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Verik Vancaskerkin

kinevon's page

Goblin Squad Member. FullStarFullStarFullStarFullStar Pathfinder Society GM. 3,669 posts (4,833 including aliases). No reviews. No lists. 1 wishlist. 32 Pathfinder Society characters.


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Liberty's Edge ****

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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?

Liberty's Edge

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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.

Liberty's Edge ****

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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)

Liberty's Edge ****

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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.

Liberty's Edge

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Endure Elements
Protection from Evil
Bless

Bless Weapon

Obscuring Mist

Liberty's Edge ****

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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...

Liberty's Edge

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

Liberty's Edge

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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?

Liberty's Edge ****

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

Liberty's Edge

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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.

Liberty's Edge ****

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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...

Liberty's Edge

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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?

Liberty's Edge ****

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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....

Liberty's Edge

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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.

Liberty's Edge

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Actually, for combat maneuvers, you would use his CMB, then, if appropriate (trip, disarm and sunder), add in his weapon-based modifiers (+1 enhancement from the weapon, any Weapon Focus, Weapon Training, etc.)

As mentioned, to break the line down:

+1 halberd +14/+9 (1d10+10/×3)

+1 halberd means it is a +1 magical weapon
+14/+9 would be his attacks with the halberd during a full attack action.
If he only gets a single attack, say with a standard action attack or AoO, he gets the +14 modifier to hit
The weapon does 1d10+10 points of damage on a successful hit
The +10 includes:
+1 enhancement from the weapon
+1 weapon training (pole arms)
+6 Strength (18, 1.5 for 2-handed weapon)
+2 Weapon Specialization (halberd)

Trip: +11,+15 with the halberd, per the stat block. Given his feats, tripping will not provoke when he does it.

Note: He has the feat Greater Trip. That means that, when he successfully trips someone, they will provoke AoOs from any enemy that threatens them. That includes the Watch Captain himself.

He is also a 7th level Fighter, so he will, at CR 6, be a handful for a low level party, all on his own. And he almost certainly won't be all on his own.

Liberty's Edge ****

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Seth Gipson wrote:
Game Master wrote:
Interesting. Is there no way to get to level 20 without RftRK as your last game?

Yes, both RftRK and Siege of the Diamond City can be applied in the 12-15 range for player or GM credit.

So once you are done with Eyes and are at 13.2, apply one of those either by playing or GMing it to hit 14, and the module up from there.

That would let you get to 19.0, as there are, currently, no Tier 17-19, 18-20, or 19-20 modules or APs available.

Right now, you have to play from 13.2 to 19.2, using modules, ending with one of the 16-18s at 18th level play, then play or GM credit Race to get to 20.0.

Liberty's Edge ****

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Steven Schopmeyer wrote:

The only disagreement I have is that you can slow track only 6 levels and still end at 12th level.

If my math is wrong, please show me where.

Edit: Ah, now I see. You meant that there would be other scenarios beside Emerald Spire. The original question was about playing JUST Emerald Spire, then Eyes.

As pointed out, I think you got a bit confused.

Slow tracking 6 levels of Emerald Spire would still be worth 3 levels worth of XP, as it is 1.5 XP per level, not the .5 you would get from scenarios. 6 scenarios at slow would be only 1 level advancement.

And Emerald Spire has 10 other levels, so that comes to 13 levels worth of XP, which is 36 XP, and not in range for Eyes.

You have to get 12 levels worth of XP in 16 levels of dungeon, all worth a level of XP.

33 XP, divided amongst 16 levels.

6 slow levels is worth 9 XP, or 3 levels, which leaves 8 levels for the other 10 levels.
10 slow levels would be worth 15 XP, or 5 levels, leaving 6 levels for the other 6 levels, leaving your players setup at the right total to play Eyes.

Level 1: 1-2 (1)
Level 2: 1-3 (2)
Level 3: 2-4 (3)
Level 4: 3-5* (4)
Level 5: 3-5* (4)
Level 6: 4-6 (5)
Level 7: 5-7 (6)
Level 8: 6-8 (7)
Level 9: 7-9 (8)
Level 10: 8-10* (9)
Level 11: 8-10* (9)
Level 12: 9-11* (10)
Level 13: 9-11* (10)
Level 14: 10-12* (11)
Level 15: 10-12* (11)
Level 16: 11-13 (12)

Paizo recommended slow levels are *, which is setup to get your PCs to 13th level at the end.

