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. FullStarFullStarFullStarFullStar Pathfinder Society GM. 4,083 posts (5,249 including aliases). No reviews. No lists. 1 wishlist. 35 Pathfinder Society characters.


1 to 50 of 4,083 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Liberty's Edge

Maybe consider School Understanding Exploit for Evocation and/or Admixture schools.

Intense Spells, adding 1/2 your level to the damage of Evocation spells, which Magic Missile, IIRC, is one of, doesn't hurt, either.

Admixture would be for those (rare) times when Force is not the right damage type.

Liberty's Edge

andreww wrote:
You may want to change your wizard example as sleep has a 1 round casting time and so is a bad idea. The wizard would be better off casting something else and moving to a location from which he could not be charged.

Yes, indeed, casting Sleep, in that Wizard's situation is definitely riskier than casting Shield, as the Orc will get his attack in before the Sleep activates, and the attack may cause the Wizard to lose both hit points and the spell in progress.

Better alternate option: Color Spray. Standard action, can, like Sleep, potentially affect multiple enemies, depending on positioning. And, unlike Sleep, it has a chance of affecting even a BBEG. Stunned for a round is better than too many HD to be affected by Sleep...

Liberty's Edge

It uses Sleep to create the item, but it doesn't appear to have a cap.

Note that, with that DC, it isn't going to do much against higher hit dice opponents very often.

Liberty's Edge ****

Steven Churton wrote:
Also a question from someone who was a pure 3.5er ,Does Pathfinder have Dragonborn as a race?

Not for PFS, as it was not in any of the OGL material.

For a home game, you can discuss it with your GM. I think the 3.5 version was from Races of the Dragon?

Liberty's Edge ****

1 person marked this as a favorite.
GM Lamplighter wrote:
Paz wrote:
The Accursed Halls, the first level of Thornkeep, is also tier 1-2 and gives 3 XP & 4 Prestige.
And it takes less time, since it is a TPK unless the GM rolls poorly.

Seriously? I don't know about you, but I don't softball it, have run it multiple times, and only had a TPK once, against the freaking vegetables. And I may have been running them wrong, how they work has been debated in the Rules forum.

The <redacted> can be a pain, but most parties, even Core, will have some stuff that will work against it.

The other <redacted> doesn't hit very well. In 6+ runs, I have only seen it hit once, and that was against a 2nd level PC, so ugly but not instantly fatal. Really, it hits less than half the time against an AC of 15 or higher. And most front liners are going to have higher ACs than that.

Ledford is deadlier.

Liberty's Edge ****

Multisheet module PFS reporting still broken

Linkified for ya.

Liberty's Edge ****

Consider not needing your resist energy as a bonus, since it also means that few opponents will have energy resistance against your energy type.

Also, remember, Resist Energy and Protection from Energy are both Core spells, and on the Sorcerer spell list... At some point, you will be using the Mass version of those spells, even if it is only to give your party resistance against your own spells.

Liberty's Edge ****

I believe To Scale the Dragon has some cold weather stuff in it.

One of the now-retired First Steps scenarios had a mountain in it, with potential cold effects.

Liberty's Edge ****

@Kyras Mystborn: Nice post, but, sadly, potions of See Invisibility are not legal.

See Invisibility
Range personal
Target you

Spells with a range of personal cannot be made into potions.

Liberty's Edge ****

DM Beckett wrote:
Jeff Merola wrote:
Steven Schopmeyer wrote:
DM Beckett wrote:
Then I suppose we will have to agree to disagree.
** spoiler omitted **
** spoiler omitted **
Does it involve 4 parts, multiple planets, and a murder list that makes GMT look like a saint?

Yes, yes, and no, even including the NPC's list.

GMT is one of the few people that can make <redacted> look like a saint. Nothing, and no one, not even Zarta, can make GMT look like a saint.

I admit, given a choice between killing GMT and <redacted>, I would have to take some time to think about it. I think GMT would win, overall.

Liberty's Edge ****

Damanta wrote:

Let's see:

1. No, you can not sell items to other PC's
2. No, you can not sell items to other PC's
3. No, it gets turned over to the society like all other things you find and you get the set gold amount mentioned on the chronicle sheet.
4. No, because the ioun torch is not a continual flame even if it's based on that spell.

Tiny exception on answer number 2: you're allowed to cast the continual flame spell for another player if that player provides the material component (50 gp worth of ruby dust).

Tiny exception on the tiny exception: Or if you have a way to not need to pay the 50 gp anyhow.

False Focus, for example, would obviate the cost, since it substitutes for material components up to the value of your holy symbol, max value of 100 gp...

My Sorcerer (Razmiran Priest) is probably going to blow a feat for Heighten, already has a holy symbol worth 100 gp; and there are several ways to get the spell available without losing a slot. Wish spell lattices worked for Sorcerers, too.

Edit: D20PFSRD says that they do. So, 4k GP for a Spell Lattice with the 2nd level W/S Continual Flame in it, and the Heighten Spell metamagic feat....

Liberty's Edge ****

Usually, in my experience, the main reason for the "bring the Paizo document" rule being invoked is when the GM doesn't know the rule, and needs to look it up. In that case, the actual book it is from is needed, rather than any of the online resources.

