Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Verik Vancaskerkin

kinevon's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 2,591 posts (3,746 including aliases). No reviews. No lists. 1 wishlist. 23 Pathfinder Society characters.


RSS

1 to 50 of 2,591 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

Note that it only offers a small but specific list of propertiers, with a few more available via Arcana (Ghost touch and Bane, IIRC).

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Grymore wrote:
I thought so. Just not sure why the sheets include the boxes for xp, etc.

So that you can "carry forward" your totals, instead of having to flip back and forth between your last XP chronicle, and where your new XP chronicle is going.

Those same boxes exist on any of the boon chronicles, whether Pathfinder Tales, Race Boon, Holiday Boon, Pathfinder Online Boon, GM Boon, Con Boon, etc.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Hakken wrote:

the problem isn't his aC----it is him giving the AC boost to the entire rest of the party. THe party always moves as one big turtle. In regular pathfinder, I could throw mobs with my own abilities and spells and make them pay for bunching up. In PFS, I am stuck with what the scenario gives me.

I GM a home game also that has a AC tank----but he has learned that mobs quickly ignore him and I can add mobs that damage a party if they bunch up or target will saves or cast acid pit or hungry pit under a group of characters. I don't get to change what PFS scenarios give me.

Anyone who has GMed PFS scenarios knows what I am talking about----BBEG sorcerer or wizard in 20 by 10 room that the barbarians and monks charge, grapple and kill in the first round.

And that last paragraph has anything to do with an AC tank?

And, at higher tier, which is where 8th level PCs should be playing, even with the best saves in the workd, without a Ring of Evasion or the Evasion ability, fireball formation is called that for a reason...

And, with them being 8th level, they should be seeing potentially 11th level opponents, several spellcasters, and newer scenarios would include some of the save-or-suck stuff, like the Pit spells...

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
TOZ wrote:

You guys sure like repeating yourselves...

Me wrote:
I'm not sure why a 5th level character can play 1-2 in a Tier 1-5 scenario but not in a 1-7 scenario, but that does appear to be the case.

Because of the way the sub-tiers are setup, in correlation to the rules in the Guide.

Remember that the 1-7s were a temporary solution to a problem that, nominally, no longer exists.

To be honest, 1-7s do not scale very well, and either wind up with the 6-7 being wimpy, or the 1-2 being extremely dangerous, especially for the 1st level PCs.

Shipyard Rats:
This one holds to the second side, where the 1-2 sub-tier runs very dangerous during one encounter, with a 3rd level negative channeling cleric, whose tactics are to hit the channeling early and often, either to heal her zombie minion, or to harm the party.

Once the party stopped doing any significant damage to the zombie, we started to see her channel negative to harm for 2d6, against 1st level PCs. No positive channeler in the party to help offset that, just an Oracle of Waves using a CLW wand, for the most part.

End result: Two dead PCs, and most of the rest in single digit or negative HPs...

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Nefreet wrote:
Oh, of course. They still threaten within their square, though.

Is that a rule, with a citation? All I can find is the generic "Creatures with a reach of 0' do not threaten."

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Nefreet wrote:

Just noticed that a Stirge doesn't use an action to attach. If it hits, it grapples.

Then again, attach doesn't give the victim the grappled condition, so it still aligns with Jason Bulmahn's comment quoted earlier.

Then again, a normal stirge won't get an AoO, since it is tiny with a reach of 0'.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
TriOmegaZero wrote:
Sior wrote:
Not for a lvl 5 in a 1-7. In that post you linked, it specifically says the sub-tier above and the sub-tier below.
...that you played. If you played 1-2, you average 1-2 and 3-4. Simple.

For a PC who is 3rd or 4th level, playing in sub-tier 1-2 of a tier 1-7 scenario.

For a PC who is 5th level, because of the PFS rules, he cannot play in sub-tier 1-2 of a tier 1-7 scenario, because the one sub-tier below him is 3-4, not 1-2.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Arkhios wrote:
Indeed, I've already included tower shield training into that -6 ACP. IF I read it correctly, it only reduces Armor Penalty by -3. Could be I'm interpreting it wrong, in which case my Tower Shield Specialist5/Inquisitor2+ would joy :3

Wouldn't the tower shield being made out of darkwood lower the ACP as well?

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Griffin Rider wrote:
A for advancing creatures. The advancing rules are seriously broken, and have been since the beginning of 3.5. It is much too easy to remove the weaknesses from a creature with a very small impact on CR.

