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gatherer818's page

Goblin Squad Member. Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber. Pathfinder Society Member. 148 posts (151 including aliases). No reviews. 2 lists. No wishlists. 3 Pathfinder Society characters. 1 alias.


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There's a discussion of exactly this over at RPG.SE, if you want to take a look. (The link goes to my answer directly, you can scroll up to see the question.) btype-count-the-creature-as-humanoid-for-spell-eff/45284#45284

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Now that I'm the proud owner of the entire AP, as good as the next one looks, I really can't spare the cash anymore, especially with a new ACG base set coming up. Thank you very much.

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Nope, it's good, I just wanted to double-check. Thanks a bunch.

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It shows one of the class decks being shipped separately, but they have the same estimated ship times (late July to early August) and everything else is being sent in one package - if it's as-intended that's cool, but I'm thinking the class decks aren't that big, maybe it can all fit in the one and save me a few bucks?

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It seems to be working for me now, but I didn't change anything in the Oracle tab except picking Cure as auto-known spells. Could that have been it?

As an aside, while you're doing other UI improvements, I'd LOVE a way to sort Archetypes by does/does not replace class feature X. I'm going through the Rogue ATs now going "NO WHY DOES EVERY FREAKING ARCHETYPE FOR THE CLASS THAT SPECIFICALLY HANDLES MAGICAL TRAPS TRADE MY [censored] ABILITY TO DISARM MAGICAL TRAPS DIE IN A FIRE A MAGICAL FIRE TRAP HAHAHAHAHAHAHAHAHA" -cough- I mean, um, yeah. "Retains: Trapfinding" would be amazing...

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Just a very minor nitpick, Obscuring Mist doesn't seem to be an Oracle spell. It's a key spell for a build I'm working on, so it's kind of important.

Actually... I don't seem to be able to pick my first level Revelation as an Oracle either. Oracle isn't my first level, but I only have one Oracle level - should be able to make my 1st level Oracle picks right now, or should only the first class I take work for now?

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Skype is easy to use, but lacks in power and versatility (no volume control, poor control over your broadcasting, lackluster text chat options). It's also a resource hog, which is rather relevant if people are using a virtual tabletop program which might be competing for CPU and memory.

Teamspeak and the like are more powerful, with the ability to customize permissions for channels and set up your voice chat exactly how you want it, but has a learning curve and requires a user to either host the chat on their computer (which comes with connection and scaling issues) or rent a webserver (which is obviously not a great option financially).

Discord is.... perfect. It's slightly more setup than Skype, though still much easier to setup than Teamspeak. It uses a web-based server, so there's no issues with connection or rental fee - it can even be run directly from the website, if you're willing to sacrifice some customization power for more ease-of-use. Full, robust multi-channel text and voice support without all the hassle. I just wish I could get my friends using it - all it's lacking is a userbase.

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My poor character is on hold waiting to see this argument end, so I can decide what item to get. If the ring is banned, or if I'm going to be completely defenseless in bird form, I have to find something else...

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So, I didn't read the whole thing, plainly. I think the problem with something like saying Evil descriptor spells are always Evil and make you Evil if you cast them is that it completely ignores the context and intent. For example, in one of the few games I played in rather than GM'ed, we were tasked with capturing several escaped "suspected werewolves". While we were given license to kill them - the tests they were going to be subjected to would likely kill them anyway - we didn't want to kill them if they were innocent, and suspected they were probably most or all innocent.

The problem was, my Summoner's list of creatures he could summon was nothing but animals (which don't understand languages) and one demon. Summoning the demon would give the spell the Evil descriptor and thus make it an Evil act.... but the only reason I'd have chosen the demon anyway is that it was the only method I had of non-lethally restraining an enemy combatant! (Animals couldn't be told to capture but not kill.) In what messed-up morality does "saving the lives of the innocent" = Evil?!