Liberty's Edge ****

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Check the Season 6 version of the Guide to Pathfinder Society Organized Play.

Szcarni faction missions and boons are not used at all any more. Only former Szcarni members will have kept any that they earned during earlier seasons.

The Exchange will use the Qadiran faction missions and boons.
Liberty's Edge uses the Andoran missions and boons.
Sovereign Court will use the Taldor missions and boons.
Dark Archive uses Cheliax missions and boons.
Sapphire Sages use the Osirion missions and boons.

Grand Lodge uses the Grand Lodge missions and boons when they exist, in earlier seasons (0-2) they would use the Osirion missions and boons.
Silver Crusade use the Silver Crusade missions and boons, in earlier seasons (0-2), they would use the Andoran missions and boons.

Liberty's Edge ****

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pauljathome wrote:

In the Guide to Organized play it lists what you can buy. There are no clerical cast continual flame items in any legal resource as far as I am aware.

So that leaves spellcasting services. Although it is not clear I'd say the FAQ on meta magic combined with the restrictions on consumables makes it clear that the intent is you buy spellcasting services as you buy consumables, ie lowest caster level and you have to pick wizard over cleric.

Its a moderately moot point since getting a PC cleric to cast isn't usually an onerous chore and one REALLY wants the heightened version anyway (which is clearly disallowed)

Can you cite that? As long as you pay gold, you are allowed to purchase spellcasting services at higher than minimum caster level, otherwise, in the higher tiers, spells like remove disease from an NPC caster at minimum level just won't cut the mustard.

And, just to add to the confusion, since, in PFS, scrolls are untyped as to Arcane or Divine, what happens when you buy a scroll of continual flame at CL3, and have a Cleric use it? Does it automatically act as the Cleric version of the spell, becoming SL3, CL5, or does it stay as the Wizard version of the spell, SL2, CL3?

Liberty's Edge ****

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Your GM says, "Hi! My name is Marty."

Bwhahaha!

Sincerely,

Marty

Liberty's Edge

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Ziere Tole wrote:
kinevon wrote:
graystone wrote:
...
You seriously believe that holding a weapon in order to use the pointy bit at the end is the exact same way you would hold it to whack someone with the side of it at the bottom? Seriously?

See, this is the flaw in the FAQ, its assuming that you're using the other end of the weapon, which would make sense for requiring a different grip. So if a player can explain using a weapon with the same grip, would they no longer need to use an action to switch?

Thrusting with a longspear requires a different grip than swinging the other end of it. Swinging with a polearm like a halberd or naginata, on the other hand, could use the same grip, regardless of whether you're hitting them with the end or the middle of the weapon. Therefore, it can be assumed that this FAQ applies only to thrusting reach weapons (which for simplicity we'll say is the same as piercing), and other reach weapons do not require an action, since they do not need a change in grips.

[Again, I'm not arguing against the mechanics of the ruling, merely the wording/reasoning of it]

Actually, you are still incorrect. Swinging a weapon to use an end 6' away from you requires different dynamics than swinging it to use the part in the middle at 3' away from you especially since those middle bits are both not designed to hit with, and not designed to take a full force hit on something else. And your forward hand is probably, normally, holding it there so it doesn't do anything weird when you are attacking with the nasty part at the end.

It is also why brace is an action of its own, as that requires a totally different grip on a brace-able weapon than wielding it as a mobile attacking weapon.

Seriously, if you want to use a weapon to attack and threaten at both reach and adjacent without having to spend free actions, spend the three feats, and get yourself a whip.

Liberty's Edge ****

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"Okay, this scenario's author is Josh Frost..."

Liberty's Edge ****

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To reformat BNW's response into a consistent format, and add the missing faction:

Liberty's Edge uses Andoran faction missions
Silver Crusade uses Andoran missions for the seasons before there was a Silver Crusade faction
Dark Archive uses Cheliax missions
The Exchange uses Qadiran missions
Scarab Sages uses Osirion missions
Grand Lodge uses Osirion missions for the seasons before there was a Grand Lodge faction
Sovereign Court uses Taldor missions

Liberty's Edge ****

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Auren "Rin" Cloudstrider wrote:
i don't play PFS because not only do i not want to keep up with the erratas or faqs, some of which are constantly changing left and right, but because i like to do mildly illegal but required things like starting a level 1 monk with power attack or a level 1 warpriest with weapon focus or heck, playing a noncore race or 3rd party class without needing to acquire a special slip of paper. hell, i like to use the original versions of crane wing, heirloom weapon and antagonize from before they were overnerfed to the ground.