Heh, the Young template on certain creatures.

Seriously, this template is supposed to make the creature easier, not harder, but if it is used on a high Dex, Finesse based creature, it gets uglier.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

Also, unless you took a Paladin archetype that gives up spellcasting, you can use the wand yourself, and be there to get the Cleric up when needed. ;)

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Baron Ulfhamr wrote:
I move that uniformity is NOT your answer, rather diversity IS. Snakes are not imps are not ravens are not small elementalsare not tomatoes, and should be treated differently in respect to what they can and can't do or wear. Otherwise, buy a book/PDF, or take the feat. Be careful your petitions do not close off options for others

I don't think he is asking for uniformity, other than in clarity.

In order for the FAQ to make sense and work correctly, you need to:
Own the Animal Archive
Have read the FAQ and understood that it changes the actual basic rules from both the CRB and the Animal Archive for Animal COmpanions

CRB: fairly basic, more-or-less comonly known
AA: More advanced, not all of us own or read it.
PFS FAQ: Nodifies and/or changes both the CRB and AA AC rules, but only really makes sense if you have read the AA rules...

Poster is requesting that the FAQ be setup so that it makes sense without having to read the AA specific portion of the rules, and, in addition, that it be put in the Guide, since it is not an FAQ, but a PFS specific rules change.

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

The charging fighter does not provoke for charging, but for exiting a threatened square.

However, if the dragon is flatfooted, and does NOT have the Combat Reflexes feat, it would still not get an attack of opportunity.

So, charging something with reach is NOT a free pass to getting adjacent to it.

Note, also, that the target who does get an AoO on a charging opponent due to reach, may use that AoO for something besides just a simple bite/attack on the target. Just like with a full attack or attack, you can substitute in a disarm, trip or sunder attack instead of a simple attack for damage.

So, fighter with longsword charges an unprepared dragon, no AoO without Combat Reflexes. Same fighter charges a dragon later in the combat, he has a good chance of winding up flat on his back (tripped) within the dragon's threatened area.

Advice: Never charge an enemy with reach if you think they might have Combat Reflexes, or be prepared to pay the consequences (roughly 5,450 gp for the Raise Dead, plus 2*1,280 for the two Restorations...)

Simple 8th level build that ruins a charging opponent's day:
Str 18+ (+4/+6 or more)
Dex 14 (+2)
Combat Reflexes (3 AoOs, even when flatfooted if weapon is ready)
Combat Expertise
Improved Trip
Improved Disarm
Greater Trip
Reach weapon

Charger comes in, provokes outside his own threatened area, tripped.
Greater Trip means that the tripped target is the subject of at least one more AoO, disarm.
Charging target is likely to be prone and disarmed, at this point, possibly/probably with no actions left.
Reach build gets his turn, both full attacking prone target, and resetting his AoO counter.
Prone target tries to stand up, getting an AoO for his efforts. Now standing, he picks up his weapon from the group (how many have a spare weapon?), and gets an AoO trip.
Rolls around to his turn again, and he gets a disarm while standing and a trip while picking up his weapon. Rinse and repeat from here. As long as he can survive the tripper, and his allies, making full attacks on him, along with the allies who get their own AoOs when he tries to stand up.

As Jackie Chan might say, "Bad day, bad day, bad day!"

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

@Quandary: Yep. Then again, how would being able to crit on a trip interact with the feat Butterfly's Sting? It is not like there is anything to necessarily forego to pass the crit on...

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Quandary wrote:
Drakkiel wrote:
Combat maneuvers are attack rolls only in the sense that they get the same bonuses and penalties

...and in the sense that the rules text flat out says they ARE attack rolls?

Nothing in RAW states they don't Crit. Saying that they auto-hit on 20 and auto-fail on 1 does NOT mean they don't crit. Repeating qualities they share with other attack rolls does not mean it is not an attack roll or doesn't share other unmentioned qualities, it is just superfluous info, as the rules sometimes state superfluous info in other cases.

That said, SKR wrote on the boards that they don't crit. Obviously the rules don't say that, so that's not RAW, but that is what he (and by extension Paizo, since they never contradicted him) chose to write here on the boards. He chose to focus on arguing "CMBs don't have threat ranges" but an attack doesn't need a listed threat range to crit, because by the weapon-agnostic rules of the Combat chapter governing attack rolls (which CMB are stated to be): A 20 is always a critical threat by the rules for attack rolls. Threat ranges only come into play as an augmentation of that dynamic, the lack of threat range does not remove the Critical Hit rules from play (for Nat 20s).