So, I'm sure this is the hundredth anecdote you've read if you read the whole thread, but it's why I have a problem with "X is always Evil, no matter what" - while it's difficult to make a case for some things to not be evil, broadly defining entire classes of actions as Always Evil regardless of context is not exactly optimal for getting people to engage with the alignment system. "Forgetting" that rule is less a houserule and more a requirement to begin play to some groups.

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slight derail because of Poisoner rogue mention:
The limitation to Poisoner rogues annoys the life out of me. Why can't I just take the Poison Use rogue talent and get the poisons that way? I get my rogue is geared toward abusive and cheesy DPR, but I still feel like trapfinding is a huge deal (I have the skill points, might as well max Perception and Disable) as far as being useful to a party. I hope there aren't magical traps in Eyes of the Ten, I traded in my ability to disarm those for an extra 1d6 DPR.

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Liberty's Edge characters can gain military ranks via the Andoran vanities from the Field Guide, and I think a PFS character can join the Hellknights as well, although I don't have the Field Guide in front of me to double check.

I'm not saying no, I don't really know the answer to your question, I'm just supplying alternatives just in case you need them.

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They were probably thinking of the wizard. Wizards lose Scribe Scroll because there's no magic item crafting in PFS; sorcerers keep Eschew Materials since it's still fully functional :D

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I definitely see Bane and the bow's enhancement bonus stacking. The bow confers its enhancements to the arrow, combining them (but not adding them) to form the total. It seems pretty clear that a +5 bow firing a +1 bane arrow fires a +5 bane arrow, which would effectively be +7 if the target is the right type.

If you don't force an awkward order of operations, it feels right. The argument against seems stretched and has to make some assumptions about how Pathfinder does things "behind the scenes" like a videogame's codebase, when Pathfinder doesn't have a back-end.

To me, the argument against appears as nonsensical as saying if the arrow were +1 flaming, and the fire damage die rolled a 3 or less, that it doesn't apply because "the bow adds +5 damage, that's more than the 4 total from the arrow (+1, +3 fire) so the +5 overrides it".

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An non-humanoid wizard couldn't enlarge person himself in 3.5, just as he can't in Pathfinder. It's one of the downsides of being an outsider. I think he could cast it on his familiar though (did Share Spells work that way back then?), which is weird.

An Aasimar wizard could get enlarged by...

-Using a different size changing spell.

-Using a type-changing spell to become humanoid.

-Taking the Scion of Humanity alternate racial trait to permanently count as humanoid (human).

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Warwick Cailean wrote:
4-20 The Disappeared (scenario) - Hellknights have entrapped the scenario in a legal battle. All of the Profession: Barrister Pathfinders must rally to come up with an interpretation of copyright law that will lead to its release.

Yes please. Other bad guys in the scenario could be Tentacled Brain-Slurpers, Total Concealment Tigers (also tentacled!), and a handful of themed Wizards who would be ridiculously powerful if they ever cast spells outside of their theme (one knows all the Hand spells, one has melee buffs on a pure wizard, etc...)

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#7-20: Blood of ...Shadows?

A sudden influx of new recruitment and field commissions drowns the Absalom Lodge in newcomers, some of whom might not be entirely sold on the Cooperation aspect of being a Pathfinder. Are these new Agents on the up-and-up? Have they been recruited by, perhaps, a former Pathfinder, an old enemy (or an old friend?) of the Society, or someone else entirely?

This scenario is appropriate for four to six PCs of levels 1-5. Wade through a small army of dual-wielding half-elves with dark skin tones and more apostrophes and Zs in their names than the other 25 characters of the alphabet combined. Diplomacy or the calm emotions spell suggested for penetrating the ennui of the horde to get them to answer questions about their commissions; Perception or Profession (art critic) helpful for differentiating between "very dark brown (Pathfinder)", "very dark purple (monster)", and "midnight black (monster)".

(After seeing the fervor that shook loose when Blood of Shadows dropped, this opportunity to joke about it is much appreciated. Thank you!)

