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Raistlin

caribet's page

Pathfinder Society Member. 56 posts. 2 reviews. No lists. 1 wishlist. 4 Pathfinder Society characters.


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Scarab Sages

Gamesman02 wrote:

So, PC with both STILL and SILENT meta magic feats casts such a spell that does not have Material Components - or also has the Eschew Materials Feat.

Would this provoke an AOO?
If the spell had no visual effect, would anyone even know a spell had been cast? IF the spell was a Charm or Suggestion and the target failed their Save, would any observer know?

you provoke while casting a spell, when you take on that "far away look" and concentrate on casting rather than defending: your opponent spots the distraction and slashes in...

Casting defensively has you actively share that concentration between casting & maintaining awareness & defence - at the cost of potentially losing the spell.

Still & Silent may conceal what you are doing, but you still concentrate and get distracted - wham!

Scarab Sages

Harleequin wrote:
graystone wrote:
I'd love to see a summoner archetype that trades out the Eidolon for something else. I often find myself wanting someone with the summoning mechanic but having no need for the companion.
Slightly strange for a class called a 'Summoner' dont you think?!?..... you can just use SM ?

Summon Monster spell is full round to cast, and lasts rounds/level.

Summoner's SLA takes only a Standard Action to cast, and lasts minutes/level.
Full round casting puts a big "hit me" target over you, inviting any intelligent opponent to disrupt your casting.

In our campaign, our summoner sometimes dismisses her Eidolon so as to use a series of disposable quick-summoned beasties. (And sometimes her Eidolon vanishes from lack of hitpoints!)

Scarab Sages

Wonderstell wrote:


*Reincarnated elf as elf
It's an elf in every aspect, physical and mental. Why wouldn't they be able to retrain their Racial traits?

*Mental or Physical swapped for the other
You keep a racial trait when it is mental. You remove it when it is physical. If you have swapped all your physical Racial traits into mental before the reincarnation, then you would keep them all.

*A Kobold
Yes, they can. They won't keep the Gliding Wings Racial trait since it is physical.

*****

You'll have to consult your GM when you reincarnate, since they might/will rule the Racial Traits differently.

That'd be me, then.

I turned to the forums to see if we can find a way through the morass.

The general feel seems to be "the only rule is 'keep mental, swap physical'" with a need to inspect each and every property of the before & after character to see what sticks and what drops.

It also doesn't provide a clear guide for Magical properties - some look in-between the two alternatives.

There's also no *balance* between options, as the choices made can make a feature mental or physical with no thought for how reincarnate will handle it.

James Jacobs wrote:
He'd keep his bonus feat and extra skill ranks gained from being human since those are mental, not physical.

which is nice and solid, but doesn't differentiate between choice of Mental or Physical Feats.

Scarab Sages

Lord Fyre wrote:
James Jacobs wrote:
Lord Fyre wrote:

This is not a question about Elven culture, but this would have more to do with Forlorn elves.

Do Golarion elves have the physical ability to grow beards?

Nope. Some half-elves can grow beards, but full elves cannot.

Darn. :(

Well, that simplifies my racial choice for the Legacy of Fire. ;)

It even motivated me to change my Avatar back to Harsk.

Yes, a proper beard is that important! :D

You can wear a chin-wig (as popularised in ancient Egypt)

Scarab Sages

Harleequin wrote:

One of the things I've enjoyed but been surprised about, is how its not an issue being a girl in a RPG gaming group. Most times I'm the only girl in the group but no-one has batted an eyelid.

I know RPG playing is very much seen as a geeky guy thing but I think more women are giving it a go.

Quick survey... who here has a girl in their group... and is she treated with the respect she unquestionably deserves!! ;))

I'm running 2 groups:

1) 5 regular players, 3 female, 1 occasional extra female;

2) 2 regular players, 1 female

I play in 1 group:

3) 4 regular players, 2 female.

Of all those, 1 regular is a "girl", and our occasional player is a "girl" (and only 1 "boy" among the males). The rest of us are a little far on the dignified end of life to be flattered as "girl" or "boy".

Scarab Sages

James Jacobs wrote:

Reincarnate is a pretty strange and complex spell. It's certainly one of those that every GM should look at and decided exactly how he wants to run things in his game (awaken and simulacrum and miracle and wish are similar in this regard).

The way I handle reincarnation effects in adventures and sourcebooks is to follow the guidelines as guidenlines, not rules. If a human gets reincarnated as a troglodyte, they'd retain any mental human abilities, but would lose physical ones. They'd gain troglodyte physical abilities, but lose mental ones.

For this case, it's actaully pretty clear-cut.

