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Verik Vancaskerkin

kinevon's page

Goblin Squad Member. FullStarFullStarFullStarFullStar Pathfinder Society GM. 3,988 posts (5,154 including aliases). No reviews. No lists. 1 wishlist. 34 Pathfinder Society characters.


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Invisbility, sneak attacks, and multiple attacks.

That a 20 on a skill check is not a guaranteed success.

Perception and distance, along with the effects of barriers.

Potions, and the restriction on making potions of spells with a target of "You".

Wands, scrolls and potions vis-a-vis casting time. (Or why a potion of Enlarge Person is one of the best options, especially in Core).

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Chris Rathunde wrote:
kinevon wrote:
Your GM is running the Enigma Vaults...
...and everyone is level 3.

Nope, one level 3 PC, three level 4 pregens, one GMNPC, the other two because the players don't have characters in that range...

Level 3 was an archer (Urban Ranger/wannabe rogue)
Level 4 pregens: Kyra, Crowe, and Sajan...

Cleric, Bloodrager and Monk...

And I kept forgetting the Bloodrager had uncanny dodge, so...

Well, I notified my players, and am waiting to hear back from them on how we want to handle this mess.

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Spoiler:
Spyder, although her status (alive or dead) is sort of... weird.
Torch, multiple castings, please.
Nefti and/or Kafar.
Drandle Dreng
Adril Hestram (again, status as to living/dead may be in question)
Ven Lorovox (I know, but still...)

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BigNorseWolf wrote:
eternallamppost wrote:


The question for whether or not we ban something is not "what is it adding?" The question is "What is it hurting?" and the answer here is not much.

Its a two parter. What does it add to the game VS what does it hurt.

In this case its hurting the low level play in some areas where the trend catches on. As it seems to add nothing to the game even that localized damaged to the game seems to call for a ban.

Is it hurting low level play, so much, in increasing the chances of those first level PCs to survive the weaknesses inherent in first level play?

All it takes to kill a first level PC, likely past negative Con, is a crit, especially if they aren't high-Con Barbarians with Toughness and the Tribal Scars feat.

And, honestly, as the PCs themselves gain survivability, the bought creature loses viability at the same rate.

And there are plenty of PC builds that can do as much or more damage without a purchased animal.

Would it be better or worse to have a couple of people with half-orc PCs, barbarians, with the half-orc feat/trait that gives them a boost to their Rage so they get +8 to Str and Con instead of +4?

How about a perfectly legal table of 7 Druid PCs, all with ACs? This ban request won't affect that group.

And, equally, hitting bought animals with the banhammer would just change the build, so you get either the Rapid Shot burst of arrows, or the Raging Barbarian with the graetsword.

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Your GM is running the Enigma Vaults...

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pickin_grinnin wrote:
I don't believe that everyone should always have an equal amount of wealth at any time, just as I don't believe that everyone should get a trophy in a competition (like they do in schools today). The first set of players earned the money, the second set didn't. I don't see what the problem is. If I joined a campaign that was already in progress, I would expect to have the same wealth and magic items as people already playing in it.

Did you mean you would NOT expect it, or you would expect it?

On a more serious note, the best option would be to discuss the situation with your players.

Whether that is privately with the existing players first, or with all of the players at once, is up to you.

Explain the situation, and see if you can all come to a satisfactory resolution, whether it is the existing PCs pooling the money and sharing it out, so that even their new allies get a share, or if they want to go with the "You get this as a deed.... to a haunted house/abandoned keep/etc." type thing.

That can lead into a new setup for future adventures.

At third level, giving them a title to, say, Fangwood Keep, but they have to clear it out, might be a good thing on all sides...

Liberty's Edge

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Some of the rules, pulled from the PRD:

Full-Round Action wrote:

A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions and swift actions (see below). See Table: Actions in Combat for a list of full-round actions.

Some full-round actions do not allow you to take a 5-foot step.

Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions detail which actions allow this option.

Restricted Activity wrote:
In some situations, you may be unable to take a full round's worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free and swift actions as normal). You can't take a full-round action (though you can start or complete a full-round action by using a standard action; see below).
Start/Complete Full-Round Action wrote:
The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.

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Well, there is an item in existence, in the CRB, that does something similar to what you want, and that is an AMULET OF PROOF AGAINST DETECTION AND LOCATION.

It uses Nondetection instead of Mind Blank, it is always on, and it only costs 35,000 gp, so 17,500 to create. CL 8, uses the neck slot, so trying to scry on you would take a caster level check against a DC of 19.

Nondetection is Sorcerer/Wizard 4, compared to Mind Blank's Sorcerer/Wizard 8.

You can talk with the GM to see if he would allow customization to raise the caster level, and therefore the opposed caster level check, for a higher price.

Edit: Mind blank is too high level for a wand, but scrolls, if you can cast it yourself, would cost: 3,000 gp apiece.

For an item that can cast Mind Blank once per day:
Use-activated or continuous: SL * CL * 2,000 gp, so 8 * 15 * 2,000 = 240,000
Charges per day: 1 divide by (5/1) = 240,000/5 = 48,000 gp
Neck slot = 48,000 gp, 24,000 gp to craft
Unslotted would be 96,000 gp, 48,000 gp to craft.

