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kinevon's page

Goblin Squad Member. FullStarFullStarFullStarFullStar Pathfinder Society GM. 5,030 posts (6,203 including aliases). No reviews. No lists. 1 wishlist. 37 Pathfinder Society characters.


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Grand Lodge ****

Wei Ji the Learner wrote:
kinevon wrote:
Wei Ji the Learner wrote:


Good luck with the map printing!

I would advise bringing your batch of 10 numbers, but check with the convention if they requested a supply, and use theirs first while they last. It helps Paizo track how the convention is for new players, especially ones who register and come back and play more.

Ask your convention organizer. In my experience, limited as it is, GM boons are provided to the GM by the convention organizer. Exact time and method of delivery will vary by type of convention and organizer preparation.

How do I get the numbers?

You need to have an event created in your GM/Event Coordinator tab for your My Pathfinder Society page.

Once you have an event created, you will see a new section at th e bottom, with a couple of new buttons in it:
Pathfinder Society Cards
If you're expecting players at your event who haven't yet joined the Pathfinder Society, reserve some Pathfinder Society cards to hand out. This allows you to report their participation in your event.

Button 1: Reserve Ten More Pathfinder Society Cards
Button 2: Download Ten Most Recent Pathfinder Society Cards

(If you anticipate needing more than ten Pathfinder Society cards at one time, please contact us so we can help your event be a success.)
Button 2 gets you a PDF of your current 10 giveaway numbers.

Grand Lodge

@cavernshark: Not sure if your PC would get to use Improved Trip, I don't see anything in the Domain write-up that says you don't have to meet any prerequisites, which includes Int 13. Same definitely goes for Greater Trip, since it also includes that Int 13 clause in its prerequisites.

Grand Lodge

JamesHuds wrote:

Random easy question, Just reading true strike and it says "Single Attack"

Does that mean what I have always assumed it meant, and you get the +20 to your next attack, ie the first attack of a full attack action.

Or does it mean it can only be used when you perform a single attack and not a full attack?

It only affects the next attack you take, whether it is a single Standard action attack, the first attack of a full attack, or an AoO you get between the round you cast True Strike, and the next round you get to act in.

Grand Lodge

AwesomenessDog wrote:
Purple Dragon Knight wrote:
Nope. It's far from useless. Your working understanding of the spell seems to be missing the fact that if it's cast on you, you have to save or fall. If it's not cast on you, you make acro checks if you cross it.
Oh no, a jump check or spend an extra 5ft to go around, again how is this not useless compared to forcing those already inside to pass to exit. That is not the intent of the spell, the intent is to stop people from approaching past where the spell is placed, which anyone can do without issue if grease can be 5ft stepped out of (and, apparently as everyone is arguing, inside of to inside of). The spell is useless with your interpretation or a mild nuisance (as 1st level spells are supposed to be) with my interpretation.

Your interpretation is now making empty air difficult terrain. Seriously?

All Grease does, when cast on an area, is make that area slippery to move within. That is ALL it does.

You can 5' step out of it fine, just like you can 5' step out of the border square of any type of hindrance. The game does NOT, repeat NOT, say that you are in the middle of your 5' square, you are just within a 5' square. Indeed, being in the middle is contraindicated by some special abilities that races have, like the swarming ability that Ratfolk come with.

All Grease does is make the area it covers slippery. Stepping into the slippery area gives you a chance of falling. Moving from one slippery square to another gives you a chance of falling. Moving from a slippery area to a non-slippery area is fine.

Do you also rule that someone standing up from prone in a greased square has to make the Acrobatics check?

Just as a side question, you have a small pit, fits in a 10' area, 2 squares by 2 squares big, with a small ledge around the edges. If someone uses Acrobatics to get past the pit on the ledge, is he flat footed only while crossing the ledge, or his whole turn, including the squares with complete floors on both sides of the pit?

Seriously, in the right circumstances, Grease can be an awesome spell, even at higher levels, against the right targets, or in the correct area. Grease under a golem, for example, is a fairly effective use, golems tend to have low Dex and low Reflex saves. Used on a bottleneck, it can cause your opponents issues as they try to come up on you.

Use it on a small area of a bare floor, and yes, everyone will go around it, unless you can use some tactics to increase its effectiveness. And there are tactics which can be used, even in those circumstances, to make it more useful.

But, please, don't make it so powerful that it shouldn't be a first level spell. There are already several spells in the first level lists that are quite overpowered for that level of spell.

Grand Lodge ****

Wei Ji the Learner wrote:

Thanks for the feedback, glad to know I'm not the only one having an issue with it.

I managed to download and print them as posters at the FLGS (the bigger ones, still have to print the tunnel ones tonight on the home printer (fingers crossed).

Different question. I'm going to be judging at a convention and I do not know if my players have PFS numbers or not. Should I get new ones for them, or will the convention organizer have that aspect?

Also, how do GM boons work at a local convention under normal circumstances, provided the slot goes off?

Good luck with the map printing!

I would advise bringing your batch of 10 numbers, but check with the convention if they requested a supply, and use theirs first while they last. It helps Paizo track how the convention is for new players, especially ones who register and come back and play more.

Ask your convention organizer. In my experience, limited as it is, GM boons are provided to the GM by the convention organizer. Exact time and method of delivery will vary by type of convention and organizer preparation.