And... just as a reminder, you would still need to get your GM to "buy in" for any of those things, as well. And I have seen responses to threads, both in the PFS and other forums, saying that many non-PFS games run under stricter rules than PFS.

The ONLY difference is that the PFS over-GMs have already ruled on the legality of all of this, so everyone knows, up front, whether you will see Zoomer playing with a rules-legal build, or with some sort of non-standard modified build. And don't have to worry that the GM gave Zoomer permission to use something that he denied to you. :(

Liberty's Edge

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boring7 wrote:
Caderyn wrote:

I have occasionally had to scrounge for components after being captured as a Wizard (at least till we got to my gear and the obligatory 15 spell component pouches that I always carry once I start getting to the level that steal combat maneuvers are a thing).

Having just 1 pouch is an unnecessary risk (much like having just 1 spellbook).

Its interesting as a level 1 wizard insisting the party go via the kitchen first so you can use grease on the encounters before you recover your gear.

Most of the fighters I play carry a spell component pouch for when the wizard/sorceror/cleric loses his in a fit of bad luck or incompetence.

Consider: Fighter, glamered armor looking like robes, spell component pouch. Maybe some way to make your weapon look like something innocuous or wizardly instead. Wizard in mock armor, wielding something that looks like a nasty weapon...

Liberty's Edge

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Would casting grease on the druid or succubus lengthen or shorten the grapple?

Slip sliding away....

Liberty's Edge

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blackbloodtroll wrote:

Well, for things like PFS, you get such table variance, from despising Take 10, to loving Take 10.

So, I am looking to have a neat list of skills that are available for Take 10, show them, and get the whole thing out of the way, before we start.

Less disagreement/confusion, the more fun.

Heh. The list, other than including UMD, is the list of skills in Chapter 4 of the CRB.

Some skills list explicit exceptions to when they can be used to Take 10, which is UMD in general, and Swim in rough water/heavy weather, and any skill when you are threatened or distracted.

So, climbing a wall above a lava pit? You can Take 10.
Climbing the wall above a lava pit, with someone shooting a bow at you? Sorry, no take 10.

Swimming in clear, calm, tropical waters? Take 10
Swimming in muddy, storm-lashed tropical waters? Probably not going to be able to take 10.

Trying to use UMD to activate a known wand? No way of taking 10 on this, barring a few rare class features. Of course, at higher levels, this can still be a gimme, once you get your UMD modifier to +19...

Trying to use a Knowledge skill at a library? Take 10 allowed, probably with a bonus from the library.
Trying to figure out what that creature attacking you is? No take 10 there, except for a couple of Bard archetypes or some such.

Liberty's Edge

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Nocte ex Mortis wrote:
Tacticslion wrote:
Malachi Silverclaw wrote:
Lathiira wrote:
CrimsonVixen wrote:
Choon wrote:
Or how many fist bumps you'll get.
You are forgetting the Shackles of Compliance, Animate Rope, Web, Sovereign Glue, Grappler's Grease, Dominate Person, and the multiple level-drain attacks. What makes you think your fists are going to be free to do that?
Well, we also discussed an eidolon in there somewhere, but not how many limbs it had been given....
....limbs?...or tentacles?

"You know... like ze ock-tee-poos?"

/moviequote

Ha Ha! Better Off Dead. I just watched that today for the umpteenth time.

Now we need to know what kind of language lessons the succubus has undergone.

Tongue twisters, for the really ... flexible ... tongue.

And, of course, it made me think of the song "Tongue Tied", sung by the Cat, in Red Dwarf... Cat & Succubus, for the .... win?

Liberty's Edge

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Human Fighter wrote:
The "table variation" is that I guess to use the spring loaded, you need to have it all the way down your firearm, and since the potion isn't exactly that length it will be unstable, and will be DAMAGED by the spring when activated. Also, iron ones won't work too, because they'll get clogged, and also that they're too much weight, even though it's just one lbs. I'll try again in the future and more closely point out the weight it lists.

