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I know my English isn’t good but I hope I get my questions across.
There have been many threads with questions regarding Bardic Performances, Versatile Performance and other related questions regarding the bard so I think it is time for FAQ response. I thought I try to focus on the ones I think are the most important ones.
Since the Devs wants one question per thread let’s kick off with Bardic Performance
The answer is especially important if the Bard is a multiclassed barbarian/bard or if he accepts a Skald’s ranging song (but it is also interesting from a fluff/role playing perspective)
I know a lot of people say it the Bard is not using the Performance skill since no roll is involved, but I think he does use Performance skill.
“Bard is trained to use the Perform skill to create magical effects” seems to indicate that he is using the perform skill when using Bardic Performance.
“Each bardic performance has audible components, visual components, or both” also ties up with the different kind of performances skills listed under Versatile Performance:
True that most performances do not state that an actual Perform skill check is made, but they do involved a performance all the same.
My gut tells me a bard shouldn’t be able to spam all kinds of bardic performances when raging. The Savage Skald's Incite Rage ability seem to indicate that, but if he can I would be more than happy.
Please FAQ for an official response.
The two survivers are:
The killed characters were:
My friend is going to play a Samurai focusing on descent Str and even stats (no dump stats).
So here is what I plan for my character:
Animal Companion: I think I pick a Wolf as an AC, but I’m not sure. I want an AC with only one attack since it is more practical. The only downside to the wolf is that it is large (but still don’t have reach).
We won’t roll the stats this time. We use 20 PB and two traits. One must be campaign trait (we use the campaign traits in the APG).
Skills: I plan to focus on knowledge Nature, handle animal, Perception, Stealth and survival. Then add some ranks in other class skills and perhaps one or two ranks in Knowledge Dungeoneering and some ranks in linguistics.
Trait: A trait that grants me stealth as a class skill. Also I wouldn't mind a bonus to concentration checks and initiativ.
Any advice on feats, AC, Magic items, skills etc. would be highly appreciated.
My frind is going to play a Samurai so the simple question is: are there any Cavalier or Samurai feats that tie directly to their class abilities?
Paladins got feats tied to smite evil, lay on hands, their auras, their spell casting, etc.
So what about Cavalier and Samurai? Any feat that grants a bonus to hit or saves when using Challenge?
Are there any good magic items for Bards and Oracles?
I can’t help noticing that some classes get a lot of toys and some don’t.
Bard and Oracle seems to be lacking some good magic items.
We are level 7 and we have a level 5 Bard cohort, but I’m not only asking for items fit for a level 7 party since we hopefully will be gaining new levels :)
Items must be Paizo only, preferably from the core book line, but feel free to post anything as long as it is from Paizo.
I’m primarily looking for stuff directly related to the two classes and their class abilities, but stuff that grants more spells known, more spells per day and DC is obviously welcome.
Also, stuff that boost weak fortitude saves are a most welcome since I haven’t been able to find anything else but con boosting items.
Our Battle Oracle is a Gnome (sort of) that uses a long spear.
Our Bard is Dirge Bard that don’t really use weapons, but is more of a jack-of-all trades kind of a bard specialized in buffing and de-buffing (spell focus enchantment and spell focus Necromancy).
At first I thought I just buy him the "Made in Germany" album, but when I checked out the track listing it was not to my liking. I didn’t like the running order and it lacked important tracks like “Sehnsucht”, “Wollt Ihr Das Bett In Flammen” and “Benzin”, but contained weak tracks like Pussy and Haifisch.
I personally like to add the two more obscure tracks “Los” and “Te Quiero P*ta” to the compilation.
I’m not really a big fan of slower tracks like Rosenrot, Mutter and Ohne dich, but I guess it is good to include some tracks to help the stylistic flow of the album sequence by providing contrast or relief.
I plan for the compilation to be between 75-80 minutes.
Any help would be appreciated.
So we are finally starting with a new Pathfinder campaign.
The party consists of:
The other players are casual players, so with except for the paladin, ther other characters probaly won't be optimized.
We rolled our stats, we get two traits and one has to be a Campaign Trait. We usually use Hero Point, but not in this campaign.
I can swap two stats. I thought I swap con and wisdom. I know swapping con and Str is probably better. I’m not sure what I should do with high Str or high Wisdom, but flavor wise low wisdom is more fitting. He worked at a pawnshop on his spare time when he studied, but found out after some time he really worked for a fence, so I want him to be a bot gullible.