Grand Lodge

1 person marked this as a favorite.
My Self wrote:
Pathos wrote:
alexd1976 wrote:
Taja the Barbarian wrote:
noble peasant wrote:
There's a bit in the charge section that says if you are limited to a standard action on your turn you can charge but can't move double your speed, so can I ready an action to do this type of charge??

No, you are not actually 'restricted' to a standard action for the round: Otherwise, characters could 'charge around corners' by taking a move to get properly lined up, then take a 'partial charge' because they only have a standard action left.

Technically, if you were slowed, you could ready a partial charge, but that is silly enough that I'd expect a GM to just say no.

No need to nerf melee any more than it is already.

If you are slowed, by the rules, you absolutely can ready a partial charge.

Saying otherwise is a house rule.

Huh... So, one could conceivably still do a charge while staggered then?


Still do? No, you can't still do, because you can't regularly ready a charge without a feat. This is a weird case where you can do something while staggered than you could otherwise. You can *only* ready a charge while staggered (or with the Rhino Charge feat), not *still* do it.

Ladies and gentlemen, Pathfinder logic at its finest.

Might want to check out the rules for charging wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

Grand Lodge

For another option to help deal with the caster level hit, there is also Practiced Spellcaster from 3.5, Complete Magic, I think. Like Magical Knack, but adds 4 to CL up to HD to your caster level, and can be taken multiple times, once per caster class.

Grand Lodge

@Firebug: Incorrect. If you are spending gold for spellcasting purchases, you can get it from either type of caster, at any level. Main thing, unfortunately, is that PFS rules wouldn't allow purchasing it as Heightened.

Prestige purchase of spellcasting services is always minimum caster level. Gold purchase is more flexible, and necessary. Remove Disease, for example, can require beating a DC higher than a CL5 cast can easily reach, if it can reach it at all.

@OP: Mnemonic vestment, and pick up a collection of scrolls. Great way to get those "We seldom need this, but, boy, can it make an encounter easier if we have it." available for emergencies. Tongues, Comprehend Languages, Continual Flame (btw, even without the trait, your buddies would almost certainly be willing to pay for you casting it on one of their items,), many other oddball but niche spells.

Grand Lodge

@Aelryinth: spoiler tags are your friend for stuff like that.

Shield Build:
For Shield builds, the cost is negligible (+25000 gp for a +5) and the AC is significant (+6 or 7), resulting in a much quicker rise in AC.

+1 Armor Enhance 1000 +1 1000
+1 Shield Enhance 1000 +2 2000
+1 Ring of Prot 2000 +3 4000
+1 Natural Armor 2000 +4 6000
+2 Armor Enhance 3000 +5 9000
+2 Shield Enhance 3000 +6 12000
+2 Dex Gaunts 4000 +7 16000
Dusty Rose Prism Ioun Stone 5000 +8 21000
Jingasa of the Fortunate Soldier 5000 +9 26000
+3 Armor Enhance 5000 +10 31000
+3 Shield Enhance 5000 +11 36000
+2 Ring/Prot 6000 +12 42000
+2 Natural Armor 6000 +13 48000
+4 Armor Enhance 7000 +14 55000
+4 Shield Enhance 7000 +15 62000
+5 Armor Enhance 9000 +16 71000
+5 Shield Enhance 9000 +17 80000
+3 Ring/Prot 10000 +18 90000
+3 Natural Armor 10000 +19 100000
+4 Dex booster 12000 +20 112000
+4 Ring of Prot 14000 +21 126000
+4 Natural Armor 14000 +22 140000
+5 Ring of Prot 18000 +23 158000
+5 Natural Armor 18000 +24 176000
+6 Dex Booster 20000 +25 196000

Assuming use of a Heavy Shield for +2 AC, at 12k layout you’re +3 AC ahead of the Shield-less build. At 50k you are +4 ahead. At 100k you are +5 ahead, at 150k you are +6 ahead, and you max out at +7 ahead.
Note that if you put Defender on your shield, and simply don’t attack with it, the numbers can look something like this:

Light Armor: AC 47, 52 with Defender
Medium Armor: AC 48, 53 with Defender
Heavy Armor: AC 49, 54 with Defender.

And all this is before Dodge, Shield Specialization, and incidental bonuses from spells, templates, defensive fighting, and whatnot. Note that to max Dex from Armor Training, any fighter is going to need Inherent bonuses to his Dex, unless he raises Dex instead of Str.

Let's those who want the info to pull it out, and others to see a much smaller post.

@D6: Another spell combo that is not so obvious, but very useful: Faerie Fire and Obscuring Mist.

Hit the enemies in an area with Faerie Fire, then fill the area with Obscuring Mist, so the enemies get no benefit from the concealment, but the PCs do.

Grand Lodge

AwesomenessDog wrote:

Slow wrote:
A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
Nothing cancels out the half movement speed from slow when taking 5ft steps by what you quoted, so yes it still takes 10ft to do a 5ft step under the slow effect.

Moves at half its normal speed =/= to costs twice as much to move.

If your normal speed is 30', your movement speed, while under the effects of slow is 15'. It does NOT say you have to spend 2x movement while under the effects of slow, it says your movement speed is halved. There is a major difference in those two meanings.