By the way, there is at least one RAW item that can be put into wrist sheathes that is definitely, and significantly, not the same length as, or shorter than, the PC's forearm, and that is that bundle of 5 ARROWS that it lists.

A longbow arrow, for full draw, is going to be about the same length as the distance from the tip of your nose to the tip of your outstretched middle finger, or about half the person's height for a longbow arrow.

But, overall, since it can also holds darts, which are much shorter, even for combat darts rather than game darts, an iron flask shouldn't be an issue.

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Mark Hoover wrote:

If the player wants to skip the level of cleric have them find a level 1 adept NPC. Said adept has CLW studied for the day. The player pays them 10 GP for casting the spell into their newly created wand, and it's done.

Also if you're using Ultimate Campaign's Downtime rules, the PC could use a skill to earn Magic capital at the cost of 50 GP/pt. Spending one pt of magic capital is then the equivalent of 100 GP towards the cost of the wand. In this manner they could work a bit more to earn the capital and spend 200 GP instead of 375 for the creation of the wand.

Finally it might be worth it to just have the player research Infernal Healing as one of their spells. This is a 1st level spell that grants 1 minute (10 rounds) of Fast Healing 1. Essentially this is (over the full minute) more healing than CLW at CL 1 and costs the same for the PC to put in a wand. Of course, they have to find either 50 doses of unholy water or a vial (50 drops) of devil blood, but I'm sure that's in every corner apothecary right?

Mark, no where does it require a full vial of unholy water, nor any significant amount of devil blood to cast Infernal Healing. Whatever is needed is, technically, included in the standard SP{ell Component Pouch by default, since the spell does not list any exp[licit cost for the material component, unlike, say, Stoneskin.

So, a wand of CLW or IH would both cost 375 to craft, or 750 to buy.
IH would also fit within the FAQ'd information on spells known versus spell list, as IH is on the Sorcerer list, so buying a Page of Spell Knowledge of it would let him add it to his spells known and spell castable.

1,000 gp for the Page, 500 if crafted instead; one first level spell slot set aside to power the wand crafting, and, presumably, Spellcraft trained, and the crafter is golden. 1 wand, for 500 hp healing, per day. Less than a gold per hit point, so not a bad exchange. Still not a good in-combat healing option, although having Fast Healing running can have its benefits, since that would negate the need for worrying about your down buddy stabilizing, unless he is under a Bleed effect, since he would be either dead already or stabilized...

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How about a Succubus/Tetori Monk. That'll really grab ya. ;)

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jimibones83 wrote:
What can I reference to prove that you can take 10 on a day job roll?

Try the Guide to Pathfinder Society Organized Play, v6.0, page 21, left column, aty the end of the second paragraph in the subsection on Day Jobs:

"You may take 10 on a Day Job check, but you may not take 20 nor can you aid another."

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Replayable/evergreen scenarios, modules, and AP segments:

Scenarios:
Intro 1 - First Steps, Part I - In Service to Lore (1)
5-08 - The Confirmation (1-2)

Modules:
Crypt of the Everflame (1-2)
Murder's Mark (1-2)
The Godsmouth Heresy (1-2)
Thornkeep - The Accursed Halls (1-2)

Free RPG Day modules:
Master of the Fallen Fortress (1-2)
We Be Goblins (1-2)

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

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To me, at least, "Power Gamer" refers to the far end of the optimization spectrum, where Orcus becomes a snack, and power is measured in how quickly you can take down the Tarrasque. ;)

"Munchkin", other than the game from SJG, refers to someone who would be right at home on "The Price is Right", where they are trying to get the most bang for their buck, rather than the best options, just the most efficient ones.

Now, "Cheater", on the third hand, is usually separate form the above, other than a few cheaters who simulate being in one of the above groups, rather than being in the "This person does not, and will not, obey the rules of the game." group.

And, finally, Min/Maxer is usually someone who can fit in with either of the first two groups, is not usually interested in cheating, but tries to make the most efficient character he can for his effort. This can be difficult to distinguish from Munchkins or Power Gamers, if there is really any serious difference between the three types.

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Dylos wrote:
LazarX wrote:
Senko wrote:
Yes its essentially the Shinto of Golarion which seemed appropriate for the character. I'm not really a fan of the core gods so I'll probably leave it blank since I don't need a deity for a wizard. I have the guide but I wanted to get a second opinion to catch things I missed (like Tamashigo). I can provide the rules but I'll keep that in mind if I'm away from the local group.
It's a legal choice for anyone that's not a cleric.
Well, just as legal as worshiping Razmir, which you also cannot write in your deity box legally.