This means that, odds are, that a GM is unlikely to need to see the rules for Channel Energy, but may need to see the rules on how Bloodrage works, and how it differs from Barbarian Rage.

As a GM, I am less likely to need to see the rules on stuff I use for my own PCs, but more likely to need to see the (obscure) rules for how options I don't use, or seldom use, work.

In other words, it never hurts (other than maybe your back ;) ) to have the PDF or hardcopy book with you, or, for PDFs, just print outs of the relevant pages for the PC.

For instance, I have the ISWG and ISM pages for Razmir and Razmiran Priests printed out and stored in the binder for my PC who has the Razmiran Priest archetype. Seldom needed, but quickly available when his oddities form the archetype come into play.

Liberty's Edge ****

Well, I GMed a game, online, of Mists of Mwangi.

Sub-tier 1-2, with mainly 1st & 2nd level PCs, along with one 3rd level PC.

No deaths, but there were a couple of points where bad luck, more than Core builds, almost doomed the party.

Against the flying masks, the party of 5 and an AC had 4 failed Fort saves, used rerolls, made the rerolls. Unfortunately, the second mask did the same thing, and the same group again failed their Fort saves, with no rerolls left. That looked ugly for a while, even leaving two PCs poisoned, and one losing his hair.

Most of the rest wasn't bad, comparatively, but they did have a couple of heavy hitters in the party. Indeed, they came very close to losing the second PP...

DaTunga, unfortunately, still suffers from being DaTunga, so he only got one set of attacks off before he got wiped...

Edit: I also played a local game of Murder on the Throaty Mermaid, mainly with first level PCs. Not a lot of trouble, but that was, in part, because no one aggravated the <redacted> in the cargo. Dealing with the concealment effects during the first fight was a bit of a pain.

Liberty's Edge ****

I thought there was a thread or a post about it, but I can't seem to locat eit.

What is the process to request access to the 4-Star GM Exclusive scenario, once you reach 4 Stars?


Liberty's Edge ****

DM Beckett wrote:
In one scenario, the Pathfinder Society goes out of their way to sell a traumatized boy into slavery after helping them recover an agent that's been kidnapped, (and who knows something they don't want the authorities to find out about).

Don't recognize this one.

In another the Pathfinder Society sends agents to murder people and set up the Aspis to take the blame. What's worse, the Aspis in this case where legitimately just trying to get what they where owed and rightfully deserved.

Do you mean the scenario where the VC deliberately, and with malice aforethought, tells the agents not to do anything that could harm anyone? And, IIRC, the only things to kill are the things that are going out of their way to attack you?

Lets not forget that the entire reason for the Shadow Lodge Faction was because enough people had gotten so angry with the Pathfinder Society's views on expendable agents, left them, and then someone finally got dirt on the "leadership" and force them to pretend to play nice and act like they cared.

First off, false. The original Shadow Lodge wanted to become the Aspis Consortium. Seriously. The version that became a faction was a different organization. Not sure of the source, other than it was run by someone whose own version of morality makes the Decimvirate look like Paladins.

Or that the entire point of the Silver Crusade was because the PFS had been banned in so many nations because of their well deserved reputation/(notoriety) that "leadership" needed to start changing face.

Also not true. Silver Crusade was because so many Paladin & LG CLeric players did not like that a CG organization was more interested in permanently preventing evil from holding sway.

Or those time when they are given instructions "Leave no witnesses", or "I'll leave the details to you on how you do that", or other such things.

So, your real life manager tells you exactly how to perform your job? As to leave no witnesses, IIRC, the primary instructions were to not draw attention to yourselves, so make no witnesses.

Or that time they steal a funerary mask that spontaneously raises angry undead and decide to take it back for further study.

Not sure I recognize this one.

Or the time they use a friend asking for help to find a vanished young girl as an excuse to gain access to treasure, with helping their friend as an after thought, "Oh, and I you can also manage to save her, cool, but, your mission is to get in and steal _______. Understood?"

As mentioned, if this is the scenario I think it is, the mission was to explore the ruins. It is only after the mission is assigned that a devil worshiping evil woman attempts to get the Pathfinders to also find her daughter who has been missing, presumed dead, for ten years.

Or that time they try to further instigate a war to make their little job easier.

Not recognized.

Again, it's all about what we are told and what we are shown. We are told that the PFS is a small, multinational, apolitical group of likeminded explorers and historians that seek to rescue lost lore from destruction and the ravages of time. We are instead shown that the PFS is a massive personal mercenary army that forces their will on all nations and peoples without repercussion and takes what they want to be locked away for their own uses and no one else's benefit, that has no problem strong arming, murdering, lying, cheating, or sabotaging to achieve their ends, even to the sale of possibly sending entire nations into chaos and poverty, that really only care about hoarding secrets from everyone else.

Hard to show the smallness when you have tens of thousands of players.

Also hard to show repercussions on an episodic game, just like episodic TV tends to not include major changes, due to not knowing in what order the episodes will be aired (or played, for PFS).

Then again, there have been changes, there have been repercussions. That is what the A/B/C/D responses in reporting are there to guide.

Liberty's Edge ****

tuypo1 wrote:
it seems to be a perfectly sensible place to bring it up to me

Not to me. I am not sure what issue the OR (Original Resurrector) of this 700+ post thread is referring to in his comment, so...