Just as an example, suppose you were fighting a Dragon, which has a fly speed of 100'. Your Wizard manages to case slow on the Dragon, making the SR roll, and the Dragon fails its Save against it. It now flies at 50' per move action, rather than 100'.

Has the spell Slow made the AIR difficult terrain, or just slowed the creature down?

Grand Lodge

Avoron wrote:
There's a feat for that.

Yes, but that is for someone who is able to take a normal full action or move/standard pairing.

Partial charges can be readied, but only when you are limited to only being able to take a single action on your turn, not on a turn where you have already taken your move action so only have a standard action left.

Times when you legitimately are limited to a single action on a turn:
Surprise rounds you get to act in, barring class features that change it
When you are Staggered, but it will usually end up with you taking a swing and dropping (most times PCs are staggered is when they are at 0 hp, although a few other things give staggered as well)
When you are slowed.

Remember that you will not be able to draw a weapon on a partial charge, unless you have Quick Draw or the equivalent, as you can only draw a weapon on a normal charge when you only travel your normal single movement distance or less during the charge.

Grand Lodge ****

Auke Teeninga wrote:

Yeah, without proper training you won't be able to repeat a single sentence.

(and truespeech is not tongues, it's something completely different)

Better tell that to all my many choral directors, in my youth and college years.

I do not speak German, nor Arabic, nor Hebrew, nor Latin nor several other languages.

However, I have sung words and sentences in all of those, and more, with only a little bit of work from the choral director. The one who did more also made sure we knew what what we were singing meant. Comprehension helps retention.

So, yeah, repeating short phrases in a language you don't know? Feasible. Done by many people in the real world.

Grand Lodge

The PFS versions of all the Iconics available is at Community Use Package: Pathfinder Society Pregenerated Characters

Traits animal friend, devotee of the green

Grand Lodge

@DM_Blake: You can only draw a weapon on a normal charge if you don't move more than your normal move distance. Partial charges, then, can only be taken if you have your weapon ready already.

Grand Lodge

Skylancer4 wrote:
kinevon wrote:
Skylancer4 wrote:

Also, would you be able to cast a second spell is something to be aware of. You have flame in your hand (effectively holding a charge), that normally keeps you from casting another spell.

Obvious not explicitly called out as such, but definitely something else that could complicate things.

Produce Flame is not a held charge spell, it has a duration. Using the flame to make an attack reduces the duration.

So you could, technically, cast Produce Flame, then cast Shocking Grasp next turn, or quickened in the same turn, and deliver the Xd6 electricity and the 1d6+X flame damage in a single touch attack.

While RAW I agree, you are still holding flame in your hand with which you can make melee touch attacks. It is holding a charge in absolutely every way except name.

In games where intent is actually a consideration, instead of blind obedience to RAW, it could matter.

Held charge spells, by RAW and RAI, have a duration of instantaneous.

Shocking Grasp: Duration instantaneous
Chill Touch: Duration instantaneous

Or do you rule that Mage Armor, Stoneskin, Call Lightning, etc., all end when you cast another spell?

Grand Lodge

The rules are that you can only enhance a masterwork weapon. Some materials are masterwork by default, so would not have an additional cost, like adamantine or mithril.

Longsword: 15 gp
Masterwork: 300 gp
Masterwork is done at the same time as longsword, so: 315 gp
Enhance masterwork longsword to +1: +2,000 gp
Total: 2,315 gp

Note: The next step is a place where people sometimes get confused:
Make a +1 longsword into a +2 longsword: +6,000 gp
Make a +1 longsword into a +1 flaming longsword: +6,000 gp

Make a +2 longsword into a +2 flaming longsword: +10,000 gp

For examples of actual weapons following these rules, check out some of the named weapons in the Magic Items chapter.

Example: Assassin's Dagger: 10,302 gp
Dagger: 2 gp
Masterwork: 300 gp
+2 enhancement: +8,000 gp
Special property: +2,000 gp

Also, that section points out that alchemical silvering does not make a weapon masterwork, see the silver dagger, masterwork entry.

Grand Lodge

Skylancer4 wrote:

Also, would you be able to cast a second spell is something to be aware of. You have flame in your hand (effectively holding a charge), that normally keeps you from casting another spell.

Obvious not explicitly called out as such, but definitely something else that could complicate things.

Produce Flame is not a held charge spell, it has a duration. Using the flame to make an attack reduces the duration.

So you could, technically, cast Produce Flame, then cast Shocking Grasp next turn, or quickened in the same turn, and deliver the Xd6 electricity and the 1d6+X flame damage in a single touch attack.

Grand Lodge

AwesomenessDog wrote:
bbangerter wrote:
AwesomenessDog wrote:

Double movement cost is half speed, just worded different. Grease encompasses difficult terrain and has more effects.

The spell "slow" also halves your movement speed. Are you of the opinion that the slow spell also prevents taking a 5' step?
Actually, yes; it requires 10ft of movement to move 5ft with slow, since its not a 10ft step (although some larger monsters should be allowed to do 10+ft steps - seriously, a 64+ft tall titan can only shimmy at a speed of 5ft every 6 seconds?), you can't 5ft step with slow, grease, (otherwise) difficult terrain, etc.

Actually, no. It does NOT take 10' of movement to move 5' while under the effects of Slow.