Say what? Where does it tell me that my Razmiran Priest cannot worship Razmir?

Razmir is the source of all that is good and beneficial. Those other so-called deities, who are not living gods, just make their followers dependent on them, instead of making them upright and stand-up types, like us Razmiran Priests are.

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Just a couple of notes, for those of you saying that the writer of the words on one thing actually knew what, exactly, the other thing referenced was going to be: False.

Pathfinder Core Rulebook:
Lead Designer: Jason Bulmahn
Design Consultant: Monte Cook
Additional Design: James Jacobs, Sean K Reynolds, and F. Wesley Schneider
Additional Contributions: Tim Connors, Elizabeth Courts, Adam Daigle, David A. Eitelbach, Greg Oppedisano, and Hank Woon

5 designers, 6 additional contributors

Creative Director: James Jacobs
Editing and Development: Christopher Carey, Erik Mona, Sean K Reynolds,
Lisa Stevens, James L. Sutter, and Vic Wertz
Editorial Assistance: Jeffrey Alvarez and F. Wesley Schneider
Editorial Interns: David A. Eitelbach and Hank Woon

Editing, if you count everyone listed: 11 people

Total pages: 575 through the Index.

You seriously think all 11 people went over every single word on every single one of those pages as a group?

Almost certainly not.

Someone was probably in charge of each chapter, but I would suspect that the coordination between chapters was fairly loose. Let's consider, the feat Brew Potions, and compare it to the Creating Potions section of the Magic Items chapter. Is the fact that you cannot make potions from spells with the Personal range in both sections?

Brew Potion (Item Creation) wrote:


You can create magic potions.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Creating Potions wrote:

The creator of a potion needs a level working surface and

at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion: 25 gp × the level of the spell × the level of the caster.
All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.) The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions. The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.
Material components are consumed when he begins working, but a focus is not. (A focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster’s currently prepared spells, just as if it had been cast.) Brewing a potion requires 1 day.
Item Creation Feat Required: Brew Potion.
Skill Used in Creation: Spellcraft or Craft (alchemy)

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And, on that note, do I get to say my tanglefoot bags are actually syrupfoot bags? Either way, it is a sticky situation, although maybe I should go for molasses, instead.

"You, sir, have been blackstrapped!" Which also suggests a new alchemical power component for the black tentacles spell...

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Brian Lefebvre wrote:
Serisan wrote:

Technically, the Guide to Pathfinder Society Organized Play is part of the core assumption, so the player isn't technically required to bring that resource. It's only the Additional Resources that require the resource to be produced.

So says the Guide, at least.

The core assumption is what every participant is suppose to have, not the stuff just the GM is expected to have.

The Guide is a free download, so it should be easy for every player to save a copy of each year's guide during each season they play PFS. Which means if a particular item is removed from the Guide during an update they should have the older copy available to them.

At least as long as you aren't trying to save drive space by deleting obsolete material.

I don't have any Shadow Lodge or Lantern Lodge PCs, so I no longer have a copy of the GtPFSOP that contains any of those traits. I have several Andoran PCs, at least one of whom has Hunter's Eye, but I almost didn't have a copy of the GtPFSOP with that trait in it, because I was cleaning out old copies when I got the new Season 6 Guide.

Now, if I had deleted all my copies of the older Guides, would I have to replace that trait with a current trait? Or would my 12th level PC with that trait now be considered illegal for PFS, without an older copy of the Guide available? No way to retrain it, since there are no retraining rules for traits....

Hunter's Eye:
This was an incredibly wasteful choice for my PC who has it, as he started out with a level of Fighter, so he automatically had proficiency with both longbow and short bow. And, in the 11 levels I have played him, as an archer, only once have I been able to make use of the no penalty to attacks within the second range increment. 33 XP, one use of Hunter's Eye. Makes it about on-par with the banned Rich Parents trait, IMO.

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Pugwampis have an unluck aura, which is one of the roll twice, take the worst roll effects. There are some things that can make one immune to this aura, though.

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Okay, a little history is in order.

