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Verik Vancaskerkin

kinevon's page

Goblin Squad Member. FullStarFullStarFullStarFullStar Pathfinder Society GM. 3,795 posts (4,959 including aliases). No reviews. No lists. 1 wishlist. 32 Pathfinder Society characters.


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Liberty's Edge ****

Sebastian Hirsch wrote:
Actually, and that is not relevant for the OPs question, what happens when a bow has the adaptive enhancemement (which does not actually increase the enhancement bonus) before you turn it into a named item?

1) It is no longer eligible for being made into an Oathbow, since you cannot modify (without having the modification on a chronicle) a named magic item.

2) Adaptive, unfortunately, is not available for CORE characters without it being offered on a chronicle.

Liberty's Edge ****

Joseph Kellogg wrote:

A nitpicky question here, but can I use the boon that lets me make

** spoiler omitted **
on a Core PC?

Bump, looks like this question got lost in the shuffle.

Liberty's Edge ****

BigNorseWolf wrote:
Or just start addressing him as Glorious Leader?

Shouldn't that be "Glorious Leaker"?

Liberty's Edge ****

GM Lamplighter wrote:
Again, for those who missed it: John answered this question in post #3. The Society was founded at the Wounded Wisp. The Pig's Paunch likely came out of the head of Kreighton "Lost His Mind" Shane, who's likely never been in any bar in his life.

The Pig's Paunch likely came out of the head of Kreighton "Delirium Tremens" Shane, who's likely never been out of a bar in his life.

Fixed that for you.

Liberty's Edge

Gauss wrote:
zanbato13 wrote:
Gauss wrote:


Darkvision: 60' (usually)
Low-light vision: depending on light source, much much farther.

Moonlight: Low-light vision > Darkvision
30' light source: Low-light vision > 60' Darkvision

Ah, I see what you mean. Though, low-light is still affected by dim light concealment.

In Moonlight a creature with low-light vision sees as well as in the daylight (ie: no dim light concealment).

CRB p564 Low-Light Vision wrote:
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
The 30' light source combined with Low-light vision means 60' normal (the same as Darkvision) and up to 120' dim light. Thus, it is the same up to 60' and superior up to 120'.

Note that there are a couple of feats available that can increase the range of darkvision to 120', and allow it to work in supernatural darkness...

Liberty's Edge

First off, it doesn't say it can create magical items, second off a magical item wouldn't fall into "simple materials", as magic is not simple.

Dagger craft DC: 12
Masterwork component craft DC: 20
+5 Keen Speed Spellcraft check: 10+15+5+5+5 = 40
Requirement: Craft Magic Arms & Armor (no bypass for this one)

Nothing to see here, folks, move along.

Liberty's Edge

There is a simple solution, of course, although I don't remember how many levels it adds to the spell: Widen Spell.

On looking, it bumps the spell up three levels, although a couple of traits can reduce that to only a one level bump... For a specific spell.

Liberty's Edge

Komoda wrote:
No, it is a swift action and swift actions do not provoke.

That, as it were, is a whole different discussion.

However, it is answered by the ability itself, which is SU, and those do not usually provoke.

Then again, it says "This ability functions as invisibility." which does provoke.

Liberty's Edge

Cevah wrote:

The ninja should also use Vanishing Trick before standing up to avoid provoking the AoO.

/cevah, better ninja

Doesn't Vanishing Trick provoke, as well?

Getting the AoO on the stand up part means you don't have to make a concentration check to Vanish later.

Liberty's Edge

As written, unless the target has reach, the spectral hand would not provoke until after the spell is delivered, "After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers."

So, it moves up to 100+10/level, make a touch attack, then it provokes because it moves back (can't withdraw as it just attacked) to the caster.

Things of note:
While it is incorporeal, it still exists as a separate spell effect.
The spell states it moves, and has a maximum range, which is how far it can move form the caster.
It is not part of the caster, or it would not have to come back to receive the next spell charge.

Of course, this spell is going to work strangely with any touch attack spell that can deliver multiple touch attacks...

Liberty's Edge ****

1 person marked this as a favorite.
Silbeg wrote:
kinevon wrote:
Charon's Little Helper wrote:
Andrew Christian wrote:
But if their electronic roller never rolls less than 12 or 15, then yeah, I'll ask them to use actual dice.
Especially on those d6s. That's rather suspicious!

"Okay, so, I hit, let me roll 1d3 for damage....

18 points of damage."
"Umm. How are you doing that much damage on a 1d3?"
"20 Str for +5. Power Attack, wielded two-handed, for +9. +1 enhancement, Oops, +2, Magus Arcane point used previously. Oh, and a 2 on the die."

