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I was designing a new character (an Investigator) and was toying with the idea of him being an addict, most likely to an Opioid of some kind (milk of the poppy style. Opium or morphine) that he can craft with Alchemy. My issue is that the drug rules seem very destructive. I was curious if anyone has any experiences playing with the rules they could share. Also, if anyone has any homebrew rules or modifications they've used with any success?


Tarantula wrote:
dthunder wrote:
I was just having a discussion with my group about this, so I came to the website to find an answer. I don't want to be too pushy here, I know the designers have their hands full, but can we at least get a comment from them as to why the question hasn't been addressed? This seems fairly important, especially with the addition of all the monk weapons in the Ultimate Equipment. Is there some more direct way we/I can pose this question to the designers? I hate having to dig this discussion up every time we start with a new DM.

It was addressed, in the Ultimate Combat FAQ.

LINK

FAQ wrote:

Monk Weapons: If a weapon is specified as a monk weapon, does that mean that monks are automatically proficient with that weapon?

No. It means that they can use this weapon while using flurry of blows. It does not mean that it is added to the list of weapons that a monk is proficient with, unless the weapon description says otherwise.

—Stephen Radney-MacFarland, 10/13/11

Epic. Thank-you for your help. It's nice to know that it's been addressed.


I was just having a discussion with my group about this, so I came to the website to find an answer. I don't want to be too pushy here, I know the designers have their hands full, but can we at least get a comment from them as to why the question hasn't been addressed? This seems fairly important, especially with the addition of all the monk weapons in the Ultimate Equipment. Is there some more direct way we/I can pose this question to the designers? I hate having to dig this discussion up every time we start with a new DM.


Just wanted to throw my own "thank-you" in on this. This will make my life much easier.


So, no info on versions of these maps that are appropriate for PC consumption? I hate having these beautiful maps that I can't use in the actual campaign, I'm trying to find copies that don't have all the gm notes on them. I even picked-up the Map Folio thinking that they might be usable as pc maps, but alas, they're all marked-up too. Anyone have any ideas? My only other option seems to be to try and 'shop the digital images to remove the parts the PCs don't need.


So, the group I GM for generally hates the Sorcerer. I have a new player who has shown an interest in playing one, though, and it's brought up some questions. First and foremost, why is the Sorc's spell progression still stunted? Is it just because it wasn't changed, or is there a build reason behind it?

Second, and much less relevantly, has anyone found the bloodline claws at all useful? It just seems like a class with 1/2 bab can't really make very good use of a melee ability like this.


Drejk wrote:
Paizo Stealth Blog, part II clarifing some ideas and RAI about Stealth.

I hadn't seen that yet, thanks. That pretty well clears it up.


Ok, I've been digging through the stealth and combat threads for roughly three hours and I only have a couple questions. First, is there a difference between a target you don't see and an invisible target? Mechanically speaking, I mean.
Second, when fighting under concealment (not in plain sight) is there any reason I can't move and roll stealth? (For example, in an area of Darkness or Obscuring Mist/Fog Cloud)
Hopefully stirring this pot doesn't get me burned at the stake...


I like moves like these. Most of the play my group sees is low- to mid- level so we miss out on a lot of the interesting, higher-level options. I've been trying to work out some options for the creation of undead at low-level without making it over-powered.


There's third-party splat called "Faires and Taverns" (I think) that has really well-written rules for drinking, not to mention some really cool games. I still use a variant of them in my 3.Paizo campaign.

Correction, it's called "Tournaments, Fairs & Taverns." Could have sworn "Fairs" was spelled weird...


...and my axe.


StabbittyDoom wrote:

The real question is, does it gain any kinetic energy or does it slow to reflect its new (greater) weight?

For this example I'd rule that the bolt loses speed because of its increase in weight and size, and therefor probably just drops to the ground. Though this spell would be a good way to keep hallway-blocking objects in your pocket, or to roll down a staircase (gaining energy AFTER growing).

This was always my view on using shrink object for ranged combat. However, you can do pretty significant damage making stuff to drop on the enemy. The only issue is how to rule dropping attacks. A three-foot cube of mortared brick only requires a few feet to reach the 20d6 damage ceiling.


Generally you can't give a summoned creature anything to take back with it, but I don't know if there are any specific rule pertaining to feeding summoned creatures.


I don't see poison as inherently bad. The only poisons I would chide a good/lawful character for using are the ones that actually kill. Now, how they use it is a different story, as are any oaths the character may have, or the tenets of their faith.


Longbow grenades. That is all.


I'm sure you're getting tired of sending it out, but could I beg a copy too?

dthunder at hotmail dot com


wraithstrike wrote:

From the PDF:

Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.