I have no Idea what feat I should pick. I’m considering extra traits so I can pick some more traits.
So I want to be a blaster, but also a versatile Sorcerer with a lot of utility spells, stuff like Grease, Glitterdust, Invisibility, fly, Sleet Storm, Dimension Door, Arcane Eye, Wall of Stone, etc.
A bit like a Sorcerer and a Wizard rolled into one. Can this be done?
The Question is simple.
The rules seem to indicate that a temporary increase to Strength should not increase the relevant ability score when it comes to calculate damage it just gives a fixed +1 bonus to damage for every two points of increase to strength.
The question was brought up in the thread Enlarge Person - Am I overthinking this?.
Either RAW I Core Book is right and the NPC Codex needs errata since it grants Amiri a +3 to damage or the Core book needs errata.
If Raw turns out right then A TWF character will gain +2 damage on offhand weapons with a +4 giant's belt, until he wears it for 24 hours, in which case that damage increase reduces to +1. This mean it would be better to remove it every 23 hours if you are a TWF character.
Also, Amiri and any other character using a THW will also be greatly affected.
Perhaps a stupid question, but does dim lighting provide any concealment against an opponent with low-light vision?
I always assumed creatures with low-light vision could see in an area of dim light without penalty, but apparently there is no rule that support this.
I know that creatures with darkvision can see in an area of dim light without penalty, but the rules are unclear when it comes to creatures with low-light vision.
I have a missed something?
Our current party consists of:
All players are casual players, and no one is really a power gamer except perhaps me. Oddly enough I'm playing a healer even though I don't believe in the healing concept. More of that later. Here are her stats:
Alignment: N. She will probably drift towards LN or NG, but I'm not sure yet.
Str : 12
I know Rich Parents is a crappy trait, but it fitted (Her father is a cleric. Her mother is a promiscuous Sorcerer) and it saved us another TPK.
I found out that Selective channeling was a bit pointless when you fight a lot of undeads, but obviously we won't just fight undeads. At level 3 I didn't know what to do. She's not good at melee, since she is built as a caster and make her an archer now would cost too much. One of the player suggested extra channeling since the group needed the healing and since my cleric didn't have that many spells per day yet.
My plan was to make her a caster. I've played cleric before and seen others play them to and know that channeling is great at lower levels, but usually a weak option past level 5. Past level 7 it's more or less useless in battle.
So my plan was:
I sooner or later I probably want quicken channeling. Doesn't have to be now. What's great with quicken channeling ? I can cast a spell and channel the same round. With quicken spell/quicken rod and quicken channeling I can cast 2 spells and use one channel in one round. Also What I like with channel is that Spell resistance doesn't apply. Nice if you summon stuff with SR or if anyone in the party has SR.
I later will get a Phylactery of positive channeling, but make it slot less so I can use a head band of wisdom. I also going to get an Ioun stone of char.
here is the deal: I like AS (Augment Summoning), but I don't like Spell Focus (conjuration). Are there any good conjuration spells if you are a cleric? We use Core book, APG, UC and UM.
I just feel playing two levels with a feat I can't use just so I can get AS is a bit rough. Also, I guess I want a lot of other feats. Like reach spells, spell penetration.
Any and all advice is greatly appreciated.
Race: Probably human. Perhaps half-elf or elf, but my bet is human.
If he wants a Magus that isn't too complicated to play what should he do? He is not a power gamer.
Advice is greatly appreciated.
Next party will start at level 1 and will probably consist of:
As I understand it the campaign will have a lot of undeads and haunts. It's a campaign with a horror flavor.
Personality: A friendly person who like all living things, even animals. He hates undeads, constructs and anything unnatural. He is a bit absent minded, but takes honor seriously. If you promise someone to help, you should follow it thru. He doesn't really hate evil people, but dislike evil as a principle.
Sex: Probably male
Spells: Bless, CLW + ? Last spell will probably be protection from evil, or Magic Stone, but I'm not sure.
At higher levels he will focus on summons So eventually he will pick spell focus conjuration and Augment Summoning.
So what should he do at lower levels during battle? Sling, Cross bow? I don't really want to invest in a lot of archer feats. Our DM is kind enough to let Point Blank Shot and Precise shot apply to spells (rays /range touch attacks), but still that is two feat.