Wouldn't that be 20 STR for +7 two-handed (if you are getting the Two handed on he power attack)?

So, 20 damage on a d3. Wait, what weapon can be wielded two-handed for d3?

Nope, the Str damage is still just x1 when wielded two-handed, but the limitation, added to the weapon in Ultimate Equipment, only says Str damage is not modified when wielded two-handed.

And the weapon, just FYI, is the whip.

You can't wield a whip in two hands in order to apply 1-1/2 times your Strength modifier to damage rolls.

Liberty's Edge ****

Phoenyx Aurelian wrote:
In regards to the original point of the post; No, asking to see the ITS after stating outright that the players need to have that gear is not a jerk move.

As long as you also understand that your original question was incomplete.

"So, you are heading into the mountains. Did you want to purchase anything to deal with the cold weather of mountains. or do you already have something for that?"

Along with cold weather gear, there are several other options, which some of my PCs use, that invalidate the whole issue.

One of my PCs specifically and explicitly spent 2 PP to get a wand of Endure Elements. He has a level of Cleric, so he can use it. And, when the situation calls for it, he does. On the entire party, including familiars, animal companions, mounts, etc.

I have also purchased potions and/or scrolls of Endure Elements, depending on PC and duration of the effect.

Only a few of my PCs ever get cold weather gear, and the last time I remember doing that was for First Steps, Part 3, before it got retired.

Liberty's Edge ****

GM Silbeg wrote:
kinevon wrote:
Andrew Christian wrote:
catch and release is only useful if the creature has constrict.

Andrew, there is at least one (intelligent) creature that doesn't have constrict, but has a special ability that goes off on a successful grab.

When I ran that creature, I didn't have it do the catch-and-release. When I played that same adventure, later, the GM did do that, and it not only felt unfun, it was purely nasty.

** spoiler omitted **
Just... ugly.

The Visitant cares not for your displeasure.

Maybe not. But the GM should care to make the table fun, yes?

And it turns out that I haven't run this level, yet. Might be running it on Saturday. If I do, I will definitely clear it with the players as to whether they want it ugly mode, or just painful.

Ugly mode would be catch-and-release targeting Con, painful would be catch-and-release targeting a probable "off" stat, like Charisma for a fighter-type, or Dex for a healer. If they opt for lollypop land, it would be just one grab for effect.

But a CR 8 encounter in a Tier 3-5 module? That is into the Epic definition on the challenge table in the Gamemastering chapter...

6 5th level PCs should be able to handle it, albeit with some difficulty, since their APL would be 6. On the other hand, at the other end of the spectrum, a table of 4 3rd level PCs would be in the "Who runs slowest?" area, since their APL is 3, so an APL+5 encounter...

And both tables would be legal for this module...

Liberty's Edge

LazarX wrote:
DesolateHarmony wrote:
LazarX wrote:
Kigvan wrote:

Hospitilars have a separate pool of channels from their lay on Hands, using their Channels to charge the crystals and then using that to add to the number of their LOH.

Incorrect. Hospitallers treat their channels entirely separate from their Lay On Hands. They don't use one to fuel the other.

That is what Kigvan said. The reference is that Hospitalers have a separate pool of channels, and it isn't powered by Lay on Hands. Then it goes on to say that they charge their own Meditation Crystals with their channels, and use those to power up their Lay on Hands.

This was in response to someone assuming channels worked like a normal paladin's, and it would be a waste to spend Lay on Hands to power channels to recover Lay on Hands.

The crystals don't work that way. They are a once a day recharge of one power use, not a receptacle that you can refill at any time.

The OP says the Paladin has 11 of them.

So, he can use up one of his Hospitaler Channels to charge each one.
Later, he can spend one minute, per crystal, regaining a used Lay-on-Hands, up to a maximum of one per day per crystal charged with a Channel within the past 24 hours, and never past his normal maximum limit of Lay-on-Hand uses for the day, so only regaining a used LoH, not gaining extra above-and-beyond.

Would be more ... interesting ... with the Mercy that uses 10 LoH to do a Raise Dead...

Liberty's Edge ****

Christopher Rowe wrote:

Wow, this is really interesting. I'd never noticed this trap in Enlarge Person before. I just ran these numbers, testing with the character I'm readying for a game tomorrow. Normally, her applicable stats look like this:

Size Medium: 5'4" tall and weighs 140 pounds
Strength 11
Carrying 40 pounds of gear, Light Load

If someone cast Enlarge Person on her, that becomes:

Size Large: 10'8" tall and weighs 1,120 pounds
Strength 13
Carrying 320 pounds of gear

Taking the x2 for Large creatures BigNorseWolf pointed out into account, with her new strength of 13 her maximum weight carried is 300 pounds. So, what happens?