Several archetypes being removed from the campaign over two years ago? Not being able to make photocopies of your hardcovers? Something else mentioned during this thread?

Liberty's Edge ****

Faction cards will be optional, and, to be honest, they should be something that only the player needs to pay attention to during the game.

They will list some of the faction-related things that could promote the goal(s) of faction X, and it will be up to the player to bear those goals in mind, and then, at the end of the session, let the GM know they have done Action A, B or C that can fulfill condition X, Y or Z on the card, and request a signoff (if needed) on it.

Maybe either a note on the player's side of such an action, needed to remind boht of them later it was done, maybe a comment by the player that doing such-and-so in this game might promote this-or-that card line.

Hopefully, a lot less disruptive than "Is the MacGuffin in this room? How about this room? Maybe now?" that the original faction missions were prone to. And less irritating to the other players than, "I do this for Taldor!" was.

Liberty's Edge ****

Never had the problem with the players jumping to that one first, so far. Mainly in a meta fashion that they realize that doing some of the other ones might give them an advantage going into the last one.

Liberty's Edge ****

1 person marked this as a favorite.

Modules & AP segments that give 3 XP for tier 1-2 or 1-3:

1-2 Crypt of the Everflame
1-2 Murder's Mark
1-2 The Godsmouth Heresy
1-3 Dragon's Demand, Part 1
1-2 Thornkeep: The Accursed Halls
1-2 Emerald Spire: The Tower Ruins
1-3 Emerald Spire: The Cellars
1-2 Reign of Winter: The Snows of Summer
1-2 The Mummy's Mask: The Half-Dead City

Liberty's Edge ****

As DrS mentioned, See Invisible is not a valid target to make a potion from.

By Pathfinder's Pouch, do you mean the 1,000 gp pouch with a hideable extradimensional space? That can be useful for certain situations you might run into, like bringing something either into a place you might have difficulty bringing it to, or getting something past someone searching for either that item, or for taxable/dutiable items. Note: this item can break, or at least mangle, portions of some scenarios.

There are a couple of magic items that can give one an ability to deal, in some ways, with various difficulties.

Charged item, consumable:
Lenses of Situational Sight (5,000 gp, Pathfinder Society Primer, eye slot)
They give the wearer 10 minutes (each), usable in one minute increments, of Darkvision, See Invisibility, and Detect Magic.

Charged item, one use per day:
Hand of Glory (8,000 gp, CRB, neck slot)
Wearer gains an extra active ring slot, and also gets the ability to use Daylight and See Invisibility one per day each.

Liberty's Edge ****

bdk86 wrote:
Blackbot wrote:

The whole POINT of an oracle is that it does not have to have a deity. It may have one, but this deity is in no way connected to the powers the oracle receives.

(Also: Serves you right for not reading the Guide to Organized Play! You should be able to recite it if I wake you up at 3 am! ;) )

Bonus points if you do so dressed as Drendle Drang.

Only if you get the hair and beard right.

Extra credit if you have Osprey standing in the background, especially if he has a couple of arrows sticking out...

Liberty's Edge

Godwyn wrote:
Horselord wrote:

I'd like to add:

10) If the Scorpion Whip has reach and threatens, how does that reach and threat range change with size? What if the wielder uses a Scorpion Whip that is inappropriately sized?

These are actually easy to answer from the basic rules. Even if nonsensical. Reach changes with size based on size. A reach weapon extends an additional 5', and normal weapons never get reach. A large size greatsword is on the order of 10' long, but has no reach. Actual weapon size and reach are completely divorced from each other under the rules.

I think the question was in regards to the fact that the reach of a standard whip is non-standard, and not properly referenced in the basic rules for the whip, so, if a scorpion whip gains the reach keyword, when it is treated as a whip, how much reach does it get: Standard whip (15'), or standard reach (10')? Does it threaten? If so, does it threaten adjacent and full reach, or partial reach, or what? And, in the whip rules, there is no real information on anything but that single size of whip, so how does changing the size of the whip wielder change the reach?

Liberty's Edge ****

tuypo1 wrote:

oh god i just realized thats going to include the venture captains

i think i will do everything else first then once i have mastered that move onto venture captains

For real world VCs, you are better off using the web page, rather than the pages in the Guide, since there have been changes...

Liberty's Edge ****

BigNorseWolf wrote:
trollbill wrote:
BigNorseWolf wrote:

Make that level 1 Kyra vs Level 4 Kyra and you've got... what for competing desires?

Well, especially in the particular example you chose, I would say a competing desire might be to keep a party of low level characters (run perhaps by inexperienced players) from dying in a mod known to be deadly at Tier 1-2.
You do not mix inexperienced players with a deadly scenario no matter what you've got in the mix. Break out the tablet and find the adventure of soft fluffy bunnies.

Which scenario is that?

First Steps, Part 1: In Service to Lore has a Ledford kills thread.
5-08: The Confirmation has a definitely deadly encounter potential, possibly multiple.
6-10: Wounded Wisp can have some potentially deadly encounters. First time I have ever seen an NPC with Step Up. That was an ugly surprise for the player...