I would probably increase the cost, since the duration per cast is already 24 hours, so that is not accounted for above.

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GM Lamplighter wrote:
Charon's Little Helper wrote:
The cheapest one is a battle trained bison for 50gp. A group of level 1's can simply trample their way to victory with ease.

Keep in mind, characters have to participate in 3 encounters to get XP, and don't get any loot for encounters they miss. Standing back and watching your purchased pets do stuff does not count as "participating" at my table. Of course, I would tell the players that up front, not surprise them with it at the end.

(Sidebar: on the issue of "carnivore feed" - it's simpler to just buy goats, since goats can carry themselves and don't encumber you or your T-Rex...)

So, does "participate" include the Cleric, who rolls low on Initiative, at least relatively, every combat, so he never gets to act because the high Initiative blaster or TH meleer kills everything in one hit? How about if all the Cleric does is activate his wand of Bless, or the Bard does his performance?

If yes, how is it different if the meleer is a class feature (AC) or something someone in the party spent their gold on?

How about the goat/sheep trap finders? You know, where someone in the party buys a herd of sheep, then drives them through the dungeon in front of the party, to set off traps and ambushes.

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tchrman35 wrote:
kinevon wrote:
Tsriel wrote:
CireJack wrote:
It is now available.
One option out of 16 chronicle sheets? I wonder how many will come up as "already accredited" once I start plugging in my backlog of accreditation for this thing?
It is a single checkbox in the Edit area, but in the Reporting area it shows all 16 levels as separate options to report.
I'm not seeing that. Hmm. Well, the game's tomorrow. It will either report correctly, or it won't. I'm not going to worry too much about it. But if I'm doing something wrong, I'd love to know!

There are a few threads about it, but the reporting site has been having some ... issues ... since they added the ability to report Core mode games.

They are working on a fix for all the issues, but, once done, it should go back to click on one box to get all 16 levels for Emerald Spire to show as individual options when reporting.

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deusvult wrote:
Sammy T wrote:

1) 'Munchkinism' is quite the pejorative term to be throwing around. Let's avoid that, shall we?

It's the same thing whether it's called "System Mastery" or "Munchkin". They mean the same thing, far as I'm concerned the two terms are completely interchangeable and if one is offensive, then so is the other one.

What, what?!

System mastery and munchkinism are barely, and only distantly, related.

Munchkinsim, at its heart, is min-maxing past min-maxing. System mastery is working within the system for the best results for what you want to do.

System mastery would be knowing that your Power Attacking, Vital Striking PC would benefit greatly from Furious Focus.

Munchkinism would not be working on a Vital Strike build to begin with, but working toward a Pounce build instead.

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Tels wrote:
kinevon wrote:
137ben wrote:

Hey, guys, does Weapon Focus apply when attacking a magical beast?

The actual text says
Weapon Focus wrote:
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

It does say "all attack rolls", and there is no text restricting you to only being able to attack humanoids. However, there is also no next explicitly granting you the ability to use it when attacking nonhumanoids. So, it's a case of "the rules don't say you can" vs "the rules don't say you can't"! To be safe, it's better to assume that the intent was that weapon focus only applies when attacking humanoids. After all, you can just use common sense: if the designers intended for it to apply to attack rolls made against magical beasts, they would have put that in the feat text. They didn't, so obviously it is only intended to work against humanoids.

It's the same thing as this argument over spells. You can read into restrictions that aren't there, but you have to directly contradict what the text actually says

No, Ben, you don't. Really, if you read the item, nowhere does it say you can take a spell that isn't from your own class's spell list.

It says you can add a cantrip or orison, it doesn't say you can add ANY cantrip or orison.

There is a way to get it to work, by the way, but it requires spending a trait as well as buying the item, and there are still cheaper ways to do it.

Does it say I can add an orison? Yes.

Does it say I can add a cantrip? Yes.
Does it say I can only add an orison if I have the orison class feature? No.
Does it say I can only add a cantrip if I have the cantrip class feature? No.

And, if you did that in my games, even before this FAQ, it wouldn't have worked, because it doesn't make any sense.

If it worked in your home games, you can still rule that it works, no matter how nonsensical it seems to other people.

But, RAW, it never said you could cast the spell if it wasn't on your spell list.

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Just a couple of points you may have forgotten:
CL3, so 3d8+3 points of damage, average: 16.5 before the save.
Save DC is 12
Doll is tiny, and this is a Touch spell, so it has to provoke an AoO just to reach the range to try and touch the target, as it has to go into the target's square.
It's touch attack should be only +1 to hit vs Touch AC, too.
As far as I can tell, it has to cast, move, then touch, as it has only a minuscule chance of casting it defensively (DC 21 vs a Concentration of +2)

I know, when I ran it, I was concerned, especially since the target was a first level PC, but I rolled low damage, so he was unconscious, rather than dead.