Season 0, where it all started, you only got PP for completing faction missions, none for completing the Pathfinder mission. At that time, as well, most scenarios only had a single faction mission available, so a "good" result was getting a single PP for a scenario.

With Season 1, they added a few more scenarios with 2 faction missions, one "easy", one "hard", to get the possibility of getting two PP.

A while later, due to comments and complaints, it was decided to make a serious change in how PP could be earned. It was also, in part, a result of the Society getting the number of factions doubled from five to ten. 20 faction missions would have, pretty much, used up the word count available for the scenario. ;)

So, at that time, you could earn one PP for completing the mission that the VC gave you at the beginning of the game. Earlier seasons were retconned to do the same thing, along with allowing you to gain another for completing the faction mission, which worked fine for scenarios where each faction only had one mission. It was under a lot of discussion as to which mission to use for the scenarios where each faction had two missions...

Now, as of Season 5, the way to earn PP was, yet again, updated. Now, you earn one PP for completing the mission you are given at the beginning of the game, usually by a VC. You can earn a second PP for completing a semi-secret goal, not usually explicitly given in the briefing, although it is frequently hinted at there.

For earlier season scenarios, those secondary missions could be as simple as completing the primary mission, or be denoted by actually being told to give out the old faction mission slips. Many of them are in the spirit of helping the Pathfinder Society change its image from MurderHoboBums to the League of Civilized Adventurers.

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Wouldn't that be lesser evolution surge at 4th level, and 2 evolution points?

I don't see anything against it, except that each evolution would have to be a new evolution, cannot grant the eidolon any natural attacks above their normal maximum natural attack cap, and meets the spell requirements.

Might be good for a last-ditch effort, but it burns up those precious level 2 slots when you won't have a heck of a lot of them, for a minutes per level buff.

I can see it, since you would have to give up the same level spell slot as casting a 4+ person haste would take....

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Loengrin wrote:

Mmmh as I have said this ability things is strange, whan you make a skill check you do this : 1d20 + skill ranks + ability modifier + racial modifier.

Let's take Bluff which use Charisma Bonus, I can have a "add your int to Bluff skill" but not a "add Cha to your Bluff skill" ?

You already have a "add Cha mod to your Bluff skill" as a default.

Now, is there a feat, trait, class ability or anything else that gives the ability to "Add your Charisma modifier to your Bluff skill" out there?

Not for that specific thing, but you get a few things for other checks.

CMB, for instance, normally uses BAB and Str mod.
Weapon Finesse lets you use your BAB and Dex mod, instead of Str mod, for CMB when using a combat maneuver with a Finesseable weapon.
Agile Maneuvers lets you do the same thing, but doesn't require a Finesseable weapon, or even a weapon-based maneuver.

Fury's Fall, a feat from the Cheliax book, lets you add your Dex mod to your CMB when making a trip combat maneuver.

Now, the question that comes up is whether the Dex mod added from Fury's Fall has Dex as the source, or Fury's Fall as the source. If it is Dex, many feel that you cannot use it in combination with the Dex substitution provided by Weapon Finesse or Agile Maneuvers, as Dex would be the source for the mod in both cases. Others look at it as the bonus comes from Fury's Fall, in which case it doesn't matter that the user's Dex provides the numeric value, as the source is Fury's Fall, rather then Dex, and it would stack.

Which is what the whole question for this thread is, is what defines source for this kind of thing, as that defines what can stack,m and what cannot.

FrozenLaughs: Su, Sp, and Ex are not really sources, they simply give some rules for interactions between those abilities and certain other game effects, like whether the ability functions in a no magic zone, and whether it provokes an attack of opportunity by default.

Yes, two abilities, with the same name, but with different types (Su, Sp and/or Ex) will qualify as different abilities, but that is the whole thing taken together. Two different abilities, with different names, but the same type (Su, Sp, and/or Ex) can still stack, if their bonus type allows it.

The Dodge feat, for example, gives a +1 Dodge bonus to AC.
The Mobility feat gives a +4 Dodge bonus to AC in certain circumstances. In those circumstances, you would have a +5 Dodge bonus to AC, not a +4.

Now, if it were possible to take either feat twice, the bonus provided would not stack, since they would be a +x Dodge bonus from source feat X, even though, normally, Dodge bonuses stack. The feat, in this case, would obviously be the source of the bonus.
The type is Dodge, the source is the Dodge feat.