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Kahel Stormbender wrote:

It is a fun module. And it does teach neophyte adventurers many valuable lessons. But not everything they might need to know.

And lets face it, it's hard for new adventurers to understand just how dangerous swarms are until they encounter one and can't do a dang thing against it. "But I have darkvision, why would I need a torch?" "Bah, I don't need flasks of alchemist fire, I've got my great sword." "Aaah! BEES!"

Torches don't damage swarms that are weapon-immune, either.

Kahel Stormbender wrote:

Well, it's more so that I keep looking at the utility talents and trying to plan ahead. Only to see all these delicious looking abilities. Then noticing they have a burn cost, so I wont be able to use them. Weather control for example. Or kinetic healing. Or extending my air bubble to aid others... Or elemental resistances....

Yeah, the toys I will be able to use are fun. Things like creating grease slicks at will. Or flight. or having stupidly long range with an extended range blast. But I keep seeing these other ones and going "Hell yeah... crap."

That, and we have often have an even better 'face' now. So I get demoted to auto assist support.

You can use Kinetic Healing, but your patient has to take the burn. You can also have Kinetic Healing used on you, and CAN take the burn for that.

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T_T my 5 Str just needs to get to level 4 so he can carry his own backpack (Telekinetic Haul, he'll be able to carry his own gear plus the fighter's... plus the fighter.)

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Unchained Summoner: An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages.

I'd assume this does allow for evil eidolons, else the Additional Resources document would mention it under Pathfinder Unchained.

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Bob Jonquet wrote:
Drahliana Moonrunner wrote:
There's also no point in maxing out a caster stat when your main role is buffing.
It can be if you keep a couple of sparsely used, but extremely useful spells that allow saves. Cacophonous Call is an example. My bard may spend 97% of his time buffing, but when the need arises to whip out "the call" I want to make sure it is effective. Not all buff characters are strictly buff. Many also de-buff and most of those controller-type spells allow a save.

Do note that cacophonous call is illegal for the aforementioned Core Campaign bard to learn or cast, of course.

It's one thing if the gold cost is a drop in the bucket. It's something totally different if, as the OP mentioned, it would literally drain every gold piece from every character in the party. In the first case, a GM still can't REQUIRE you to pay for someone else's raise dead, but can certainly look at you with "really?" eyebrows if you refuse. In the second case, a quick cost-benefit analysis probably indicates that unless the dead PC is simply the most useful party member ever and the reason he died was that the GM grudge'd him for single-handedly making every encounter look like its 5 CR lower than actual, it's probably time to roll up a newbie.

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Serisan wrote:

I think "competitor" is a strong word. BTW, we will have a table of it running in April at Your Mom's Basement, though the event isn't posted yet. that a "Call of Duty" innuendo, or do you guys actually have a place (game store?) named Your Mom's Basement?

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2 Hit die wrote:

I have been DMing since 1st ed AD&D. Most of you are D&D newbees to me. I am a DMing machine - a Construct, and thus immune to criticals; You're backstab was flatulent.


A) this isn't about D&D, it's about Pathfinder.

B) oftentimes, having played multiple editions makes GMs (it's GMs in Pathfinder, DMs in D&D) confuse and conflate the rules from the different editions and games
C) for example, Constructs are vulnerable to both critical hits and sneak attack damage in Pathfinder, so your analogy indicates the critical backstab was entirely effective against you. Even though it wasn't being made against you...

Furthermore, your spamming of tons of individual posts rather than use of a single post, often with the SAME TEXT even, and just saying "You're wrong see above" or "you are D&D newbees (sic) to me." isn't constructive, isn't proof of anything, and is likely to be perceived as trolling.

In my opinion, Faerie Fire alters the appearance (in a non-physical but perceivable way, per the rules for figments) of the target, ergo it is copied by Mirror Image and therefore doesn't ruin the defensive spell.