Slow wrote:
A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
Take 5-Foot Step wrote:
You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

Neither Slow nor Grease are difficult terrain. Neither are they darkness. As long as your move action can take you more than 5', you can take a 5' step instead.

CountofUndolpho wrote:
If you are moving out of Grease you are starting within Grease so you need an Acrobatics Roll(sorry not a save per se) to move. It's a rule to do with movement and is in the spell description and doesn't reference the square you move into at all. The Acrobatics roll if failed precludes movement and at worst makes you fall. So the Acrobatics check depends upon where you start the movement not where you end it. At least that would seem logical to me.
[quote-=Grease]A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check.



For this example, ABC & D represent the squares with Grease in them.
Moving from any X square to A, B, C, or D constitutes entering the greased area, so moving within the grease.
Moving from A to B, C, or D constitutes moving within the greased[ area.
Moving from A, B, C, or D to any square marked X constitutes moving OUT of the greased area, and does not require an acrobatics check, as you are not moving within the greased area, nor does that movement, either as a 5' step or as regular movement, take more than 5' of movement to perform.

Grand Lodge ****

1 person marked this as a favorite.
robertness wrote:
MisterSlanky wrote:
Hmm wrote:
Other players have even asked that I run him into traps because I could "always get another one." (This is an idea that I can't even fathom. You don't do that to your buddy.)
Every GM knows that all CFEs are just soulless entities ripe for the reaping.
I thought that was every PC.

No, just everything not run by the GM. Or was that supposed to be everything run by the GM?

Grand Lodge ****

2 people marked this as a favorite.
Da Brain wrote:
MisterSlanky wrote:
Sees-Far-Ahead wrote:
Flutter wrote:
So clinical. They should just be called friends.

So emotional. The term is "livestock."

You should never give a name to something you might eat later.

No, no, no.

The term is "fodder".

"Luke, I am your fodder..."

"Hello Mudder.

Hello Fodder.
Here I am at
Camp Grenader."

Grand Lodge

CountofUndolpho wrote:

You must make a Save to move in Grease - failure means you can't move that round. Moving into a greased square isn't mentioned, within or through is. So moving in Grease depends on making the Save as a prerequisite (i.e. before you can move).

It doesn't "slow" your movement it makes it difficult as it's slippy the clue is in the name.

No 5' step what's to clarify?

How about how what you are saying relates to the spell Grease?

1) No need to make a save to move in a greased area, just an acrobatics check. If you fail the acrobatics check, then you might get to make a save:

A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details).

2) The issue is that people are claiming that moving OUT of a greased area, into a non-greased area, still follows the above rules. The rules for movement, other than provoking AoOs, always refer to the area you are moving INTO, not the area you are moving OUT of.

So, if you need to cross an area that is greased, you have to make the acrobatics check, but if you are moving OUT of a greased square, into a non-greased square, you do not. Remember that Grease covers a 2 square by 2 square area, so this means it is referring to movement WITHIN that area, or movement INTO that area, not movement OUT of that area.

Then again, most people also forget that stairs are not difficult terrain unless they are specified as being difficult.

Grand Lodge ****

Bob Jonquet wrote:
I tend to agree that IF the original chronicle was earned in CORE and included in the new character's chronicle history, yes the protege could be a CORE Thassilonian Specialist. Just remember that does not provide access to any other non-CORE material like spells, feats, etc., just the class/archetype

Note that, unlike the Protege boon, the Thassilonian Wizard boon does NOT include any requirement to include a copy with your other PCs.

I would advise having it available, but it does not have to be included in chronicle stack of any PC besides the one that earned it in Core or Standard.

Grand Lodge ****

Ragoz wrote:
And in this case, the PC will need two of the Restorations cast within one round of the Resurrection to bring his negative levels to a total of 7, and not kill him again.

This spell cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period.

Without access to greater restoration a true res is needed for sure.

There is only ONE permanent negative level.

Read the creature Energy Drain ability, those are not permanent until 24 hours have passed, and the target has FAILED a Fort save for EACH negative level.

Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Grand Lodge ****

Just to throw a wolf amongst the chickens, there is a trap in a module that uses multiple alchemist's fires.

A successful DC 20 Perception check reveals that a thin layer of oil coats the walls, floor, and ceiling of this passageway. At the point where the hallway turns west lie a number of well-hidden triplines—any creature rounding this corner causes a dozen vials of alchemist’s fire hidden against the ceiling to drop down into the room, igniting the oil and turning the entire hall into a fiery tube.
XP 800
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger touch; Reset manual
Effect alchemical inferno (2d6 fire damage on first round, 1d6 fire each round thereafter for 10 rounds, DC 15 Reflex save for half damage); multiple targets (all creatures in the hallway)
Treasure: If the inferno trap is disarmed, the 12 vials of alchemist’s fire can be gathered safely.

Grand Lodge ****

@rknop: You should, actually, already have local backups on any of your PCs which you have the Google Drive application installed on. Mine is on my C drive, in my User folders, on my Windows 7 box...

I typically do most of my Google Drive stuff on my C drive, and just let Google handle copying the updates and changes online. Because I access them on multiple devices, sometimes I get a popup update notice on one of my other devices that file "such-and-so" has been updated.