The human, upone being reincarnated, would back out his +2 bonus to an ability score if it had been applied to Strength, Dexterity, or Constitution; if that bonus had been applied to Intelligence, Wisdom, or Charisma, he would not lose it. He gains the Trog's mods as listed, along with all of the troglodyte's attacks, stench, darkvision, armor, and stealth bonus for being able to shift his coloration.

He'd keep his bonus feat and extra skill ranks gained from being human since those are mental, not physical.

He'd also gain 2d8 racial Hit Dice, which means his base attack bonus, saves, and skill ranks go up. He also would gain a new feat, and depending on if that extra 2d8 HD bumped him up enough enough, a +1 bonus to an ability score of his choosing.

As for what his CR would be... if he's a player, that doesn't matter at all. CR isn't for player characters. He's now more powerful than the other characters in the party, of course, and that presents some challenges to the GM... but not so much if the other players aren't jealous and are cool about things. The GM, of course, can do what he needs to do to make the PC's new life as a troglodyte relatively rough and miserable, of course, since that kind of change would wreak havock on family and relationships and even simple trips to the grocery store.

If this is an NPC, once you rebuild all the stats, just sit down and look at it as a whole. Chances are good...

James Jacobs wrote:
ZappoHisbane wrote:
For future class levels, does the ex-human still receive his bonus skill rank per level?
Yup.

Reincarnate still troubles me.

* OK, so for ex-RaceOne, we look for physical aspects (but not the mental ones) and remove them. Not just Str, Con, Dex, but Size, Natural Armor,...
* Then we add the physical aspects (but not the mental ones) of RaceTwo.
* That's stretching the literal text of the spell, as it only explicitly says to back out Str, Con, Dex.

My problem comes with "what is Physical and what is mental?".

* if an ex-Human's extra feat was "Toughness" is it physical?
* Is a Dwarf's +4 Dodge vs giants mental or physical?
* is Stonecunning innate (physical, like Darkvision) or mental?
* I presume a new-Dwarf doesn't get racial Weapon Familiarity?
* Elven immunity to Sleep?
* Gnome Magic: Mental, Physical or Supernatural?
* Gnome resistance to illusions?
* Half-Orc "Intimidating"? Intimidate is a skill, mostly mental, but the fluff implies it's that toothy grin that scares 'em?
* Orc Ferocity? Is that mental - carry on acting, ressting pain? or physical?
* A Dhampir's negative energy affinity? Keep it or Lose it? Gain it?
* Drow Light Blindness?

If a character swapped Race traits, it's more complex still.
* if an ex-Elf reincarnates as an Elf, can they swap Race Traits?
* what if a seemingly mental Race Trait was swapped for a seemingly physical one (or vice versa)? When do we remove or keep a trait?
* A Kobold (ARG) can swap Crafty (mental) for Gliding Wings (physical)...

Wah! My brain hurts...

Scarab Sages

caribet wrote:
Sniggevert wrote:
The Morphling wrote:

Follow-up question:

If you have concealment (not total concealment), are your attacks automatically sneak attacks?

No, having concealment does not deny an opponent their dexterity. It gives them a 20% miss chance to hit you, but does nothing to help your attacks.

Concealment allows the attacker to use Stealth.

Successful Stealth renders the target unaware of the attacker.
An unaware attacker is denied their Dex bonus.

However the interesting question posed for this thread is:
* If you are Stealthed, and make a Full Attack, so the opponent is Unaware of your first attack, and you Deny Dex,
* is the opponent still unaware after the first attack, and can iterative attacks also claim Stealth, and so Deny Dex?

and the answer given above is "No: Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below)."

Scarab Sages

Sniggevert wrote:
The Morphling wrote:

Follow-up question:

If you have concealment (not total concealment), are your attacks automatically sneak attacks?

No, having concealment does not deny an opponent their dexterity. It gives them a 20% miss chance to hit you, but does nothing to help your attacks.

Concealment allows the attacker to use Stealth.

Successful Stealth renders the target unaware of the attacker.
An unaware attacker is denied their Dex bonus.

However the interesting question posed for this thread is:
* If you are Stealthed, and make a Full Attack, so the opponent is Unaware of your first attack, and you Deny Dex,
* is the opponent still unaware after the first attack, and can iterative attacks also claim Stealth, and so Deny Dex?

Scarab Sages

caribet wrote:

Midnight Spores ... hmm. The AP specifically states that the spores are tailored and "only affect living humanoid creatures".

So - our party does not have a single humanoid... all 5 of them are (different flavours of) Outsider (Native): Aasimar, Tiefling, Ifrit, Sylph.
So the spores won't affect the main PCs.
They affect their allies,...

and of course, poor Juliver, who will only just have recovered from Feeblemind + Paranoia!

Scarab Sages

Midnight Spores ... hmm. The AP specifically states that the spores are tailored and "only affect living humanoid creatures".

