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kinevon's page

Goblin Squad Member. FullStarFullStarFullStarFullStar Pathfinder Society GM. 4,865 posts (6,037 including aliases). No reviews. No lists. 1 wishlist. 37 Pathfinder Society characters.

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Tony Lindman wrote:
The policy is that you must have with you the source for any material you are using. If it happens that two sources for something are legal but you only own one, then you can only use what that one gives you.

How about if there is a semi-stealth errata from a developer on the boards correcting the stats in the book you own?

In this case, it is the stats for the Vetala-kin Dhampir. They are different in Inner SDea Races than in Bllod of the Night, but, per Patrick Renie, ISR is correct, and BotN should be fixed as per the post linked.

So, I only have Blood of the Night, do I use the errata post linked to fix the stats, or do I live with the incorrect stats?

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Muser wrote:
Written by Kyle "You asked for this!" Baird and Ron "My home group likes it hard" Lundeen!

Spoilered for sanity's sake

Only open on October 31st:
Edited by Josh "Raging Barbarian Ghasts" Frost

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Nimrandir wrote:
I like how you assume that our characters aren't going to die before hitting level twelve, Andrew. It's adorable. ;-)

I don't think he makes that assumption, just that, for most PCs, dying after a certain point is little more than a speed bump.

I am fairly sure that all my Level 12 and higher PCs have died at least once along the way.

Kinevon, Fighter (Polearm Master) has been BoLed at least once there, too.
Callarek, Fighter with a longbow, has died several times, including early on in one SPecial, where he got raised before the next Act by one of his party members.
Bruno, Fighter (Lore Warden)/Magus (Kensai), has been down multiple times.

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Additional note: He should be able to get into his wireless router using an Ethernet connection, log in as admin, and check or even change the wireless password. Bring a LAN cable and your laptop, and offer to fix it yourself, for him. ;)

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Daniel Myhre wrote:
BigNorseWolf wrote:


If something comes up during the game its much faster to search for it on someone's phone.

Not an option for me. Local store where PFS stuff is held at has a free wifi connection. The store owner can't remember what the password is. He THINKS he knows the password, but I've tried every single variation of what he claims it is... including L33t Sp33k. Still no dice. As such I either need the PDF on hand, or a physical copy on hand.

But yeah, other then CRB you shouldn't need too much with you. Maybe the Ultimate Equipment Guide and a Bestiary or three. GM Guide is a good one to keep on hand too. Otherwise it's up to your players to provide a copy of any Additional Resource content they're using. They can't be bothered to supply that to you, or can't verify they have a PFS Legal copy of the book (IE either physical copy or watermarked PDF) then it's within your rights to say "no". And if they don't have a PFS Legal copy of the book in question, it's your duty to say "Hell no".

Well, maybe phrase it more politely. But same sentiment.

Just an FYI:

Smartphones typically don't need access to WiFi to access things like Google Drives or such. They need it to download applications and application updates. And, indeed, if someone has a typical smartphone, they can also use it as a hotspot for someone else to be able to use WiFi to connect.

At the store I typically play at, none of the WiFi networks visible are unsecured, none of them are accessible to the players or GMs, so...

I used to have a Hot Spot device, but my carrier sold out, and the new carrier is discontinuing that network. :( I recently upgraded my cheap flip phone to an actual smartphone with 4G, and use it as a hotspot, when I need to, for my tablet.

And someone with the PRD, Archives of Nethys, and the D20PFSRD bookmarked can get to them quickly, if needed.

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On the electronic side: Organize!

Keep books in "logical" groups on your iPad, so you can drill down to find the right book quickly.

I use my Google Drive, and a Pathfinder folder, with various subfolders in it, like Rulebooks, Companions (player companions), Campaign (campaign settings), PFS, etc.

My PFS folder contains CharGen (character generation stuff), Scenarios (subsfolders by season, the a folder per scenario), Modules (Subfolder per module,possible subfolders for tokens and such for online); Quests, etc.

Makes life quicker for me. "Where do I find info on Varisia? In my Campaign folder, in the Varisia subfolder, or maybe in the Magnimar subfolder, if that is where the PCs are."

Grand Lodge

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Also, even orisons can break the game. Create water, for example, totally breaks it. Something almost any Cleric, Oracle, etc., can use infinitely.

And, if you allow traits, any caster can add it to their spell list using Two-World Magic.