Her gear almost certainly doesn't become 320 pounds in weight. Probably closer to 80 pounds, which is probably still going to be light encumbrance, given the doubling for Large size.

Liberty's Edge ****

Charon's Little Helper wrote:
Andrew Christian wrote:
But if their electronic roller never rolls less than 12 or 15, then yeah, I'll ask them to use actual dice.
Especially on those d6s. That's rather suspicious!

"Okay, so, I hit, let me roll 1d3 for damage....

18 points of damage."
"Umm. How are you doing that much damage on a 1d3?"
"20 Str for +5. Power Attack, wielded two-handed, for +9. +1 enhancement, Oops, +2, Magus Arcane point used previously. Oh, and a 2 on the die."

Liberty's Edge

AbsolutGrndZer0 wrote:
Nefreet wrote:

If you do not wish to create a new thread, at least repost the list you're inquiring about.

Speaking as someone who's had multiple FAQs answered, you're more likely to get something errata'd or FAQ'd if you do the leg work.

The Devs can't read your mind.

So, I should repost the list that the developers ASKED ANOTHER PERSON TO CREATE IN THIS VERY THREAD... They don't need to read my mind, they just need to read this thread. It's all here. In THIS thread, except for the full list which should have been emailed to them by the person they asked to do so.

Then maybe a link to the post with the list, then? With over 200 posts, it is hard for someone to find a specific post in the thread without a hint...

Liberty's Edge ****

Quadstriker wrote:

I guess our experiences are just different.

I've never been a plastic sheet guy. I prefer to 3 hole punch everything and use plastic dividers between characters. My wife, however, prefers the plastic sheet methodology.

I've never had a problem with hanging on to or keeping track of my papers and materials at the table.

And I guess I'll just have to accept that some people see these things as a burden.

Heh. As a GM, I find that collecting up all my own stuff can get .. . hairy. Making sure I get back all my handouts, for running the same scenario again later, adds to the fun. Making sure I know where I put the sign-in sheet, so I can use it to fill out the chronicles, makes me search.

And, then, we won't even go into the scenarios with multiple chronicles. I know, off the top of my head, of one which has three, count them, three, chronicles that need to be filled out, one way or another, at the end of the game.

Wounded Wisp, the new evergreen, has 6 handouts, and one of them breaks into 10 pieces to track. Not counting multiple copies of any particular handout. Plus a flip-mat, 4 pieces from one of the map packs, and at least 2 hand-drawn (or printed from the scenario) maps.

My copies of all three levels for all 24 iconics. My copy of the Guide. My (outdated) copy of Additional Resources. A set of printouts for the basic purchasable critters.

For my PCs, replace some of the things I wind up with for GMing with things like printouts of any special rules or information for the PC, whether it is the Thassilonian Specialist material from ISWG, and any non-Core spells; or the information on Razmir and Razmiran for my Razmiran Priest PC, each PC has their own supply of "extra" paperwork.

My PCs range from 1st to 14th level. And, currently, my PCs run from -1 (12th level) to -32 (1st level, IIRC). For PCs with at least one chronicle, but not yet 5th level, I keep them in a two-pocket folder. Once they hit 5th level, or so, I move them into their own 1/2" binder. They move up to bigger binders, 1', 1-1/2", etc., as needed. And I try to make sure I have a reference sheet for tactics or attacks not printed on the regular character sheet, like my trip/disarm PCs, so that their "normal" CMB with each maneuver is quickly available, as long as what the source (and what the type is) for the bonuses to the attack, along with the normal conditional bonuses (+3 to readied and AoO attacks with his polearm, for example)

So, having one piece of paper wander off, on its own? Heh. I have found that what I thought was an error from my printer, missing a couple of pages form a document, turned out that I had used the pages to cover part of the flip-map to preserve at least a small feeling of Fog f War... The pages were from the town overview, rather than the module, so I forgot I grabbed them during setup to cover part of the map. I have also had pages in my printed scenarios get out of order. "See page 9 for the stats on this creature in this encounter, along with these two pages for the new monsters first seen here."

Add to that that while I have been playing RPGs since 1979, that I tend to gravitate towards martial types. I am using PFS to experiment with casters, but I don't always remember to check the multiple sources and multiple pages for things above and beyond whether the spell includes an M, F or DF notation. For some of the big ones, yeah, I remember. Stone Skin, Raise Dead, etc. But I don't always remember that True Strike uses a focus, instead of a material component, especially since it has no significant cost listed.

Liberty's Edge ****

Just about any class can be powerful, when focused on a specific thing.