Now if they were called creatures that would be different. I don't know if this is coincidence or by design, but I think it should stay that way.

I know this, but the summoned creatures text doesn't include the above text, that is only in the summon monster I text. The Eidolon is treated as a summoned monster, but is not summoned via summon monster.


For a martial, 2handed hammer, I would mimic how they handled the warhammer and match it to the axe. I never really liked this, but it works. So, 1d12 and x3 critical.


Jagyr Ebonwood wrote:
Ahem. ;)

Have this. It really is pretty awesome.


Doesn't the homunculus "convey" what it perceives to it's master? You could just rule that it acts as a translator, effectively. So the other party members don't spend ten minutes miming and speaking slowly. I guess it depends on how you want it to feel.


Gotta get 'em all.


Abraham spalding wrote:
And it's better than the Greatclub too...

Greatclub should be a simple weapon anyway. Ahem...IMHO.


Karui Kage wrote:
Aid seems like it would work as well, but I never liked that much to be honest. Working on a piece of armor seems like a one person job at one time, MAYBE a single apprentice but too many would just get in the way.

Actually, I've always liked the multiple assistant idea for making expensive items. Get a large forge with 15 or so apprentices assisting a master smith. Two or three over there making the clips and buckles, a few there tanning and stitching leather for the straps, a group rough-hammering the mithral into sheets for the master to get to tomorrow, and a couple assisting the master directly. Hell, if you're making regular masterwork armor, it distinctly says that the masterwork component is crafted separately. So you could have apprentices working on the regular portion of the armor while you use your improved skill on the masterwork component.

I would say it really depends on space more than the item being made. Hell, why couldn't you just describe it as a room full of apprentices working with the master overseeing. Theoretically, he would never need to pick up a hammer.


Dissinger wrote:

It would be just like delivering a spell with a touch attack. The touch is obvious dangerous so its treated as armed, because you definitely don't want to be anywhere near that hand if its coming at you.

That's my take on it.

This. I'm pretty sure this is RAW.


Sounds like your DM is being picky. However, I've always been of the opinion that familiars should be able to speak with their masters.


No problem. Funny thing, I don't think it applies to the eidolon. The text for the eidolon never actually refers to the summon monster spells. Regardless, I think it would be a good bit of text to include. In fact, I would suggest moving this little bit to the summoning text in the magic chapter.


On page 352, the Pathfinder Core Rulebook wrote:

A summoned monster cannot summon or otherwise conjure

another creature, nor can it use any teleportation or planar travel
abilities. Creatures cannot be summoned into an environment that
cannot support them. Creatures summoned using this spell cannot
use spells or spell-like abilities that duplicate spells with expensive
material components (such as wish).

It's in the summon monster I description.


Along these lines, do the new rules for item creation mean my wizard can brew potions of healing at +5 dc?


Well, to try and be a little helpful, as a GM I would waive this part of the spell for the purpose of Abundant Step. It seems to run counter to the spirit of the ability. On the other hand, though, the monk can still use it as a fleeing ability.

"I punch him in the nose and disappear!"

Sorry I can't help more.


Crimson Jester wrote:
some stuff I agree with.

This is why I liked the duskblade, although it usually felt a bit strong compared to other classes.


Pathfinder Core wrote:
After using this spell, you can’t take any other actions until your next turn.

Oh, well I'll be darned, it does. I wonder why.


Well smurf me... That's pretty cool.


Why couldn't he use a standard action afterward?


Keep in mind also that the flurry is a very different situation. Technically, a monk with a single nunchaku or sai can take all his flurry attacks with that one weapon. Since it's a special mechanic, I really don't think the offhand rules apply.


Since the unarmed strike of the monk specifically states that there is no such thing as an off-hand attack for it's unarmed strikes, Power Attack would affect all his attacks fully.

Double Slice wouldn't do anything for a monk, he effectively has it already.


Ok, I think I've got this down, but what about the dose rules? One dose of a poison coats one weapon of any size, but only effects one target before it wears off. Unless it's an inhaled poison, in which case it effects everything in a ten-foot square.

So, if I want to use poisoned weapons, I have to carry multiple, pre-poisoned weapons or spend every-other round poisoning my weapon? Can I apply multiple doses of an injury poison to my sword?


Talek & Luna wrote:
The monk is a fine character for low level play.

