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Pathfinder Adventure Path, Roleplaying Game Subscriber. Pathfinder Society Member. 2,547 posts. 10 reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Don't know if someone has already pointed this out, but the typical treasure value per encounter at CR 1 is 260 gp. Kobold warrior 1s are CR 1/4, so they can't have gear worth more than 65 gp each, if you have 4 as a CR 1 encounter.


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There's always this scene from Aliens.

Or this scene from Reign of Fire.


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"Maybe the Grim Reaper too, because he's kinda on the cover now, so maybe a hint.

Spare for the Grim Reaper, I hope i'm totally wrong."

Don't fear the reaper.

(Lame attempt at humour. :-/)


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Thanks for the replies. :-)


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Is there a spell that lets a character see through clouds/fogs/mist spells?
True seeing doesn't let you do so ("True seeing...It does not negate concealment, including that caused by fog and the like.")

BTW, I'm talking about seeing through fog cloud, acid fog, cloudkill and the like, not normal weather.


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Umbral Reaver wrote:

If we don't adjust for ruleset, then stuff like Diablo series monsters become impossible to deal with, boss monsters often having trillions of hit points and immunity to most non-damage effects.

It's just silly. Thus, we adjust them down and they become more or less the same as a lot of Pathfinder monsters.

Huh.

I was going to mention that there's something in FF 12 that has over 50,000,000 hp. Seems amateur hour in comparison! ;)


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Thanks for the info, people! :)


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Just wondering about what future APs/hardbacks are on the way! Spill the beans, please!


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Alexander Augunas wrote:

This is what the frehmin's favored class bonus should be:

"The occultist adds +1/6 to any insight bonus that she gains from scholar spirits."

It's been mentioned. This was Alex's reply (previous page). :)


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That art is amazing! Well done to the artists (and the art director)!


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Cheers!


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The occultist favored class option for the frehmin (on page 356) is unfinished; it says: "Occultist: Select 1 scholar spirit. While bound to".

Triteia allows for underwater adventuring, which is fun. Perhaps merfolk transformation can be ended with a break enchantment spell?


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Alexander Augunas wrote:

v3 Notes:

— Ubro got adjusted. He grants channel energy as a minor granted ability (1 + Cha; healing only, exactly like the life mystery revelation), has an ability that allows him to grant temporary hit points to another creature as his major, and his minor was altered to allow him to deal damage to undead and evil outsiders with his channel energy at the cost of the sand skill granted ability.

Thanks. :)


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IMO, you should allow the AoMF to work as one of the attuned weapon(s). As far as I understand it, Magic Fang, Magic Weapon, and their greater versions still work normally under that system as well, as do the various weapon boosters like that of a paladin's divine weapon bond.


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OBS is DriveThruRPG or RPGNow.


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Regarding Swan Elashni's step of the silver dragon and Elysium Choir's life's grace abilities, they both function as bardic performances. They both require a standard action to initiate, and a free action to maintain under your new general rule. Yet, Swan Elashni's ability allows it to be initiated as a swift action at 16th level. Is there a reason why life's grace doesn't have that aspect? It would surely improve the functionality of the spirit.

Regarding healing (sorry for the wall of text now!)

For those who don’t have Pact Magic Unbound, Volume 1, here is why healing in that book was potentially silly.

Spoiler:

Cave Mother
At level 20, an occultist could make 10 nuts per minute, each healing 20 hp. Over an hour, that’s 600 nuts, or potentially up to 12,000 hp of healing. Each individual can be healed of up to 400 hp per day.

At level 10, the amount healed is half that, or up to 6,000 hp per hour. Each individual can be healed of up to 100 hp per day.

At level 1, the amount healed is 1 hp per nut, or up to 600 hp per hour. Each individual can be healed of up to 1 hp per day.

Ubro
At level 20 (assume Charisma 26), an occultist could use healing surge 100* times an hour, for 35 hp a time. Assume that 4 creatures benefit with each use. That’s potentially up to (100 x 35 x 4) 14,000 hp of healing. Each individual can be healed of up to 385 hp per day (35 x 11).
* 600 rounds per hour: Use healing surge, wait 5 rounds before it can be used again; repeat 99 more times.