I think I missed something in what SKR wrote, since I don't see anything in there stating that they don't crit, just that they don't have the ability to crit spelled out.

So, along with a grapple to do damage, can a Sunder attack crit?

And, indeed, if you have the feat Disarming Strike, as an example, and you crit on your Trip attempt, does that mean you get to do a free disarm attempt?

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Dan Simons wrote:
I wonder if this player thought that he could just collect up ** spoiler omitted ** and keep reanimating them.

Nah, he grabbed all the ones from

Spoiler:
Year of the Shadow Lodge
, so he could have bunches of them at different sizes.
Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Mike Tuholski wrote:

Also, you may not be able to buy scrolls of higher level spells but as I understand it, it is fully within the rules to have those spells in your spellbook even below 13th level (you can't cast them yet but they can be there) if you come across them in-game. For example, if you come across an NPC who happens to have those spells in a spellbook or on a scroll, you could copy them into your spellbook and save them for a level when you could actually cast them.

---

Also, the new FAQ allowing you to learn spells from nameless NPCs (or Aram Zey's library as I think of it) between scenarios means that you don't have to buy a high level scroll to put it in your spellbook, so could you potentially learn level 7+ spells in your spellbook from Aram Zey's library before you actually reach level 13? That one is a little fuzzier. I don't see why you wouldn't be able to (or why that would be an issue since you can't cast them yet) but I'm a bit confused by this sentence:

Quote:
Access to these spells is restricted to scrolls and is not available for spell-casting services.
What do they mean by "access"? Does that mean there are no NPC wizards with level 7+ spells in their book who would be willing to let you copy the spell (for a price)? That's what it sounds like on first pass but I'm not really sure if that is what is intended.

If you run across such a higher level spell in-game, sure, you could copy it to your spellbook.

But, there is no other source, before you reach a levbel where you can cast such a spell, that is available to PCs. No spellcasting survices, escept through one or two such spells listed in the GtPFSOP, no scrolls for sale, and no access to any spellbooks with such high level spells in them.

Spoiler:
I would guess that a certain 7-11 scenario might be the only source for such spells in PFS below Seeker level.

Edit: I would think access to a spell from a spellbook would be considered to fall under spellcasting services, since you have to pay the spellcaster for it, but YMMV.

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Lormyr wrote:
He absolutely has Blind-Fight. It just doesn't cover all the bad, such as losing initiative, invisible ranged attackers, feint, ect.

Ayup. Nothing makes you feel "better" than rolling max on initiative, and still gettiong boned in the first full round of combat.

Spoiler:
Enemy moved up next to my Magus during the surprise round, my Magus gets a 23 INiti, but so does the enemy, which has a highe riniti mod, so it gets a full attack, claw-claw-bite, including sneak attack on all attacks, and a crit, so dead before I get to do anything at all. Sux.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
N N 959 wrote:
Ferious Thune wrote:

An Investigator can, by default, use Inspiration without expending a use on any Knowledge Skill, Linguistics, or Spellcraft provided the Investigator has at least 1 rank in the skill.

Through Investigator Talents, it's possible to additionally get "free" uses of Inspiration on:

Expanded Inspiration: Diplomacy, Heal, Perception, Profession skills, Sense Motive

Underworld Inspiration: Bluff, Disable Device, Disguise, Intimidate, and Sleight of Hand

Profession...

What's funny is that an Investigator can't use a free inspiration on Craft (alchemy). I mean, he can be freely inspired on his Knowledge Nobility roll by putting 1 rank into it, but he can't be so inspired in his use of Alchemy, no matter what he does. Despite the fact that the Investigator is better at Alchemy than at Knowledge History.

This is why I scoff at the notion of arguing about realism in the game.

Realism? Ina game where you can put on a pair of cheap (1,000 gp) boots, and never take more than 20 points of damage, no matter how far you fall? And still land on your feet, to boot.

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

ALso solved by having a spiked gauntlet or cestus...

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
nosig wrote:
Nefreet wrote:

If someone grabs Kyra, they're looking for a healer.

If someone wants a blaster, they're going to reach for Seoni.

not me... I'll go with the prepared caster.

but then, I'm not a new player, and that was sort of the reason for this thread right? To ask if a player is stuck with the Prepared Spells on the Pregens... even if you know/want something better...

And I think the concensus was to ETV on initial setup, but that, if there is a time span involved in the scenario, there would be no reason not to allow changing the spells.

