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should have been 15hrs (16, capped at 15)
Aboleth doesn't cast spells as Sor/Wiz, it has Spell-Like Abilities (similar, but not quite the same...)
Monsters have a Feat available to them: "Quicken Spell-Like Ability". This is dependent on CL, not on HD.
At CL16, Quicken Spell-Like Ability can be applied to a 4th level SLA. It then gets to use that SLA quickened, 3/day.
You were facing a variant Aboleth anyway, apart from the Feat, as Enervation isn't on the B1 Aboleth... but I'd expect Aboleths to vary in their powers, so seems fine to me!
Well, you can get one of them via Additional Traits feat, and retrain it for another Additional Traits, with the second trait. This way you can't have both at the same time, but over the course of your career.
not true. Additional Traits (grants 2 more Traits), still limits to one Trait from each category of Traits (Combat, Faith, Magic, Social, Campaign, Race, Regional, Religion):
Your GM might decide to bend the rules and allow 2-of-a-kind... but YMMV.
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!
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!)
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.
Lord Fyre wrote:
You can wear a chin-wig (as popularised in ancient Egypt)
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".
James Jacobs wrote:
James Jacobs wrote:
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?
If a character swapped Race traits, it's more complex still.
Wah! My brain hurts...
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)."
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:
and of course, poor Juliver, who will only just have recovered from Feeblemind + Paranoia!
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.
Charm Person doesn't work on them either. (But a bunch of useful spells don't either - like Alter Self).
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.
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!
The Archive wrote:
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.
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?
with an extension into an "African" continent in Nyambe:
Darth That Guy wrote:
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).
ISMC p.17 wrote:
Cyclops Oracles and those who worship the one-eyed giants use their ...
The following new oracle curses are common among cyclops oracles and oracles who worship cyclopes...
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...
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...
Lord Snow wrote:
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.
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.
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!
Dustin Ashe wrote:
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.
Owen K. C. Stephens wrote:
how does it compare to the Bloodrager progression? - that's the "official" spontaneous "partial to 4th" casting class..
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).
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.)
You can do what the Summoner-player in our campaign does: make your own printed Summoner's Bestiary:
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).
We've only had 1 full session in Saventh-Yi so far (reached it at the end of the previous session).
I anticipate some real fun though, as the encounter with Issilar in Racing To Ruin went ... oddly.
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:
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!)
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!
Snip the Shadow wrote:
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.
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.
what happens if I add Bite to the 2nd head, then add Bite a further time, to boost damage to 1-1/2 Str?
James Jacobs wrote:
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)
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".
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?
Ragnarok Aeon wrote:
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.
F. Wesley Schneider wrote:
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...?
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).
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!
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.
Charles Evans 25 wrote:
I can't make it anyway this year (clashes) but would like a chance to get in next year!
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.
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?
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.
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!
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.
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>)
Wolfgang Baur wrote:
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.
another error in the errata (as I carefully go through applying them).
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)