So - our party does not have a single humanoid... all 5 of them are (different flavours of) Outsider (Native): Aasimar, Tiefling, Ifrit, Sylph.
So the spores won't affect the main PCs.
They affect their allies, and the secondary PCs, but the main guys will likely barge in, get covered in dust and wander home thinking they just need to clean up.
Sigh...

Charm Person doesn't work on them either. (But a bunch of useful spells don't either - like Alter Self).

Scarab Sages

Our party has an ally, a - errm - Wizard - called "Ralissi". They picked him up in Tazion, in the pyramid, when they reached a stalemate where neither was inflicting anything significant on the other (fire, fire resistance,...). He had been posing as a Charau-Ka wizard - you may recall him from Racing to Ruin. So they negotiated a truce (he's ... very diplomatic) and eventually agreed to travel together to Saventh-Yi.

He proposed to the (Pathfinder Faction) party that if the combined group could defeat the Rakshasa, he was, prepared... to pose as a (charismatic) Serpentfolk figure, and take up leadership of their faction, pulling them into an alliance with the Pathfinders (!).

He overflew the central island, and also landed and quizzed some of the Degenerate Serpentfolk - he told the PCs about the Rakhshasa, so they could plan ahead and not just march in.
Pre-scouting noted the Zombies, so they made an early foray to deal with them and Ugimmo.

The plan involved making a distraction party: 2 PCs and a bunch of Pathfinders launching an attack of crossbow bolts and illusory Serpentfolk across the bridge to inflame the bad-tempered Charau-Ka, then leg it invisibly to the island and join the others, leaving the incensed Charau-Ka to make a real attack on the central island, and thus draw the Serpentfolk to that side.

The Rakhshasa, would, they hoped, be too busy with his perversions to rush out and deal with trivia unless the Serpentfolk felt the attack was going so badly wrong they would take the punishment of their ruler and admit defeat. (The PCs were confident this would not happen, with the only attack route being across the narrow bridge).

So there he was, lounging around, alone and unaccompanied, when the invisible party sneak in. They break cover by attacking... mostly futilely with his high AC and SR, but the Alchemist was able to lob bombs (touch AC, alchemical fire so no SR). Took a few rounds but basically one-sided... if you can't escape and can't dismiss fire, then Bombs are very dangerous.

Then Ralissi transformed into a Serpentfolk, and went out to the Degenerates and declared that he was now their leader!

Scarab Sages

JakeCWolf wrote:
http://orig11.deviantart.net/ae08/f/2010/175/8/6/elf_orc_character_by _colbystevenson.jpg

"The page you were looking for doesn't exist."

You might be meaning http://colbystevenson.deviantart.com/art/Elf-Orc-Character-168823787

Scarab Sages

The Archive wrote:
Qaianna wrote:
Cwethan wrote:
Skinwalkers and Tieflings spring to mind, though I can't find that sidebar on pfsrd for Tieflings, so I could be incorrect there.
What's the source for that sidebar for aasimars in the first place? I didn't find it in the PRD..
It's not Core material. It's from Blood of Angels.

Both Blood of Angels and Blood of Fiends have a side-bar on page 4, "Non-Human Aasimar" or "Non-Human Tieflings", which specifically allows Aasimar and Tieflings from humanoids other than Human, stating that the difference is "purely a matter of size". They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the aasimar/tiefling; beyond size, their humanoid ancestry is purely cosmetic.

You could be an Ogre-kin Tiefling, but you don't gain the Str/Con bonuses that come with Enlarge spells, just the -1 to AC and to Hit, and the ability to wield Large weapons without penalty.

Scarab Sages

EltonJ wrote:
I'm going to try an idea for a Pathfinder campaign setting based off of American Folklore.

Anyone looked at the (3.0) Northern Crown from Atlas Games?

Northern Crown Products
Northern Crown: New World Adventures

with an extension into an "African" continent in Nyambe:
Nyambe: African Adventures

Scarab Sages

for old-timers, with old books still to hand - what is the difference between the new "Cheliax, The Infernal Empire" and the old "Cheliax, Empire of Devils"?

The old one is out of print, but I still have my copy - what would make me want the new book?

Scarab Sages

what is the difference between this book and "Cheliax, Empire of Devils" ?

The blurb doesn't really say why I'd need *both*

Scarab Sages

1 person marked this as a favorite.
Darth That Guy wrote:

I'm confused on the hex cackle. I'm in a pathfinder campaign and the other night I used fortune on our ranger and as move Action started cackling. The ranger went after me in our rotation and missed with first attack due to low roll so he re-rolled thanks to my fortune hex and scored a hit. On my next turn I kept cackling so that our ranger could keep re-rolling if need be. Our dm said no. He said I could only keep cackling if our ranger had failed on his re-rolling. Basically he said I can only keep cackling with fortune until the recipient finally benefits from it.