0-5: Mists of Mwangi? Heh. I ran this the other day, and had 4 PCs fail their Fort save, and use their re-rolls to save. Then 3 of them, and a different PC, failed the next Fort save from the second of the same critter in that encounter. First time I have ever seen someone need a Cure Disease from that scenario, not to mention two of the PCs had what amounted to virtually unhealable damage for the rest of the scenario...

I would love to know where the fluffy bunnies are.

I know of at least two modules designed for first level PCs that include Shadows. While one of them has the Shadow anchored to its room, the other does not.

Liberty's Edge ****

StFrancisss wrote:
Malandric wrote:
I am worried i might fail my group due to lack of rule knowledge as a dm.

There are always excuses to not do something. Some weeks your hair hurts too much. Other weeks you have to spend days, literally days, washing it. But at the end of the day you have to choose to move forward.

So, you can give me these sorry ass excuses to not do something. Or you can kick your ass in gear to be the changes you want to see in this world.

You do know that there are a lot better ways to say this, or what I hope is your intention, anyhow:

Hi! I understand your concern. It is something that all GMs, new or veteran, experience.

Heck, A couple of weeks ago, I, an experienced, 4 star GM, managed to screw up not just one but two encounters during a module, ending the module early with an effective TPK. If I had run it correctly, it might not have been as bad, but the PCs were still going to have issues with those encounters.

For the best way to handle your concern, make it part of your introduction: "Hey, folks, please note that I decided it was my turn to give back to the PFS community, and let one of our regular GMs get a break from behind the screen.

Now, as you know, I am still fairly new to Pathfinder and PFS< so I am going to ask your assistance in making sure I don't screw up the rules too badly. Minor issues, which aren't going to kill a PC, maybe we can go over during the post game talk. But, if I make a major mistake, or do something wrong that could cause a PC death, please let me know right away.

In the meantime, though, let's sit back and play a fun game of Pathfinder!"

Hope this helps!

Liberty's Edge ****

Roll20's voice support has, supposedly, gotten better, but when I first started, it was, pretty much, kill the voice/video in Roll20 and use Google or Skype.

It also helps when something kicks Roll20 past their threshold, and your game interface goes wonky. Red box saying no connection, someone using extensive and intensive Dynamic Lighting which slows the game to a crawl, one of their servers crashing, or, as has happened, mainly during things like one of the early PFS Game Days, the sheer number of simultaneous games overwhelming their servers wholesale.

Liberty's Edge ****

Something to consider: Either Gloves of Reconnaissance or the Cleric domain (Exploration sub-domain, Door Sight) that gives a similar ability for a few uses.

That, and the invisibility trick that has been mentioned a few times, although that won't come into play/serious use until you can cast invisibility a few times.

Liberty's Edge ****

Nefreet wrote:
Jeff Merola wrote:
Nefreet wrote:
Andrew Roberts wrote:
Jayson MF Kip wrote:

While his judgment may be a little extreme, I have a sneaking suspicion that people who play inside the grey area of the rules have a pretty good sense of when they're playing within the grey area of the rules.

I mean, I know when I do.

Is simply playing the archetype of Sound Striker a rules-bendy gray area?
No, but focusing every resource and character option on one feature of that archetype is building a house of cards, and you should recognize it's a risk.
Your argument is coming from the position that you either ignored the ability (in which case why take the archetype?) or focused everything you had on it. I'm pretty sure there are options in between.
Im betting those aren't the ppl crying for a rebuild.

Nefreet: You would lose that bet, since, among other things, my Sound Striker Bard is 5th level, not yet 6th, so this ability doesn't kick in yet.

To be honest, the FAQ came out after I had put in the expense to retrain my Bard out of being a Sound Striker, because the archetype's 6th level ability, before the actual FAQ release, was badly written, and subject to Table Variation. Because I have not yet played my Bard after the retrain, I could retract the retrain if I so desired, since no one but myself ever saw the retrained version.

Right now, I am contemplating whether I want to retrain him out of the new, clarified Sound Striker archetype or not. One way saves me 5 PP and some gold. The other way is what I am asking about.

@Dwayne: And, if all you ever took those abilities for was the old Weird Words ability, and had nothing else that could use them, how do they benefit you?

My Bard was pure support. During combat, I would have a sword in one hand, and a flag in the other, performing Inspire Courage and providing the Flagbearer morale bonus. The longsword was to provide flanking, if the combat ever got too close to me, not for me to use. I was going to use the Weird Words ability to provide a bit of a damage boost in combat, when my teammates needed it. Whether the 6+ words could target a single enemy or not was a question. Whether the 6+ attack rolls, damage rolls and GM-required saving throws was worth it or not, as well.

The new version is simpler, but not worth the same investment in resources. The original version, with 6-10 words, might have been worth taking Point Blank Shot and Precise Shot. The new version, with only 1 or 2 Words in normal PFS play, may not be worth that level of investment in ranged combat. Especially if the Bard isn't already built as an archer.

Harmonic Sage looks nice, but, seriously, is not a great option if the Bard already has, say, Lingering Performance. At least, on first glance, the extra round doesn't look like it would stack. And the bonus to DC becomes of very limited use to a Sound Striker, since they have given up suggestion.

No, my request was to clarify if the change to the Sound Striker archetype, which is about as profound as you can get without actually changing the base class, would qualify for a free rebuild for the Sound Striker Bard in PFS.