Hope that makes sense, and explains where some of us are coming from, and why we are confused when some people say that Dex is the source of the bonus from Fury's Fall...

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Aelryinth wrote:

"never gets hit" is a euphemism for 'gets hit so seldom that it really doesn't matter." Stop taking things literally in your nerdrage, please.

Guided is in a PFS AP, which is official enough for me and a lot of others.

Just to respond to these two comments:

Hit seldom means that you have to be able to survive it when it happens. Never gets hit was what you said, which never happens, no matter your AC.

And, on Guided: Yes, it is in an AP segment which has some material that is PFS sanctioned for use. Guided, however, is not one of those pieces. Guided has, so far, not made it into any Pathfinder source, and, since it is not sanctioned for PFS, please leave out arguments of, "If it is good enough for PFS, it is good enough for me.", since it isn't PFS sanctioned material.

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Kalridian wrote:
Afaik, taking the aoo against the wizard would "discharge" your readied action, since you can't do anything else while having an action readied, so Cyrads idea wouldn't work.

AoOs and Readied Actions are separate things. Taking an AoO, unless it leaves you in a state that invalidates your trigger for your Readied Action, won't disable your Readied Action.

Indeed, depending on circumstances, it is possible to get both your Readied Action and an AoO against the same target.

Pole arm wielder, readies an attack against an enemy moving out of his threatened area. Enemy charges the PAW, moving from 20' away. As the charger exits the 10' square from the PAW, he triggers both an AoO, for moving out of a threatened square, and the Ready, for meeting the trigger for it. Even more fun, depending on the feats/build of the PAW, there is the possibility for the target triggering more AoOs,

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However, if you pay gold, you can also reduce or eliminate the risk entirely by purchasing the services at higher than minimum level.

If you pay with Prestige, you can only get the spell cast at minimum caster level.

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Atragon wrote:
I feel like a Razmiran Priest could get quite a bit of mileage out of the vestments, what with having False Focus and all...

Exactly what I was thinking, False Focus and a gold holy symbol, gives free castings of Heart of the Metal for any of the special materials.

Then again, for my Razmiran Priest, one of his first purchases was a gold holy symbol...

And a spare...

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BigNorseWolf wrote:

Changing your faction costs a number of

Prestige Points equal to 3 times your character level,
but does not alter your Fame score.

Note that there is NO COST for "switching" from Sczarni to The Exchange at the beginning of Season 6, that is the default change, since Sczarni has, essentially, been retired.

There is, also, a free faction change available, if The Exchange is not your faction of choice for your former Sczarni member.

Faction changes, beyond that, will cost as BNW posted.

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With a single caveat: As long as they have not taken an archetype that replaces their spellcasting.

I believe that at least Ranger has such an archetype, and, with that archetype, that PC would only be able to use wands via UMD.

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Given the existence of scanners, printers, and graphic editors, there is no way to truly secure any chronicle from someone who wants to cheat. Most of us operate under the honor system, in general. It usually works fine.

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ZenithTN: Please do not try and argue against the rules of the campaign.

PFS does NOT allow crafting in general. There are a few, very few, specific instances where crafting is allowed, but those are clearly spelled out and demarcated.

Crafting zero GP items is NOT in the allowed area for crafting for PFS, so it cannot be done.

So, a Druid cannot craft a club between sessions in PFS because it is disallowed by the Organized Play campaign rules.

To be honest, as a GM in a home game, if I had a player coming in with an attitude like the one demonstrated by the whining posts, "Why can't I do this?" and not accepting my statement that it is not allowed, you would get kicked from my table.

So, in the end, it isn't allowed BECAUSE the PFS OP rules say it isn't allowed. You cvan come up with your own reasons behind it, but the simplest one is the slippery slope one, where you then get the "If I can craft a club with my ranks in Craft (Weapon), why can't I craft a Greatsword? It is the same skill!"

Also note, most PFS GMs, in my experience, will let you either "pick up a club" on the way into the dungeon, or will hand wave your having purchased a zero cost item before you left town.

Items you could pick up for free, and should always have in your inventory until you can afford better:
Club or quarterstaff (B for skeletons, depending on PC strength)
Sling and sling stones (everyone should have some sort of ranged option)

Just mark it, you can always claim, if it doesn't eat up game time, that you made it yourself.

But don't be a jerk about it.

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