That made a lot of sense and I chalked it up to me misunderstanding cackle. But the rest of group chimed in and said dm is one who misunderstood. All of these people are veteran pathfinder people and I'm a relative new comer so could any of you clarify.

1) Fortune Hex - lets you "call upon this good luck once per round". Initially the hex lasts 1 round, but at 8th and 16th Witch level, the duration of the hex extends by 1 round.

2) Cackle specifically lists fortune (and misfortune) hex to be extended by 1 rnd at the cost of the cackling witch's Move action. So you can cackle for (more) Fortune.

It can last for 1-3 rnd even without Cackle, and is stated as 1 reroll/rnd.

So with a Witch 16, you can grant fortune for 3 rnd, and the target can make one reroll each of the 3 rnd; with Cackling, can benefit for a while longer, still 1 reroll per rnd.

Once the Fortune and Cackle stop, then they can't benefit from another casting of the hex, until 24h pass. The last sentence of Fortune kicks in "once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours" - the witch can't apply a *new* Fortune Hex for 24h. She can only usefully cackle while the original Fortune was active.

So the GM is wrong (but entitled to bend the rules for his own game, so long as he lets you know).

Scarab Sages

Entryhazard wrote:
Zaister wrote:
You realize that this archetype is intended for cyclos oracles, right?
So much that the flash of insight class feature is worded in the case the user is not a cyclops
ISMC p.17 wrote:
Cyclops Oracles and those who worship the one-eyed giants use their ...
Quote:
The following new oracle curses are common among cyclops oracles and oracles who worship cyclopes...
Quote:
Flash of Insight (Su): You gain the cyclops racial ability ... If you already possess this ability...

Definitely written to allow non-cyclops oracles, so long as they are cyclops-groupies...

Scarab Sages

BigNorseWolf wrote:

Turning into a rat lets you breathe under water.

I think you are confusing "having a Swim speed" with the Aquatic sub-type.

Aquatic creatures automatically have a swim speed, *and* can breathe water.

Rats have a swim speed, but are not Aquatic, nor do they have the Water Breathing Ex ability...

Scarab Sages

Lord Snow wrote:

A human-elf hybrid is a helf-elf. A human orc hybrid is a half-orc.

Is it fair to say that a human-halfling hybrid is a "quarterling"? would a hybrid of that and a human be an "eighthling"?

On a (slightly) more serious note, is interbreeding between two non human humanoids possible? Are there such on Golarion? If there are, what is their race for stat purposes? And lastly, what happens if a half orc mates with a half elf?

most races have some special unique power, that makes them different in story rather than just numbers.

Humans special power is clearly the Ability To InterBreed With Any Race ... the other races don't really get to do it.

Scarab Sages

caribet wrote:

Issilar was getting a lot out of this, so he carried on, and travelled with them to Saventh-Yi!!

He's kept up the disguise, setting up camp with them, and "helped" with the initial over-flight exploration (the party is well-up on flight abilities), with some "interesting" opinions:
* "the charau-ka are annoying pests" - "let's wipe them"
* "the serpent-folk are clearly too dangerous to tackle" - "let's leave them alone" (err, while I take command and build them up!)
* "the humans in the Sacred Serpent zone are clearly worshipping demons(!) and innately hostile" - "don't negotiate" and "be prepared to go in wands blazing"(!) [this latter one may break the illusion, once the PCs get there - *if* they actually talk.]

They haven't actually remembered to question his motives, or habits of disappearing, of not actually contributing usefully in battles (being at the back and "dithering"), and his vagueness about which Faction he's from ("a party of adventurers like yourselves; but our rendezvous has been and gone, and I guess they didn't make it... Sigh (pathetically)[Bluff]")

so, they've clear the Mercantile District.

Issilar has been allowed to go off doing his own thing - the party don't expect NPCs to come with them and prefer to be allowed their own battles. He's now told them of the Rakshasa ruling the Serpent folk, and suggested a joint battle-plan: the PCs annoy the Charau'Ka with enough illusory Serpent folk that they attack across the bridge, then while the main Serpent folk are distracted, the PCs kill the Rakshasa, and Issilar will then "use his shape-changing magic" and "make himself look like the Serpent folk" and use his Charm spells to convince them to accept him as their leader. So far the party are buying it hook, line and sinker.
Oh My!
They are planning to restore the deposed leader of the Serpent Folk.

Next thing we know, they'll be telling him all about the Severed God and the plot line, and have him ""helping" them!

Scarab Sages

Dustin Ashe wrote:

...

Moratorium on new classes. I also hope that after Occult Adventures is released that they hold off on making any new 20-level classes for a few years. More prestige classes and archetypes are fine.

Archetypes are good, though have limited scope.