To be honest, it is about the same size change as changing the favored weapon for a deity would be. How much difference would there be if Desna changed from Star Knife to Punch Dagger?

Liberty's Edge ****

1 person marked this as a favorite.
Nefreet wrote:
Jeff Merola wrote:
Because it's substantially different enough that it's not better for everyone who built for it?

Yes, the ability is different than before. That's obvious.

But the "build" for it, is the same.

Before, it required a ranged attack roll(s).

It still does, now.

So, if you took feats and abilities to augment your ranged attacks, like Precise Shot, those are still equally of use.

If you didn't, then you're also in the same boat.

I fail to see how people can ask for a rebuild. Especially when what they got, is better.

Well, let's see:

6th level.
Before: 6 shots at 1d8+Cha Mod, going against DR, Fort save for half on each shot
Now: Single shot, 4d6+Cha Mod, going against ER, no save.

All sorts of differences, right there. Any feats or other build points used to improve the DC of the Fort save, or to overcome or bypass the DR? No longer apply.
Anything that might help the sonic part overcome ER? Not there, yet.

Sorry, plenty of differences, not all of them make it better. May not make it worse, but definitely makes it different.

Sure, some of the things that can work with one version will work with the other, but not everything, by far.

Liberty's Edge ****

@BartonOliver: Haste, for just one you listed, is a rounds per level spell, so the odds of getting it to last for two fights is very low. I have seen it done, once, in a PFS game, but it was high level (for PFS), and the Haste didn't last through the second combat, just for a couple of rounds at the beginning.

Minute per level spells are not going to last very long at low level, anyhow, and the higher level PCs frequently have a lot of alternatives for healing. The boots are good at middle levels, or when there is plenty of down time between encounters, like certain modules.

10 minutes per level spells are usually what the party is paying most attention to, since they are usually high enough level to be limited in access, while having a duration long enough to get multiple encounters in.

After all, something to think about pairing wiht the boots would be some pearls of power of appropriate levels, so that the mid-length buffs can be pulled back in for prepared casters....

Liberty's Edge ****

Matthew Owens wrote:
Keep in mind that Ioun torches are not on the "always available" list, and thus you still need to have the proper amount of fame to buy one.

Or spend one PP (overspend?) to get one after your first chronicle.

Liberty's Edge ****

DanWat wrote:
I don't remember weird words having ever been considered as a ray.

It wasn't, but:

Message 61 or so in this thread:

Pathfinder Design Team Official Rules Response wrote:

The design team and the developers have talked about this ability, and we agree that it is problematic, in that it isn't clear, and (depending on how it's interpreted) is either a very poor ability or a very powerful ability.

Problems include:
* text isn't clear whether you can shoot one target multiple times
* two rolls needed to resolve the effect (ranged touch attack and saving throw)
* damage is low if you can't shoot a particular target more than once, but high if you can
* ability starts with 6 shots when you first gain it, but caps out at 10 shots only 4 levels later

There's no easy or obvious fix for the ability as written.

Rather than quickly putting together an official FAQ or errata with a fix, having people find problems with it, and post revisions to that fix, what we're going to do is present a rough idea of what we think the ability should do, let people pick at it for a while, and revise the wording based on this feedback.

Here is the proposed new wording, parsed over several lines for easier reading:

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with up to 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. Note: "Up to" means you can choose to fire fewer than the maximum number.
No target can be struck more than once. Note: This makes the intent clear.
Each potent sound expends 1 round of bardic performance. Note: This is new, and keeps the cost from being trivial at higher levels for using the maximum number of sounds.
These are ranged touch attacks.
Each weird word deals 1d8 points of damage plus the bard's Charisma bonus. At 10th, 14th, and 18th level, the damage increases by 1d8. Note: Scaling damage is new. Fort saving throw removed.
The bard chooses what type of damage each word deals (bludgeoning, piercing, or slashing).
This performance replaces suggestion.

Note that the final version was significantly different than this, and that it closely mirrors one of the various suggestions for how to handle the ability during the 781 posts in this thread.

That post cited Scorching Ray, which is a Ray spell. The PDT final version does not.

Liberty's Edge

UnArcaneElection wrote:

^Expert Archer seems like it ought to work as Weapon Training(Bows) for the purpose of benefiting from such magic items.

Archetype: If an archetype replaces a class ability with a more specific version of that ability (or one that works similarly to the replaced ability), does the archetype's ability count as the original ability for the purpose of rules that improve the original ability?


It depends on how the archetype's ability is worded. If the archetype ability says it works like the standard ability, it counts as that ability. If the archetype's ability requires you to make a specific choice for the standard ability, it counts as that ability. Otherwise, the archetype ability doesn't count as the standard ability. (It doesn't matter if the archetype's ability name is different than the standard class ability it is replacing; it is the description and game mechanics of the archetype ability that matter.)

Example: The dragoon (fighter) archetype (Ultimate Combat) has an ability called "spear training," which requires the dragoon to select "spears" as his weapon training group, and refers to his weapon training bonus (even though this bonus follows a slightly different progression than standard weapon training). Therefore, this ability counts as weapon training for abilities that improve weapon training, such as gloves of dueling (Advanced Player's Guide), which increase the wearer's weapon training bonus.

