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I was thinking of a new armor ability to help high dex characters, the costs are such due to the fact that the player has already probably spent gold on dex boosting items. By adding this ability to a suit of magic armor, you increase it's maximum dexterity bonus. The magic makes the armor bend and flow with you, but still retain it's defensive abilities against attacks. Lesser Flexibility: +1,000 GP, Increases Max Dex by +1
Thoughts?
Head's up guys, 30 years after one of the first anime's out there, and it's follow up RPG, we finally get the miniature game. http://www.kickstarter.com/projects/rrpgt/robotech-rpg-tacticstm?ref=live I know a lot of us enjoy different games, and I'm looking forward to enjoying this one with some of you. Heck, once it goes live, I'm sure we may even see it in the Paizo store.
I was wondering if either of the following conditions effect your CMB or CMD. Shaken wrote:
Sickened wrote:
To me, it has always seemed that feats were meant to provide extra benefits for your characters, and that using them was a choice, such as adding metamagic feats to spells. But some feats can adversly affect a character as well, and it is in this situation that I wanted to know whether or not the player has a choice whether or not to use it. One feat in particular is the Acadamae Graduate feat. The working seems to imply that is it "always on", but does it feel right to require you to use it every time you cast a conjuration summoning spell? Or can you opt not to and instead cast the summons as normal?
Can spells such as detect magic, detect evil, and other divinations, be blocked or foiled by darkness? Detect Magic: wrote: 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. Detect Evil: wrote: 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Detect Undead: wrote: 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Detect Snares and Pits: wrote: 2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location. Detect Secret Doors: wrote: 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. And so on and so forth. Now, the line of sight rule. Line of Sight: wrote:
So, most detection spells can pierce solid barriers, such as a wooden door, but are foiled the same if the lights are off?
So, from what I can see from other threads, the ONLY way to heal a synthesists Eidolon is with the "Rejuventate Eidolon" series of spells. 1. No natural healing 2. The Heal skill does not work 3. Effects that grant "fast healing" do not work. 4. Effect that cure hit points, such the "cure wounds" series of spells do not work. 5. Channeling energy does not work. Is this correct? Have I forgotten anything?
This came up in a thread where we were discussing adapting a Season 0 scenario to PFRPG that had two missions. I suggested splitting the missions along the guidelines stating which new factions used the old factions missions and doing a little re-fluffing to make them sound better. When I was told I couldn't do that, I looked up the rules in the guide. From the PFS Guide 4.1 wrote: If a Season 0 scenario has two faction missions per faction, consider one mission that of the faction and the other the overall success conditions for the scenario. Quote: Seasons 1 and 2 (Scenarios #29–#56 and #2–01 through #2–26): These scenarios all include two faction missions. For characters using the standard advancement track, one of these should be considered the faction mission and the other the success condition for the scenario, maintaining the 2 Prestige Point maximum." Looking at that, each faction only has one secret mission, with the other being considered part of the success condition of the overall scenario. What does that mean exactly? That everyone has one secret mission that they have to complete for their prestige and then one public mission they need to share with the group, so that every single one can be completed for the scenario to be a success, and and if you fail any of them you don't get the other prestige point for winning the scenario? That's what it sounds like. So which mission do you decide is which, and what happens if all the public missions are not completed? In every scenario I've played with two missions, the GM has always handed out prestige based on two things. 1. You completed at least one of the faction missions. 1 pt
Have they been doing it wrong? In the case of two missions, I don't really see the harm in splitting them between the two cooperating factions. The Andoran has to do one, the Silver Crusader the other, the Shadow Lodge has to do one, the Chelaxian the other, etc. etc. It would be up to the GM to pre-plan which mission goes to which partner, and after that, they're on their own. Running the Season 0 scenarios takes a bit of pre planning anyway, with adapting the monsters and all, so this little bit extra shouldn't be that big a deal. Let me show you an example I did with the missions from #06 Black Waters Black Water New Faction Missions:
Qadira Faction Handout Servant of the Satrap,
Respectfully,
Lantern Lodge Faction Handout Friend to the East,
Seeking Enlightenment,
Andoran Faction Handout Most Liberated Soul of Justice,
Gratefully Yours,
Silver Crusade Faction Handout Stalwart Champion,
Faithfully,
Taldor Faction Handout Servant of the Empire,
Honorably,
Scarnzi Faction Handout My Good Friend,
Fuggedaboutit,
Cheliax Faction Handout Delicious One,
Deeply Yours,
Shadow Lodge Faction Handout One of my Sharpest Tacks,
For the love of the Gods don’t drink any of it,
Osirion Faction Handout Wise One,
Eternally,
Grand Lodge Faction Handout Fellow Seeker,
Respectfully,
If you're at all familiar with the original missions, you'll see that the only thing that has changed is a small bit of fluff explaining the reasoning behind the mission for the new faction and perhaps a little clarification. I see this as a simple and effective way to create missions for every faction in the older scenarios without really changing anything.