Kitsune Sorcerer, undead bloodline, built for high DC Charms is going to walk all over many games, including games that other Charm builds won't be able to touch, since they can charm humanoid undead, as well as the usual suspects.

Specialist Wizards, in their specialty, will be hard to deal with. Even at first level, they get a lot of spells.

Winter Witch using even a Ray of Frost can get ridiculous, since they have a spammable spell doing, initially, 1d3+1d4+1 or something like that, at first level.

Oracle of Life, Half-Elf, Elf, or Aasimar, can make things look easy, since they can spam a lot of significant in-combat healing. Or take out an undead encounter on their first action, later on.

Liberty's Edge ****

Andrew Christian wrote:
catch and release is only useful if the creature has constrict.

Andrew, there is at least one (intelligent) creature that doesn't have constrict, but has a special ability that goes off on a successful grab.

When I ran that creature, I didn't have it do the catch-and-release. When I played that same adventure, later, the GM did do that, and it not only felt unfun, it was purely nasty.

The Visitant:
Base is MI-GO CR 6
Int 25
Melee 4 claws +10 (1d4+3 plus grab)
[/b]Special Attacks[/b] evisceration, grab, sneak attack +2d6
CMB +8 (+12 grapple
Evisceration (Ex) A mi-go's claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or those it has grappled. When a mi-go makes a successful grapple check, in addition to any other effects caused by a successful grapple, it deals sneak attack damage to the victim. A creature that takes this damage must succeed at a DC 18 Fortitude save or take 1d4 points of ability damage from the invasive surgery (the type of ability damage dealt is chosen by the mi-go at the time the evisceration occurs). The save DC is Dexterity-based.

In the module, it has class levels added:
Int 23
Melee 4 claws +14 (1d4+4 plus grab)
[/b]Special Attacks[/b] evisceration, grab, sneak attack +2d6
CMB +8 (+12 grapple
Evisceration (Ex) A mi-go's claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or those it has grappled. When a mi-go makes a successful grapple check, in addition to any other effects caused by a successful grapple, it deals sneak attack damage to the victim. A creature that takes this damage must succeed at a DC 18 Fortitude save or take 1d4 points of ability damage from the invasive surgery (the type of ability damage dealt is chosen by the mi-go at the time the evisceration occurs). The save DC is Dexterity-based.

Just... ugly.

Liberty's Edge ****

Is there any reason the faction missions are unplayable?

It is still GM option, and/or player choice, in general, as to whether the earlier season faction missions are used or not. Except, of course, where the secondary success conditions involve one or more faction missions...

Liberty's Edge ****

Velsa-IronRage wrote:

Conclusions on the second area of complaint:

The knowledge arcana check to know about a CR19 creature would be at maximum a DC 34. This is well within Kurshu’s take 10 which gives her 38 (1 higher on hard mode).

Just to reply to this one item, out of the whole list of ... ill-advised ... considerations:

If she did not already know of the creature before the combat started, and, just like PCs, she shouldn't have the metagame knowledge, she cannot Take 10 to gain knowledge of it, she has to take a roll, with the possibility of failing said roll.

In general, I back up several other posters here, that the intent of PFS is for everyone to have fun. Something like this, using several ... questionable ... choices, doesn't sound like it was much fun.

It also, as other posters have commented, opens this same ... questionable ... tactic up for any PFS PC of 13th level or higher to use during the higher level modules and AP segments.

Liberty's Edge ****

Well, one of my PCs used a boon he had for a 25% discount on an item to buy a Pathfinder Pouch for 750 instead of 1,000 gp. It helped, as he only had 890 or so gp at the time. And the Pouch was really helpful in that scenario, and, for this PC, it will continue to be useful in the future...

Liberty's Edge ****

Andreas Forster wrote:
Being a seeker isn't that much of a deal anymore. It just means your level is too high to play in any regular PFS scenario. But as long as the tier permits, a 13th level character can play with an 11th level character in a module.

Well, there are a couple of Specials where this could happen...

Liberty's Edge

Just to chime in on the 7 Con:

Witch is a d6 class, IIRC.
7 Con is a -2 modifier.

Best case scenario, with FCB and the Shoanti tribal boon feat, means you have 11 hit points, with a 6 point cushion between unconsciousness and death, and you start with a DC 13 to stabilize if you are at -1.

With only the FCB, you are at 5 hit points, 8 if you also burn a feat for Toughness.

That means that 11 hit points of damage, not counting feats and FCB, is dead dead at first level.

Our old buddy, L, does 1d10+7 on a hit, ignoring criticals. That is an average of 12-13 points of damage. And there are plenty of opponents out there that do XdY + 4 damage, so minimum would leave you staggered.