Example: The archer (fighter) archetype gets several abilities (such as "expert archer") which replace weapon training and do not otherwise refer to the weapon training ability. Therefore, this ability does not count as weapon training for abilities that improve weapon training (such as gloves of dueling). This is the case even for the "expert archer," ability which has a bonus that improves every 4 fighter levels, exactly like weapon training.

Liberty's Edge ****

Anything that is infinite, pretty much, adds. That would be things like skill focus, some masterwork tools, some magic items, relevant traits, vanities, etc.

Crafter's Fortune is an explicit exception to magic spells not working, as it does count. No other spell would count.

Liberty's Edge ****

DesolateHarmony wrote:
deusvult wrote:
Boots of the Earth render wands of CLW obsolete. Heck, they render all out of combat healing obsolete. Drop 5,000 gold and pretty much noone has to buy any healing resources again.
What about the timer on 1-minute per level buffs?

Always something to consider. But, sometimes, not relevant.

Liberty's Edge ****

ARGH! wrote:
If you own Inner Sea Gods, every one of your characters should have a deity just because of the flavor and mechanics of that book, excepting specific reasons not to (Ezren for example). In a world where you can literally ascend to godhood yourself, it would be really hard to be an atheist, the people who do so probably being conspiracy theorists (no, you see, it is not really the gods granting the clerics the spells, the clerics know something we don't and are trying to cover it up!) While in all actuality, those characters would be closer to agnostic, the principle still stands that there is nothing to be gained from not having a god.

Actually there are traits and feats that require not having a deity, like the Godless Healing feat. And don't forget that if your background says you are from Rahadoum, having a deity is probably not a good idea...

Liberty's Edge ****

Several changes, including fewer "words", since it was, originally, one per level to a max of ten.
Now, it is one when gotten, another one added at 8th, and up to 5 words at 20th level.

It clarifies one of the original confusions, of whether you can target multiple words at the same target, and reduces the die rolls for it to 1-5 d20 (plus rolls for potential crits), and 5x 4d6 maximum in normal Pathfinder.

Still uses Dex mod for to hit, changes it from P, B or S at the Bard's option to Sonic-only. Not a bad change, but a change nonetheless.

While the previous discussion in the big thread shows clearly that it is modeled after Scorching Ray, it is no longer listed as a Ray spell, or the equivalent, so whether weapon adjustments apply, including buffs and penalties, is not clear.

The clarification made by the PDT earlier in the thread, when they made it clear that the original version was supposed to be limited to one word per target, and also said it was considered to be weapon-like for the purposes of things like PBS & Precise Shot, were for that version, not the new version.

I actually have a Sound Striker Bard, made after playing Ruby Phoenix Tournament and seeing a team in there, so I am looking for guidance in how to handle this change. The change will also affect that combat in Ruby Phoenix, since there are Sound Striker Bards in there, and this may change their tactics...

Liberty's Edge ****

claudekennilol wrote:
James Wygle wrote:
Stephen Ross wrote:
It is specifically allowed for a Dull Gray Ioun Stone so it is not a far leap of logic.

It's not so much "specifically allowed" as it is that there's a published magic item (ioun torch) that's literally just a dull grey ioun stone with continual flame already cast on it...

Continual flame can be cast on any object, though, so this isn't really anything special for ioun stones...

Except that it is explicitly slotless and is in a place that can grant light unhindered (floating around your head).

And, like the Ioun torch, is great for several classes/builds which need normal light, but also need both hands for other purposes, whether for weapons and shields, or casting spells...

Liberty's Edge ****

Tabletop Prophet wrote:
Andrew Christian wrote:
Tabletop Prophet wrote:

Serious question: I recognise the cost-to-play/cost-to-run ideals, and that's fine since PDFs are cheap. That said, the PRD IS on the Player's Resources page. If this is true, why wouldn't I be allowed to reference the PRD when creating a character/siting a sources for a feat/spell/rule/etc?

Seems kind of backwards if you ask me.

Because if the 75,000 people who played Pathfinder Society used only the PRD, then Paizo wouldn't be selling books.
Fair enough, fair enough. But it doesn't explain why it's linked as a player resource, nor does it account for the splat books and non-core books that are not included in the PRD.

It is linked as a player resource to support the newest players, the ones who haven't bought all the books yet, so they can see what is in the hardcovers, and decide if they want what is in them enough to purchase them.

And the PRD only includes OGL material, which is why the various splatbooks are not (usually) included.

Liberty's Edge ****

2 people marked this as a favorite.

Okay, they finally came through with the Sound Striker FAQ on how the Weird Words ability works, and it is more of an errata than an FAQ.

Bard: The sound striker’s weird words ability is confusing. Does it work more than once on the same target? And does it require 30 rolls to adjudicate?
Change the text of weird words to the following “At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance.” This change will be reflected in future errata.

posted Fri, Mar 13, 2015

So, is this worth any sort of PC rebuild for free option? It doesn't change a feat, class-dependent stat, or weapon proficiency, but it does have a major change on how one of the archetype-defining features works.

Liberty's Edge

Cuuniyevo wrote:

I don't really understand why you're trying to convince me of something I've already said I agree with, while ignoring the rule I quoted which says it doesn't work the way we want it to.

The general rule is: "The old feat can't be one you used as a prerequisite for a feat, class feature, archetype, prestige class, or other ability."