Now that we have a whole slew of pre-painted plastic Pathfinder minis, I would like to see what people come up with to represent them as Pathfinder Society pregen characters. Your challenge is to design a 1st, 4th, and 7th level version of the following:
1. Human Rogue with short sword
The character build should stay as true to the mini as possible. Have at it!
There are certain spells that list a diety in category descriptor. For example; Mighty Strength [School transmutation; Level cleric/oracle 4, paladin 4 (Trudd)]. Does this mean that only divine spellcasters who worship that diety have the ability to prepare that spell? What about arcane casters who have the spell in their lists, such as; Defending Bone [School necromancy; Level cleric/oracle 2, sorcerer/wizard 2 (Pharasma)] Do they have to worship that particular diety as well?
I would like to know what the rules for PFS say about buying items during the scenario as a group and then selling said items at the end of the adventure and splitting the money. An example would be the players wanting to buy a single pack horse (and all the related gear) for 100 gp by pooling their funds and five characters spending 20 gp each, and then selling it once the adventure was complete and everyone getting back 10gp (half the value). I'm also curious about buying something for another party member with the expectation of being paid back at the conclusion of the adventure. An example would be buying the fighter a dose of antivenom, which he then uses during the game, then pays you the 50gp at the end of the scenario.
I'm building an Gnome Order of the Cockatrice Cavalier and wanted some feat selection advice. He's for PFS play so no 3rd party stuff. Here is what I've come up with so far
1st Mounted Combat
Teamwork feats are 1st Precise Strike
Since he's riding a medium mount (wolf then boar), I avoided the Trample and Mounted Onslaught feats and since Cavaliers are so feat starved compared to fighters, I skipped the Shield Focus-Mounted Shield combo. I also thought about Fearsome Finish but I'm not ready to become a worshipper of Lamashtu. Thoughts?
Are these feats basically the same thing? Dreadful Carnage (Combat)
Prerequisites: Str 15, Power Attack, Furious Focus, base attack bonus +11. Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected. And Gory Finish (Combat)
Prerequisites: Dazzling Display, Weapon Focus. Benefit: When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you reduce your target to negative hit points, you can spend a swift action to make an Intimidate check to demoralize all foes within 30 feet who could see your attack.
Funny thing, the feat summary chart lists Dreadful Carnage's summary as, "Make a free Intimidate check when you knock down a foe", which I thought meant that if you trip an opponent you got the free intimidate. That would make them totally different feats, instead of practical carbon copies.
Wizards receive bonus feats at 5th and 10th level that must be item creation feats, metamagic feats, or Spell Mastery. Since no item creation feats are allowed in PFS, would it make sense to allow wizards to take a Spell Focus feat instead? Or Spell Penetration? Otherwise you're forcing the player to take two metamagic feats for a class with only 8 feats, since no one I know would ever consider taking Spell Mastery. I'm not saying metamagic feats are bad, they're just not something every player wants to use.
Rather than drag a bag full of books and printouts to every Pathfinder game, I have decided to join the 21st century and go electronic. I was wondering what sort of device anyone would recommend to carry the pdfs, characters sheets, and other gaming related items in digital format. I'm am looking at things like kindles, tablets, i-pads, and netbooks, pretty much anything that has a 6 hour battery life, or better, and is smaller than a full sized laptop. Anyone have suggestions? Gracias.