I have to disagree. The monk's weak AC and low HP really cause it some problems at low level. Not to mention the fact that it suffers the most at low level from a weak attack progression. It doesn't receive boosts to bring it's attacks into line with the other classes until later in it's progression.


paul halcott wrote:
Wow. I remember a time when a game was played for fun and a clas was played for flavor. WHile I like the d20 system for the most part, posts and discussions like this drive me insane. Everything now is a quantified power equation. I agree some level of balance should be maintained to keep things fair and fun, but when power rankings become the rule of the day, it does make a sad statement.

Sorry to bring your world to a screeching halt, dude. Fact is, playing the weakest character in a game is never fun, regardless of the flavor. Yeah, playing a monk is cool. Except when every pc and npc you come in contact with laughs at your combat prowess. Jackie Chan movies wouldn't be nearly so awesome if he was an incompetent fighter that everyone had to protect in every scene.


I really dislike getting into the monk argument, because on the one side monks look really good on paper. They get tons of bonuses and special abilities and have at their disposal options that another class really can't emulate at all. The problem is, I have never seen them played successfully. In every situation I've seen, and I have seen a few played as well as playing a couple of my own, they come out as sub-par. They are never up-to-snuff in combat, which is really where they should excel, and out of combat they really don't pull their weight either. I hope the 3.Paizo monk modifications will help this, but I'm not getting my hopes up.


I've just always assumed immobile to be in relation to the planet itself. However, I have always wanted to use Wall of Force as a weapon against a moving ship, or a flying dragon.


Or give it a recharge time. After you use it, you have to wait 1d4+1 rounds before you can spam it again. Seems to keep the dragons in line.


If you go with the single-weapon concept, Improved Feint would work excellently with Vital Strike. You'd only be getting one attack per round, but 2d12+1d6 is not bad. With a decent strength, you could really dish it out pretty fast. Hell, even 4d4+1d6 is pretty sweet. (I am talking about the greataxe and falchion, btw) The increase as sneak attack goes up will be nice, too. Of course, given the size and composition of your party, you may have enough flankers to skip the Improved Feint and save the feats.


Wow, that is REALLY lame. If they were going to make it suck, they could have at least let them have it at-will. They nerfed it twice, was that really necessary? I haven't run any numbers on this, but it seems awfully rude.


Luminiere Solas wrote:
an 18 strength can let you carry a 12 year old girl on your shoulder. if she is of Tian decent, then the age range expands to accommodate low 20's. (as women from Tian Xia don't go much farther than 5 feet and rarely exceed 100 pounds)

I don't know what you're talking about, but it made me feel dirty...


Speaking of this, I had a party get really angry at me for dropping a hydra into an adventure I wrote. Their first encounter with it went against them horribly, but after they regrouped and planned a proper strategy, they killed it almost too easily. I am really not sad to see the rules on it change.


Pathfinder Core Rulebook wrote:
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

This only gives the orc one extra round of combat. I think this is a change from the beta, though.


Ok, found my copy of the Complete Adventurer. They offer two optional rules that you might want to use. First,

Complete Adventurer wrote:
When a character with 5 or more ranks in a skill uses the aid another action to assist another character's skill check, he can grant a higher bonus... For every 10 points of the helper's check result above 10, the circumstance bonus increases by one.

Second,

Complete Adventurer wrote:
A character with 5 or more ranks in a skill who is engaged in a task using that skill can voluntarily accept a -4 penalty on the check in order to grant a +2 circumstance bonus on the same skill checks made by nearby allies engaged in the same task.

Hope these help.


The main place this becomes an issue is with opposed checks at higher levels. Really, though, we implemented it because it sucks to be the guy rolling 35 on aid another checks and doing no better than the guy making 10.


Ryan Lock wrote:

I was hoping someone could clarify how monsters attack in regards to full attack action and standard action. Our GM switched over to Pathfinder RAW from a simplified house rules 3.5 thing we were doing before (because everyone was new to tabletop gaming). So now we're trying to follow the rules closely and of course things are coming up that we're not so sure about.

Here's the issue we have...

A gibbering mouther has 6 bite attacks listed. Does it have to take a full attack action to do 6 bites? Or do those 6 bites count as a standard action?

A related question, a tiger has 2 claws and a bite listed. When a tiger does a full attack, does it get to attack with 2 claws and its bite?

Thanks for the help.

Just one thing to add that I missed when I was first getting started. Natural weapons NEVER get extra attacks for a high base attack bonus. On the other hand, you can always add a natural attack onto the end of a full attack action as a secondary attack (-5).


The main point I'm trying to make is that each of the non-human races have a certain style of build that they excel at as well or better than other races, but I've always felt that the half-orc came out behind and the dwarf/elf did the best. The power difference isn't nearly as bad as it used to be, though. I just think the half-orc could still stand some love.