Is there a feat that lets him expand is spell list so he can pick a druid, bard or wizard spell? Clerics doesn't really have any good conjuration spells or rays.
Are there any new good Cleric or Oracle spells in APG, UC and UM. I Have them as books/PFD but there are always a risk you actually miss some gems in the books.
Any advice will be greatly appreciated.
The Alchemist have a problem. An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Nice, but the Alchemist got to store these items somewhere, rigyt? And:
Moving or manipulating an item is usually a move action.
Table 8–2: Actions in Combat
So retrieving a potion/extract/mutagen is a move action that provokes attacks of opportunity.
Then he got to drink it:
Drinking a potion or using an oil is a standard action.
attacks of opportunity again.
Now here is a paradox
Well he can't drink an extract if he his unconscious, but he could try and help a dead friend and administer a potion to an unconscious ally. Problem is, he can't.
Breath of life:
School conjuration (healing); Level cleric 5
Casting Time 1 standard action
Components V, S
Target creature touched
Saving Throw Will negates (harmless) or Will half, see text; Spell
Resistance yes (harmless) or yes, see text
This spell cures 5d8 points of damage + 1 point per caster level
Unlike other spells that heal damage, breath of life can bring
recently slain creatures back to life. If cast upon a creature that
has died within 1 round, apply the healing from this spell to the
creature. If the healed creature’s hit point total is at a negative
amount less than its Constitution score, it comes back to life and
stabilizes at its new hit point total. If the creature’s hit point total is
at a negative amount equal to or greater than its Constitution score,
the creature remains dead. Creatures brought back to life through
breath of life gain a temporary negative level that lasts for 1 day.
Creatures slain by death effects cannot be saved by breath of life.
Like cure spells, breath of life deals damage to undead creatures
rather than curing them, and cannot bring them back to life.
In order for the spell to work the ally must be 'cured' within 1 round of his/her death but:
A character can carefully administer a potion to an
Even if the alchemist could administer a potion to an unconscious creature as a standard action it would not help unless the alchemist know who is going to die and when.
Even with Handy Haversack things don't change.
Retrieving any specific item from a haversack is a [/b]move
I like the APG but there are some stuff that I don't get. The witch didn't get any protective spells (except for mage armor so she is easily burned at the stake) and there are no potion belt in the equipment section of the book. Potion belt is probably not OGL, but Pazio could create utility belt or an Alchemist's belt. A belt with XX slots. Alchemist could perhaps use if more effectively and thus getting more slots out of it. Perhaps there could be master work versions of it with more slots.
Scroll could occupy one slot.
extracts/potions/oils two slots
holy water/ Oil (1-pint flask)/Acid/ Alchemist’s fire three slots.
Or just a belt with XX slots for extracts/potions/oils
My suggestion is:
If there is something I have missed, my bad.
BTW: Haste only affecting the Alchemist, not his alleys, make the spell rather weak.
I got some question regarding some of the fighter archetypes and I probably create a thread regarding some of the Barbarian archetypes.
First I must say I really like the fighter archetypes. I think they and the ranger archetypes are really good and versatile.
So here are the questions.
Free Hand Fighter.
Singleton: Can the he use a ring of force shield?
Timely Tip: Is he using his free hand to do this? I guess he is. Does he have to pick Improved Unarmed Strike and Improved Disarm to do this or is Timely Tip a special ability that doesn't require Improved Unarmed Strike and Improved Disarm?
Interference: Is he using his free hand to do this? I guess he is. Does he have to pick Improved Unarmed Strike and Improved Disarm to do this or is Timely Tip a special ability that doesn't require Improved Unarmed Strike and Improved Disarm/ Improved Trip.
Reversal: Same questions as Interference.
If the FHF doesn't use his free hand to do all the cool stuff must he use a trip or disarm weapon?
There is a similar confusion with the Barbarian Knockdown rage power. Does the Barbarian need a trip weapon and Improved trip. If yes, why anyone pick this rage power. With trip weapon and Improved trip she can do this anyway.
Leaping Attack: "moves at least 5 feet prior to attacking" = 5 foot step?
Leaping Attack: If he can't take a 5 foot (difficult terrain, staggered, etc) he obviously lose the bonus, but when he moves does the bonus stack with rapid attack?
Rapid Attack: does a hasted level 11 mobile fighter still get the bonus attack from haste? If yes is it at BAB 11? Move + BAB 6, + BAB 1, + BAB 11?