Expeditious Excavation wrote:
So here's my question. If the guy fails his save and winds up at the bottom of the 5 ft pit, and I leave the dirt dug lining the edge of it. The next round, if he doesn't climb out, can I cast the spell again and pour the surrounding earth back on top of him? It says I can "move earth up to a 5ft cube", and the area of the spell is a 5 ft cube. And let's say I can, would he get another reflex save to avoid being knocked prone and buried 5ft deep? If he succeeds, would he be buried standing up? Thoughts?
The Bestiary 2 contains many Animals, Magical Beasts, Vermin, Plants, Giants, Elementals, and Dragons. Now that it's a legal source for PFS, I was wondering if the transmutation spells such as Form of the Dragon, Giant Form, Plant Shape, and Elemental Body will be updated to allow players to use these new forms. Beast Shape and Vermin Shape already have access to creatures of their respective types in this book due to the wording of those spells, but it would be nice if the rest of the transformation spells did as well. Don't you think?
From the PRD: wrote:
So if I'm a neutral cleric, say of Nethys, who plans on casting good and evil spells, I need one of each?
I was looking through the "additional resources" page for PFS and can't seem to find the Bestiary 2 listed there anywhere. There are several familiars and animal companions available in that book, as well as multiple outsiders to use planar ally or binding spells on, are none of them legal for PFS play?
I was looking through the CRB while making a new character and am wondering, Is it only humans that can select any languages to learn with their high intelligence at creation? It seems to indicate that other races, such as elves, have a limited selection of languages due to high intelligence. It doesn't make much sense that you should be forced to learn orc or gnoll, rather than something useful, such as Thassalonian or Varsian.
We all know that right now when you have two people combing their efforts to do something, you choose one as the primary and any others as assisting. Often times though the assisters roll far and beyond beats the primary and you still wind up failing even after the +2 is added. My idea is instead this, you have everyone roll and take the highest number, you add +2 for everyone who makes it over 10 to succeed, and you subtract -2 for everyone involved who fails. This would represent the combined efforts of everyone sharing in the task who succeeded but take into account anyone who bungled the action and got in the way more than they helped.
I am wondering if it is possible to drink a potion in melee using Slight of Hand to avoid an attack of opportunity? They are small objects (despite popular artwork, the description says they are a 1 oz shot) that are easy to conceal and if the enemy doesn't see what you're doing, they can't react to it. Or if not SoH, then how about Bluff as a feint? You pretend you are about to swing with one hand and then instead quaff your potion. The enemy, being flat footed and ready to absorb a blow, misses the chance to swing at you. Thoughts?
I am curious to know what the average amount of GP you will receive from each chronicle will be as you gain levels. It seems that tier 1-2 chronicles reward an average of 500 gp, 3-4 give out 1200, 4-5 1800, and 6-7 3200, etc. I'm still in the lower tiers with my first character but I'd like to start planning ahead for my purchases and would like to know how much the higher tiers reward. I figue that my average wealth per level should look like this 1st: 1500
Can anyone help me complete the progression out to level 12 or point out any mistakes I have made?
I am building an Elven Ranger and I'm taking the Archery Style. I've picked out my feats in advance up to 11th level with an eye as to which feats will be the best to take when they become available, and the most useful ones to take for a general campaign. I wanted to see what people thought. I'm also interested in hearing what you suggest for further feats as I continue to level. I will say I have a MW composite longbow and plan on having it enchanted with Seeking, which should reduce the usefulness of Improved Precise Shot and I purposefully did not take Point Blank Shot because it traps you into thinking you alaways need to be within 30ft of the enemy. I have a 110ft short range, not many creatures can charge that in one round, so I may as well use it to feather you. I'm not taking any of the different types of ranger from the APG, however I am taking Silent Hunter as an Elf. But I digress, this thread is about feats. 1st Weapon Focus (MW Comp LB)
I reaaaallly am thinking hard about Boon Companion for my Pet, I just don't know where I'd fit it in. Getting it at 5th level makes the most use out of it but then I'd have to ditch Vital Strike or Improved Crit and take Deadly Aim at 7th. Thoughts? Suggestions?