And, at higher levels, being in the AoE of some of the more common spells, like Fireball, can easily kill you outright. I know of at least one sub-tier 6-7 encounter that includes a caster that opens combat with an Empowered 9th CL Fireball.

Liberty's Edge ****

1 person marked this as a favorite.
Genuine wrote:

Here's a proposal for a GM boon (or maybe even an auction boon): Permission to upgrade a single unique magic item.

Sure, it opens up a can of worms with pricing, but with the space available in a special boon you could probably work through it. Say... give a rough guide according to price (e.g. if the Unique item is a weapon costing between 32k and 49.999k, then upgrading the weapon with another +1 enhancement would cost 50k; unique armor costing between 4k and 8.999k would cost 9k to upgrade with another +1; in other words you could just determine the effective enhancement of an item according to its price)(this would also prevent Magi and Arcanists from upgrading their free Blackblades with the boon)(Though that would be awesome)(Just too awesome).

You do know that Black Blades cannot be upgraded, outside of the upgrades made by the levels in the class that grants the feature, yes?

Magus, Black Blade: Can I use Craft Magic Arms and Armor to increase my blade's enhancement bonus?
No, nor can you use that feat to add other properties (such as flaming) to the black blade. You can use your arcane pool to temporarily add abilities to your black blade.

Liberty's Edge

Also, for other wands, that assumption carries through to the save DC, if it has one, as the casting stat is also set as the minimum needed to cast the spell.

For a wand of Color Spray, for example, the save is DC 11 Will (Base 10, +0 (casting stat of 11) + 1 (spell level))

For a wand of Fireball, the DC would be only DC 14 Reflex, DC 10 (base) + 1 (casting stat of 13) + 3 (spell level 3)

Liberty's Edge

Swarm size and shape

Been there, done that. Jiggy has some good points in that thread.

Liberty's Edge

Remember that there are some feats available that can help reduce the time needed to both prepare your spells en masse, and to prepare a single spell later in the day.

Liberty's Edge

Yes, Precise Shot would negate the -4 penalty for firing into combat, but not the +4 AC for firing through cover.

And, indeed, Improved Disarm would negate the AoO from your target for attempting a Disarm maneuver, but it would not negate the AoO any enemy next to your PC would get for your making a ranged attack.

Now, if your PC had Point-Blank Master, that would negate the AoO for using a ranged weapon...

Note: For this answer, I am using the rules about spells that give a ranged attack as a result of casting the spell, since the rules for that are clear: Casting the spell provokes, unless done defensively, and making the ranged attack also provokes. (I believe it is in the FAQ, referencing Scorching Ray).

Liberty's Edge ****

2 people marked this as a favorite.
There are two exceptions to these rules. All Tier 1 scenarios and Tier 1–2 sanctioned modules are available for unlimited replay with a 1st-level character for credit. The sanctioned modules may also be played with a 2nd-level character once for credit. GMs may receive another Chronicle sheet each time they run one of the Tier 1 scenarios or Tier 1–2 sanctioned modules, but may only apply a Chronicle sheet to one 2nd-level character per adventure.
As always, each player may receive credit for each module or Adventure Path volume once as a player and once as a GM, in either order. Players must accept a Chronicle sheet for their characters the first time they play any sanctioned content. A player may replay sanctioned content at the GM’s discretion, but the player may not receive more than one Chronicle sheet per adventure. The only exceptions are Tier 1–2 modules and sanctioned Adventure Path content. A player may only play a Tier 1–2 module or sanctioned Adventure Path content for credit once with a 2nd-level character, but may use additional 1st-level characters to replay the same content for credit.

Ummmm. Not sure where you are seeing any obfuscation. Both paragraphs that reference Tier 1 and Tier 1-2 materials are fairly straightforward.

Tier 1 scenarios:
First Steps, Part 1: In Service to Lore (Active)
First Steps, Part 2: To Delve the Dungeon Deep (Retired)
First Steps, Part 3: A Vision of Betrayal (Retired)

Tier 1-2 scenarios (new option, Guide needs some updating for them):
5-08: The Confirmation (Active)
6-10: The Wounded Wisp (Active)

Tier 1-2 modules:
Crypt of the Everflame (32 page)
Master of the Fallen Fortress (Free RPG Day)
Murder's Mark (32 page)
The Godsmouth Heresy (32 page)
We Be Goblins! (Free RPG Day)
Thornkeep: The Accursed Halls (Pathfinder Online)
Emerald Spire: The Tower Ruins (Pathfinder Online)

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

Liberty's Edge ****

IMO, the best way to maximize your PC's gold is to GM a bunch of modules, and make sure you give your GM credit to a PC at the lowest level the chronicle allows.

Your Fame will be a bit low, but your gold will soar...