Any of the Summon spells.
A good portion of the Conjuration, Transmutation, Abjuration and Evocation lists.

While a lot of the spells aren't written that way intentionally, a lot of them can be used for it.

Create Water, Purify Food and Drink, Heroes' Feast, and this is just off the top of my head form the CRB.

CRB Spells:
Animal Growth
Baleful Polymorph
Control Water
Control Weather
Control Winds
Create Food and Water
Create Water
Detect Animals or Plants
Elemental Body I-IV
Endure Elements
Gaseous Form
Heroes' Feast
Ice Storm
Iron Body
Legend Lore
Limited Wish
Major Creation
Minor Creation
Plant Growth
Polymorph Any Object
Polymorph, Greater
Purify Food and Drink
Scrying, Greater
Sleet Storm
Stone to Flesh
Summon (much anything)
True Resurrection
Wall of Ice

And that is just a list out of the CRB, with mainly working from looking at spell names and my memory of the spell.

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Daniel Myhre wrote:
Although Hero Lab does come close. They regularly update it. Still, there's no way for it to account for things like convention boons or chronicles granting access to something normally not allowed in the format.

Actually, I believe that is handled by ShadowChemosh's add-on, with an adjustment that can let you mark a PC's race,feat, etc. as legal.

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alexd1976 wrote:
3)During combat, if something modifies initiative (such as Ready, or Delay), then change your initiative to the appropriate number.

So, what is the appropriate number when you come out of Delay?

alexd1976 wrote:

4)Why can't something change your initiative during combat that is specifically made to do so? A spell, perhaps? Does specific no longer trump general for some reason?

Why does specific not trump general rules in this case? Please provide rules text to support the answer.

Because it is not a specific you are trying to apply.

Specific would be something like the 3.5 spells I referenced, which were designed to modify your initiative for a combat. They did so, however, by being designed to be cast before you roll initiative, and had instructions on the very limited time period they could be used.

So, since Cat's Grace gives an explicit boost to Dexterity, and Initiative is a Dexterity check, does casting Cat's Grace on someone in the middle of combat modify the initiative roll they made at the beginning of combat?

If so, please cite the rule that allows it, or the reference in the spell that it changes your initiative, and not just your initiative modifier.

Let us also consider the spell mentioned earlier, Unprepared Combatant:
The target takes a –4 penalty on initiative checks and Reflex saves.

It doesn't say they take a penalty on their existing initiative, just on initiative checks. So, future initiative checks.

Consider Cat's Grace:
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.

That would include giving them a +2 bonus to initiative, when such checks are rolled.

How does it modify an existing roll? It doesn't. Neither does Unprepared Combatant.

They would have to include specific language in them to allow such modification, they do not, otherwise, change pre-existing rolls.

Would Cat's Grace allow all the arrows shot earlier in the same combat, that missed by one or two, to retroactively hit? After all, that is one of the benefits of gaining a +4 to your Dex, that your ranged attack rolls go up by +2...

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alexd1976 wrote:

Personally, I would do this:

1)Calculate initiative using existing rules (general)
2)If things modify initiative, apply it (specific)

But maybe that's just me.

Only if they say, explicitly, that they modify existing Initiative rolls made before the spell is cast.

Let us consider a simple spell, one everyone knows.
Cat's Grace.
If you are under the spell before you roll Initiative, the +4 bonus to your Dexterity would also apply, indirectly, as a +2 bonus to your Initiative modifier.
However, if someone casts it on you during a combat, it won't modify your current Initiative, because, as so many have said, effects like this do not apply retroactively, unless they specify that they do.

At the beginning of combat, you roll an Initiative check. The results are resolved as your initial position in the Initiative Order chart/table/what-have-you.
During combat, the only things that can, normally, affect your place in the initiative order is the result of a Ready going off, or coming back in from a Delay in a different spot.
Note that, for the Delay, that is a very indefinite "number" that you get when you come back. If you come back after person Am whose original initiative check result was a 23, and person B, whose original initiative check result was a 13, what is your new number? All I can tell you is that it is somewhere between 13 and 23, exclusive, so adding 2 to it later, from Cat's Grace, can be really difficult to adjudicate.