Kyle Baird (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber), Tue, Sep 15, 2009, 01:19 PM Flag | List | --------------------------------------------------------------------------- ----- Deussu wrote:
If you have a +1 Composite longbow with a strenght bonus of +1, can you upgrade the strength bonus by paying the difference (100 gp per increase)? Josh, can we get an official answer on this? Seems like not being able to simply upgrade the strength bonus would be a huge penalty for ranged characters who manage to increase their character's strength. ex. Having a +2 Flaming Composite Longbow Mighty +2, and wanting a +2 Flaming Composite Longbow Mighty +3 would cost the character 8,350 gp! Joshua J. Frost, Tue, Sep 15, 2009, 02:39 PM Flag | List | --------------------------------------------------------------------------- ----- Upgrade by paying the difference. James Risner (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules Subscriber), Tue, Sep 15, 2009, 04:25 PM Flag | List | --------------------------------------------------------------------------- ----- Joshua J. Frost wrote:
Just to be sure, you are referring to both the Magical (+1 weapon to +2 weapon for 6000 gp) and the non-Magical (Masterwork Composite Longbow of +1 STR to +2 STR for 100 gp) are both available by paying the respective differences, 6000 gp and 100 gp? Joshua J. Frost, Tue, Sep 15, 2009, 05:11 PM Flag | List | --------------------------------------------------------------------------- ----- In the specific case of bows, yes. Ok, so I found this in the FAQ and it doesn't seem to have been contradicted anywhere but I wanted to ask a follow up question. Once you've paid the extra gold to have the Bow adjusted upwards in strength bonus, can it ever be downgraded again to have a lesser bonus? Would that cost an additional 100 gp? This situation could become necessary if you gain a Belt of Strength, have the bow adjusted for your new bonus, and then lose the belt during an adventure or need to sell it for whatever reason. Or if you wind up taking permanent ability damage that you can't afford to have repaired.
Boneshatter
If the target makes its save, it takes half damage and is fatigued rather than exhausted. Objects made of bone, chitin, or similar material take half again as much (+50%) damage from this spell. This spell has no effect on creatures that lack both skeletons and hard carapaces.
Yes, no, maybe, and why you think so.
I was just looking over the wording for the spells such as Beast Shape and Plant Shape and my question is this; Can you become any creature listed in that type category or only creatures of that type and that size listed for the spell? For example, Plant Shape I allows you to become a medium plant, let's say a violet fungus since it's medium sized. Can I use Plant Shape II or III to become a Large or Huge Violet Fungus? Plant Shape I to become a medium sized Treant? Or Beast Shape I, could I become a medium sized Tyrannosaurus Rex? I could go on and on with examples but I hope that conveys my query.
http://s1215.photobucket.com/albums/cc508/Wraithcannon/ Hope you guys enjoy, it was something I made as a surprise for our group, not even the DM knew about it until I handed it too him. I made her after I found a pic of her online. After we encountered her in Turtleback Ferry my group and I developed kind of a thing for her, you could say she went on our bucket list. I knew we'd be finding her again after we spent some time chasing down her whereabouts, and the DM made it easy for us by having her gather some minions and begin attacking towns in the area. I like painting minis but I'm not much of a sculptor (this is actually only my third mini) but I knew that this would be a great opportunity to really wow the guys I play with. While I was sculpting her I also had the idea for a minion for her, so I gathered up an old Ral Partha mini and painted him in the appropriate color scheme. My idea for him was that he was some kind of tiefling or half orc fighter type to help give the party a threatening distraction while they were trying to deal with Magga. We just had our big battle with her last week and now she's nothing more than a pleasant memory in our campaign journal. I'm kind of at a loss as what to do with her now though, she's a big girl and I don't think we'll be encountering her like again. Any ideas? |
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