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
wraithstrike wrote:
According to SKR you can wait to decide before that particular attack roll, but once you activate it, then it stays up until the beginning of your next turn.

Got a link to SKR's post?

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

@Mark Stratton: I've seen players banned or warned for making racist or sexist comments. I've seen people sent packing for cheating. I have never seen people banned for conflicting play styles.

Lucky you. I know of a VO who has said, outright, that because I moaned after a game about how someone ran a PC, causing a TPK, that he would never run a table for me, nor sit at a table I was running.

@Raymond Lambert: Please do not agree to GM a game and then refuse. That is a waste of both money and time spent by the players who showed up for that game.

And having someone try to do something that they don't find enjoyable is better for you? You do know that this kind of thing is whaty causes GM burn-out, don't you? If the GM isn't having fun, he stops GMing.

@OP: As mentioned, the best first step, if possible, is to have a mature discussion with the players who are causing you issues. Explain what you are seeing from them, and how it is making things unenjoyable for you. Also, it sounds like you GM at Drogon's store, and he seems to be very proactive, so hopefully he can help you get things worked out so everyone can go back to having fun.

@Hymenopteran: It sounds like you are having a very bad people day. You might want to take a step back, give the boards a rest for a while, and come back when you can be civil. As it is, your posts come off as more than a bit of bullying, rather than any attempt to provide helpful advice to either the OP or anyone else with similar issues.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

For any abilities that you use that give your allies a buff, or your enemies a debuff (or both), have a card marked with the information on it, including what type of bonus it is, so everyone can see and remember it.

Nothing sucks so much as missing by one, and finding out later that you forgot to add that +1 morale bonus from the bless the Cleric cast two or three rounds ago...

Especially when that would have saved resources or kept someone in your party (including yourself) from getting killed...

And, at higher levels, it can keep you or an ally form wasting time creating a self-buff that overlaps a shared buff. The 7th level Bard "Inspire Courage" is a +2 competence bonus to hit and damage. IIRC, the 7th level "Know Thy Enemy" ability from the Lore Warden Fighter archetype costs a Standard to start, and gives a +2 competence bonus to hit and damage, so knowing that if the Bard is inspiring you, you don't need to burn your Standard for KTE, but you can, instead, attack that round....

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

And if you are interested in avoiding AoOs via Acrobatics, Boots of Elvenkind are pretty good.

Boots of the Cat are good if you don't want to burn one of your ring slots on a Ring of Feather Fall...

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

Chris:

+1 enhancement, +2 luck and +2 untyped, so +5 on disarm, only +3 on trip or sunder.

Also the UE Dueling property is a reprint of the APG Dueling property, which means that it is both older and younger than the PSFG Dueling property...

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Myles Crocker wrote:

I don't really have any problem with players swapping out spells of the pre gens for other spells in their spell books ( ezren) or on their spell list (Kyra).

When asked why Kyra has Cure light wounds memorized, or why Ezren has magic missile at first level, I explain that these pre-gens were written with the beginning player in mind.

Remember that Kyra has that CLW prepared in her Domain spell slot, not a regular Cleric spell slot, so the only other choice for that slot is the first level spell for her other domain, so the choice for that spell slot is either CLW (Healing) or Endure Elements (Sun), which she already has on a scroll in her possession...

(Sorry, was playing 1st level Kyra today...)

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

@Jiggy:
Short answer: If the animal is on both lists, it can get the levels stacked.

If the animal is not on one of the lists, it is not going to benefit from the PC's levels in that class.

"other options from other legal sources." refers to boon access to unusual animal companions.

But, basically, to get the levels in multiple classes to stack, you have to work from the more restricted list, or from the overlap between restricted lists.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Jiggy wrote:
John Compton wrote:
DesolateHarmony wrote:

pathfinder society primer

Edit: Ninja'd by the Chief Ninja!

Sounds like I have a new title!
Won't you have to fight Liz for it?

Isn't Liz's title Gninja-in-Chief?

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Frank Williams 624 wrote:
Thanks for the speedy answer! You have certainly made our rotating circle of GMs much happier!

Frank,

Make sure your group is working off the latest version of the Guide to Pathfinder Society Organized Play, which is v5.0 at this time, as it sounds like you may be working off an older version.