Liberty's Edge ****

Rambone wrote:
I have never played Pathfinder at GenCon as I can always find opportunities to play the same games locally at a later time. However are there specials that occur at GenCon that are exclusive and not repeated elsewhere?


A couple of years ago, there was a GenCon-only part 2 to the Race to the Runecarved Key special.

And, for the true Specials, there is the minimum number of tables limit, which can make it difficult for some areas to be able to run them locally. My area, for instance, is back to only one table for the two days we have public PFS that I know of.

Liberty's Edge

Short answer: Unless otherwise specified on a Chronicle, the caster level of a wand in PFS is the minimum caster level required for a Wizard/Cleric/Druid to cast the spell.

For CLW, that would be 1st level, for a wand cost of 750 gp.

For PFS, as well, unless noted on a Chronicle, wands must be bought with 50 charges.

There are wands on Chronicles that can be partially charged, and/or above minimum caster level.

The Confirmation:
One of the items on the Chronicle for this scenario is a CLW wand at CL3, 1d8+3, with 8 charges. Cost, as mentioned, is appropriate, 45 gp per charge instead of 15, so 8 charges at CL3 runs 360 gp.

Liberty's Edge

Malag wrote:


Yeah and that seems to be working as intended and fine. What troubles me in general that some people claim that you can full-round and deliver Frostbite with any natural attack whatsoever. I am not saying they are wrong, I am just saying it doesn't make sense to me much and rules don't support exactly anything here. The best answer is that it's pure table variation. There were so many topics about this before and I searched this answer for my druid character also and came to conclusion that it just wouldn't work.

The problem with that is that you are actually going aginst the rules, since you would be allowing them to say, "I have the charge in my left hand. So I can slap the ogre silly with my right hand without discharging my CLW."

Liberty's Edge

Malag wrote:

Kinevon, good job on finding the stuff.

It's usually just everywhere that it's hard to find it.

So to sum it up, magus in above example can use multiple attacks and deliver the spell (chill touch in the example), but he is using the same limb/weapon all the time with a specific hand.

There was numerous topics before about Frostbite spell and there was billion arguments for each side. I can only speak from RAI point of view which I should have probably clarified before, that I doubt that developers wanted bloodrager in the above example doing almost double damage with level 1 Frostbite spell. Making natural attack do deliver touch spell is fine, but I doubt that you can deliver it through Gore, Bite, Hoof, etc. attack besides hands/claws. Why? Because it doesn't make sense really. At least not to me. Monk would technically be able to do it though, since he can deliver unarmed strike with any part of his body but how would he retain Frostbite spell is another question.



The Spellstrike bit is based off the requirements of Spellstrike, not that it is a touch attack, but that Spellstrike allows the Magus to deliver the touch attack as a normal weapon attack.

Indeed, if I am understanding the FAQ correctly, you could have the following sequence:

Magus uses Spell Combat to cast Frostbote (8th level, so 8 touchs)
Magus uses Spellstrike to deliver the first attack, the free attack, via his scimitar.
Magus ses Spellstrike to deliver two more touches using his normal melee scimitar attacks (assuming +6/+1 BAB)
Enemy uses Greater Disarm to send the Magus's scimitar flying.
Magus draws his backup scimitar, then delivers a single attack to his opponent, still including Frostbite via Spellstrike.
Continue as normal.

Liberty's Edge

In general, even in PFS, you can spend "XX" gold for "spell scribing materials", as they are defined, but as a general requirement.

There shouldn't be any problems retaining any unused materials between sessions, as they are not, themselves, magical or cast spells.

And, yes, while it is possible to scribe a scroll spell into your spellbook during the scenario, there probably won't be enough time, as it takes an hour per level to do the scribing, and that is after you spend the initial hour studying it first.

Spells Copied from Another's Spellbook or a Scroll wrote:
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
Time wrote:
The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.

There are a few feats and such that can reduce this time, but, in general, there is usually time pressure during PFS scenarios, so spending at least 90 minutes (PC time) in the middle of the game might not be feasible.

Liberty's Edge

By the way, I was just pulling all the references I could find to touch attacks and weapon/natural attacks, together. My own opinion is that the rules support delivering one touch of Chill Touch/Frostvbite per attack that hits, until the duration expires or all touches given byu the spell are used up.

Also, the OP was talking about at level 16. A 16th level Barbarian, without any significant optimization, could be doing:

Str 16 (base) +2 (racial) +4 (level) +4 (belt) +4 (Rage) = Str 30, +10, +15 2H
+3 Greatsword: 2d6+3
Power Attack: -4/+8/+12 2H
4 attacks, without Haste

2d6+3+15+12 = 2d6 (7) + 30, so 37 average per attack
If all 4 hit, that would average 148 points of damage per round.