And, just because we can, let's consider this in light of a very similar spell, Bull's Strength.
By taking your position out to the far end, if someone gets Bull's Strength cast on them during a combat, not only does it modify their to hit and damage rolls for the rest of combat, the new rolls; but it should also be applied to every attack and damage roll they made from the beginning of combat.

No, that way lies madness. Modifiers only modify new rolls, unless they carry an explicit reference that they also apply retroactively.

None of the spells referenced, so far as I have seen, do that.

3.5 had a set of spells that explicitly applied to Initiative for the current encounter, but they also had explicit information that that was how they worked, and they used actions for the casting in compliance with that definition.

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Remember that if he is grappled, he is also going to be taking penalties to Dex which affects both AC and CMD.

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One of the benefits of playing a Human, their alternate FCB for Sorcerer. For the first three levels, you can use it to get extra cantrips. At fourth level and higher, extra 1st level or higher spells known, as apprpriate.

My human sorcerer, just using the regular known cantrips, and this FCB, has 8 or 9 cantrips available. This lets him do some duty as a swiss army knife, since there are many places a cantrip is just right for the job, so he gets to save his 2nd level spells slots for when that kind of power is needed.

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There is a way around it, mainly for things that can have enhancements added.

Buy the base item (e.g. masterwork composite darkwood longbow, Str +3, for 2 pp instead of the 730 gp it normally costs), then enhance it to +1 for 2,000 gp, etc.

Grand Lodge

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nosig wrote:

"Spellcasting. How does it work? "

It's Magic!

sorry, couldn't help that...

Shouldn't that have been a link?

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chbgraphicarts wrote:
My Self wrote:
Cevah wrote:
Qaianna wrote:
Let's say I finally get that +1 glammered agile breastplate.



It's a (+1, Glamered) (Agile Breastplate). Not a (+1, Glamered, Agile) (Breastplate).

They really should have just named it a "Cuirass" or something similar so that people didn't get confused by this.

'Course, since the dev teams for the Player's Companion line and the Roleplaying Game line are two different groups, it's not surprising there's a miscommunication.

I want a +5 Dueling, Dueling rapier.

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pauljathome wrote:
John Compton wrote:
Those in the process of playing through using the Phase 1 rules would be confused as to what it means if Phase 2 is released while they're partway through the adventure.

That is very valid for an Adventure Path. As far as I can recall, though, all modules are sanctioned in their entirety. So for a module the issue doesn't arise. The chronicle sheet gained is the one present when the module is finished.

But it does open things up to one form of abuse/cheating. Playvtodsy, wait 6 months to report the game

For new modules, it still arises. For the old, 32 page modules, it was one and done. For new, 64 page modules, it has varied in the number of chronicles, and whether there was a bonus chronicle available.

Remember that the new modules also cover multiple levels, from 4-7 or so, as far as I have seen. And, for example, in Dragon's Demand, IIRC, not all the content was actually sanctioned for use in PFS mode.

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alexd1976 wrote:
Does anyone here actually think that initiative is a fixed number after it's rolled? Seriously?

Actually, as an experienced GM, I consider your initial Initiative score a throwaway number.

Once the starting order is determined, you can ignore the numbers. Between Delays and Readies, the initial Initiative order seldom survives more than a single round or two.

Yes, it makes adding reinforcements a bit more difficult, but, honestly, they should get added (invisibly) to the initial order, so you know when they are moving toward the fight, and when, exactly, they will show up.

Of course, for many combats, unless the reinforcements show up quickly, you are going into a new Initiative anyhow...

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alexd1976 wrote:

If you wanna deviate from RAW, that's your call, but as it is:

"You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort."

Same kind, is that same skill, or same kind, like social skill, physical skill, mental skill?

And, yes, actually, I have seen a fairly good reason given in a thread somewhere on how a good Appraise or Perception check could provide a circumstance bonus to someone's Climb check. Of course, that wasn't a true Aid Another....

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Jessex wrote:

That reminds me of another nasty to turn into a skeleton.

** spoiler omitted **
Got to say the more I think about it the more positive I become that no carry over of undead should be allowed. It would restrict cool BBEG in scenarios since they would inevitably get turned into undead for use by PC's.