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Wu Nakitu wrote:
kinevon wrote:

What choices and options does it take away? Bladebound Magi have access to the full Magus spell list. Bladebound Magi have a weapon that they can fully use their arcane pool points to empower. Bladebound Magi lose spell recall, but that can, easily, be covered by using Pearls of Power. Bladebound Magi have a lower personal arcane pool, but have access to a second arcane pool that they can draw off of, or use for additional abilities that a normal Magus does not have.

Unless something is stranger than I think it is, a Bladebound Magus has a base weapon that is close to the "normal" weapon enhancement of a martial character before they start adding enhancements to it from their arcane pool ability.

How many 5th level martial types are going to have a +3 keen weapon? Not to mention that they have more flesibility in their weapon than most martial types. After all, everything from their arcane pool point can be tailored for the current combat.

And, even though they start to get arcana late, they can still get mosty of them, including the ones that let them add ghost touch or bane to their weapon, as well.

Sure, you can't get agile, but you should know that going in, so you aren't going to miss something you knew you wouldn't have to begin with. And agile, IMO, is overrated. The best way to do more damage, obviously, is to do moah damage.

Then again, my kensai bladebound magus is str & int, not dex and int. Not a great AC, but no need to give up Power Attack, if he wants it.

Bladebound doesn't even cost you Spell Recall...it's the Kensai half of your build that did that.

True, my confusion. All my Magi are Kensai....

Spoiler:
Crandall is a level 7 Magus (Bladebound, Kensai); Bruno is my Fighter (Lore Warden) 8, who just took a level of Magus (Kensai)...

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

UDS: You only lose the feat from that slot at that time, you can take it again with another feat slot later.

Combat Reflexes, for multiple AoOs, is a good choice for a high Dex PC in any case.
Improved Trip/Disarm/Dirty Trick all have their uses.
Improved Initiative can bve useful, attacking earlier means getting your full Dex to AC qwuicker, and apotentially flat-footed opponent.
Blind Fight is nice...
Weapon Focus is simple, but it is the basis for a bunch of feats later.
Dodge can help with a lower AC, and it helps her touch AC.

Depending on her focus, as a Lore Warden, she might want to look, at third level, at non-Combat feats, maybe Dilettante or Cosmopolitan.

Part of it, of course, is where she wants the character to develop to, as well.

Knowledge with lots of damage? Power Attack, Weapon Specialization, etc.
Local area battlefield control? Improved Trip, Improved Disarm, Imprved Dirty Trick, etc.

Multi-classing into a compatible class? Magus plays well with Lore Warden, IMO.

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Mathwei ap Niall wrote:
Imbicatus wrote:
I didn't mean to suggest it was hate worthy, sorry. My actual response was:
Quote:
Are you certain on bladebound? The blade doesn't upgrade as quickly as a normal magic weapon, and not getting an Arcana until sixth level really hurts.

I don't personally like it that much for a few reasons, but it can be good if you are in a low magic campaign.

One: It delays your arcana. In your other thread you were making a hexcrafter, and they need arcana for hexes and for normal arcana. You can't take an extra arcana feat until you have an arcana, so waiting until 6th level delays one of the main magus abilities.

Two: It reduces your Arcane pool. This is a needed resource and it hurts when it's missing.

Three: The enhancement bonus of Black Blade is set by you level and is lower than what your would get if you had standard WBL allocated to a magic weapon. Depending on your game, this can be good because you have a guaranteed magic weapon, but in a standard game, it's weaker than having a normal magic weapon.

Four: Intelligent items are a pain. Bickering with your blade is not my idea of fun, and I was never really a fan of Elric, so having a powered-down Strombringer isn't appealing.

I'm the one who expressed the hatred for this archetype but I agree one hundred percent with your statements here.

My real issue with it is this is an archetype that takes away choices and options from the player all to save you a little cash which is the easiest most abundant resource in the game.
All taking this archetype does is save you a little cash up front in exchange for flexibility and power later in the game.

Add to that it really does lock you into a more martial style of play as opposed to magical. You are effectively trading your ability to bend reality over your knee and beat it to your whim for a hunk of pig iron that's a little easier to swing but acts like a stuck up girlfriend if you try to do what it doesn't think you should.
It's not a rationale trade.

What choices and options does it take away? Bladebound Magi have access to the full Magus spell list. Bladebound Magi have a weapon that they can fully use their arcane pool points to empower. Bladebound Magi lose spell recall, but that can, easily, be covered by using Pearls of Power. Bladebound Magi have a lower personal arcane pool, but have access to a second arcane pool that they can draw off of, or use for additional abilities that a normal Magus does not have.