At level 10 (assume Charisma 20), the amount healed is half that, or up to 7,000 hp per hour. Each individual can be healed of up to 140 hp per day (17.5 x 8).

(Can’t use Ubro until at least level 3).

Summary
Cave Mother and Ubro can potentially heal massive amounts of damage in a war-torn city… But if *that* much healing is needed by that many people, I have to wonder what kind of game a GM is running!
If an occultist has both Cave Mother and Ubro bound, he can heal up to 785 hp per day per individual at 20th level; 240 hp per day per individual at 10th; and 1 hp per day per individual at 1st level (since the occultist can only bind 1 spirit at that point, and can’t bind Ubro until at least level 3).

The current system is as follows.

Spoiler:

It removes the vast potential that was possible previously.

Cave Mother
Heals 1 hp per level per nut, as before. Can use this ability a number of times per day = 3 + binder level.

At level 20, can heal up to 20 x 23 per day, or 460 total hp. Average 115 hp per individual per day, for a 4 member PC party.

At level 10, can heal up to 10 x 13 per day, or 130 total hp. Average 32.5 hp per individual per day, for a 4 member PC party.

At level 1, can heal up to 1 x 4 per day, or 4 total hp. Average 1 hp per individual per day, for a 4 member PC party.

Ubro
Individuals can benefit from healing surge a number of times per day equal to half the binder’s maximum spirit level (1/day for spirit levels 1-3, 2/day for spirit levels 4-5, 3/day for spirit levels 6-7, 4/day for spirit levels 8-9).

At level 20 (max level 9 spirits), individuals can be healed up to 4 times a day, for 35 hp a time, or 140 hp each.

At level 10 (max level 5 spirits), individuals can be healed up to 2 times a day, for 17.5 hp a time, or 35 hp each.

At level 3 (max level 2 spirits), individuals can be healed up to 1 time a day, for 7 hp a time, or 7 hp each.

Summary
Cave Mother can no longer potentially heal massive amounts of damage in a war-torn city, but Ubro still can, although at a much reduced potential.

If an occultist has both Cave Mother and Ubro bound, he can heal up to 255 hp per day per individual at 20th level; 67.5 hp per day per individual at 10th; 7 hp per day per individual at 3rd level (using Ubro); and 1 hp per day per individual at 1st level (using Cave Mother). Frankly, this just isn’t good enough if the occultist is the only healer in the party (the sacred touch angel constellation doesn’t significantly change this). A player who wants to character who can heal well would be better off running a cleric.

What I suggest:

Spoiler:

Cave Mother: Replace gather provisions with lay on hands.
Lay on Hands: You gain lay on hands as though you were a paladin of a level equal to your binder level. In addition, the first time in a day an individual is healed with this ability, that individual is nourished as though it had eaten a day’s worth of meals. If you already get lay on hands from another class, use the class feature as available to that class or as a binder, but not both.

Ubro: Replace heal aches with channel energy, and replace the major granted ability with an effect that removes status effects (to cover the loss of heal aches).
Channel Energy: You gain channel positive energy as though you were a cleric of a level equal to your binder level. This ability can only be used to heal the living, not to harm undead. If you already get channel energy from another class, use the class feature as available to that class or as a binder, but not both.
Major Granted Ability. Don’t know what to call it, but it should perhaps be usable a number times per day equal to 3+Cha bonus, or binder level. Can remove status effects that require level 1 or 2 spells effects (eg remove fear, remove paralysis, lesser restoration). It should be able to remove more status effects as the binder increases in level (eg remove blindness/deafness, remove curse, remove disease).

With the above changes, this will have the following effects. Assume Cha 26 at level 20, Cha 20 at level 10, and Cha 14 at levels 3/1.

Cave Mother
At level 20, can heal up to 35 x 18 per day, or 630 total hp. Average 157.5 hp per individual per day, for a 4 member PC party.

At level 10, can heal up to 17.5 x 10 per day, or 175 total hp. Average 43.75 hp per individual per day, for a 4 member PC party.

At level 1, can heal up to 3.5 x 3 per day, or 10.5 total hp. Average 2.75 hp per individual per day, for a 4 member PC party.

Ubro
At level 20, individuals can be healed up to 11 times a day, for 35 hp a time, or 385 hp each.