Faerie Fire is already a very powerful spell for its level, overcoming many other spells and effects including various forms of darkness (mostly natural, but there are some light-lowering racial and class-based SLAs that count as first or zero-th level), blur and invisibility (in fact, it and Glitterdust are THE go-to spells for invisible opponents), and mundane concealment. Further, it's useful enough in a narrative sense to find corner cases where creative players can get an unlisted benefit from using Faerie Fire in an unexpected way. I don't think it needs yet another buff to allow it to overcome Mirror Image as well.

Paraphrased: "If a spell is more powerful than every other spell at its level, it should be evaluated to be moved up to the next spell level." Right now, as a first-level spell, Faerie Fire is pretty near the very top of first-level as-is. It generally defeats all mundane and first-level or lower magical darkness or concealment effects, and specifically defeats several higher-level magics ranging in power from second-level (blur) all the way up to eighth-level (fine, call it seventh, Mass Invis is only eighth when cast by a Trickery Domain Cleric).

Conversely, for a spellcaster expecting to be attacked more than once or twice during the combat, there's presently little reason for a caster with a choice to choose Mirror Image over Blur. While it provides superior protection against the first few attacks, it quickly fades to nothing while Blur keeps on keeping-on, additionally disincentivizing attacking the protected caster (while Mirror Image specifically calls out the caster as a good target, since even your misses will have the positive effect of basically dispelling a second-level defensive spell. When else can a martial do that with just their full-attack?). Working against Faerie Fire (especially in a campaign where the players expect to face drow often) brings the two spells a little closer together in power and slightly limits the Faerie Fire's status as a "super-spell", especially when your enemies have it as one of a huge suite of racial SLAs that basically turn their newborn children into semi-competent third-level sorcerers.

Apologies that this grew into a wall of text. I did my best not to make it sound like a personal attack, 2HD, but I'm afraid it may be perceived that way anyway. If so, I'm sorry for that as well, and will endeavor to do better in the future.

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Imbicatus wrote:

Detect Evil wouldn't have found much of anything in the first level of emerald spire. I think there is only one cleric in the level, everything else is under 5th level and therfore has no aura.

I did vaguely remember there might have been a minimum HD to show up to detect, but given how incredibly late we got started and the fact it was the completely new to Pathfinder player creatively using a class ability, I decided not to stop the game session to look it up. I can mention to him next time we play "hey I messed up, and your detect power wouldn't have spotted those goblins after all, but it gets more useful in a few more levels because what it can detect is based on strong the enemies are, so it WILL work like that again eventually" and the new player's first experience with Pathfinder will be even more special for the fact his unique contribution to the party (besides, you know, dealing and taking two or three times more damage than the rest of the party combined) was something of a "cheat" he wasn't supposed to be able to do.

That, and my game ran a lot faster when I finally learned to "here's how I remember it working, we can look it up if there's a problem" instead of dragging out the rulebooks every time someone cast a spell, especially when it wasn't one they'd planned on because of changing conditions (if they planned to cast it ahead of time, they can find it in a book or electronic reference before their turn).

@Kahel Stormbender -
Wouldn't a troll see Create Water as more of a buff than a taunt, given their aversion to fire? ;)

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if you're high enough level to just assume stoneskin is running, the guaranteed concentration check should be basically auto-pass. The chance the the AoO might hit and give you an astronomical concentration DC, even through your defensive spells, is usually much more of a deterrent than the casting-defensively check.

Low-level casters, though, I totally agree with you there. Sure, if the AoO hits, your spell's pretty much gone, but you really do have a chance of failing the casting-defensively check too, and mirror image tilts the balance.

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It was posted on page 1, then quickly dismissed as "Sean K. Reynolds isn't a rules guy and nothing he says matters."

[url][/url] found it

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So I skipped pages 2 and 3, because SKR answered the question already. I think someone confused Mr. Reynolds (Developer, Contributor, Design Team Member) with Mr. Jacobs (Creator of the Golarion Campaign Setting). Mr. Jacobs is the one who said several times that he "isn't a rules guy", he's "just" the guy who created 90%+ of Golarion (hence the reason Clerics in PFS play can't be dedicated to a cause instead of a deity despite the Core Rulebook saying they can; because lots of lore in Golarion breaks if Clerics don't have to worship a deity).