Now, if only I could trim my online content down a bit. 14 GB on Google Drive, 2 GB (I think) on Dropbox (including my HeroLab POR files), and some on Yandex Drive, to boot. Of course that includes the scanned files for all the chronicles I have sent out as online GM, all my local tokens and maps and such from the online games I GM, my tokens for my 37(?) PCs, various chronicles for said PCs, and my whole Pathfinder PDF library, including a mostly complete collection of scenarios and modules. And my Pathfinder Tales ePubs. And this and that...

Grand Lodge ****

Mekkis wrote:
Mike Bramnik wrote:

Obviously, if AR says that an older one is no longer legal, that's the rule (like with Armored Kilts and Scorpion Whips).

For the record, the OLDER version of the scorpion whip (the one in the Adventurer's Armoury) is the one that IS legal. The version in Ultimate Equipment is not legal.

Has anyone had issues where a player bought one from UE and was forced to buy AA in order to maintain a legal character?

No, but I have a Dhampyr, and only own one of the currently legal stat sources.

If I later buy the other one, which is on my list as money comes available, do I need to change my Dhampyr's stats to match it, since it is the newer source, or do I keep the stats from the other legal source, even though there is actually in-forum errata from the Paizo developer saying those stats are wrong, and giving the "correct" stats as being identical to the ones in the newer book?

Both sources are, currently, legal. The errata post is not PFS legal, since it is a general Pzizo developer post, not from the PDT or PFS folk.

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John Compton wrote:
Steven Lau wrote:
One angelburger with cheese please...
That's not kosher.

Angels are traif?

More seriously, though, I would like to see added a caveat that the PC could only have the boon (positive or negative) once, not twice. Suppose both the Ranger and Companion went through that door, because it is the only way forward, and they both failed the save?

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Kevin? Who be this "Kevin"?

1-7s are bad mojo, just take it as given.

Seriously, that one example is even worse, using known stuff, in high tier.

Dalsine Affair:
In subtier 6-7, he opens, still from invisibility, with a CL9 fireball, empowered.

All the pieces of that are well-known, not anything new to the Magus.

And I don't remember if teh Season 1 rules prevented levels 1s form playing in subtier 6-7 or not. Even so, and even with the "correct" rules, that leaves a possible 3rd level PC facing 9d6*1.5. Can you say ugly?

The shadows, IIRC, were only in modules, but that may be my memory, too. And those were just examples off the top of my head.

How about a ghast in sub-tier 1-2?

Grand Lodge

I specified Ray of Frost because it is a Ray spell, so explicitly considered weapon-like. Until an FAQ or updated FAQ comes out, there is some question on damage with attack roll spells that are not either Rays or called out in the spell as weapon-like.

There are advantages to Acid Splash, of course, since skeletons won't be immune to it, unlike Ray of Frost, but there are trade-outs everywhere.

With Bookish Rogue, of course, your options can be better tailored,. like a prepared caster's can be, to what you can find out about where you are going.

Grand Lodge

Headband of Vast Intelligence, if you don't have one or can afford to increase the bonus.

Anything that gives a boost to Intelligence would help, of course.

@Gleaming Terrier: That only helps once, and then only if his reroll is not another one. And that assumes he has something that gives a reroll.

Also, for the OP, since the wand key ring is slotless, you can get multiple, if you can afford them.

Grand Lodge

dragonhunterq wrote:

I am surprised at there being table variation Doesn't this FAQ apply? Your greater Trip AoO will happen before your target goes prone.

Still, if you assume the FAQ applies and GM assumes it doesn't, enjoy your free -4AC I guess.

The FAQ only applies to what the FAQ says it applies to.

The "discussion" on Greater Trip and when the AoO occurs is different, and has to do with whether you trip someone when you hit them with the trip (starting to fall from the trip), or after they have been tripped (after they have fallen prone from being tripped).

To me, the language is plain, and you get the Greater Trip AoO after the trip attempt succeeds, but before the tripped target falls prone. Others don't see it that way. YMMV.

Grand Lodge ****

James Anderson wrote:

I want to make sure I calculated the cost for this correctly. Last night we ran Sniper in the Deep, high tier, with 3 players + pregen Kyra. The Specter fight did not go well. The dice chose Kyra to drop quickly, and while trying to bug out one of the PC's dropped.

He was level 8. 8 negative levels later, he drops and becomes a spectre. Some after-scenario artillery shots from Absalom harbor later, it dies. How much does it cost to be raised?

Raise Dead won't work, so Resurrection is needed. 10910 gp. That adds another negative level though, and doesn't clear the others.

Clearing 9 permanent negative levels: 1280 X 9 = 11520 gp. So, a total of 22430 gp. Is that the correct procedure?

The other players were quite generous in donating their total earnings from this scenario to help with the resurrection.

Gripes about scenario: Larro is listed in his stat block as having a +4 greatsword, but in his loot and on the chronicle as a +2 greatsword.

Also, the loot values for the top-deck mooks and the captain's treasure chest aren't separated from the rest of the ship. Since the scenario was called after those but before completion, I ruled them as being 1000 gp together (+the bar fight). Does that sound about right?

[uquote=Energy Drain (Su)]This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Format: energy drain (2 levels, DC 18); Location: Special Attacks and individual attacks.

One error: Unless the PC failed the saves (8 of them!) 24 hours later, they are not yet permanent negative levels, so, worse case:

So, Resurrection: 10,000 in diamond dust, + SL7 * CL13 * 10gp = 910, so 10,910 for the Resurrection, yes.