And there are plenty of other things that can easily kill a first level PC if their luck turns bad, especially if the PC has some less than stellar build choices. I once one-shot a PC because he: Dumped his Con to 8, was playing a Witch, and took his FCB as a skill poitn. Then he moved up to an enemy to cast a CLW to heal an ally that was down by the enemy. AoO was a confirmed crit, since his AC was also low. Damage was 17 points on the crit, PC had 5 hit points, and an 8 Con...

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qwerty1971 wrote:
are core class archetypes allowed in CORE?

No, unless they get unlocked on a chronicle, as there are no archetypes in any of the Core Mode resources.

@Jiggy: I would assume that you can report a campaign mode AP or multi-chronicle module in either Core tr Standard mode, and the GM and players would get chronicles as appropriate (plain or marked Core).

I actually brought this up last session of my RotRL game, as we haven't reached the first sanctioned section yet, so we still have the option of getting Core or Standard chronicles for the AP. Given where we are, I gave my players time to mull their decision over.

If I understand it correctly, though, it is still going to have to be all Core or all Standard, not a mixed bag. Which is also why I wanted to give my players plenty of time to think it over, rather than going, "Okay, we have completed the first sanctioned section, you all get a PFS chronicle to apply to one of your PFS PCs. Did you want this as Core or Standard mode?" at the end of the sanctioned area....

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For the most part, the Specials are actually the opener for each storyline, rather than the closer.

Specials:
Season 0 - None
Season 1 - None
Season 2 - Year of the Shadow Lodge
Season 3 - Blood Under Absolom
Season 4 - Race for the Runecarved Key
Season 5 - Siege of the Diamond City
Season 6 - Legacy of the Stonelords

Some of the essential scenarios, especially for new folk to PFS:
5-08: The Confirmation (1-2)
6-10: The Wounded Wisp (1-2)
3-I1: First Steps, Part 1: In Service to Lore (1)
These three are replayables, and introduce the Society, and some of the society's concepts, and some warnings about things likely to be found along the way.

Season 1:
51: The City of Strangers, Part 1: The Shadow Gambit (1-7)
52: The City of Strangers, Part 2: The Twofold Demise (1-7)
IIRC, these scenarios are the first time the general Society runs across the Shadow Lodge.

0-1: Silent Tide (1-5)
0-14: The Many Fortunes of Grandmaster Torch (1-7)
1-45: Delirium's Tangle (1-5)
These are some of the earlier scenarios that use Grandmaster Torch.

Season 2:
2-23: Shadow's Last Stand, Part 1: At Shadow's Door (1-7)
2-24: Shadow's Last Stand, Part 2: Web of Corruption (1-7)
More-or-less the end of the original Shadow Lodge arc.

2-26: The Mantis's Prey (7-11)
Grandmaster Torch and the Shadow Lodge...

I am sure I am missing stuff, and I am not going into the later arcs, due to memory failure...

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I remember proving, once, that one of the VCs was a doppleganger.

And another turned out to be a revenant. Or at least a real pain to make sure that he stayed dead...

And one of the faction leaders has been proven to be an illusion...

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Eryx_UK wrote:
That is something that makes me laugh with the PFS options. If it is considered fair in a home brew campaign then it should be fair game in PFS.

That description varies so wildly that it is a null phrase.

I am running a home game of Rise of the Runelords, and my rules are a heck of a lot more limiting then Standard PFS, and barely more freeing than the new Core campaign.

20 point buy
CRB races only
CRB classes only, but no pets, bonded item or domain instead, no animal domain.
5 players
Anything outside of Core is on a case-by-case basis.

So, what I consider fair in my home game is a lot stricter, which is also what many posters have also stated is their experience with their home games, than what is allowed in PFS Standard.

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Well, if it is the scenario I think it is, the Chronicle shows it as a cost of 150 gp.

150 gp for a second level scroll is the standard price, so CL3.

I verified the scenario, and it is the one I thought it was, and the tactics section is wrong, so it should be an automatically successful DC 4 CL check for our 3rd level sorcerer to use that scroll.

Scenario name:
1-39: The Citadel of Flame

This was published early on in Season 1, the first season to use the PF rules instead of teh old 3.5 rules, and it probably got missed during editing because of all the other changes they were looking at, at the time.

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Andrew Christian wrote:
kinevon wrote:
Andrew Christian wrote:
kinevon wrote:
deusvult wrote:
Diplomacy: I don't let the dice roll until the roleplay resolves a natural decision point for the NPC, and only people who have been roleplaying even get to touch a die for the test or assist. Sure, some players are naturally introverted and shouldn't be barred from playing faces.. that's a consideration on a case by case basis and is always (not usually, always) obvious right up front.

This is a really bad idea.

I do not have a Charisma of 22, like some of my Charisma-based PCs do. My PC should get to use his Diplomacy skill, just like his Disable Device skill, without my ability, or lack thereof, affecting the PC.

Or do you consider, "<Insert PC name here> schmoozes that NPC trying to get <result> from him." to be RP? Or would, "<Insert PC name here> attempts to assist <primary PC name here> in schmoozing the NPC." to work for giving an assist?