Prestige classes have a single gaping flaw: they don't kick in until your character is 6th level (or even higher). There's zilch in the whole pile of Prestige classes for the starting character, nor for the low-level campaign.

Scarab Sages

Owen K. C. Stephens wrote:
KnightErrantJR wrote:
I do have a minor, but still a little nagging, issue in that the spellcasting progression doesn't match other "partial to 4th level" classes, but it almost matches.

The reason it does not match, btw, is that other "hybrid" casters (paladin and ranger) are preparation casters. The dragonrider is a spontaneous caster. My design goal was to emulate the difference between a wizard's casting and a sorcerers, but for people who are only hybrid casters.

Which may not help your nagging issue, but it's what I can do. :D

No harm would come of switching a dragonrider to the paladin/ranger chart, as long as they also became preparation-in-advance spellcasters at the same time.

how does it compare to the Bloodrager progression? - that's the "official" spontaneous "partial to 4th" casting class..

Scarab Sages

Thedukk wrote:

So... I think I'm missing something:

Wall of Ice wrote:


The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet).
It says 10-foot-square (meaning 10sqft, not a 10ft x 10ft square, unless I'm forgetting how area works, but then it says that a lvl 10 wizard can create a wall that is no more than 1000sqft, which would seems to have an extra 0.. is this a typo?

You are misreading: "10-foot-square" means "10-foot" squared;

to state 10sqft, you say 10-square-foot. The order matters.

So each caster level covers a 10x10 square (which is 100sqft).

Scarab Sages

Nynphaiel wrote:

Hi guys!!! I have a level 8 druid, and so far I haven't found a practical way to manage the summons from NA (and also from Summon Monster). I was wandering if was something out there that could facilitate this.

If not, which would be the best way to accomplish such thing? I'd be willing to do it by myself, but I think a spreadsheet, although quick to introduce changes as Augment Summoning, wouldn't be manageable on the table during the game. So any suggestion will be appreciated.

Thanks!!
Nyn

I suspect the problem is that you phrased your question badly, and we're left uncertain as to your actual problem.

I presume you are actually asking about the Summon Nature's Ally spells. You mention Summon Monster - but Druids don't get those spells as class spells.

What do you mean by "manage"? You need to explain what you want, or we can't do much!

It is possible that you mean "is there a practical way to have a handy list of the creatures summoned by Summon Nature's Ally?" ????

A spreadsheet won't really help for that, unless you want a very compact summary - in which case you are down to the problem of "One man's summary is another's list with the details left out...". Everyone has their own idea of what to list and what to leave off. (It's less of a problem with Summon Nature's Ally, as Animals have simpler descriptions than many Monsters.)

Anyway...

You can do what the Summoner-player in our campaign does: make your own printed Summoner's Bestiary:

  • visit the PRD spells section. Copy the list of names of summoned animals from the series of Summon Nature's Ally spells to a spare file.
  • Move from the Spell section to the Bestiary
  • Using the first list as a reference, copy the text of the summonable animals to a convenient form (we used a Word doc).

The catalogue of animals summoned forms a Summoner's Bestiary which she has printed and brings to game sessions.
She also bought the "Summon Monster" Pathfinder Paper Minis and printed the paper minis for the Summons her PC can cast.

This serves as a very handy ready reference... you don't have to do all 9 spell levels in one go - if you start the Bestiary with the character at L1, you add a chapter to your Bestiary each time the PC gets a new spell level.

Alternatively, download the free PCGen program (and the Oracle Java runtime).
This will let you create character files for each summons, including the effects of Augment Summons, Templates,... PCGen will output full PC character sheets, or short form entries suitable for encounters.

Scarab Sages

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We've only had 1 full session in Saventh-Yi so far (reached it at the end of the previous session).
Since we play monthly, I don't want to drag out the Discovery Point wrangling too far...

I anticipate some real fun though, as the encounter with Issilar in Racing To Ruin went ... oddly.
He started, per the book, shaped as a Charau-Ka, and the 2 sides threw fire spells at each other, until both sides started to realize they weren't getting through (resistances all around...) The PCs didn't realise he was running low on Fire spells, but...
He offered to negotiate with them, pointing out the obvious stalemate, and that he had the final statue that they needed, and they had the others he needed - he has huge Bluff and Diplomacy skills.
So he re-shaped to "Human Wizard" and talked until they agreed a short-term truce. The PCs are pretty lawful (well, 2 key ones are), so they've held to the truce. Issilar was getting a lot out of this, so he carried on, and travelled with them to Saventh-Yi!!