Restoration for 8 temporary negative levels: 100 gp diamond sust + SL4 * CL7 * 10 gp = 280, so 380 per Restoration, so 3,040 gp for all 8 temporary negative levels, plus the 1,280 for the permanent negative level from Resurrection, so 15,230 gp total, max within the first 24 hours.

And in this case, the PC will need two of the Restorations cast within one round of the Resurrection to bring his negative levels to a total of 7, and not kill him again. So, cost in this case, assuming that one of the Restorations is for the permanent negative level given by Resurrection:
10,910 + 1,280 + 380 = 12,570 gp
Whether they want to spend 380 gp each for the last 7 temp neg levels, or risk the Fort saves, and a potential price of 1,280 for each failed save, should be up to the PC/player.

Grand Lodge ****

Wei Ji the Learner wrote:
Terminalmancer wrote:

My wife and I got into Pathfinder a couple years ago and spent ages trying to get everything we'd missed. The splatbooks weren't bad. The APs weren't bad either, with a few $50-$100 exceptions. The flip-mats are awful to catch up on, and I really hope Paizo continues reprinting the Classics series. We're still trying to find some of those... and many of the oldest map packs are just a lost cause. We've basically given up on ever getting all of those.

My advice is to print the flip mats out on tabloid paper, trim the whitespace, laminate them, trim the excess laminate, and then use packing tape to stick the map together in a way that lets you fold it up for transport and unfold it for play. It works pretty well but requires some resources (printer, laminator), or alternately access to a print shop plus some cash. I've got my process down to maybe half an hour or 45 minutes per map...

It's truly frustrating to have to buy a .pdf, then pay to have the map printed. I know of a local print shop that can do the job, and the money isn't too much of an issue, but.. it's like having to pay three times for the same job?

1. Pay for .pdf
2. Pay in personal time getting the .pdf to format well enough to be printed.
3. Pay to get it printed.

Is there some way to petition for these to be re-released?

You can go to the product pages and make a comment in the discussion threads, as appropriate.

Then again, I am not sure what you are doing in step 2, as the flip-mat PDFs are formatted to print in one inch squares already. They are 24" x 30", and print perfectly as long as the print shop knows to print them that size, at 100%.

The flip-mat PDFs are also great if you do much online gaming in Roll20, as they are easy to pull in, and usually work perfectly on the first try.

Grand Lodge ****

TetsujinOni wrote:
MadScientistWorking wrote:
TetsujinOni wrote:
WiseWolfOfYoitsu wrote:
Matthew Morris wrote:

I'd add the Confirmation if you choose not to follow a SR Pathfinder's advice...

** spoiler omitted **

Even following the advice, that final fight can be rather brutal.

Nothing here is brutal.

Half-orc barbarian 1 with falchions are CR 1/2. You use multiples to make up your last encounter in the APL1 introductory adventure right?

Yes the one creature at level one that is completely flat out capable of killing people on a random whim is definitely the definition of brutal.

Right, and to my recollection we don't do that in PFS the way they did it in APL 1 games for Living Greyhawk....

True, but I have seen some stuff for level 1s include some possible opponents that are really inappropriate for a bunch of new adventurers.

Some example creatures:
Shadows, CR3, in several modules and even a scenario, IIRC.
Wights, which are CR4, but are one-hit-one-death problems at 1st level. If a wight hits a 1st level PC, that PC is dead, and will rise as another wight in fairly short order.
Multiple fungal crickets, which are CR3 individually, so two are a CR5. This in a module for 1st level PCs.
A couple of Tier 1-7 scenarios with inappropriate scaling for subtier 1-2, like a 3rd level negative channeling cleric whose tactics are to channel; a 3rd or 4th level Magus whose initial attack is form invisibility against what is likely to be one of the squishies due to placement, etc.

By the way, if you want to play "Hard Mode", just make sure you have time to use the optional encounter. So many of them are brutal, and have no rewards but satisfaction for defeating them.

Where Mammoths Dare Not Tread:
Almost destroyed a party in Where Mammoths Dare Not Tread with the optional encounter, since it can do stat drain, and that encounter also left the party significantly weakened when they came up against the BBEG, especially since they chose to go after the harder end boss.

Grand Lodge ****

Eric, while I am not Mike, I think I understand where he is coming from on the linear at cons comment.

Yes, multi-part series are best experienced in a situation where you can go through them in order, and in a fairly small time period, especially if you can do it with mostly the same group of players.

That makes it feel more like a longer adventure, you remember the relevant bits form the earlier chapters better, and it feels more cohesive.

Just be careful. I did this once, or tried to, for the Heresy of Man series, but the third part had not been released before the con, and it took a long time, locally, before I was able to get that third scenario done.

For regular Game Day type stuff, you get a lot more "random player" feeling, even in small groups, so going through parts of a series with different players and PCs can make it more disjointed, even disregarding possible breaks in scheduling all the parts.

Grand Lodge

For Core, unfortunately, I would also recommend against going with the whip. The Whip Mastery feats are not Core, so you lose a lot with a whip in Core.

Provokes when used, only non-lethal damage, and many opponents will be immune to whip damage, no AoOs with the whip, etc.