Skeleton (Behir)
Skeleton CR 5
NE Huge Undead
Init +8; Senses darkvision 60 ft., low-light vision; Perception +10
AC 15, touch 12, flat-footed 11 (+4 Dex, +3 natural, –2 size)
hp 45 (10d8+0)
Fort +11, Ref +7, Will +7
DR 5/Bludgeoning; immune to cold; undead traits
Speed 40 ft., climb 20 ft.
Melee bite +11 (2d6+12)
Space 15 ft.; Reach 10 ft.
Special attacks: none
Str 27, Dex 18, Con ---, Int ---, Wis 10, Cha 10
Base Atk +3; CMB +11; CMD 15 (can’t be tripped)
Feats Improved Initiative
Skills None
Languages None
None (as it lost grab)

You have to be playing sub-tier 6-7 in a 3-7 to run into it. It costs 500 gp in onyx to animate. And it is not very scary at all, since all the Mythic stuff just goes away in the translation, and so does most of the Advanced template, other than a few minor things. I think it hits a little better and does a small amount of damage more because of that template, and has slightly better Reflex and Fort saves. It's AC sucks, even with the bonus to Dex from Advanced.

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Steven Schopmeyer wrote:
kinevon wrote:
Hard to frame someone whose every action screamed "I am untrustworthy."
Don't you mean "laughably easy"?

I thought we were discussing GMT, not Zarta?

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Muser wrote:
"Yes, my minion, come forth and know this: your god, Razmir, has taken ill and needs a balm. Right now. Uh, I...lo, he is mighty!"

I thought the Razmiran Priest was a member of the leadership of the country, and knew enough about the snake oil they were selling...

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UndeadMitch wrote:
Yeah, all that passage is saying that it is not Always Available, that you must meet the fame requirements for it to own it.

Or, for 2 PP, bypass the Fame requirements.

Items that a 1st level PC might want to buy for 2 PP after their (usually) first game:
Wand of Cure Light Wounds (Almost always someone who can use one)
Wand of Infernal Healing (If you can use it, or think you'll be adventuring with someone who can, cheaper healing)
Wand of Magic Missile (Arcane caster, use your spells for other stuff)
Wand of Mage Armor (Monks, among others, tend to pick these up)
Dragonhide breastplate (Druids of the world, unite!)
Darkwood composite longbow, +3 Str (Save your money for the other stuff)
Greenwood composite longbow, +2 Str (Same as above)
Wand of Endure Elements (For several scenarios, this is almost as useful, or maybe more useful, than a wand of CLW)
Wand of Feather Step (something a charging build should consider)
Scroll with 5 castings of Lesser Restoration (do I need to explain that one?)

And lots more.

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DrParty06 wrote:
Paladin of Baha-who? wrote:
LazarX, I think you may be confused about how the trip special weapon property works. It does not work like the trip ability that some monsters have on their natural attacks, like wolves, where you make an attack roll and if it hits you get a free trip attempt.
Whip doesn't actually have the trip special property. Though you are right in that you can still just make a trip attack by making a CMB roll with the whip gaining the +20 from True Strike, since Combat Maneuvers count as attack rolls (no need to make another attack roll first and no damage is dealt). Not having the trip special ability forces you to fall prone yourself if you fail at the trip vs. CMD by 10 or more (rather than drop the weapon).

Ummm. As mentioned by another poster, whip does have the Trip property.

And, along with the ability to just drop it instead of falling down yourself, that also means that you can drag and reposition with the whip.

Combat Maneuvers Blog
There is a special exception to the above rules. If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “drag” and “reposition” weapon properties to existing weapons).

Overall, this means that whips are not, necessarily, the weak sauce they would at first appear. Especially if you take the Whip Mastery & Improved Whip Mastery feats. Then again, as the defender with a reach weapon, I just love to mess with enemies charging me.

In short, unless you cannot be tripped, and use only your natural weapons, never, ever, charge an enemy with longer reach than you.

It doesn't matter if they don't have Improved Trip or Improved Disarm, if you cannot reach them when they provoke for trying to trip or disarm you.

And it gets even worse if they are actually built for those maneuvers. Greater Trip and Improved Disarm are just ugly for the charger, since there is now a good chance (remember, penalties to AC, likethe -2 for charging, also apply to CMD) that he is now prone, and without a weapon while being inside the threatened area of an enemy. Especially since that enemy is likely to have Combat Reflexes and a fair Dex...

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Rich Parents is not a good trait. "It's a trap!"

900 gp to start is nice, but quickly gets eclipsed in a normal gold campaign. All it really does is start the PC with first level NPC gold.