Unless something is stranger than I think it is, a Bladebound Magus has a base weapon that is close to the "normal" weapon enhancement of a martial character before they start adding enhancements to it from their arcane pool ability.

How many 5th level martial types are going to have a +3 keen weapon? Not to mention that they have more flesibility in their weapon than most martial types. After all, everything from their arcane pool point can be tailored for the current combat.

And, even though they start to get arcana late, they can still get mosty of them, including the ones that let them add ghost touch or bane to their weapon, as well.

Sure, you can't get agile, but you should know that going in, so you aren't going to miss something you knew you wouldn't have to begin with. And agile, IMO, is overrated. The best way to do more damage, obviously, is to do moah damage.

Then again, my kensai bladebound magus is str & int, not dex and int. Not a great AC, but no need to give up Power Attack, if he wants it.

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
MattR1986 wrote:

You can wear fire? I can't wait to see the fall collection from Armani of

"Girl screaming down a runway in a burning inferno"

Check out PFS PC Katisha, who tends to have a continual flame on the inside of her cloak, IIRC.

And, of course, real world stunt men, who tend to wear flames on the outside of fireproof suits for some scenes...

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Sarrah wrote:
Jiggy wrote:
DarkPhoenixx wrote:
RAW no undefined defined and the answer is no.
Fixed that for you. There's a big difference between the rules saying that you keep the full benefits of invisibility while visibly emanating light, and the rules saying nothing one way or the other.

Fixed it for ya.

http://paizo.com/pathfinderRPG/prd/spells/invisibility.html#_invisibility
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

So, if the creature is set aflame after it becomes invisible, the flames remain visible, unless and until the creature puts the flames in its pockets or under its clothing.

As long as the creature is burning, in the situation given above, its location would be visible, i.e. which swuare it is in, but it would retain the effects of total concealment, i.e. a 50% miss chance.

Similar to an invisible creature standing in a puddle, its feet would displace water, making an empty hole showing which square it is in, but not with sufficient clarity to guarantee hitting it solidly.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

Know your PC.

Really, please.

Oh, and have the rules for any unusual abilities ready-to-hand, even if it is Core.

Nothing worse than using something that is seldom done, and having the GM go, "Huh?" and not have the rules available immediately.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Acedio wrote:

If there were special lines on the ITS explicitly for consumables, then my problem with it would go away entirely.

Really, something that's a combination of the wand tracking and normal inventory tracking lines could be used. Something tabular like this could do it:

Item Name | Cost/Unit |
-----------------------------------------------------------------
BOL Scroll| 1125gp |Purchased:[15][17][19][21][24][24][33][33]
-----------------------------------------------------------------
|Used: [16][18][21][23][24][33][33][ ]
-----------------------------------------------------------------

I might test that out and see how it goes.

EDIT: Sorry, formatting was lost. Just picture that the "Used" column lines up with the "purchased" column and it should make a little more sense.

You do know that you can create your own version of the ITS, including a section like this for consumables like alchemical items & potions.

So, one ITS for nominally permanent items, armor, shield, weapons, the Big 6 magiucal items, etc. That one might never get filled up completely.

Another ITS, especially for consumables savants, for handling/tracking consumables bought or crafted in "small" lots. Line X with a quantity box, a box for when they qty was bought/crafted, and a set of 10 or more checkboxes for tracking consumption of the items.

And, one last ITS, for those of us who use wands, arrows or other ammunition in job lots, with the 50 boxes for check off. For the "normal" PC, who only uses a few items like this, or small lot consumables, you can add a few of each line to a single ITS form, and not have different ITSes for different types of items.

And, yes, that will add some work, as you sort through your ITSes looking for the one you want to add something to.

Hmm. Makes me want to make a custom standard slot item ITS form for my PCs, with things like:
Armor:
+1 Enhancement:
+2 Enhancement:
.
.
.
+10 Enhancement:

And so forth...

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Gwen Smith wrote:
kinevon wrote:

Please take a look at the skill description again.

Move on a narrow or uneven surface. Move at half speed if successful.

Move past/through an opponent's threatened area/space. Move at half speed, do not provoke if successful, failing the move through is fall prone and provoke an AoO. Move at full speed by increasing the DC by 10.

Jump as part of a move. Long jumps and high jumps are referenced here only. No move half, but cannot exceed normal movement.

The PRD does not include some of the information on jumping and tumbling. It does not include the fall prone information on failing the move through an opponent's space, for example.

Where does the "fall prone on failing to move through an opponent's space" come from? I have never seen that outside of the messageboards, not in a rule book or in game play.