In Core, instead, I would go with a polearm for reach, add in the IUS feat to get adjacent threatening. It also gives you a nonlethal option, if you need to capture rather than kill. And you are always armed.

Combat Reflexes are a must for a trip build, so decent Dex.
Core doesn't offer much in the way of Dex-to-Damage, so a Str build gives you more flexibility. A regular polearm gives you a good damage option, especially if you spend a feat for Power Attack.

So, needed feats:
Combat Expertise
Combat Reflexes
Improved Trip
Improved Unarmed Strike
Power Attack
Suggestion: Improved Disarm
Greater Trip
Weapon Focus
Weapon Specialization

My experience with Greater Disarm is mixed. The +2 is nice, but, sometimes, you want to leave the weapon in their square, to tempt them to try and pick it up. Which provokes.

The feats above will give you a competent trip build, which is also going to be able to perform against opponents that cannot be tripped, since you can still do damage.

Go for a decent Dex, 14 or so, and you get several AoOs per turn, and can use a str-tuned composite longbow well enough when you need to. You actually have a few spare feats in this chain, so Iron Will, Improved Iron Will, Point Blank Shot, Precise Shot, etc. could all be considered.

While it hurts BAB a little bit, there are a few benefits to considering a 2 level dip into Cleric (I like Desna, for Travel and Liberation domains), since it gives a few advantages for mobility and some backup spell access.

Travel domain gives an extra 10' of movement, and the ability to ignore difficult terrain for a few rounds per day.
Liberation gives the ability to, basically, ignore magical impediments to movement, like black tentacles a couple of times a day. And the extra movement from Travel lets you use that round as a get out of the AoE free quickly.
Add in a few useful spells, and you get some unexpected advantages, despite a penalty to your BAB.

Grand Lodge

Consider one of the attack cantrips, like Ray of Frost, since that will use your Dex mod to attack against Touch AC, and still be eligible for sneak within 30' for the bonus damage. And, as an Unchained Rogue, you get to use it like a cantrip, at will, rather than the CRB Rogues limited usage.

There is a feat available for Unchained Rogues, too, that allows you to use a spellbook to swap out your minor and major magic spell-likes for greater flexibility.

That item for seeing in fog is the Goz Mask. Tanglefoot bags are a lot more powerful, especially for a Dex-based character, than you might think. The save is against getting stuck to the ground or losing natural flight, not against getting Entangled.

Grand Lodge

I think someone was confusing Spellcraft with Knowledge (Arcana). Easy to do.

Identify auras while using detect magic Arcana 15 + spell level

Identify the properties of a magic item using detect magic 15 + item's caster level

Grand Lodge

You might see some table variation on the AoO for Greater Trip, as to whether your target is prone for that AoO or not.

Some people think he is, some think he isn't. There was a fairly long thread on it.

Grand Lodge

Expect some table variation, but, if you had them on correctly when glitterdusted, you would get the bonus to the save. Putting them on after being affected by glitterdust, though, probably should not give the benefit, as you are trying to clear your eyes of the dust, effectively, rather than having additional sparkles continuing to blind you.

Grand Lodge ****

Finlanderboy wrote:
Andrew Christian wrote:

"No, it is not" is not a double negative.

That being said. Boons are meant for characters, not their class abilities.

However, if something negative happens to your class ability, you can't just handwave it away.

The comma is essential. Too bad you did not use it at first.

Where does it say boons are for characters? Does the owlbear/axebeak/fairy dragon boon effect the character or companion? You are making up rules that do not apply consistently. This makes you look like a hypocrite.

Plus the negative boon listed above is still a boon. Just a negative one. So only negative boons apply?

Now if a companion dies, is level drained, or something in game. Then by all means those should be rectified.

And there are rules for that.

Paladin mount, or Druid AC dies? Not available until next game, starts with only bonus tricks, train replacement tricks at a "set" rate.

Is Padraig a single outsider, or just a "common" name applied by Balazar to whichever protean shows up when he calls his eidolon?

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1 person marked this as a favorite.
Rigby Bendele wrote:
Eric Ives wrote:

Thanks, Waron. You are not far off from the truth. This conversation is probably the death throes of the dream I had to make the PFS experience in central Illinois different than how I found it a couple years ago. That’s why the third sentence of the first post was about resigning myself to that reality. That said, I probably used the term “linear” more than I should have above, when what I really meant was providing an engaging narrative with a minimum of anachronisms. I want to provide something engaging so that new players will want to stick around. But yes, I’m definitely feeling burnt out and defeated on the scheduling aspect of my position. Some of the suggestions above may prove useful, though.

CigarPete, I will have to give more consideration to breaking up modules. Are there rule for what happens if someone doesn’t show for the second half?

Essentially, they receive a partial chronicle that notes what they completed. Typically, this is divided into thirds, since each sheet grants 3 XP for modules.

Complete information is in the Guide, on page 31.


If a character dies and is brought back to life, the GM must determine the rewards for that character. The minimum possible reward is 0 gp, 1 XP and 1 PP on the medium advancement track or 0 gp 1/2 XP, and 1/2 Prestige Point on the slow advancement track. If a character participates in more than 2/3 of the module, she should receive the full rewards. GMs and active players are encouraged to hasten the return of any characters waiting to be raised from the dead.