Next week I will create a new thread on "why can't Half-orks, Gnomes, Elves and Half-elves play The Totem Warror Barbarian."
/Kind regards Zark
I will make this short.
Is this just bad or really bad?
Point Blank Master feat spoiler:
Point Blank Master (Combat)
You are adept at firing ranged weapons in close quarters.
Prerequisite: Weapon Specialization with selected
Benefit: Choose one type of ranged weapon. You do not
provoke attacks of opportunity when firing the selected
weapon while threatened.
Normal: Using a ranged weapon while you are
threatened provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery
combat style may select Point Blank Master as a combat
style feat, but he must have Weapon Focus instead of
Weapon Specialization in the selected weapon.
And if I got it right Shadow Strike + Greater Blind-Fight makes it possible to sneak attack invisible creatures.
Reading the rules on Ability Score Damage, Penalty, and Drain and looking at some of the spells have got me confused.
Penalty: While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.
Then the text goes on listing how damage (and Penalty) affects each Ability.
Reading these examples and the text on Ability Score Damage/Penalty there is nothing to indicate that the ability to cast spell is affected by ability Score Damage or Penalty, on the contrary. The text clearly says “damage does not actually reduce an ability” . As for Ability Score Penalty: “penalties function just like ability damage”, but they are less serious since ability score penalties cannot decrease your ability score to less than 1. Further more there is nothing in the text indicating that Damage or Penalty would affect the ability to use feats like Selective Channeling if the requisite ability score drops below the minimum required to use the feat.
Yet the spell Touch of Idiocy states:
This contradicts the rules on Damage/Penalty. They don't actually reduce an ability. But the spell indicates that they do. If they do how about a cleric with Selective Channeling? If her Charisma score drops below 13 can she still use the feat? Would a fighter still be able to use feats like Improved Disarm and Combat Expertise if his int. droped below 13? And does Touch of Idiocy stack with it self?
What about power attack and Ray of Enfeeblement?
Here the spell clearly states the penalty does not stack with itself, but if the requisite ability score drops below the minimum required to to feats like power attack, can you still use the feat? Let's look at the wording on strength damage:
No words on the damage affecting access to feats and no words on the Carrying Capacity. As for Carrying Capacity we have this little confusing line in the text on ability score damage: “For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability.” Does this indicate that Carrying Capacity is affected?
Now, one could argue that Damage or Penalty to your Strength score should not affect access to feats even if the requisite ability score drops below the minimum required to use th feat and the Carrying Capacity should not be affected since the text on Damage to your Strength doesn't mention this. On the other hand there is nothing in the text on Damage to your Charisma that indicates that your spell casting ability is affected, yet Touch of Idiocy says it does.
Finally there is Drain. Ability Drain: Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.
The wording on drain is pretty solid.
Is this drain? If so why can't it be healed through the use of restoration? Or is it ability score damage or ability score penalty?
The same question goes to Blasphemy and Bestow Curse.
Bestow Curse (Will negates)
I have the same problem with Blasphemy, “The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Save for half “.
There are ability score Damage, Penalty, and Drain, but there is evidently more type of afflictions, an unnamed decrease to an ability score. Also there is some confusion and inconsistencies in the rules that needs to be address
I have a question regarding Full Plates and some questions Celestial Armor.
Are Full Plates always masterwork? The Description says:
“[...] Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces.” My bold.
This seems to indicate that they are indeed masterwork by default. But on page 466 the description of Dragonhide Plate says:
“This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate ” My bold.
Why point out it’s identical to a masterwork Full Plate if all Full Plates are masterwork?
There is also something odd about the Celestial Armor.
The description of Mithral armors says: “Most mithral armors are one category lighter than normal for purposes of movement and other limitations. [...] This decrease does not apply to proficiency in wearing the armor. [... ] Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
So Celestial Armor should, just as Elven chain, have an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, but it has a maximum Dexterity bonus of +8 and an arcane spell failure chance of 15%.
If the +8 max Dexterity bonus and 15% spell failure chance of is indeed correct the price 22,400 gp is just silly low, especially considering it’s a +3 chainmail.
Also the Elven chain specifically states: “This armor is treated, in all ways, like light armor, including when determining proficiency.” Celestial Armor doesn’t, but nor does it, like the Mithral Full Plate of Speed, say that you have to be proficient in the armor type to avoid taking nonproficiency penalties.
