiar quality. When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature hit. The creature hit is unharmed and the wyroot weapon gains 1 life point. As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point. Most wyroot weapons can only hold 1 life point at a time, but higher-quality wyroot does exist. The most powerful wyroot weapons can hold up to 3 life points at a time. Any unspent life points dissipate at dusk.
Wyroot can be used to construct any melee weapon made entirely of wood or a melee weapon with a wooden haft. Constructing a wyroot weapon that can hold 1 life point increases the weapon's cost by 1,000 gp, constructing one that can hold up to 2 life points increases the weapon's cost by 2,000 gp, and constructing one that can hold up to 3 life points increases the weapon's cost by 4,000 gp.
Say just the base 1k type
After the battle a magus pulls out his wyroot club and Coup de Grace someone
Coup de grace
Coup de Grace
As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced "coo day grahs") to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.
Delivering a coup de grace provokes attacks of opportunity from threatening opponents.
You can't deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to "find" the creature once you've determined what square it's in, and one to deliver the coup de grace).
Its an auto crit, so the target is unharmed and the weapon has one life point.
now he absorbs that life point and does it again, or to the next close to dead thing.
Lather, rinse, repeat?
Does this work?
Hey all, as the last thread on replay was closed I would like to open a slightly diffrent take on it.
Honestly I see why people do not want replay.
Also the argument can be made that you don't need repaly, there are a TON of scenrarios out there.
However that breaks down post 12.
once you hit post 12 with one character you can not go on with another.
the issue comes from the fact that for each level range there is only one mod you can play.
so if you have 2 level 12s and want to go on you have to make a BIG choice.
So we can get several characters to 12. but only 1 past it?
That just seems a bit off to me.
So I will have a character nearing the 12 soft cap soon and am really curious how it all works.
Getting to 12 is easy, there are lots of 7-11 out there.
However at gencon there was a table of 15s running the special.
I assume that was due to modules?
Can someone please break down exactly how 12+ play works?
For clarity, can you give examples from a 11 character through say 15?
Also is there enough out there to do this with more then one character due to the replay rules (assuming I don't GM it)
Or should I make damn sure what character I want to hit mid to high teens before I start on that road?
So I will be running first steps in a month or so and was wondering if anyone has any of the maps in digital form suitable for play?
the issue is that the current maps have things I dont actually want on it.
like secret doors, the locations of the baddies, stuff like that.
Any help would be great, thanks guys.