Players who do not complete each game session earn 1/3 fewer gold pieces, 1 less XP and 1 less Prestige Point for each session missed. This also applies to players who join later sessions; they receive 1/3 fewer gold pieces, 1 fewer XP and Prestige Point for each session missed. In both cases, players earn a minimum of 1/3 gold pieces, 1 XP and 1 Prestige Point. If a character earns more XP than she needs to reach her next level, she may not choose to switch advancement tracks at the new level earned.

That last line should probably read "If a character earns more XP than she needs to reach her next level, she may not choose to switch advancement tracks at the new level earned on this chronicle." No switching back-and-forth on a single chronicle, in other words, but the new normal "Choose for each game." otherwise.

Grand Lodge

No, you cannot take 10 with UMD unless you already have a class feature or other ability that bypasses UMD's "You CANNOT take 10 with UMD." clause.

As a GM, you could allow it at your home game. As a player, you could ask your GM. Otherwise, no.

Skill Mastery wrote:
The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. The rogue selects a number of skills equal to her Intelligence modifier. When making a skill check with one of the selected skills (or any of the skills selected through the rogue’s edge class feature), she can take 10 even if stress and distractions would normally prevent her from doing so. A rogue can gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Special wrote:
You cannot take 10 with this skill.

You cannot take 10 with this skill.

Grand Lodge

He got the AoO thing from the bonus in Wolf Trip.

Yeah, I would advise the liberal use of common sense with this, as it can lead to some fairly insane shenanigans, otherwise, with things like toppling spell, Combat Patrol, whip builds, etc.

I still have no idea what the reach of someone using a whip while under Enlarge Person'would be...

Grand Lodge

Zenogu wrote:
Or what about Spellstrikes with a Merciful weapon?

What about spellstrikes with a whip without Whip Mastery?

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<< >> <<
The Pig's Paunch
The Wounded Wisp

More seriously:
The Drunken Unicorn
The Stoned Medusa (well, maybe not [i]that[/t] serious)
The Open Road (We have a glyph, yah!)
The Pugnacious Pomegranate
The Dead God
The Golden Mask

Brandy's Place (homage to a PC who died in a tavern that was going to be renamed in her honor)

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Michael Eshleman wrote:

IMO if an eidolon can receive negative chronicle boons, then it should be able to receive positive chronicle boons, and vice versa.

My personal opinion is that since eidolons don't receive chronicle sheets they also cannot receive positive or negative chronicle boons.

I agree with this.

Note, if you disagree with this, do you also feel that familiars, mounts, and animal companions can receive negative boons from chronicles?

Grand Lodge ****

Tyler Beck wrote:
Gleaming Terrier wrote:
Tyler Beck wrote:
In almost every circumstance, only Paizo-written rules content is legal for PFS.
Out of curiosity, you say "almost". Are there actually any exceptions?

Yep, there are two:

Ambush in Absalom, a quest found in Kobold Quarterly #17
The Urge to Evolve, another quest found in Kobold Quarterly #23

Everything else ever allowed for PFS play is in a Paizo-published book or is from a Paizo blog, as far as I'm aware.

I believe both of those were authored by PFS people, and KQ only published them. Ambush is also, now, available as a free standalone document, IIRC.

Grand Lodge

AwesomenessDog wrote:
HWalsh wrote:
AwesomenessDog wrote:
Just remembered a simple solution: Wear a gauntlet, you now threaten both squares.


If you aren't using 2 hands you don't threaten the far square.

If you are using 2 hands you don't threaten the near square.

Switching from a 1 to a 2 handed grip is a free action. You cannot do it as a reaction.

You can always just let go at the end of your turn and regrab at the start of your next...

And he trades off threatening at reach, then, for threatening adjacent.

IUS or a level of Monk is your most reliable method to be able to threaten at both reach and adjacent. Whip with its related feats is another way.

There are other things, like armor spikes, that should work, as well. Some people, however, get the "You can't TWF with a two-handed weapon and armor spikes" as being you don't threaten with both, instead.

Grand Lodge

No, the blog post says that, unlike normal, you can use a weapon with the Trip property to also perform drag and reposition maneuvers, so that the weapon bonuses apply.

Normal: Drag and Reposition are done without any weapon modifiers, as most weapons are not suitable for these maneuvers.

Special: The Trip property for weapons also contains the Drag and Reposition properties, as it was decided that, in general, any weapon designed to trip an opponent would also be suitable to be used to move them around, aka Drag and Reposition.

Some history that might be useful:
Until that blog came out, any weapon could be used to make a Trip attempt but none of the weapon bonuses applied. Only if the weapon had the Trip property could its bonuses and feats apply to a trip attempt. With this blog, that decision was reversed. Now all weapon can be used to make trips, and apply their bonuses and feats. In order, partly, to compensate for the serious hit that the Trip property took, since it didn't give a +2 bonus to Trip attempts, unlike the Disarm weapon property, instead of leaving the Trip keyword to just mean that you could drop it instead of falling prone on a badly failed trip, they gave the Trip keyword access to being used to work for Drag and Reposition maneuvers.

If you look at most weapons with the Trip keyword, you will notice that they tend to either be flexible (flail, whip, heavy flail, etc.) or have a hook built-in (fauchard, sickle, scythe, etc.) that can be used to not just pull someone off their feet (Trip), but move them around (Reposition) or pull them toward you (Drag).

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