Usually I ask players who want to assist what their character is doing or saying that constitutes diplomacy. If you aren't well spoken or a great creative thinker or whatever. That's ok. I don't expect you to be super eloquent. But I do expect you to say more than, "I just wanna roll the die."

Just giving a description of what you are doing to help is enough in my book. Describe to me what you want to say or what your intent is.

But if you dont' have your character actually do anything, you don't get to assist.

So, allowable or not: "My PC does what he can to assist <Other PC> in his attempt to get <NPC> to do such-and-so."
No. If you are at all paying attention to the interaction with the NPC, you can come up with a germane comment or action to take.

Not necessarily. If I could do that, I could have been a writer, not a computer technical support agent.

And you are disregarding several real world factors that can and have affected my ability, at least, to be able to figure out what is going on.

Noise: If those Pokemon and/or MtG gamers are being rowdy, it is hard to hear even a loud or well-projected GM.
GM Delivery: Not all GMs have the background and training to be able to get their voice heard over even an average game night at the store crowd.
GM Delivery 2: Not all GMs are able to provide their portion of the story in anything besides a monotone.
NPC confusion: When the GM is running multiple NPCs in the same social encounter, it can be difficult to tell who is speaking with whom. Sometimes, even props are not enough. Add in the sometimes confusing (even to the GM) special mechanics in some of the social scenarios....
Hearing: Even with a perfect setup, it is possible to find it hard to hear and understand the GM from the far side of the table.

Or you are trying to help the new player at your table, or someone has asked you, as the rules guru, for help in their next feat choice..

"Hey, <GM>, I am trying to help <PC> convince this NPC to let us pass/take the macguffin/what-have-you." Is, sometimes, the best that my limited imagination can come up with. There is a reason I run scenarios, modules and APs, rather than sandboxing it...

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The Fox wrote:
kinevon wrote:
I may have missed something, but that is only a +5, rather than a +6....
Skill Rank: +1

/facepalm /blush

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deusvult wrote:
Diplomacy: I don't let the dice roll until the roleplay resolves a natural decision point for the NPC, and only people who have been roleplaying even get to touch a die for the test or assist. Sure, some players are naturally introverted and shouldn't be barred from playing faces.. that's a consideration on a case by case basis and is always (not usually, always) obvious right up front.

This is a really bad idea.

I do not have a Charisma of 22, like some of my Charisma-based PCs do. My PC should get to use his Diplomacy skill, just like his Disable Device skill, without my ability, or lack thereof, affecting the PC.

Or do you consider, "<Insert PC name here> schmoozes that NPC trying to get <result> from him." to be RP? Or would, "<Insert PC name here> attempts to assist <primary PC name here> in schmoozing the NPC." to work for giving an assist?

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What's fun in that, though, for the older ones, is watching the spit-takes from the GM you ask to sign them for all your (at the time, 12) PCs.

My first Core PC is number ... 33.

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Silbeg wrote:
kinevon wrote:
Charon's Little Helper wrote:
Andrew Christian wrote:
But if their electronic roller never rolls less than 12 or 15, then yeah, I'll ask them to use actual dice.
Especially on those d6s. That's rather suspicious!

"Okay, so, I hit, let me roll 1d3 for damage....

18 points of damage."
"Umm. How are you doing that much damage on a 1d3?"
"20 Str for +5. Power Attack, wielded two-handed, for +9. +1 enhancement, Oops, +2, Magus Arcane point used previously. Oh, and a 2 on the die."

Wouldn't that be 20 STR for +7 two-handed (if you are getting the Two handed on he power attack)?

So, 20 damage on a d3. Wait, what weapon can be wielded two-handed for d3?

Nope, the Str damage is still just x1 when wielded two-handed, but the limitation, added to the weapon in Ultimate Equipment, only says Str damage is not modified when wielded two-handed.

And the weapon, just FYI, is the whip.

Quote:
You can't wield a whip in two hands in order to apply 1-1/2 times your Strength modifier to damage rolls.

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Genuine wrote:

Here's a proposal for a GM boon (or maybe even an auction boon): Permission to upgrade a single unique magic item.

Sure, it opens up a can of worms with pricing, but with the space available in a special boon you could probably work through it. Say... give a rough guide according to price (e.g. if the Unique item is a weapon costing between 32k and 49.999k, then upgrading the weapon with another +1 enhancement would cost 50k; unique armor costing between 4k and 8.999k would cost 9k to upgrade with another +1; in other words you could just determine the effective enhancement of an item according to its price)(this would also prevent Magi and Arcanists from upgrading their free Blackblades with the boon)(Though that would be awesome)(Just too awesome).

You do know that Black Blades cannot be upgraded, outside of the upgrades made by the levels in the class that grants the feature, yes?

Magus, Black Blade: Can I use Craft Magic Arms and Armor to increase my blade's enhancement bonus?
No, nor can you use that feat to add other properties (such as flaming) to the black blade. You can use your arcane pool to temporarily add abilities to your black blade.