Mr. Reynolds is (was, I guess, now...) very much a "rules guy", and unless he's overridden by Mr. Bulmahn, his clarifications were definitive. Players may take 10 or take 20 on Disguise checks, provided they have the time and aren't presently in a situation that prevents the general take 10 or take 20 rules. You can rule otherwise for your home games, but the Rules-As-Intended are clear for default Pathfinder.

Complete aside about Clerics without deities:
In my own games, I allow Clerics without deities, despite most of them being set in Golarion. When pressed for an explanation, I decided that Aroden sacrificed himself to suffuse the souls of all living creatures with his divine essence, enabling everyone with enough willpower to draw upon the shard of Aroden within their own soul to "count as" their own deity, assuming their dedication to their cause or concept was powerful enough to cause their soul to resonate with it.

It's a total handwave, but it explains The Great Mystery and lets my players play by Core Rulebook rules in the default setting, so, you know, it works for me.

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Characters can be deleted? I looked for a way to do so but haven't been able to find it yet. :/ it might be super-obvious and I just overlooked it... *searches again* Ah, of course, the Character Sheet page. That actually WAS obvious.

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I see, thank you for explaining ^_^

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Trying out the group functionality, at least a few of my fellow gamers have signed up :D hopefully I'll generate a little traffic and maybe some Patrons for you.

Observations re: Groups: Create A Group could be easier to find. It was a little counter-intuitive to have to go to the page for finding existing Groups to create a new one. Not sure where works better, though, I was looking under My Groups in the "Your Stuff" page to start.

For Groups that always meet at the same time/place, a default Place and Start and End Time in the Event Creator would be appreciated. It's not a huge hassle to fill in, but it'd be nice if I didn't have to since every one of my events will be at the same place and start at 6:30 pm.

re: Cloning a character: I was helping a friend work on his character and attempted to Clone it to my profile, expecting an option to overwrite an existing character since all of my slots are full. Instead, I got a message stating that if I ever add another character slot, the character I tried to clone will fill it in (thus preventing me from cloning a character into that slot, either).

Thanks as always ^_^

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I want both of those races so much. :/

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Thank you all, especially Preston and Jared. One quick follow-up - to reserve PFS numbers for newbies ahead of time, it says I have to create the event first. Is it ok to generate more numbers than I expect to need, and just keep them until I GM for that many new PFS players? I'd rather have a number and not need it than need a number and not have it - indeed, one of the players in Monday's session didn't have a PFS number (and may not come this Monday, when we finish the module).

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Been DM'ing d20 for nearly two decades and GM'ing Pathfinder for about half that, but first time PFS GM, so here we go. (Addendum: This turned into a wall of text, sorry about that.)

I wasn't expecting to GM that day (we got more players than expected) and started a module late with little prep, and so we didn't finish. Besides picking up where we left off, is there anything I need to do about the module being split over two sessions?

I could have sworn I saw something in the Guide to Organized Play that said a paladin, cleric, or similar who has lost their spellcasting must resolve that by the end of the scenario or be reported dead, but now I can't find it. Is that right, or can they continue playing as an ex-paladin or whatever? (This hasn't happened yet and I don't expect it to in my session, although we do have a paladin. This is just something I'm wondering because of another question on this board. I went to answer then couldn't find my citation to back it up.)

PFS Guild Guide wrote:
Players who do not complete each game session earn... This also applies to players who join later sessions...

This means I can allow players to join my next session of the same module, right? A player who had played at a different table during the first session approached me and asked if he could join the next session so that he could play with his family member who was at my table, since that player's character is "locked in" to completing the module before he can be played at another table. There are more than three encounters left in the module, and a good narrative excuse for introducing the new characters as well.