Once a couple of levels pass by, the extra 750 gp becomes statistically meaningless.

Compare that with one of the traits that gives +1 to a saving throw. Take one to bolster your worst save, like Will for a Martial, and the benefit is noticeable both immediately, and throughout the game.

And then there are the ones which get better as you level, like Fate's Favored, which doubles any Luck bonus. Initially, not a big deal, but as your PCs level, they can get access to spells and items that give luck bonuses. Jingasa of the Fortunate Soldier, Luck Stone, Halfling's Luck, etc.

Overall, Rich Parents gives a slightly better beginning AC or chance to hit, but it quickly gets hidden by normal gold and items gotten. Or allows an archer build to actually start with their weapon....

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Ty-Ri wrote:
Can knock spell be used to cause armor to un- strap and drop off?

Only when cast by a succubus.

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TOZ wrote:
Every time my home group walks into a mission briefing with a certain VC, we have to keep our screaming internal for the players who don't know what we know.

Season Early:
Is it considered to be good form to have your Venture Captain's protege play through Mists of Mwangi?
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josh Newton wrote:

I have wondered about this for both Aroden and Razmir. They both have items in the Gods and magic that give an additional benefit if Aroden or Razmir is your Patron "deity"

Azlant Pendant

Holy Mask of the living god

Both items are allowed in PFS. So the system has a precedent for Worshipping Aroden or Razmir and getting a benefit from these items

@Andrew: Any ideas on how to make this work?

According to your comments, these items either won't work at all, or should not be legal for PFS, even though they are specifically Golarion in theme.

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Jack Brown wrote:
andreww wrote:
One thing to note, scrolls are always made by either wizards, clerics or druids and use the lowest level across those three. That means for example that Life Bubble will always be a 4th level scroll with a caster level of 7 unless specified otherwise.

That is not quite true... But it is true for any spell that is on one of those three spell lists. If it is not on one of those lists, then the class that can cast it creates it (example: bless weapon is a Paladin only spell, so a pally would have to scribe it, brew a potion/oil, or craft a wand).

At least that is my understanding.

The key thing here is that you will never find a scroll of lesser restoration created by a paladin as a first level spell.

The key thing here is that you will never be able to buy a scroll of lesser restoration created by a paladin as a first level spell in PFS unless it is listed on a Chronicle sheet.


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Kerney wrote:
James Anderson wrote:
Kerney wrote:
Nefreet wrote:
Kerney wrote:
Question about the Arcanist School Savant archetype...
Probably best to ask this in the Rules Forum.

Actually, I'm pointing out a corner case where RAW does not seem to match RAI or even have been considered by the original designers.So this seems to be the perfect thing to point out as a possible candidate for an faq or a rules clarification.

For that I seem to be exactly in the right spot.

Thanks, I put it down as a faq candidate.


Which is a valid question, but not in the Additional Resources thread.

Sorry, In my head I thought of the ACG as a "new" rescource. I then looked at the publication date and went "Its been out that long."

Sorry if I came off as a jerk.

Take care,


Not as a jerk, but, like many things, this was a rules question not specific to PFS. It is something the PTB at Paizo need to clarify, so that it doesn't require house rules to work right in every campaign. In which case, it is a question that belongs in the Paizo/Pathfinder/Rules Questions forums, so it can be clarified, FAQed and/or errataed.

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Steven Schopmeyer wrote:
Oh dear. Nuke the island, it's time to start over. ;)

I thought they tried that when Dragnmoon got his fifth star.


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Joe the First wrote:
Phoenyx Aurelian wrote:
On another note, beware the #1 downside to being a debuffer; your GMs will eventually run after you howling demonic warcries and brandishing the binder containing the scenario which they spent a week prepping and which you have now managed to break so thoroughly there is no longer a playbook.
Joe, a devout Cleric of Desna takes it as a point of pride, that when a fellow pathfinder gets grappled, their next action is to delay until after Joe.

Ummm, why delay? Liberating Command is an immediate action spell...

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Being hit ends a sleep type effect, NOT color spray.

Sleep, the spell, specifically calls out that someone can use a standard action can wake someone up, or that damage taken ends the effect. Color spray, on the other hand, does not.

and, in addition, whether asleep or unconscious form being low level and hit by color spray, the person is a valid target for a special attack called a coupe de gras, which is an automatic crit, and, if the target survives the damage, also requires a Fortitude save or die, with the DC of the save being 10 plus the damage done.