The specific rule is: "When retraining multiple character options (class features, feats, classes, etc.) in one continuous period, all of the new selections are made at the end of that period in an order decided by the player. If this period is interrupted for any reason all choices must be made immediately. In this way players can retrain class features and their prerequisites at the same time."

Therefore, you can't retrain a prerequisite unless it's part of a continuous retraining period including the feature you want to keep and the feature that provides access to it. Retraining a feat that is not part of a feat chain to be more useful later is absolutely allowed and I never said it wasn't, but you still haven't addressed the issue of not being allowed to retrain a feat that is part of a feat chain without retraining the parts relying on it in the same continuous session. Apart from the FAQ (which does not say that you are allowed to circumvent the prerequisites clause), do you have any official quotes to support your reading of the rule?

Because, if you use the general rule as you have stated, you cannot ever retrain any feat that has ever been used as a prerequisite for something else, because that feat will forever count as having been used as a prerequisite feat.

Under the interpretation you are arguing against, it is being read as, "The old feat can't be one you are using as a prerequisite for a feat, class feature, archetype, prestige class, or other ability." And, to be honest, that is the only way the rule works.

If, indeed, you use the rule as, "The old feat can't be one you used as a prerequisite for a feat, class feature, archetype, prestige class, or other ability.", then that "used" means that a feat that has ever been used by your PC as a prerequisite CANNOT be retrained. Ever. Even if it is no longer being used as a prerequisite, as it has been USED as a prerequisite.

Retrain Improved Sunder? Fine, as long as you never had Greater Sunder.
Retrain Power Attack? Nope, sorry, you used it as a prerequisite for Improved Sunder, so it can never be retrained, even though you no longer have Improved Sunder.

Also, to support the "being used" version:

Retraining: Can I retrain a feat to replace it with a feat I didn't qualify for at the level I originally gained that feat? wrote:

Yes. As long as the new feat is a valid feat for your current character, you can retrain the old feat and replace it with the new feat.

For example, if you are a 3rd-level rogue who took Improved Initiative at 1st level, you can retrain that feat and replace it with Weapon Focus. Even though Weapon Focus has a prerequisite of "base attack bonus +1" (which means you couldn't take it as a 1st-level rogue), it is a valid feat for your current level (3rd), and is therefore a valid choice for retraining.

(Note: Likewise, the fighter class ability to retrain fighter bonus feats does not require you to meet all of the new feat's prerequisites at the level you originally gained the feat.)

Liberty's Edge

Cap. Darling wrote:
I think the answer is yes. But i have houseruled that you cannot use a AOO on somthing that will give the other guy a AOO. So no tripping AOOs unless you have improved trip or are safe away with reach or concealment.

That is a house rule, as you said.

What is more fun is the AoO chain that only incidentally includes the enemy.
Trip with Greater Trip, so the target of the trip provokes from you, so you can then use that AoO to Disarm them , followed by the Vicious Stomp when they land prone at your feet.

Liberty's Edge ****

Constantine wrote:
Granted, I don't play pathfinder society at all, but that said, this seems needlessly restrictive. As long as you don't have non-core stuff on your character sheet when you come back, you should be allowed to play in whatever damn adventurers you want.

To be honest, I think you aren't understanding the restriction that is being referenced.

For PFS, you can play the exact same scenarios, modules and AP segments in both Core and Standard mode. You can, even, play it for credit once in each mode.

If you want to play Core, however, you have to play a Core PC who has never been used in a Standard mode game. That is the restriction, and it has a basis in multiple sources, one the way the two modes work, and the other in the way the reporting system works.

In the reporting system, once a PC has had a non-Core game reported on them, they are no longer Core, so no longer eligible to be used in a Core mode game.

For the way the modes work, Core is very restricted in what is available to the PCs in it. Core Rule Book, faction material (including traits) from the Guide to PFS OP, the languages on the blog, the traits form the Web Trait document. What the PC finds on chronicles.

Now, a Core PC, in general, is going to have a bit more difficulty with some games than others. Waking Rune, for instance, is going to be a tough game, even in normal mode for a Core PC. Now, if a Core PC were to play it with a bunch of Standard Mode PCs, and be able to go back to Core mode, does the unlock that scenario provide go to Core mode, or stay in Standard mode?

Liberty's Edge ****

Dorothy Lindman wrote:
Stephen Ross wrote:
Ageis of Recovery $1500 (neck) Ult Equip +2 rst bonus on "second" saves, if less than 0HP heal 2d8+3 HPs [1 use {then expended}]. This will save your butt if you are not killed outright by a critical or awesome damage!

This has become a staple for any character with rage in our area. The text of Aegis of Recovery is "Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage..." but it does not contain the qualification that "this can't prevent you from dying when you drop out of rage" that some other items and abilities do (can't think of the names at the moment). Because of this, most GMs in our area accept that when a raging barbarian goes below 0, the aegis can actually kick in before he drops out of rage and dies, even before the barbarian gets Raging Vitality.

cracked Vibrant Purple Prism Ioun stone $2000 (none) PS Primer stores 1 spell level as Ring of Spell Storing minor (so you can cast it)! Rcc'd Librtn Cmmd, Cure Light Wnd, Vanish...