He's kept up the disguise, setting up camp with them, and "helped" with the initial over-flight exploration (the party is well-up on flight abilities), with some "interesting" opinions:
* "the charau-ka are annoying pests" - "let's wipe them"
* "the serpent-folk are clearly too dangerous to tackle" - "let's leave them alone" (err, while I take command and build them up!)
* "the humans in the Sacred Serpent zone are clearly worshipping demons(!) and innately hostile" - "don't negotiate" and "be prepared to go in wands blazing"(!) [this latter one may break the illusion, once the PCs get there - *if* they actually talk.]

They haven't actually remembered to question his motives, or habits of disappearing, of not actually contributing usefully in battles (being at the back and "dithering"), and his vagueness about which Faction he's from ("a party of adventurers like yourselves; but our rendezvous has been and gone, and I guess they didn't make it... Sigh (pathetically)[Bluff]")

Add to that, that the Red Mantis will show up soon, and the base-party [Pathfinders, and Gelik (who the PCs hate 'cos he's so wonderfully annoying)] includes (and still trusts) Sasha Nevah on account of her having been an infrequently played drop-in PC for a player gone off to Uni; so Sasha is now mainly GM-played. (I think were the player here, she'd be quite happy to go with sowing seeds of chaos!)

Scarab Sages

Dela wrote:
If you tell me your Skype name, I'll contact you to send you my old stuff.

could you please e-mail copies to me as

saxum DOT caribetum AT ntlworld DOT com

Thanks!

Scarab Sages

1 person marked this as a favorite.

You must be mortified! But you've stood up and explained it, to everyone, and pointed out the inside (and side and back) is unaffected.

Pity the first guy to post a review on Amazon.co.uk took one glimpse of the front and posted a 1-star review.

Once I get my copy, I'll actually read it, and then post something - which I expect to be more positive than 1-star.

If anyone else buys it from/via Amazon UK, do post a review too!

Scarab Sages

Snip the Shadow wrote:

I am building a Tiefling Magus to play in PFS.

What is the Feat I need called that opens up things like Prehensile Tail and Bears Maw?

Someone told me at a game I need a prereq feat for something and I think it's this.

Any help is appreciated. I'm new and clueless to both the Magus class and the Tiefling race but intrigued by both.

Thanks ahead of time for the help.

Snip

Prehensile Tail and "Maw or Claw" are not actually Feats.

The "Advanced Race Guide" (p.168-169) offers Prehensile Tail and "Maw or Claw" as Alternate Racial Traits. They replace Spell-like Ability (use Darkness 1/day) and Fiendish Sorcery (+2 effective Cha if Fiendish/Abyssal Sorcerer).

For PFS you need to bring with you either a physical copy of the rule-book or a personal PDF of the book.
If you don't have the Advanced Race Guide you'll need it for these options in PFS.

Scarab Sages

1 person marked this as FAQ candidate.

Can you settle an unresolvable argument we have:

in the APG, the Summoner and Evolutions are introduced. The Evolution "Bite" p.60 gives damage for a Bite attack by size, then states "if the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls with its bite".

So far so good, if you only have one head!

Ultimate Magic introduces "extra head" p.77 The extra head doesn't have any additional attack unless you add Bite, Gore, or Breath.

So if I start with a Quadruped which has one head, and Bite, initially.
* I could add a Head to the Quadruped, and still have only the base Bite.
* I could add a Bite to the 2nd head and have 2 base-Str bites
*or*
* I could add Bite to the first head and have one 1-1/2 Str bite

what happens if I add Bite to the 2nd head, then add Bite a further time, to boost damage to 1-1/2 Str?

does it
a) affect all Bites on all Head that already have a Bite?
or
b) affect one chosen head-with-bite, and you need to buy a doubled-bit for each head to have them all with 1-1/2 Str?

Scarab Sages

James Jacobs wrote:

Yeah; the cool thing about the universal monster rules is that they'll only get easier to use as you game. The rules stay the same for every monster, so once you learn, for example, how paralyze or pounce works... it ALWAYS works that way. It's kind of similar to how whenever we stat up a rogue we don't reprint all the rules for sneak attack or the like.

Printing out a copy of the universal monster rules and keeping that printout handy is a great idea.

yes, but ... Assuming the "back of the book" is used is fine provided it provides all required info: Paralysis under Universal rules is *either* (Ex) or (Su).

In an Antimagic Field, (Su) abilities are suppressed while (Ex) are not - so it matters which is used.

But the Ghoul/Ghast entries do not list this aspect!

(In 3.x, they were (Ex) abilities, so I generally go with that)

Scarab Sages

caribet wrote:

I've been under the impression that Native Outsiders just have the special properties of eat/breathe/sleep + darkvision. The Advanced Race Guide agrees; Bestiary 2 and 3 trim that to eat/breathe/sleep (no automatic darkvision).

I've been challenged by someone pointing to the (first) Bestiary definition of Outsider [and hence Outsider (Native)] as having proficiency with Simple and Martial weapons, and with "whatever armour it's described as wearing".