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Quote:
There are two exceptions to these rules. All Tier 1 scenarios and Tier 1–2 sanctioned modules are available for unlimited replay with a 1st-level character for credit. The sanctioned modules may also be played with a 2nd-level character once for credit. GMs may receive another Chronicle sheet each time they run one of the Tier 1 scenarios or Tier 1–2 sanctioned modules, but may only apply a Chronicle sheet to one 2nd-level character per adventure.
Quote:
As always, each player may receive credit for each module or Adventure Path volume once as a player and once as a GM, in either order. Players must accept a Chronicle sheet for their characters the first time they play any sanctioned content. A player may replay sanctioned content at the GM’s discretion, but the player may not receive more than one Chronicle sheet per adventure. The only exceptions are Tier 1–2 modules and sanctioned Adventure Path content. A player may only play a Tier 1–2 module or sanctioned Adventure Path content for credit once with a 2nd-level character, but may use additional 1st-level characters to replay the same content for credit.

Ummmm. Not sure where you are seeing any obfuscation. Both paragraphs that reference Tier 1 and Tier 1-2 materials are fairly straightforward.

Tier 1 scenarios:
First Steps, Part 1: In Service to Lore (Active)
First Steps, Part 2: To Delve the Dungeon Deep (Retired)
First Steps, Part 3: A Vision of Betrayal (Retired)

Tier 1-2 scenarios (new option, Guide needs some updating for them):
5-08: The Confirmation (Active)
6-10: The Wounded Wisp (Active)

Tier 1-2 modules:
Crypt of the Everflame (32 page)
Master of the Fallen Fortress (Free RPG Day)
Murder's Mark (32 page)
The Godsmouth Heresy (32 page)
We Be Goblins! (Free RPG Day)
Thornkeep: The Accursed Halls (Pathfinder Online)
Emerald Spire: The Tower Ruins (Pathfinder Online)

Tier 1-2 Adventure Path segments:
The Half-Dead City (Mummy's Mask)
The Snows of Summer (Reign of Winter)

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Touch wrote:
You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.
Touch Spells and Holding the Charge wrote:

In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.

Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.

Touch Spells in Combat wrote:

Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Closest thing I could find was the Magus Spellstrike/Spell Combat FAQs for Ultimate Magic.

Magus: Can a magus use spellstrike (page 10) to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round? wrote:


Yes. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat (Core Rulebook page 185). So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell.

On a related topic, the magus touching his held weapon doesn’t count as “touching anything or anyone” when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster. Furthermore, the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell. However, if the magus touches anything other than a weapon with that hand (such as retrieving a potion), that discharges the spell as normal.

Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it’s not supposed to make it more difficult for the magus to use touch spells.

Since it is the only thing that references, in any way, a specific hand, even though the mention is more generic than anything else.

Magus, Spellstrike: If I cast a spell that allows multiple touch attacks, can I deliver all of those spell touches through my weapon? wrote:


Yes. For example, if you cast chill touch (which allows multiple touch attacks), you could use spellstrike to cast and deliver the spell through your weapon, and in later weapon attacks you could use your weapon to deliver the remaining spell touch attacks (one spell touch attack per weapon attack).

If you have multiple attacks per round with that weapon (such as from having a BAB of +6 or higher), you can use the weapon to deliver multiple spell touch attacks per round, so long as you have uses of that spell touch attack remaining.

For example, if you are an 8th-level magus (BAB +6/+1) and you cast chill touch, you have up to 8 uses of that spell touch attack. If you make two weapon attacks in a round, you can deliver two spell touch attacks per round (one for each successful weapon attack).

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BartonOliver wrote:
GM Lamplighter wrote:
Thanks, Jeff - with Season 6 and the greater use of adamantine, I think the math has changed since I did my calculations (which I think were also done before durable arrows were legal).
In general terms, you were correct that blanches are more cost effective for archers (or gunslingers), the only problems is that adamantine blanches only work for DR. As an archer DR is probably not a concern (depending on level), whereas hardness is/can be due to clustered shots. That being said the addition of durable is really what makes the adamantine arrows shine.

Well, it is the main thing that makes them affordable.

61 gold apiece, buying, say, 10 of them, is 610 gp, but they can be used, pretty much, over and over.

60 gold apiece, in addition to the cost, runs you 1201 gp for 20 that are, mostly, single use. If it hits, it is destroyed. If it misses, you have a 50% chance of recovering it.

Which is why adamantine blanch is a "better" choice for limited usage.

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Erick Wilson wrote:
kinevon wrote:

@Erick:
The rulebook needed rule is, partly, a marketing thing, but it is also an attempt to make sure that your PC does not suffer from needless Table Variation. While I am not usually going to make someone pull out their book for, say, a spring loaded wrist sheath, since I know the rules about it and use them for my own PCs, I will ask to see the rules for something I have never run into before, to make sure that it works the way the player thinks it does, as, sometimes, a misremembered rule can invalidate an encounter, where the correct rule would make it easier, but leave something to do.

Kinevon, I think you talk sense. The thing is, we have d20pfsrd.com if we need to look up something. If I can see it on there on somebody's smartphone or whatever, then why do I need to see it in the actual book or pdf? That part is pure marketing. And I'm okay with that to an extent; I'm just saying let's call a spade a spade and accept that marketing and pushing product is the main (and perhaps only) reason behind that rule. Then maybe we can think of good alternatives that still give Paizo what it wants.