At level 10, individuals can be healed up to 8 times a day, for 17.5 hp a time, or 120 hp each.

At level 3, individuals can be healed up to 5 times a day, for 7 hp a time, or 35 hp each.

Summary
With these modifications, neither spirit can potentially heal massive amounts of damage in a war-torn city, but with the two spirits an occultist can heal a decent amount of damage per day (in a party of 4 characters): up to 542.5 hp per day per individual at 20th level; 163.75 hp per day per individual at 10th; 35 hp per day per individual at 3rd level (using Ubro); and 2.75 hp per day per individual at 1st level (using Cave Mother). This is much better than the current level of healing, but nowhere near as bad as the PMU volume 1 level of healing. A straight cleric can still heal a lot more, but this amount of healing is worthwhile IMO.

Regarding this sentence as applied to lay on hands and channel energy: “If you already get lay on hands(/channel energy) from another class, use the class feature as available to that class or as a binder, but not both.“ If you like that (or prefer to modify it a little) and are short of space in the individual spirit entries, consider making it a general rule.
As an additional thought, you could also do the same with Vandrae’s sneak attack ability (as long as you restore the sneak attack dice she grants on a similar basis as in PMU vol 1); that way, a rogue binder (or slayer binder) wouldn’t have more sneak attack dice than they usually do.


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Congrats, and have a good day out tomorrow! :)


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Alex said: "I actually JUST added a universal rule yesterday under granted abilities that states that maintaining a granted ability that you've already activated is a free action."

That'll be handy for the Elysium Choir and Swan Elashni bardic performance-type abilities. :)


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Thanks, Alex (re New Marat). That's a lot better!


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In response to Malwing, I've picked up some books because they had great reviews or lots of great reviews. Some I liked, some I didn't.


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Alexander Augunas wrote:

Question for eric, are we looking at the same version of Marat?

Yes, I was talking about that version. Not only do you not get proficiency with the armor, but you suffer the ACP penalty and slow movement too, thanks to the loss of Unimpeded.

My version also deals with the request that someone else said for using Marat while using the beast shape ability of Fey Baraddu.

Thinking about it, perhaps Unimpeded should also grant Medium and Heavy Armor Proficiency.


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Because someone might want to use actual armor that provides a better AC bonus. 3rd or 4th level PCs might want full plate armor, for instance.


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This book looks interesting. I have a lot of reading on my plate right now though.

Someone should ping EZG! ;)


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Regarding Marat as he his in V2 of the playtest. I would not use him, ever. The problem with how he appeared in PMU: Vol 1/ playtest v1, as someone pointed out, is that the bonus was too good at level 1 (ie. +13 AC). But too many changes were made to the minor granted powers, and not beneficial ones.

What follows is my alternative:
Note that Marat's Body is based on the typical armor revelation of an oracle. Marat's Shield summons an actual shield, so two-handed weapon users cannot benefit, unlike before. Unimpeded is back for characters who can afford better armor. The starting AC bonus is +5, as with the V2 version, and tops out at +18, but some characters can afford better if they wish. (And this uses fewer words than the v2 version.)

Bodyguard: While bound to Marat, you gain the benefits of Bodyguardapg.
Marat’s Body: You encase yourself in Marat’s armored body as a full-round action, functioning as mage armor. At 7th level and every 4 levels thereafter, the AC bonus increases by +2. In addition, Marat’s body possesses light fortification at 4th level, upgrading to moderate fortification at 12th level.
Marat’s Shield: While bound to Marat, you gain the ability to summon a masterwork light shield as a full-round action, with which you are proficient. The shield vanishes if put down or if you summon a second shield. At 6th level and every four levels thereafter, your shield gains a +1 enhancement bonus to its AC, to a maximum of +4. In addition, Marat’s shield becomes a heavy shield at 4th level, upgrading to mithril at 7th level.
Unimpeded: While bound to Marat, your speed is not modified by armor and you reduce the armor check penalty that you suffer from wearing armor by half your binder level. Your movement is impeded normally by medium and heavy loads.


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Your description sounds a bit like what Xin's plan was. Didn't turn out too well! ;)


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Congrats both!