Which of these contradictions is true, please?

it's a specific problem for those PC characters taking a race with no racial hit dice ("wholly defined by class levels") but with a special racial type.

For example, across the Bestiaries and the ARG there are now at least 7 Outsider (Native) PC Races: Aasimar, Fetchling, Ifrit, Oread, Sylph, Tiefling, Undine.

Blood of Angels and Blood of Fiends have about as much on Aasimar/Tieflings as you can reasonably expect and neither says "by the way, you get all Martial Weapons and Medium/Light armour proficiency thrown in for free".
The Advanced Race Guide goes out of its way to cost up racial weapon proficiencies, but doesn't charge Outsider races for the above benefits - indeed it has no option for so wide a group as "all martial weapons"!

Scarab Sages

I've been under the impression that Native Outsiders just have the special properties of eat/breathe/sleep + darkvision. The Advanced Race Guide agrees; Bestiary 2 and 3 trim that to eat/breathe/sleep (no automatic darkvision).

I've been challenged by someone pointing to the (first) Bestiary definition of Outsider [and hence Outsider (Native)] as having proficiency with Simple and Martial weapons, and with "whatever armour it's described as wearing".

Which of these contradictions is true, please?

Scarab Sages

Ragnarok Aeon wrote:
Gorbacz wrote:
Start with reading the rules :)

Oh I did (I even double checked to make sure my logic and the rules were getting along), but if but I just don't see the logic in allowing someone to bull rush someone after disarming someone in the same turn just because they have a second weapon. What it is it about the second weapon that allows them to do another action (which doesn't necessarily involve said weapon) they couldn't do without it in their hand?

Getting a dagger so you can bull rush people after disarming them is treading along fuzzy rules logic.

I think they specify melee attack so that people don't start tripping and bull rushing with arrows (which don't specify range or adjacency). I'm all for enabling the players, just as long as it makes sense and is fair.

disarm, sunder, and trip are attacks and can be used as part of a Full Attack, replacing attacks within the burst on a 1:1 basis. You Can Sunder + Disarm + Trip an opponent (if you have 3 attacks). You can also use a Weapon and its Weapon bonuses in those actions. (And with a Trip weapon, drop the weapon if you blow the Trip).

Bull Rush, Overrun, ... are Standard Actions in their own right and cannot be combined with anything other than a Move Action.

You can't Disarm then Bull Rush in one Full Attack action - Bull Rush can't be part of a Full Attack.

Scarab Sages

F. Wesley Schneider wrote:
Andru Watkins wrote:
Does the shift from bi-monthly to monthly reflect any success that Paizo has earned?
The Player Companions have done well and we think they have even greater potential, both being a big part of the shift. But sales and subscription numbers are a lot of what drives a product line, so if you like what you see here, please do check out Player Companion: Varisia or, if you're really excited, consider subscribing. We promise to repay those who do with 32-pages of awesome every month! :)

I'd seriously love to subscribe - but I'm in the UK and the postage is just too expensive - I have to wait for them to be shipped over and buy locally.

If you could find a distributor who'd accept subscriptions and handle posting locally...?

Scarab Sages

Tengu Swordtrained states Tengu are "automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades,..."

The list includes some Simple, some Martial and some Exotic blades (e.g. Elven Curve Blade).
It also includes that problem blade the "Bastard Sword" which has both Martial Proficiency (2-handed) and Exotic Proficiency (1-handed).

I have automatically been assuming that since Swordtrained includes several other Exotic blades, that it includes the Exotic 1-handed proficiency ... but I have been challenged, and the challenger suggests "proficiency" literally lets the Tengu wield the items listed without the -4 penalty and so need only grant 2-handed Martial Proficiency.

I'd *love* an official ruling, or as near as I can get.

Rulings based on personal interpretation, house rules, or campaigns are not going to settle the question!

Scarab Sages

2 people marked this as a favorite.
ElyasRavenwood wrote:

Are there players out there who would prefer that there be little to no PVP in the pathfinder online game?

Are there players out there who find the prospect of non consensual PVP cause for concern?

Do those players find that the prospect of non consensual PVP makes Pathfinder Online for them an unattractive choice?

Quite simply, I have given up any hope that the Pathfinder online game will be playable - I *hate* the idea on non-consensual play.

Having designated areas where PVP is permitted - fine - I'll stay out of those areas. But if it covers the whole game, then I won't be there. End of story.

Scarab Sages

Charles Evans 25 wrote:

If you didn't get a ticket, but you really want to attend, I would encourage you to put your name forward for possible cancellations. Even if you miss out this year, it sends us a message about how much additional interest there is around, and weighs into the considerations about if (and how much) to expand capacity in 2012...