And the PRD is an official source--probably the best official source. It contains all the text of the listed sources with all the errata already applied. If the "fall prone when you fail to move through an opponent's space" isn't in the PRD, where exactly does it come from?

I have no idea where it came from, probably someone (mis?)quoting a JJ post somewhere. Just reread the PRD, and you are right, just fail and provoke.

I still learn something new on occasion...

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Diego Rossi wrote:
Shimesen wrote:
Yes Diego, that's what we said. At third level, you already have an arcane pool. Now you are changing that, and also replacing the 3rd level arcana. His question was weather the magus would get an arcane pool at level 1. Yes, it just doesn't get modified until level 3.

Wrong.

Arcane pool feature is modified when you get it, at level 1, not at level 3.

When an archetype change a class feature it change it from the moment in which that feature is acquired, barring specific text that this ability hasn't.

It don't matter that you get the black blade at level 3, the arcane pool feature is changed from level 1.

Diego, it is a battle which is not worth fighting, as, either way, the Black Blade's Arcane Pool is going to be the exact same size.

1st level: 1/2, min 1 is 1; 1/3, min. 1 is also 1
2nd level: 2/2, min. 1 is 1; 2/3, min. 1 is also 1
3rd level: 3/3, min. 1 is going to stay 1, and all agree that at third level it will be divid by 3 instead of 2.

And, up to that point, there is no functional difference to either side of the debate.

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

@Rerednaw: By RAW, despite what some posters state, it works. Because some people read things a little bit differently, expect table variation.

Best option, if you think your Magus can afford it, is to go the whip route, since that will give you a weapon which you can use Spell Combat and Spellstrike with against any opponent from adjacent to 15' away.

You would probably want at least the Whip Mastery feat (although that comes at 3rd level at the earliest for a Magus), so you don't have to worry about the spell damage not being applied, though. Improved Whip Mastery, of course, adds in the ability to threaten areas both adjacent and 5' away from your PC, but takes a BAB of 5 to achieve.

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

Update 10/16/13: In any case, you cannot use rule elements from a prestige class to meet the requirements of that prestige class.

So, no, since you can't use the Arcane Trickster's sneak attack dice to qualify for Arcane Trickster.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

For clarity:

1) You can always buy anything on the Always Available list.

2) If an item is listed on a Chronicle, you can purchase it, even if you don't have enough Fame to unlock that level of gold access.

3) You can buy anything legal from Additional Resources that you own the resource for, that costs equal to or less than your Fame score unlocks.

Ex:
0-4 Fame is only Always Available and what is on your CHronciels for the PC.
5-8 Fame includes the above but adds access to anything that is legal that costs 500 gp or less.
9-12 Fame, as above, gold limit increases to 1500.
.
.
.

The items on the Chronicle are, usually, anything that is not on the Always Available list, and anything that is non-standard, like partially charged wands.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

and the GM puts up his GM screen, and it is covered with skull and crossbones stickers...

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

Please take a look at the skill description again.

Move on a narrow or uneven surface. Move at half speed if successful.

Move past/through an opponent's threatened area/space. Move at half speed, do not provoke if successful, failing the move through is fall prone and provoke an AoO. Move at full speed by increasing the DC by 10.

Jump as part of a move. Long jumps and high jumps are referenced here only. No move half, but cannot exceed normal movement.

The PRD does not include some of the information on jumping and tumbling. It does not include the fall prone information on failing the move through an opponent's space, for example.

So, moving through a threatened space, or through an opponent's square, is not a jump, it is a move.

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
foolsjourney wrote:

Thanks Durngrun.

That's interesting, and great to know, as I've been reading the rules for Acrobatics differently.

My reading was that it can be used EITHER for evading an AoO when moving through a threatened or occupied square, OR for jumping high/long, and that they were distinct separate uses of the skill. When the ring description then said it applied specifically to the high/long, my reasoning was that it couldn't be applied to the jumping through a threatened or occupied square.

Wow. It's a very cheap item if it allows +5 to that too- it effectively negates the +5 to opponent's CMD. I think my player will like this news.

Ta muchly good sirs.

The acrobatics check to avoid an AoO is a tumble check, not a jump check. I think Durngrun was simply pointing out that the ring applies to any attempt to jump.

The item the PC probably wants are boots of elvenkind, that apply a +5 competence bonus to Acrobatics, in general.