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Dragon78 wrote:
Has anyone else noticed that on the UC summoner spell list has multiple spells that are in found in different spell levels? examples are ant haul and protection from evil are both 1st and 2nd level spells.

Dragon, the communal versions of those spells are listed at second level.


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Reviewed


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Reviewed


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Having otherwise been busy, I've now read the Automatic Bonus Progression pages. I like it.

When applied to NPCs (regardless of racial HD), I assume that the bonuses applied should relate to CR?

For example, a human fighter 5 NPC (CR 4) wouldn't gain the deflection +1 bonus. If that NPC has PC wealth, then they would be CR 5 and hence gain the deflection +1 bonus.

Similarly, a ogre fighter 1 NPC (CR 4) wouldn't gain the deflection +1 bonus either.


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To the OP, this is an interesting thread.


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Congrats, Dexion! :)


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I was teasing a little, Brad, but thanks.

I'd like to know if there is a "BigSixless" option, for want of a better name.


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As long as your surname isn't Zucchini, if they do it alphabetically! ;)


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Congrats, Ssalarn. Have a nice time! :)


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The Technology Guide, along with all the other "campaign setting" line (softback) books, are 64 pages.


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Thank you Malwing, and everyone else who has made a review or many! :)


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"Q: If Tartarus is meant to be impossible or near impossible to make a good pact with, is there an actual need for a DC to bind it?"

A 20th-level binder gets the capstone empowerment of any spirit that they form a good pact with. See the second part of Occult Mastery, page 6 of the playtest document. I missed that until a few days ago.


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Fair enough.


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Regarding Marat, I think it's fine to leave it as it was in PMU volume 2. GMs who don't want player characters to have it can then ban it, make it a level two spirit, or simply make it unavailable as a choice for characters with the Amateur Occultist feat.


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Regarding when the occultist gains multiple spirits. Level 4 is fine, but level 16 for the 4th spirit is not IMO. Most groups don’t get to such levels, but many do. Most Adventure Paths finish at levels 16 or 17, which means that a player character occultist would have just some of a level or maybe a level and a bit in which to experience the ability to bind 4 spirits.
IMO, restoring the level at which the fourth spirit is gained to 14 would be much better for players, as then can then experiment with using four spirits at a time for a while before reaching the campaign conclusion.
But if you do that, you’ll also need to change it so that the third spirit is gained at level 9, so that there is consistency with when multiple spirits are gained.


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Alex, as you say, Flexible Pactmaking was a no-brainer feat. That’s because it was absolutely necessary; a feat tax, if you will. (This is also the case for Capstone Binder, but I’ll get to that later.) With the current binding DCs, NPCs in particular are shafted, less so for PCs. Perhaps GMs should always assume that NPCs roll 20s for their binding checks? (That’s not meant as sarcasm, nor is the rest of the post.)

For example, no NPC can get the capstone empowerment of Tartarus, which is clearly a spirit meant to be used by bad guys.
10 (half level 20) + 8 (Cha bonus) + 5 (Flexible Pactmaking at max duration) + 6 (correct alignment/3 totems) + 4 (items) = 33 + roll of 20 = 53 (can’t get capstone).
Reducing specific binding DCs won’t solve the problem. Apologies for the walls of text!

Here are some illustrations of how the system currently works:

Spoiler:

Here’s an illustration for a 1st-level binder (assume a Cha bonus of +2; 15 array):
1st-level spirits: DC 13-19 (Note that the DC 13 is a Dark Beyond spirit.)

0 (half of level 1) + 2 (Cha) + 0 (no Flexible Pactmaking) = +2, +1d20 (10.5) or 12.5 average.
0 (half of level 1) + 2 (Cha) + 5 (Flexible Pactmaking for max duration) = +7, +1d20 (10.5) or 17.5 average.
0 (half of level 1) + 2 (Cha) + 10 (old Flexible Pactmaking bonus for max duration) = +12, +1d20 (10.5) or 22.5 average.

Without Flexible Pactmaking, that’s a 12.5 average, so 1st level binders can’t get a good pact on average unless they have the correct alignment and totems that add up to +6 more as well*.