I can't make it anyway this year (clashes) but would like a chance to get in next year!

Scarab Sages

There's been some discussion, here and elsewhere, about the cost of the included spellbooks.

No-one seems to have mentioned that in all of these books with Preparation Rituals, there is an extra cost, but no formula for the cost, nor any rules for how to prepare a spellbook to include a Preparation Ritual.

Scarab Sages

p.34 Frog Domain and Jungle Domain (for Druid) both list 5th level spell "Blessing of the Salamander", but spell is missing

Scarab Sages

I have my print copy of the APG, but the Pathfinder SRD has not yet been updated. I find the online SRD very useful, as the cross-links let me chase down questions in a way that paper books don't...

Any word from Paizo as to when the SRD will include the OGL content from the APG?

And,for that matter, the OGL content (eg tables) from the Gamemastery book?

Scarab Sages

xJoe3x wrote:
I am very disappointed overall. This series of books would have been great if the time was taken to go and fix the problems that were mentions, which was supposed to happen but never did. Instead more books were cranked out, but the olds one were never fixed. I will not be purchasing from Louis Porter Jr. Design anymore.

Sadly, I must concur - badly edited conversion, and the promised fixes are simply not forthcoming.

Scarab Sages

any hint on when this wonder might arrive in the UK?

Scarab Sages

I hit this recently too - triggered by the Bestiary entry for "Horse".

Horse as listed is explained as being a "Light Horse", and the Bestiary explicitly states that you can stat a Heavy Horse by adding the Advanced Simple Template.

If Heavy Horses all had Int 6, I think the world would have noticed by now!

Scarab Sages

p4 fixes p.167 Green Hag - if Disguise Self (Sor 1) is replaced by Alter Self (Sor2) the DC should increase from 13 to 14

p4 fixes p169 Half-Celestial. In revising Smite Evil to be the ssame as the paladin, it should have "attack bonus = HD, dam bonus = cha bonus". The Uniform given has 8HD so should be Attack +8, dam +4.

p4 fixes p175 Hobgoblin.
Ftr 1 is a PC class, so should have full HP = 17 (1D10+7)

p4 fixes p186 Lamia. The errata fix the damage from the "+1 dagger" but not the attack. +1 dagger wielded by Monstrous Humanoid 9HD has BAB 9, +4 Str, +1 enh = +14/+9 (1d4+5)

p6 fixes p265 Tiger, Dire. There are other errata in this document showing clearly that Stealth bonus of the form "+4 (+8 in <terrain>)" means "+4 bonus -OR- a +8 bonus instead, when in <terrain>". (i.e. +4, with an extra +4 when in <terrain>)
The erratum here fixes the base Stealth, but leaves grass as an extra +8 rather than an extra +4.
Stealth should therefore be "+15 (+19 in tall grass)"

Scarab Sages

Wolfgang Baur wrote:

I have bad news for you; Open Design does not have a UK distributor for this title. We tried with Esdevium, but no luck.

Given how quickly the print edition sold out here, that seems a shame. Note that though the print edition is sold out at Paizo, it is still available at the KQ Store Link and elsewhere.

thanks - I took the hint, and have ordered it from KQ -- though $10 postage still hurts...

Shame no-one will import it - I'd have thought there was enough interest in PF that something like SE, with so much approval from Paizo, would be a sure thing to distribute.

Scarab Sages

another error in the errata (as I carefully go through applying them).

Drow:
sample is a Warrior 1, who should have D10 HP (not D8 as printed, uncorrected). Hence also 5 HP not 4.

This makes BAB +1, so the Rapier attack correction is wrong, as the blighter has a Rapier and Weapon Finesse, and Dex 15 (+2). Rapier Attack should remain +3, not be errata'd to +2.

Drow Noble, Cleric 3 (BAB +2)
Again, the errata makes an unneeded change, as it has Rapier, Weapon Finesse and Dex 17 (+3), Masterwork rapier (+1 Atk), for a total Rapier Attack +6 (as was printed, pre-errata).

Scarab Sages

Any hints as to when the print edition will reach the UK - shipping from the USA costs *so* much...

Scarab Sages

Does anyone import the Litko pieces into the UK?

If not, what is the postage from USA to UK?

Scarab Sages

the definition text for "Spell-like abilities" is fragmenting as more text is added.

There are 3 entries in the core PFRPG book, in thr "significant term", under combat actions, and in the glossary;
and no the PF Bestiary adds another definition.

The PF RPG core states

PFRPG wrote:
Spell-like abilities can be dispelled and counterspelled as normal.

The bestiary states

PFBestiary wrote:
Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

...so which is right?

I had hoped it;d be as simple as "the Bestiary came 2nd, Paizo corrected something, and updated the PRD as well as the OGL Bestiary", but they haven't...

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