Why does the description of Mithral Full Plate of Speed and Elven chain explicitly state whether you must be proficient in that type of armor or not to avoid taking nonproficiency penalties while Celestial Armor have no note on whether you have to or not?
Comparing Celestial Armor to an Elven chain and the Mithral Full Plate of Speed the Celestial Armor should be much more expensive.
Can anyone help me out? Has there been any explanations or errata?
Here are some thoughts on the oracle of Stone and some other stuff. I will add my thoughts on all elemental mysteries and all of the new mysteries. My thoughts are of course subjective opinons. If you spot any snark remarks, they are not intentional., but please let me know.
Stone Bonus Spells:
Add a passage in Crystal Sight that you can see though fog (similar to Water Sight, Gaze of Flames or Wind Sight) or give her some sort of clairvoyance revelation.
Suggestions on fixes, se above. However I would like to stress three of them
Giving her Elemental Body IV would be focusing a bit more on melee and stability. Fits the concept. Unlike Flame and Waves, Stone (and Wind) doesn't have an elemental form.
(Flame has Form of Flame and Waves has Water Form. Both abilities should be nerfed to last 10 minutes per level. Otherwise you just end up with an Oracle in this form all the time. She only needs to pick Eschew Materials and she/he is ready to go).
Give her Acid Fog? I know it’s a 6 level spell, but Acid fog would also fit the concept and would make the final revelation a bit more useful. If she also were given the ability to se through fog it would let a Stone Oracle do something similar to The Oracle of Flames.
Some last notes on the skills.
I think all elemental mysteries have a rather weak Final Revelation and it’s also a bit boring.
This bonus should be halved. This is a spell casting mystery. An oracle of the heavens will start with a charisma score between 16 to 20. By level 20 she will ha at least 30.
That’s +10 on all saves. This need to be nerfed. Even without the capstone ability Heavens is one of the most powerful Mysteries.
I'll be back with more during the weekend.
Final Revelation (Wind)
I don't get this. They don't have any electricity spells do they?
gust of wind, control winds, Wind Wall, Wind Walk, Air Walk
But overland flight isn't one neither is storm of vengeance or control weather.
English is not my native language. So my intention in this opening post is not to be Ironic, Sarcastic, Rude, etc.
This is not a bard thread. It’s a thread about Inspire greatness. And I’m not saying, “Inspire greatness is too weak and this is really a big problem and I’m disappointed”. It's not a problem the bard can use inspire competence.
I‘m saying, perhaps there is more to Inspire greatness than meets the eye and if not what was the designer’s thought?
- First Inspire greatness seems to be pointless. Inspire Courage is much better so why use Inspire greatness?
James Jacobs wrote:
Thread and following debate can be found here
James’ answer: ”It’s very much a tougher version of inspire competence”, seems to indicate it’s more than just +2 to attack and some temporary hit points.
I have already got some answers from Dissinger in the thread above but they are not satisfactory. I’m hopping James, Jason or anyone from the Paizo staff will explain this to all of us who have an interest in Inspire greatness. I know we can house rule but this is not the issue here.
So here are all my questions. Inspire greatness:
In order for you to understand why I’m asking all this here are some quotes from Dissinger and some reflections from me.
Dissinger already gave me this answer on how IG works:
I know all this. This is not new to me but my point is:
- That leaves Blasphemy.
IG can't be activated as an Immediate Action. This mean that if the bard wants to mitigate the effect of Blasphemy "it must be done ahead of time." This mean the bard must win the initiative (or know the party will meet a foe that might use Blasphemy and the bard must also know when and where the party will meet that foe). Even if the bard wins the initiative he must know that there is a risk the foe is going to cast Blasphemy. Otherwise the bard mus use IG in every encounter, "just in case".
The usefulness of IG seems to be just theoretical.
Let's take a look at party I'm playing in.
Why would the bard use IG? The hit points is no big deal and IC is far better.
So I just want to know is there more to Inspire greatness than meets the eye? That is:
I’m not saying IG is too weak and it’s a problem. It’s not a problem, The bard can use IC.
I'd like some advice.
The way things are now we don't split the cash. We have what can be described as a guild account. If anyone in the group needs something he gets it if we can afford it. If the group needs anything, like a wand of CLW we buy it.
PF final Page 460
PF final Page 562
These two texts have given me some trouble.
So here are soms questions
It's possibly the most unbalanced item of all (even worse than mithral armor).