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How do you know the spells are balanced for the Psychic's level, a whole new concept, rather than the long existing Arcane/Divine caster's level, a set of classes that has existed for something over 20 years?

Secondly, look at the Sorcerer. As they always get spell levels after the Wizard, they always have to make caster level checks for spells of higher level. It may be a null check, but they have to make a check.
3rd level Sorcerers have to make checks for Level 2 spells, 5th level Sorcerers for 3rd level spells, etc.

Part of your problem is that you have not been making a reasoned request, but making an emotional outburst, and it is generating a negative response because it is emotional, rather than reasoned. It sounds like crying, rather than a rational point of discussion.

Occult Adventures introduced a whole new set of spells and spell definitions, along with a 9 level caster class for these spells.

Due to older language in the Guide, the spells are priced oddly, at best, as the 9 level caster is not included in the list of available providers, and they probably should be.
Especially as, without them added in, you will wind up with Occult/Psychic spells being priced off of the 4 or 6 level caster charts, rather than the 9 level caster charts.

In order to clarify the situation, and bring it into alignment with previous rules for the OP campaign, it is requested that the 9 level Psychic caster class be added as the primary source for Psychic spells, and as an option, when a spell is on multiple 9 level caster lists, to be the source if lower for a shared spell.
This is in line with previous expectations, and should leave no more variation, overall, than things like the Poison spell being on multiple 9 level caster lists at different levels.

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Andrew Christian wrote:
And by picking a race for an FCB that is significantly better than any other FCB out there, and makes that character significantly better at doing something by 50% than maybe even the primary class that has that ability, then something is askew. Apparently the design team agrees with me.

It is statements like this, which is both false and misleading, by people who should know better, that makes me sad that they are in positions of pseudo-authority.

For an example, not only did Aasimar get the +1/? to their Oracle level for the purposes of determining the effect of one revelation, but it was also an FCB for Elves, and therefore, Half-Elves, as well.

So, since three races have it, it no longer qualifies as " picking a race for an FCB that is significantly better than any other FCB out there".

And that completely ignores the effects of other FCBs that were, and are, still better than this very limited benefit.

An Elf Oracle could use a single revelation, for every two levels of FCB spent, as though he were one level higher. For the Life Oracle's channeling, as an example, that was a benefit that kicked in for a visible effect only for one level out of two.

A Human Sorcerer, on the other hand, can get an extra spell known every level. That is something that takes effect right from the get-go, and has additional effect every level, not every other level.

Which one is stronger? Which one hasn't been changed, even though it was already stronger to begin with?

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Expect some table variation at higher levels as to whether it can be affected by Magic Weapon or Greater Magic Weapon, and it is unlikely to be enchantable normally.

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GM Lamplighter wrote:
And before anyone asks, it's *extremely* unlikely they will revise all the Chronicles to add all the non-Core-but-always-available items in scenarios to the Chronicles.

Might not hurt to request a "Core Scenario Access Document", something like the Secondary Success Conditions document, for older scenarios, to let the GM know what to write into the chronicle for a Core game for additional access....

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Jessex wrote:
Yuri Sarreth wrote:
Oh and I shall now point out after having reread the bloodrager descriptions that it clearly states the Bloodrager can concentrate to cast spells from the bloodrager list.. Just to further mess with this debate.. lol

And that is an explicit exception.

As to the rest, A -4 penalty to hit is something. What is it? Until that is dealt with I will say it is at least the character concentrating on doing something. You can thank BBT's bullying for that.

No, we can thank your weird iinterpretations of what the game rules say, as you are not doing any citations for doing lethal with a non-lethal weapon, or non-lethal with a lethal weapon, as requiring anything approaching concentration.

The character cited has a feat to allow them to do non-lethal damage with a lethal weapon as a choice, not a concentration.

Would you require a Barbarian or Bloodrager with the Whip Mastery feat to only be able to do nonlethal with a whip when raging, even though the feat allows them, to choose which kind of damage to do?

How about someone with the Improved Unarmed Strike feat, nonlethal only if they are under the effects of a Rage spell?

How about the Weapon Versatility feat? Does it take concentration to alter the type of damage your weapon does, per the feat?