I messed up and used more powerful enemies that I should have for nearly half the bad guys (there was a statblock listed for an elite version of a monster, and the common version simply referred to the Bestiary and I didn't notice - I used the elites for all of them). While I'll fix that for future encounters, should I attempt to "retcon" anything there, or just leave it as it is? (Note that while the PCs did spend more HP overcoming those monsters, they also pulled potions of cure moderate wounds off them that the normal monsters wouldn't have carried, so I think it balances out - or might be slightly in the PCs' favor.)

I'm 99% sure I know the answer to this one, but want to check anyway: the Chronicle Sheets list most of the items that can be found as loot during the module, to make them available for purchase to those PCs later. I don't cross off those items the PCs fail to find, right? They still get them on the sheet anyway, even if they miss them during the session? (I mostly ask because the Tactics for one of the two "boss fights" mentions the boss fleeing by using one of the items if reduced to half hp or less, and it's probably the most useful item on the Chronicle Sheet, so I'm rather hoping the players still get access to it even if he gets away with it.)

Other than staying on top of the Campaign Clarifications and reporting the event after we're done, anything in general I should know as a new PFS GM?

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Thank you. I wondered - it told me I could combine today's order with the pending one, then after I did sent me a notification that the pending order had shipped... I figured I'd check on it tomorrow, but you've saved me the trouble. Thanks again.

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Emerald Spire, level 1. Two Kitsune and a Gnome. Dancing lights is saving the day, one foiled ambush at a time. The only person without a means of lighting up the dark is a Paladin. "Move your light twenty feet further in and a little to the right, detect evil is picking up a faint aura there."

It's the only time I've seen a paladin take longer to reload than a gunslinger, though, since detect evil takes a few rounds to be able to pinpoint locations.

why light abilities are so important in Emerald Spire:
Light consumption: All light sources shed light in only a five foot radius. Beyond five feet from the nearest light source, the light level is darkness and only creatures that don't rely on light can see.

So, you know, that Kitsune SLA making four little light balls is super-helpful.

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Sparky Boom man cast five delayed blasts off-camera, then held his hands at his sides instead of using them to firebend in order to gain a bonus on the Intimidate checks he was making instead of attacking while the delayed blasts went off. "They totally think I'm shooting fire out of my forehead, that's worth a +2 circumstance bonus, right?"

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Please cancel my Adventure Path subscription and remove AP #103: The Hellfire Compact from Pending Order 3838618. I primarily picked up the AP subscription for the Pathfinder Advantage I intended to use for catching up on PFS Scenarios, as well as running my players through the APs for fun and credit, but the more I read about PFS the less I believe I'll be as heavily involved as I originally thought.

EDIT: I just noticed I'm getting the Pathfinder Advantage discount on the things shipping with that order, which I guess makes sense, I just didn't realize it would apply to those things I ordered before the AP Subscription, and the AP itself looks good and isn't really that expensive. Please disregard this request, sorry for wasting for your time.

The rest of the order is great, and I look forward to a new Class Deck and Player Companion ^_^

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Racial Heritage doesn't function in PFS.

Outside of PFS, I'm interested in this question, since technically the rules never do say that you can't take the same feat twice, only that the benefits don't stack. Stacking, as dragonhunterq says, isn't something that would normally apply selecting Racial Heritage for different races. Besides, Sorcerers already manifest all kinds of things from having a weird ancestor in their blood... why couldn't someone have two weird ancestors? "My great-grandfather was a bit of a fox..."

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Yes, it was late and I forgot that Racial Heritage was human-specific. Too bad I can't take Racial Heritage (human) to qualify for Racial Heritage... and I agree, taking Racial Heritage should qualify you for the feats that list that race and no other special requirements (like the one that requires the drow magic racial trait for half-elves, that one I get). However...

if anyone is interested in the official Organized Play ruling, it's that Racial Heritage is legal, but doesn't work in PFS. That doesn't resolve my questions involving Kitsune who've lost their tails or their magic, but puts the issues around Racial Heritage in PFS to rest, at least. I worry slightly that this means specific no longer trumps general, but you know, I'm thinking less and less that what they decide for PFS will ever be my problem again.