Because D20PFSRD, at best, is a questionable source. They have to rename anything that is not OGL, so it becomes easier to miss other errors, since there are already differences between the original source, and what they have posted.

And that name difference also makes it hard to know which one is the source for some things with similar names on the Paizo side, like Dawnflower Dervish and Dervish Dancer...

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Arcanic Drake wrote:
kinevon wrote:

For the first one, it might be a toss-up with a Priestess of Calistria, if you know what I mean.

For the second one, might I suggest ear-plugs or, straight out, wax. A Thunderstone or Deafness spell could help, although Blindness might not be a bad additional option.

So.... you're deaf and blind..... but you still have your sense of touch.....

But the question I was answering was purely about an audible/visual set of ... queues.... Touch was not mentioned, at all.

Would a Paladin sit still for a lap dance from a Succubus?

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Folks:

A few things to remember:

HeroLabs is legal to use to create PCs for PFS, Now, like any other tool, it works better when you understand what you are doing with it. One wonders if Nefreet were a math teacher, would he also ban using TI-83 calculators in Trig class? When I took Trig, not only were these calculators not banned, but having one, or an equivalent product, was actually required for the class.

The question is whether someone is using HeroLabs as an aide, or as a crutch. I try to always make sure I know how a number is derived for my PCs, whether done manually or in HL. Then again, several of my PCs use final numbers that HL doesn't give, due to either being in the weird CMB zone, or when flexible buffs (Blessing of Fervor, for example) are involved.

Then again, I have been known to create crib sheets for my PCs, like for my archery-focused builds, showing what the basic numbers are, when using feat X in situation Y. Or a note as to how I calculated my PC's trip bonus, so I can track changes from spells or effects.

@Erick:
The rulebook needed rule is, partly, a marketing thing, but it is also an attempt to make sure that your PC does not suffer from needless Table Variation. While I am not usually going to make someone pull out their book for, say, a spring loaded wrist sheath, since I know the rules about it and use them for my own PCs, I will ask to see the rules for something I have never run into before, to make sure that it works the way the player thinks it does, as, sometimes, a misremembered rule can invalidate an encounter, where the correct rule would make it easier, but leave something to do.

In the local environment, I am frequently used as a go-to guy for rules. Equally, I know that I don't know all the rules, nor do I always remember rules-stuff correctly 100% of the time. So, if I am unsure, I like to look it up, especially when it could be life-or-death for the PC. YMMV.

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DesolateHarmony wrote:

Don't forget the Acrobatics skill and tumbling past foes.

Any cover or concealment prevents them from taking attacks of opportunity on you, such as a Ring of Blur, or one of Displacement.

Nope, for concealment, only Total Concealment prevents an AoO. Partial, the 20% miss chance level, does not prevent AoOs, just being the target of (most) sneak attacks.

Consider a Goz Mask, for when you can afford it, as that means you can run around in mist/fog, but not give up being able to see and get sneak attacks in.

One thing to remember, for later in your career, is that some things may no longer give benefits as often, or as well, as they used to. Higher CR monsters frequently have True Seeing, blindsense, blind sight, tremor sense, scent, etc.

Higher level casters have all sorts of ways to shut down invisibility, see invisibility, true seeing, invisibility purge (awesome spell!), etc.

Which is why things that grant concealment are good. Fewer ways to bypass it, for instance. And many of those are available to the PCs, as well, like Shadow Strike, Goz masks, etc.

As a side venture, one thing to think about are the cracked purple prism Ioun stones, which are spel storing items, for one level of spell. There are a bunch of first level spells that, even at CL1, can be useful. True strike, vanish, etc.

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Note: You can, of course, always print multiple copies of the handouts, so you don't just have a single sheet being handed around.

I have found, for example, having multiple copies of the errand list in First Steps, Part 1, makes tables go faster when they are discussing which errand to do next.

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Make them +1 Brilliant Energy, Seeking, arrows...

As long as you know which square to aim at...

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Nice write-up, indeed. Any advice for those of us with smaller situations?

Last game I ran, I had 6 players, all returnees, and we are starting to play higher tier games. Is there anything can we do, other than dropping most everything, and running one of the repeatables with all-new PCs, to accommodate new players?

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_Ozy_ wrote:
BigDTBone wrote:
_Ozy_ wrote:
Nefreet wrote:
CR?

CR isn't a level or HD or really compared to anything in the actual game mechanics. You don't compare 10 + caster level against 10 + CR as far as I know anywhere in the rules.

So, are there any comparisons made vs. any fractional numbers in Pathfinder?

Knowledge checks.

Um yeah, they get rounded down just like RAW says.

Sorry, I guess I should have been more clear. Are there any comparisons against fractional values that don't get rounded for the comparison.

Favored Class Bonuses other than hit points or skill points. Things like 1/6th of a Rogue Talent, which is always truncated, rather than rounded.