How about any of the many weapons which can, without a feat, just on the weapon itself, do different types of damage? Dagger, as an example, can be used to do either slashing or piercing damage, at the user's choice. Does that require concentration? And, if it does, which damage type do you make it default to?

Please, be careful of the law of unintended consequences, as it can come up behind you and bite you.

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Note: In my (limited) experience, if you use HeroLab or several of the other alternatives, they frequently offer an option to print out just a statblock, which looks very similar to the statblocks for monsters in the various Bestiaries.

Any experienced GM probably will have little problem reading that.

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PFS Online:

There are several options available in this general ballpark

1) Play by Post (PbP): This is a fairly slow but intense option, as you are basically using a dedicated forum thread to run/play your game. These usually take days or weeks to play out, and tend toward more RP than "live" games, as the time limits are vastly different.

2) Virtual Table Top (VTT): Due to improvements in computers and Internet service, these games usually use a set of programs to simulate the tabletop with maps on it, dice rolls, and a voice chat/conference call to allow regular discussion.

These typically run in about the same time frame as a face-to-face game these days, due to a mix f improved technologies, and the ability to prebuild commonly used dice rolls using macros. James Wygle, one of the VOs who has started playing online more often, has a short overview of some of the things that Roll20, one of the commonly used VTTs, can help to automate play.

For online play like this, it is recommended that you have a headset/microphone, especially in a public location, but as long as you can mute your input, you can get by without.

One advantage, in my opinion, of any of the online play options is that you get to play with people allover the world. I am running the Rise of the Runelords AP online, and my players include a young lady from Singapore, while I live in Las Vegas, Nevada.

I have also played or run games with people from almost all other parts of the world. That has also included playing and GMing several of the multi-table specials online.

For one of the more active groups for online PFS games: Pathfinder Society Online Collective.

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GM Lamplighter wrote:
The Fox wrote:
To paraphrase Big Norse Wolf from another thread, some characters are built with the precision of a finely tuned watch. One small change to one cog and the whole thing is thrown off.
I suppose, but in this case the cog was replaced by a similar cog with only a slightly-reduced effect. It's still a watch, it still keeps excellent time, it has just lost... well, it has lost its ability to be better than every other watch out there. I think this should be an easier mechanical change to still enjoy playing than some other ones we've seen.

Similar cog? Yes.

Only a slightly-reduced effect? I gotta seriously disagree.

Original cog: +1/2 or +3/6 revelation per level
Replacement cog: +1/6 revelation per level.

That is a reduction by 66%, which qualifies as a loss of the majority of the cog. Try doing that on a gear on your bicycle or car, and let me know if it still works.

TMI, probably:
I have a PC who has been affected by this change, and he loses at least one die from his Channel form it, and he is, in general, an irreplaceable PC, as he is my Standard Campaign PC with a unique boon. One of the reasons I played him through the module which gave that boon is because he had the ability to help the party, with support abilities, even while playing cautiously in Slow mode.

I have used up all my GM Star replays. Don't have access to the GM Star recharge boon. Am not likely to ever reach that 5th star. So, now, I have to see what all is affected on him, including all the feats spent on the ability which is no longer as good, by a 66% reduction of bonus, as it was.

Previously, at 5th level, he was channeling as a 7th level Cleric. Now, he will be channeling with a 2/7th reduction in that ability. When he, eventually, levels to 6th level, he will, once again, be channeling as a 7th level Cleric, when he was on-track to Channel as a 9th level Cleric at that time.

Note that this hurts even worse if you were planning or building toward using it on a revelation that can't be taken at first level, since the other FAQ means that you couldn't take the FCB for it until you actually have it. If it doesn't become available until 6th level, you get the benefit for only one level in normal PFS play. If it requires higher than 6th, you can only gain any actual benefit from it if you are playing at Seeker levels.

Oh, and just to give a small numeric representation of how the 1/6th version effects the Channel Energy revelation:
1 - N/E (1/6)
2 - N/E (2/6)
3 - N/E (3/6)
4 - N/E (4/6)
5 - N/E (5/6)
6 - +1 level (+1d6 for Channel, +6/6)
7 - +1 level is N/E (+1 level does nothing, +7/6)
8 - +1 level (+1d6 Channel, +8/6)
9 - +1 level is N/E (+1 level does nothing, +9/6)
10 - +1 level (+1d6 Channel, +10/6)
11 - +1 level is N/E (+1 level does nothing, +11/6)
12 - +2 level (+1d6 Channel, +12/6)
Note that even when you reach 6/6, the effect is intermittent, since the Channel is affected only by odd numbers of levels. It is only after 12 levels of the FCB that you are guaranteed for it to have an effect every level thereafter, and even then, the effect will never be more than guaranteeing one extra d6 of Channel every level. To me that counts as 8 dead levels for the FCB.