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Additional Resources wrote:
Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race.
Racial Heritage wrote:
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

I wouldn't say "clearly spelled out" or "pretty common sense".

A: You must be race X to qualify feat Y.
B: Feat R allows you to count as race X.
A + B: If you have Feat R, you qualify for feat Y.

It's a normal, logical reading of the rules to assume that Racial Heritage is an exception to the general rule listed on a page that normally just lists what parts of what books are legal, just like the Cleave feat is an exception to the general rule that you can only attack one target with a standard-action attack or having "You can make Aasimar characters" listed on a Chronicle Sheet is an exception to the general rule that you can't have an Aasimar character.

The Developer clarification is unfortunate, and it would probably be best if the dead feat were simply banned specifically, since it doesn't function in PFS.

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James Anderson wrote:
Akigawa Kobayashi wrote:

Off-topic musing:

Actually, I can think of one way to (legally) make a yellow tengu.

** spoiler omitted **

I'm still looking to find someone else with one of those so we can team up and pick our choice.

I still have mine. Just haven't fully settled on a character to use it on... should I let you know? Perhaps we could conspire to then play in an online scenario together? :D

I'm not using it to make a Yellow Tengu, though. Maybe, just to annoy everyone in the current rules debate threads, I'll use it to give a tail to a character with Racial Heritage (Kitsune) :D

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The Paizo blog post about the Winter Discount Code redirects here, rather than to the blog post. I think I remember the code, it was fairly simple, but if I can't, where should I go to find it? I'm just waiting for my Pathfinder Advantage to kick in, and then buying a LOT of PFS scenarios...

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Are the products in this line always/usually PFS-legal? I noticed some people talking about level 17+ Modules, which I don't imagine can be run in PFS, so I wonder.

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As at least two active users in this thread have implied (one of them in another thread) that my Kitsune wouldn't qualify for Magical Tail, I'm interested in takes on a player taking Magical Tail in these situations:

  • Racial Heritage (Kitsune) on a race that naturally has a tail, such as a kobold
  • Racial Heritage (Kitsune) on a race that naturally has some form of spell-like ability, such as an aasimar's light
  • Racial Heritage (Kitsune) on a race that naturally has a dancing lights spell-like ability, such as a gnome or drow
  • Racial Heritage (Kitsune) on a race that naturally has a tail AND a dancing lights SLA (does one exist?)
  • A Kitsune whose tail has been severed or severely damaged

    and my personal situation,

  • A Kitsune who doesn't have the Kitsune Magic racial trait.

    Personally, in my home games, I would let anyone who counted as a Kitsune through whatever means take the feat, since that's the only requirement and it's not a particularly powerful feat, even when taken enough times to get dominate person (given the length of the feat chain you had to go to get there...), and most of the SLAs you went through on the way would be better duplicated with relatively cheap magic items (a hat of disguise, a wand of charm person, who even casts misdirection anyway?).

    Additionally, I can see the draw, as the one place where Pathfinder noticeably lacks is in cosmetic customization. Spending two feats to give your character a fox tail makes more sense to me than spending two feats to get disguise self twice per day.

  • Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Deleted my post since I was getting way off-topic - there's another thread for the Racial Heritage / Magical Tail combo. Thing is, the arguments against being able to take Magical Tail in that case imply my Kitsune - my natural Kitsune, no Racial Heritage feat - also couldn't take Magical Tail. So I'm not arguing further here, but keep in mind the implications of your rules interpretations, as they could be further reaching than you realize.

    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    It's neither. Adventure only on nude beaches and in co-ed public baths. Put that Con/Cha focus to work. (Don't have a Con/Cha focus? Retraining rules can be found in Ultimate Campaign. No excuse for your body to be less than beach-ready.)