+16 BAB, +10 Str, +3 enhancement, +1 WF, -4 PA, so +26/+21/+16/+11 for the to hit sequence.

And, at that level, the Barbarian can Rage for a lot more than just three rounds.
Add Haste, for another attack, and another +1 to hit.
Bless for another +1 to hit
Bardic Inspire Courage, if available, adds +4 to hit and damage, I think?

Yeah, 97.5 is a nice amount, but easily outshone, especially since that is 6 attacks against DR, compared to the Barbarian's 4 attacks vs DR...

And that is against a thrown together, not seriously optimized Barbarian...
Add Rage powers, additional magic items, appropriate feats....

Liberty's Edge

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Touch wrote:
You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.
Touch Spells and Holding the Charge wrote:

In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.

Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.

Touch Spells in Combat wrote:

Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Closest thing I could find was the Magus Spellstrike/Spell Combat FAQs for Ultimate Magic.

Magus: Can a magus use spellstrike (page 10) to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round? wrote:

Yes. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat (Core Rulebook page 185). So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell.

On a related topic, the magus touching his held weapon doesn’t count as “touching anything or anyone” when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster. Furthermore, the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell. However, if the magus touches anything other than a weapon with that hand (such as retrieving a potion), that discharges the spell as normal.

Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it’s not supposed to make it more difficult for the magus to use touch spells.

Since it is the only thing that references, in any way, a specific hand, even though the mention is more generic than anything else.

Magus, Spellstrike: If I cast a spell that allows multiple touch attacks, can I deliver all of those spell touches through my weapon? wrote:

Yes. For example, if you cast chill touch (which allows multiple touch attacks), you could use spellstrike to cast and deliver the spell through your weapon, and in later weapon attacks you could use your weapon to deliver the remaining spell touch attacks (one spell touch attack per weapon attack).

If you have multiple attacks per round with that weapon (such as from having a BAB of +6 or higher), you can use the weapon to deliver multiple spell touch attacks per round, so long as you have uses of that spell touch attack remaining.

For example, if you are an 8th-level magus (BAB +6/+1) and you cast chill touch, you have up to 8 uses of that spell touch attack. If you make two weapon attacks in a round, you can deliver two spell touch attacks per round (one for each successful weapon attack).

Liberty's Edge

More of a clarification. Swarms are ugly, to begin with. Fully shapeable swarms should have a higher CR, as they are significantly more dangerous.

From the rules:

Swarm Subtype wrote:

A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures.

Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

And, to be honest, now that I look again, that "completely shapeable" should probably be qualified as being completely shapeable as 10' squares or cubes, rather than leaving that part out.

Liberty's Edge

If the Fighter takes a 5' step back, he won't provoke, but he would be unable to move any farther in that turn, as he took a 5' step.

And, as mentioned above, while a Ready would work, especially a "5' step when the Fighter leaves the line, then attack the enemy.", it could also be done by the Paladin Delaying, as long as none of the enemies has a Ready to step up, as well.

If both the Pally and an enemy have Readies for when the Fighter leaves an opening, things can get ugly.

And there is a non-Teamwork feat that could do what you really want, which allows someone to trade places with someone else who is willing. Only the active character would need the feat, since it isn't a teamwork feat. Friendly Switch, from Seekers of Secrets.

Liberty's Edge ****

GinoA wrote:
Dorothy Lindman wrote:

My new favorite:

"Can I pet it?"
"Go ahead and try."

New question one of my players is now asking, "How does it taste?"

Liberty's Edge ****

Brian Fruzen wrote:
That's done easily enough. I'll re-upload the document when I get home tonight.

Thank you.

Liberty's Edge ****

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BartonOliver wrote:
GM Lamplighter wrote:
Thanks, Jeff - with Season 6 and the greater use of adamantine, I think the math has changed since I did my calculations (which I think were also done before durable arrows were legal).
In general terms, you were correct that blanches are more cost effective for archers (or gunslingers), the only problems is that adamantine blanches only work for DR. As an archer DR is probably not a concern (depending on level), whereas hardness is/can be due to clustered shots. That being said the addition of durable is really what makes the adamantine arrows shine.

Well, it is the main thing that makes them affordable.

61 gold apiece, buying, say, 10 of them, is 610 gp, but they can be used, pretty much, over and over.

60 gold apiece, in addition to the cost, runs you 1201 gp for 20 that are, mostly, single use. If it hits, it is destroyed. If it misses, you have a 50% chance of recovering it.

Which is why adamantine blanch is a "better" choice for limited usage.