For the old version, at 1/2, it would be N/E at 1st level, starts the bounce at 2nd level, N/E again at 3rd level, and at 4th would become a guaranteed extra die. Even that gives two "dead" levels for the FCB.

So, the new version gives 4 times as many dead levels as the old one for the Channel Energy revelation. That is a change from 16% of your PFS career, to 66% of your PFS career.

So, I'll ask you, is that something that counts as only "slightly reduced"?

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And that now, despite what the scenarios say, XP is awarded for each scenario, 2 for part 1, 1 for each other part.

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claudekennilol wrote:
Totes McScrotes wrote:
claudekennilol wrote:
Totes McScrotes wrote:
Paladin of Baha-who? wrote:
Really? You think taking 3 levels of Rogue is going to make for a viable Magus, when you only have 11 effective levels to work with in PFS? How does having 2nd level spells at 7th level work?
Let me ask my Bloodrager, Paladin or Ranger.
You go ahead and ask your full BAB dippable classes...
Bloodrager couldn't hear me over the crappy saves. And all 3 lose class abilities when you dip, way harder than anyone but the Bladebound or Kensai.
Really, that's your argument? Players dip paladin all the time for charisma to saves or ranger for combat styles. Bloodragers get dipped for rage and arcane abilities. What do people dip magus for. Oh right. Nothing.

I love me those blanket statements that are incorrect.

Fighter (Lore Warden) 8, Magus (Kensai) 4

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You could contact the Australian group, and see if they can let you know what DB they us for their online tracker/search engine at

And try and talk them into letting you have a copy of it.

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I think we need a picture of the succubus wearing a Robe of the Faerie Queen. Such lusciousness in a nearly invisible robe? Yes, please.

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Nefreet wrote:

You resurrected a thread from 5 years ago, when the rules were different.

You haven't needed an X+1 weapon for several printings now.


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Muser wrote:
Fox McAllister wrote:

Hehe, I remember that. Honestly can't say that I was surprised. As for the Burst of Radiance ban idea, I'd give that thought a solid "no". Arcane casters shouldn't be the only ones that have viable AoE options for spell damage.
It's a Ref or Blind effect that works on constructs and undead, also the bigger the foe the worse their save bonus is and blindness wrecks combat monsters etc. If having burst damage is a priority, there's always sound burst. If burst of radiance is unnegotiable, at least have it target Fortitude.

I object to it on the grounds that a burst of light shouldn't be able to damage anything that is blind, even if it is evil.

My first encounter with it was when someone cast it on an evil ooze.

Explain to me how something based on light can harm something that cannot see light.

Searing Light, at least, has the excuse that it is a ray, so it emulates a laser.

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I would think the rebuild rules posted in the old blog banning several archetypes would still be the ones that apply:

Mike Brock wrote:

With that said, I understand the time investment and care put into a character’s background and the planning that goes along with making sure the character fits exactly how you envision him. If you have a character affected by the changes above, I am offering a rebuild along the following guidelines:

  • You may rebuild any class levels affected, to levels of other classes as necessary. (For example, if you have a 10th-level character with one level of rogue and nine levels of the synthesist summoner archetype, you may rebuild the nine summoner levels into any other class or another summoner archetype).
  • You may retrain any feats that directly apply to the changes above as necessary.
  • You may sell affected equipment for the full price paid when you purchased them (as listed on past Chronicle sheets).

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My whip-wielding, combat reflexed Lore Warden fighter thought it was amusing watching them drop in on the curtains....


Sorry, it was the <redacted> that gave us the most trouble, but you expect that of that kind of beasty. Wings, nasty breath, spells, obscene AC, high hit points, etc. Although his lair mitigated against him.

His absence, later, made the Aspis much easier to deal with.

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Jessex wrote:
And you directly contradict yourself. When you figure that out get back to me.

Explain. Nowhere do I contradict myself.

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