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For the first one, it might be a toss-up with a Priestess of Calistria, if you know what I mean.

For the second one, might I suggest ear-plugs or, straight out, wax. A Thunderstone or Deafness spell could help, although Blindness might not be a bad additional option.

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UndeadMitch wrote:

Yeah, okay, I just had a chance to go back and look at the guide, and I was mistaken about what the guide says about that.

I do agree with Auke though. A person shouldn't be able to choose not to play their character in a scenario because that scenario would provide issues for their character, play a higher level pregen, and then turn around and give that chronicle to the character that could've played but didn't. But, that's just my opinion.

You two might want to look around, because RAW and RAI actually match on this, per past posts from Mike Brock.

There are several situations where someone might not be able to play an in-tier PC, but want to assign the chronicle to said PC.

Some examples:
Player only brought PC 1 with him, but the table becomes a different scenario, or some such, where PC 1 is not eligible, but no paperwork is available for other PCs.

Player brought Barbarian 1, and the table consists of all melee types. He "sacrifices" playing his own PC to run Kyra to give the table some healing and breadth.

Player gets out of work early, no PFS materials with him, but stops at the store, and finds a game just getting started.

Or, the iconic reason, which is to try out a non-1st level pregen of a new class (to him) to see if he might want to run a PC of that class, later.

Before you denigrate the idea about having only brought one PC with him, I tend to do that, these days, because otherwise my bag weighs more than it does when I GM. I have 30+ registered PCs, from level 1 to level 14, and they take up quite a bit of room in my bag,. and add a significant amount of weight, even though they only have the relevant sections of the non-Core books needed for the rules they use, and their character sheets, chronicle sheets, and, for the higher level PCs, sheet holders to protect said documents. After all, if I ma not going to play the PC I signed up with, which one of my other PCs in level would I be playing?

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Gauss wrote:

Ahhh yes, the legacy argument. Which has no bearing in 3.5 or in Pathfinder.

Chengar Qordath, please show where the Dev thought it was continuous prior to the FAQ. I have not seen this evidence. (Not that Devs are not wrong themselves from time to time, it happens.)

Kinevon, yes, my mileage does vary from that. It is quite worth the money to start every combat invisible. As for having played with "WotC GMs" which WotC Devs did you play with or was it WotC non-Dev GMs? In any case, as I stated a moment ago, even Devs can be mistaken from time to time.

The rules are clearly 'spell effect' and duration is one element of a spell's effect unless stated otherwise. The FAQ did not change anything other than some people's mis-understanding.

No, the rules really aren't clearly "spell effect" as there are things, as cited, which say "as the spell" but don't use the spell, other than for how a specific thing functions, as the spell is where it is defined.

Rings, for instance, are very confusing in write-up, as the general rules for rings tend to push toward "worn as activate", with mention that command word would be specified, in one place, but a different assumption, about rings, in a different place.

One of the many problems that can crop up when you take two different, and large, tomes, and combine them into a single, even larger, tome. Just consider how often players and GMs alike miss that you cannot make potions of Personal range spells. And some of those illegal potions even make it into Paizo products...

And, after 20 years, you expect me to remember every GM I have ever played at GenCon with? Sure, you betcha. Not.

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kevin_video wrote:
@Brian D. Mooney -- Do you happen to have a path of any kind that just uses Season 0 by itself?

I don't think this would be possible, what with 9 of the Season 0 scenarios being retired, so there are only 19 left.

That would, if it were even possible, only bring a PC up to 7th level, and I am unsure if there are enough low tier scenarios to get up high enough level to even think about the Season 0 Tier 7-11 scenarios.

Season 0 Scenarios, in no particular order:
0-1 Silent Tide (1-5)
0-2 The Hydra's Fang Incident (1-5)
0-3 Murder on the Silken Caravan (1-5)
0-4 Frozen Fingers of Midnight (1-5)
0-5 Mists of Mwangi (1-5)
0-6 Black Waters (1-5)
0-8 Slave Pits of Absolom (1-5)
0-13 The Prince of Augustana (1-5)
0-23 Tide of Morning (1-5)
9 1-5s, would bring a PC to 4th level, 9 XP

0-7 Among the Living (1-7)
0-14 The Many Fortunes of Grandmaster Torch (1-7)
0-17 Perils of the Pirate Pact (1-7)
0-24 Decline of Glory (1-7)
4 1-7s, enough to bring the PC to 5th level, 13 XP

0-16 To Scale the Dragon (5-9)
0-27 Our Lady of Silver (5-9)
2 5-9s, enough to finish bringing the PC to 6th level, 15 XP

But that leaves the PC 3 XP, 1 level shy, of being able to play the 4 7-11 scenarios from Season 0.

0-20 King Xeros of Old Azlant (7-11)
0-22 Fingerprints of the Fiend (7-11)
0-26 Lost at Bitter End (7-11)
0-28 Lyrics of Extinction (7-11)

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rknop wrote:

Next summer, the Con special is going to be "Race to the SPCA", opening up the Year of the Kitten.

Coinciding with the much-anticipated release of the Player's Companion "Kittens of Golarion".