Here’s an illustration for a 17th-level binder (assume a Cha bonus of +6; 15 array, +4 headband, +3 from level gains= 22):
9th-level spirits: DC 31-50 (!)
8 (half of level 17) + 6 (Cha) + 0 (no Flexible Pactmaking) + 2 (Constellation Focus feat) +2 (Spirit Focus feat) = +14(/+16/+18), +1d20 (10.5) or 24.5/26.5/28.5 average.

8 (half of level 17) + 6 (Cha) + 5 (Flexible Pactmaking for max duration) + 2 (Constellation Focus feat) +2 (Spirit Focus feat) = +19(/+21/+23), +1d20 (10.5) or 29.5/31.5/33.5 average.

8 (half of level 17) + 6 (Cha) + 10 (old Flexible Pactmaking bonus for max duration) + 2 (Constellation Focus feat) +2 (Spirit Focus feat) = +24(/+26/+28), +1d20 (10.5) or 34.5/36.5/38.5 average.

Here’s an illustration for a 20th-level binder (assume a Cha bonus of +8; 15 array, +6 headband, +5 from level gains (or +3 level gains and +2 from race)= 26):
9th-level spirits: DC 31-50 (!)
10 (half of level 20) + 8 (Cha) + 0 (no Flexible Pactmaking) + 2 (Constellation Focus feat) +2 (Spirit Focus feat) = +23(/+25/+27), +1d20 (10.5) or 28.5/30.5/32.5 average.

10 (half of level 20) + 8 (Cha) + 5 (Flexible Pactmaking for max duration) + 2 (Constellation Focus feat) +2 (Spirit Focus feat) = +23(/+25/+27), +1d20 (10.5) or 33.5/35.5/37.5 average.

10 (half of level 20) + 8 (Cha) + 10 (old Flexible Pactmaking bonus for max duration) + 2 (Constellation Focus feat) +2 (Spirit Focus feat) = +28(/+30/+32), +1d20 (10.5) or 38.5/40.5/42.5 average.

Correct alignment and totems can add +6 more as well*.
Without Flexible Pactmaking, that’s a 28.5/30.5/32.5 averages, so even 20th-level NPC binders can’t get a good pact on average with 9th level spirits unless they have the correct alignment and totems that add up to +6 more as well and are lucky.

* Of course, it’s unlikely that an occultist will often meet all three totems, so at best +4 might be gained from correct alignment and one totem qualified for.

Endless Chalk and a Cloak of Constellations can add +1 or +4 bonus to checks (unless the two bonuses stack), but NPCs can’t really afford the cloak** because they will need other equipment as well to *try* to be viable for the CR, because of the poor amount of equipment they have in relation to PCs.

** A 20th-level NPC occultist has 159,000 of equipment. A +6 Cha headband and the cloak cost 60,000 gps, leaving only 99,000 for everything else. A 17th-level NPC occultist has only 75,000 gp of equipment. Meanwhile, a 17th-level PC has 410,000 gp worth of equipment.

It seems that as the DCs currently are, even 20th level NPC occultists can’t forge good pacts with most 9th level spirits, let alone get capstone empowerments!

For purposes of the following information, I’m going to elaborate on what assumed Charisma scores should be for NPC occultists:

Spoiler:
Levels
1-3 Cha 15 (elite array)
4-7 Cha 16 (elite array, +1 HD-related)
8-11 Cha 17 (elite array, +2 HD-related)
12-15 Cha 20 (elite array, +3 HD-related, +2 headband (that’s the first time an NPC can really afford a +2 belt; 16,350 wealth at 12th level))
16-17 Cha 23 (elite array, +4 HD-related, +4 headband (58,500 gp wealth at 16th level))
18-19 Cha 25 (elite array, +4 HD-related, +6 headband (96,000 gp wealth at 18th level))
20 Cha 26 (elite array, +5 HD-related, +6 headband)

Here are my suggestions to for sensible binding checks and binding DCs, while simplifying the system as well:

Spoiler:

1) A binding check is 1d20 + binder level* + Cha bonus, with the only two possible additions being same alignment +2 and Constellation Focus +2.
* That’s full binder level, not 1/2 binder level in case it seems I’m not clear!
2) Scrap Endless Chalk, Cloak of Constellations and any other new magic items that provide a boost to binding checks. They give PCs too much of an advantage.
3) Scrap the potential binding check bonuses that totems provide. If you still want to use totems, have them help towards the Knowledge checks for learning spirits, not towards binding checks. Keep any totems that require the occultist to not be bound to certain spirits before binding the particular spirit, but call such totems a restriction instead.
4) Change Spirit Focus so that it doesn’t add to binding checks, but does something else aside from the +1 to save DCs; perhaps it instead adds to Knowledge checks to learn a particular spirit. Keep Constellation Focus the same as before.
5) The DC to gain a capstone empowerment should be 5 lower than previously (ie to base DC +5). Scrap the Capstone Empowerment and Flexible Pactmaking feats; while they are nice ideas, they are feat taxes. Capstone Empowerments are a vital part of the class; to not get them because of a small chance of success is silly.
6) A roll of 1 should always be a fail on the binding check.
7) Change binding DCs so that they are all standardised for particular spirit levels. They should be difficult enough so that (except for 1st level spirits), the occultist requires an 11 to gain the capstone empowerment each day (or rolling 6 to forge a good pact), upon reaching the minimum level to bind a particular spirit level. These DCs will be, for each spirit level:

Spirit Level 1: DC 11 (base DCs should be the same as for level 2 spirits, as the occultist is learning his trade, so to speak; this means that a typical 1st level occultist will need an 8 to make a good pact (level 1 + 2 Cha + roll of 8 =11), and a 13 to get the capstone empowerment)
Spirit Level 2: DC 11 (level 3 + 2 Cha = 5, +6 for Base, +5 for capstone = 11 / 16)
Spirit Level 3: DC 14 (level 5 + 3 Cha = 8, +6 for Base, +5 for capstone = 14 / 19)
Spirit Level 4: DC 16 (level 7 + 3 Cha = 10, +6 for Base, +5 for capstone = 16 / 21)
Spirit Level 5: DC 18 (level 9 + 3 Cha = 12, +6 for Base, +5 for capstone = 18 / 23)
Spirit Level 6: DC 20 (level 11 + 3 Cha = 14, +6 for Base, +5 for capstone = 20 / 25)
Spirit Level 7: DC 24 (level 13 + 5 Cha = 18, +6 for Base, +5 for capstone = 24 / 29)
Spirit Level 8: DC 26 (level 15 + 5 Cha = 20, +6 for Base, +5 for capstone = 26 / 31)
Spirit Level 9: DC 29 (level 17 + 6 Cha = 23, +6 for Base, +5 for capstone = 29 / 34)

This means that at level 20, an occultist needs to roll an 8 to get the capstone for any 9th-level spirit, down to 4 if they have the correct alignment and Constellation Focus.

These DCs & basis for determining binding checks seem reasonable to me. Player characters may have a small advantage now, but not an extreme one. NPC occultists are workable. Anyone agree?


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Eos Dei (page 103), Lord Foxglove (page 120), and Mana (page 229) don't have alignments.

Elysium Choir (page 208) is listed as a Thief spirit (!) on his page, and as angel on the spirit table. Obviously it's an angel spirit. ;) The binding DC for Elysium Choir is 28. In PMU 2, it was 27.

The binding DC for Green Glomairah (page 173) is 33. In PMU 2, it was 23.

The binding DC for Death Howls (page 188) is 25. In PMU 2, it was 21.

The binding DC for Portenta (page 215) is 27. In PMU 2, it was 28.

Kaylos (page 251) is now a seer spirit. Originally, it was a fiend spirit.

There are two level 2 skull spirits (Hollow Eyes and Prince Oszen), but no level 2 fiend spirit. Was that intentional?


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The spirits are listed alphabetically by their spirit levels.


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Kajehase wrote:
What's the damage for hitting someone with a windmill-sail?

Ask Don Quixote. ;)


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If the GM has put the effort in to create an interesting setting and story, play along. Don't be a dick. It's disrespectful, especially if the GM is a friend of yours.

Of course, it might turn out to be spectacularly bad, but for now at least trust the GM! It might turn out to be a lot of fun!


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Reviewed


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Nope, that creature is described in It Came From The Stars Campaign Guide. *This* page is for It Came From The Stars Extras.


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Luthorne, there is. When you open the survey open another tab, and look for the "story" page.

Here's the link if it helps.


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The surveys have been sent out. :)

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