    P.P.S.: In all seriousness, clothing can - and indeed MUST - be worn with armor. Just plain leather armor would be extremely uncomfortable without something under it, and anything more would be penalty-inducing levels of horrible. Getting down to specific clothing is just too much detail to track - "well, the Monk's Outfit and Cleric Vestments can be worn under armor, but the Explorer's Outfit has to be worn some beneath, some over the armor, and the Cold Weather Outfit...".

    Non-magical clothing can be worn with magical or non-magical armor. Magical clothing can be worn with non-magical armor, or even with magical armor assuming they have different slots (most clothing doesn't share a slot with armor). In the case that your magical clothing provides an armor bonus, however, only the higher of your armor's or your clothing's will apply, regardless of if the armor is also magical. (A +1 Cold Weather Outfit will not increase your AC if worn with any sort of armor.)

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    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber
    Arno Swart wrote:

    Hi all,

    My group is about to figure out what the transport tokens are for. The problem is, one of the characters speaks Azlanti. I guess this character will then also know what the runes for each level look like. Does this mean they can teleport to any level they wish, without having visited the levels?

    If it works like this, I would like to devise some workaround, so that the players are not allow to 'skip ahead' in the dungeon.

    My understanding, from reading and re-reading the descriptions, is that the runes are NOT Azlanti, and are not numbers either. When you find them on parchment, there is a label in Azlanti with the floor number on that parchment.

    quote from A12:
    : The scroll tube on the table contains a sheet of
    parchment on which is drawn a complicated magical sigil
    in iridescent green ink. A character who succeeds at a DC
    15 Knowledge (arcana) or Linguistics skill check recognizes
    the sigil as an identifying mark similar to an arcane mark.
    The sigil is labeled “Six” in Azlanti. This is the runic symbol
    needed to travel directly to Level 6 via Spire transport

    Emphasis mine.

    This, and other comments strewn through the module, indicate that the runes are actually the names of the levels in the original language of the Builder, and the labels are just labels so the Azlants that took over the place for a while knew which floor was which. Likely, the runes themselves refer to the attributes of the levels, but in a language no PC has a chance of knowing.

    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    He says his armor and Pathfinder's kit are working appropriately, but his clothes still weigh more than they should - and on an 8 Str gnome, every last pound matters :D

    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Introducing a friend to PFS - like me, rather experienced with Pathfinder but new to Organized Play - he spent a solid hour fiddling with Tabletop Giant before he figured out why he couldn't get his encumbrance down - it doesn't appear to adjust all gear weight for Small characters. A Pathfinder's Kit is listed as weight 22 for Medium characters and 7 1/2 for Small characters, and his Small character is getting 22 pounds worth of kit. Thanks again for all your hard work :D off to pick him up then to my FLGS, so...

    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    Sorry for double-post, edit window ran out...

    Trait Vagabond Child was working correctly for Escape Artist right up until I went to print my character to a PDF, then stopped working completely. Tried to unselect and reselect Escape Artist in that tab to refresh it, didn't work. Just shows Dex + 1 rank, no class skill bonus.

    Pathfinder Adventure Path, Card Game, Class Deck, Companion Subscriber

    I fixed Fast Learner - it was my mistake, didn't remember the Int 13 requirement.

    Except, neither Fast Learner nor Improvisation seem to work correctly - when I choose a skill point, I don't also gain a hit point. I'm also not getting a +2 feat bonus to all my skills with no ranks.

    As an aside, the Human Kineticist favored class bonus doesn't seem to be available (+1/6th of an Extra Wild Talent feat). Considering I went with Fast Learner, I won't be taking it anyway, but I did promise to report every little thing I could find ;)

    Speaking of that, I hope you don't think that my tossing a handful of errors into this thread every few days means I'm not happy with your app, I'm enjoying it quite a bit and cannot wait for more levels to be opened up. I'm just trying to do my little part to keep Tabletop Giant improving :D

    If I can convince some of my local players tomorrow to give the Groups feature a try (they swear by Warhorn, which I don't really care for) we'll test that for you, too.

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