And here I thought it was going to be "Year of the Scorpion's Bite", where everyone and her brother have to use only the scorpion whip as their weapon. All the favored weapons change to scorpion whip.

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Endure Elements
Protection from Evil
Bless

Bless Weapon

Obscuring Mist

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Believe me, there are much more optimized sets of PCs, including a whole party that only plays together.

Husband & wife PC pairs.

Local full tables.

Building not just complementary PCs, but building with the Teamwork feats, or other 1-2 punch type feats.

Some examples:
A trio of Rogues building with the Gang Up feat and high ACs in mind, so they will almost always get flanking and sneak attack when they work together.
A pair of PCs, one with a high crit range weapon, the Desnan Butterfly Sting feat, and a high Initiative modifier, and her ally, who is slower, built with a high Strength, and a 2-handed weapon with a large Crit multiplier...

I have played with a pair of Half-Orc Barbarians, set as siblings, both with the Half-Orc feat that raises their Rage modifiers to +8 to Strength and Con.

I currently am running for a pair of players who have "related" PCs, one is a Brawler/front liner, the other is a Face/support type, who orders the front liner around...

And we won't play "Summon David" by mentioning Summoner/Eidolon pairs, or Druids and their Animal Companions...

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Actually, the simplest way to deal with DR X/- is by doing enough damage to get through it....

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James Jacobs wrote:
Bronnwynn wrote:
Owen K. C. Stephens wrote:
blackbloodtroll wrote:

Are you sure?

One cannot declare they know RAI, for all things.

James Jacobs can. It's one of his super-powers. That's one of the reasons why he's creative director. :)
Well, not universally. But in the absence of compelling evidence from the crunchy team, I'm inclined to go with it.
For what it's worth... I invented traits back in the early days of the Adventure Path, and they were ALWAYS intended to grant trait bonuses that don't stack with each other. Each time a new author invents a new trait, there's a new chance for that initial design philosophy to erode, but it doesn't change the overall philosophy that bonuses granted by traits are not supposed to stack.

So, does that mean that, say, Pragmatic Activator should provide your Int mod as a Trait bonus to UMD? And, would, therefore, stack with a feat that gave you your Int mod as an untyped (Int) bonus to UMD?

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Sign language, cause Deaf Oracles need some more lovin'.

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@Chris: I find your citation of Quick Draw as a reason to disallow the drawing of weapon-like objects for free during a move if you have a +1 BAB, to be an argument for allowing it.

Citation: Specific trumps general.

Quick Draw specifically says it does not apply to wands, trumping the general rule that weapon-like objects are treated like weapons.

So, since Quick Draw specifically says it won't work for wands, it appears that the general rule should be that wands are, usually, treated for all intents and purposes, like drawing for free on the move, as weapons.

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YogoZuno wrote:
You don't HAVE to play the scenarios in slow mode, it's just a good idea to ensure you don't out-level later content before getting to it. I did the math, and you only HAVE to use slow mode if you plan on playing all the levels with the same character, and that character started at level 2 for the Ruins.

16 levels, ending with tier 11-13, and no slow mode?

Even starting at 1st, you would be at 17th, if possible, without slow mode...

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So, how would you handle someone doing a CdG with a lethal attack, but, due to a low Strength and a small damage weapon, only being able to do non-lethal damage?

2x 1d3-3 (Gnome or Halfling with Str as a dump stat, using a small dagger)

1 non-lethal, 2 non-lethal as a crit, Fort save for DC 11 or 12 or die?

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Every time I see the title of this thread, it makes me think of First Steps, Part 3, and a certain Druid with a log-like animal companion...

Or else, the little logs that animal companions leave behind when they get walked....

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Spoiler:
As I'm sure you've guessed, he randomly attacks my wife with a full round attack doing 29 damage at once which would be more than sufficient to outright knockout any lvl 2 character or outright kill any lvl 2 character that has a low hit die, let alone one with a low hit die and 3 health left. Needless to say she died.

I see an issue right there.

Full attacks, especially against an injured target, should be handled one attack at a time. Once the original target goes down, especially form the description in this game, the attacker would move on to a new target, especially since it didn't need to even take a 5' step to switch targets.

Claw, claw, bite?

Claw, target goes down, move on to next target with he second claw. No need to add insult to injury. Unless it was some sort of zombie ogre, and even then, it would have switched targets after the first one went down.

And, yes, I am of the school who thinks you can draw a wand on the move. Otherwise you get into all sorts of issues, even with the first part of the rules, when you start getting into defining when is a wand a weapon-like object, and when isn't it?

Wand of Magic Missile? Always weapon-like.

Wand of Cure/Inflict Light Wounds? Situationally an offensive spell, so sometimes weapon-like?

Wand of Feather Step? Not an offensive spell, unless you consider using it on a charge build to be offensive, so never a weapon-like object?

Seriously, setting up wands as always weapon-like, as the first part does, means that, unless explicitly excluded, like in Quick Draw, it is treated as a weapon for usage. Also note that Quick Drawe explicitly excludes wands from being a target of Quick Draw. Drawing on the move does not.

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