We usually put the spells that target "you" in these: Expeditious Retreat, Shield, etc.

Liberating Command is tricky: since this is cast at minimum level, the bonus to Escape Artist is only +1, which probably won't help much. On the other hand, you can't cast Liberating Command on yourself, so I could see a bard handing this off to a friend as a proxy caster in case he gets caught.

Actually, the bonus is double the caster level., so +2, not +1.

And, as mentioned, they can be useful for those go-to You spells. Don't forget to include True Strike in the list...

Or for the utility spells, so you burn your own turn on them, instead of the real caster's turn. Enlarge Person, Prot Evil, Bless, Remove Fear, etc.

Liberty's Edge ****

Will Johnson wrote:
Per RAW, spellbooks and formula books are class abilities (or part of a class ability). Without these class abilitities, there is nothing to indicate that members of other classes can scribe spells and formula -- regardless of the Spellcraft or Craft Alchemy checks made.

You sure of that, and that they just aren't a feature allowing the preparation of most of the caster's spells?

Again, all skills referenced for using spellbooks, other than having to prepare spells, are available to anyone, caster or non-caster, prepared or known.

Again, all spells needed to be able to understand a spell from a spellbook are available to spellcasters, both prepared and known.

Again, spellbooks are available as a purchasable item from multiple sources, both CRB and UE.

Can non-Wizards, of any sort, use a blessed book?

And, as pointed out, there are class features and magic items for non-prepared spellcasters to use a spellbook as a source for those features and items. So, what is the source for said spellbook?

Equally, if you do, indeed, limit the scribing of spells into a spellbook to only prepared casters, can anyone just provide a spellbook and the scribing (and access, if appropriate) costs to have such a spellcaster scribe spells into their spellbook for them?

There is no transfer of funds, the person who owns the spellbook pays all expenses associated with getting spells inscribed in it, so how would it be different than, say, providing a spellcaster 50 gp worth of ruby dust to cast continual flame on your desired target item?

Liberty's Edge

Claxon wrote:

I will have to disagree with DM Blake here.

Unless the GM is running a game which will exceed 20th level, all character progression ends at 20. While there is no need to look at a chart to tell what smite damage would be equal to, it is equal to paladin level. Which cannot exceed 20 (in most games).

Ask you GM how he would like to handle the situation.

So, you are saying several items, abilities, and feats, do nothing for a PC once they near 20th level?

Candle of Invocation (Core Wondrous Item)
Varisian Tattoo (feat)
Bead of Karma from the Strand of Prayer Beads (Core Wondrous Item)
Ioun stone, Orange Prism (Core Wondrous Item)

Just for a few items...

Also, on the other side of the coin, I seem to recall items made that require caster levels higher than 20, as well.

Liberty's Edge ****

GM Lamplighter wrote:

There are no rules that enable it to happen, so you can't do it. Spellbooks are class features, which can't be used unless you have that class feature.

No, spellbooks are an item in the equipment section of the CRB.

Whether anyone with Spellcraft and/or Read Magic can scribe spells in them is a different matter.

And, given that there are items and/or class abilities for various spellcasters who are either non-Arcane or non-prepared spellcasters, raises a question as to whether the item or ability is the new Prone Shooter, or actually uses something that exists, but is unwritten because there is no need to write that anyone who can read a spellbook or scroll can copy that spell into another spellbook.

Can a Sorcerer train Spellcraft? Yes
Can a Sorcerer cast Read Magic? Yes
Can a Sorcerer cast a spell from a scroll? Yes

Liberty's Edge ****

Tamago wrote:

Hi folks,

I'm curious about the rationale for the decision to irrevocably switch characters over to the non-Core Campaign once they have played in a non-Core game. As long as the character doesn't have any options from non-core sources, why restrict a player from moving back and forth between the two play "modes"?

I'm envisioning the following sort of scenario: a new player joins a group, playing PFS Core. She plays several games and enjoys it. Then she goes to a local convention, sees "Pathfinder Society" offered, and plays a game. Then she happily takes her character back to her local group after the convention and is told that she can't play their games anymore because her character is "non-core".

I totally understand restricting characters from rejoining the Core campaign once they have taken non-Core options. But I'm curious why, if a character still obeys all the "Core Only" rules, it would not be allowed to play another Core game after earning a non-core Chronicle sheet.


One of the reasons, if not the major reason, is database-related, as it is easier to set up a one-way pass-through, and not have to add a gated pass-through back from the more permissive campaign.

Remember, a Core PC going Standard has nothing that is not legal in Standard. A Standard PC has to be individually audited to make sure that they don't have something illegal for Core that is not covered by a Chronicle.

Best to make sure that, if you run a Core campaign, you educate your players on the differences, and that, if they decide to play their Core PC in a non-Core game, they will need to start a new PC for Core.

Liberty's Edge

Flagged to move to correct forum, which is either Pathfinder Advice or Homebrew.

Liberty's Edge ****

Avatar-1 wrote:
Since it's been mentioned that Andoran failed in being the good guys, I'll say that I'd love to see the Silver Crusade fall to the dark side.

Oddly, only some Andorens fell. Most of us are the good guys.

Silver Crusade is what you get when someone who thinks that there are too many factions starts a new faction.

1 to 50 of 4,083 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email 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.