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

As designed and written, you can only identify the magical properties of an item using Spellcraft in association with either the detect magic spell, where you have to roll the spellcraft check, or with the identify spell, which gives you a +10 bonus on your spellcraft roll, and also allows you to take 10 on the roll if you so desire, since identify does not require concentration.

There are ways for a non-caster to get the ability to cast detect magic, though.

Simplest: One level of almost any full caster class, since most of them have detect magic in their cantrip/orison lists.

Less simple: Two levels of Rogue/Ninja, and take the minor magic talent, which lets you cast a 0 levbel spell 3 times per day.
I believe there is a feat that allows the limited use of a cantrip, similar to the Rogue talent.
Same for at least one regular race, like gnome with a Char of 11 gives them detect magic as a spell-like ability a limited number of times per day.

Campaign-limited: Requires your GM to allow wayfinders to be purchased, that you have a Prestige/Fame system rtunning, and the GM to allow the use of prestige costing wayfinder enhancements from the Pathfinder Society Field Guide or Pathfinder Society Primer, to get the discerning enhancement on a wayfinder, which allows the user to cast detect magic at will.

I am sure that there are other items and abilities that give those out, like the Lens of Sight or whatever it is called, that gives detect magic, usable for 10 minutes a day, in 1 minute increments.

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Rynjin wrote:
kinevon wrote:


And you look at your feet instead of ahead of you when you walk normally?

No.

Because I can see ahead of myself normally.

kinevon wrote:
Each person, in general, knows the length of their own stride, whether they can see where they are stepping or not.

Wanna put that to the test? Put yourself in the middle of a room. Close your eyes. Spin in a circle.

Have someone guide you somewhere just as you're suggesting.

You instinctively take smaller steps when you can't see.

But you are in a fog, where you can't see far, not in deeper darkness, where you cannot see at all. Big difference.

Blindness limits your movement rate, unless you want to use Acrobatics. Obscuring Mist limits distance vision, not the ability to see at all.

Now, if you moved at 60 MPH normally, you would move a lot slower in a fog cloud (or should, but real world idiot drivers is a different subject), but at the speed of walking, only being able to see more-or-less clearly for 5' is not a big limiter.

Do you also limit the movement rates of someone who is using a candle for light in PF? That has a 5' circle of illumination, too...

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Rynjin wrote:
kinevon wrote:
Rynjin wrote:

I'm pointing to the location of my couch right now.

Do you see it?

Pointing out is not necessarily pointing at.

"Okay, class, I would like to point out for you a few of the differences between the Greek and Roman gods."

The speaker then goes on to descibe, verbally, the differences. No need for the class to "look" since the differences are being "pointed out".

Or, as mentioned, "Jericho, move 12' to your right, then 4' forward." which should also easily fall into 6 seconds worth of speech...

Possibly. It's harder than you make it sound, though.

How do you judge when you've walked 12 feet if you can't see more than 5 ahead of you? You probably can't even see your own feet unless you're quite short.

That would, at the very least, slow you even more than usual for being blind. 1/4 speed at best in my book while you try to figure out the exact distance by putting one foot in front of another.

And you look at your feet instead of ahead of you when you walk normally?

Each person, in general, knows the length of their own stride, whether they can see where they are stepping or not.

So, you would prefer, "4 paces straight ahead, then veer to your right for one stride."?

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber
Rynjin wrote:

I'm pointing to the location of my couch right now.

Do you see it?

Pointing out is not necessarily pointing at.

"Okay, class, I would like to point out for you a few of the differences between the Greek and Roman gods."

The speaker then goes on to descibe, verbally, the differences. No need for the class to "look" since the differences are being "pointed out".

Or, as mentioned, "Jericho, move 12' to your right, then 4' forward." which should also easily fall into 6 seconds worth of speech...

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

One thing to remember on this subject, is not skipping encounters, but paying attention to when you can just call it a wrap for an encounter.

IOf it becomes obvious that teh PCs are going to win, and that all that is left is a mook or two that are hit point pools, but unlikely to do much, if any, damage to the PCs, just call it. Maybe specify that the PCs need to spend a couple of extra CLW charges, but, generally, end the encounter when it becomes obvious that all that's left is grind or just time burning.

Also remember to, as mentioned, keep your players (and yourself!) focused on the game. I get distracted looking up rules that are not serious issues, sometimes, when I GM face-to-face.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

But it also needs to include when breath of life brings you back alive with no penalties, and when it brings you back, but leaves you suffering from a permanent negative level.

1 to 50 of 2,591 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.