Liberty's Edge ****

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Erick Wilson wrote:
kinevon wrote:

The rulebook needed rule is, partly, a marketing thing, but it is also an attempt to make sure that your PC does not suffer from needless Table Variation. While I am not usually going to make someone pull out their book for, say, a spring loaded wrist sheath, since I know the rules about it and use them for my own PCs, I will ask to see the rules for something I have never run into before, to make sure that it works the way the player thinks it does, as, sometimes, a misremembered rule can invalidate an encounter, where the correct rule would make it easier, but leave something to do.

Kinevon, I think you talk sense. The thing is, we have if we need to look up something. If I can see it on there on somebody's smartphone or whatever, then why do I need to see it in the actual book or pdf? That part is pure marketing. And I'm okay with that to an extent; I'm just saying let's call a spade a spade and accept that marketing and pushing product is the main (and perhaps only) reason behind that rule. Then maybe we can think of good alternatives that still give Paizo what it wants.

Because D20PFSRD, at best, is a questionable source. They have to rename anything that is not OGL, so it becomes easier to miss other errors, since there are already differences between the original source, and what they have posted.

And that name difference also makes it hard to know which one is the source for some things with similar names on the Paizo side, like Dawnflower Dervish and Dervish Dancer...

Liberty's Edge

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Arcanic Drake wrote:
kinevon wrote:

For the first one, it might be a toss-up with a Priestess of Calistria, if you know what I mean.

For the second one, might I suggest ear-plugs or, straight out, wax. A Thunderstone or Deafness spell could help, although Blindness might not be a bad additional option.

So.... you're deaf and blind..... but you still have your sense of touch.....

But the question I was answering was purely about an audible/visual set of ... queues.... Touch was not mentioned, at all.

Would a Paladin sit still for a lap dance from a Succubus?

Liberty's Edge ****

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A few things to remember:

HeroLabs is legal to use to create PCs for PFS, Now, like any other tool, it works better when you understand what you are doing with it. One wonders if Nefreet were a math teacher, would he also ban using TI-83 calculators in Trig class? When I took Trig, not only were these calculators not banned, but having one, or an equivalent product, was actually required for the class.

The question is whether someone is using HeroLabs as an aide, or as a crutch. I try to always make sure I know how a number is derived for my PCs, whether done manually or in HL. Then again, several of my PCs use final numbers that HL doesn't give, due to either being in the weird CMB zone, or when flexible buffs (Blessing of Fervor, for example) are involved.

Then again, I have been known to create crib sheets for my PCs, like for my archery-focused builds, showing what the basic numbers are, when using feat X in situation Y. Or a note as to how I calculated my PC's trip bonus, so I can track changes from spells or effects.

The rulebook needed rule is, partly, a marketing thing, but it is also an attempt to make sure that your PC does not suffer from needless Table Variation. While I am not usually going to make someone pull out their book for, say, a spring loaded wrist sheath, since I know the rules about it and use them for my own PCs, I will ask to see the rules for something I have never run into before, to make sure that it works the way the player thinks it does, as, sometimes, a misremembered rule can invalidate an encounter, where the correct rule would make it easier, but leave something to do.

In the local environment, I am frequently used as a go-to guy for rules. Equally, I know that I don't know all the rules, nor do I always remember rules-stuff correctly 100% of the time. So, if I am unsure, I like to look it up, especially when it could be life-or-death for the PC. YMMV.

Liberty's Edge ****

Only request: Reformat it so that each level prints on its own page(s), so it can be kept with the level.

Liberty's Edge ****

BigNorseWolf wrote:
The efficient quiver is completely useless. There's nothing keeping you from bristling with quivers, and the efficient quiver only holds 3 of them. It weighs more than those three quivers.

20 arrows (1 quiver) = 3 lbs each

Efficient quiver = 2 lbs.

So, 3 normal quivers with 60 arrows weighs 9 lbs, 1 Efficient quiver with 60 arrows weighs 2 lbs.

Not counting the weight (recommended) of having a backup bow (another 2-3 lbs or so), just in case.

So, 12 lbs vs 2 lbs....

As mentioned, though , at higher levels, keep a careful eye on your per-round maximum fire rate, plan (hope?) for haste to be covered, and make sure you have enough arrows of each type you use for at least three rounds (unless you have/cast abundant ammunition every time) in your active quiver(s), and a backup supply bundled up in another capacious carryall (bags of holding, handy haversacks, etc.)

At 11th level, assuming full BAB class only:
BAB +11 (11/6/1) - 3 shots
Rapid Shot (-2) - an additional shot
Manyshot - another arrow used
Haste (+1) - an additional attack

5 attacks, 6 arrows used in a single full round attack.
Add in potential AoOs using Snap Shot/Improved Snap Shot/Combat Reflexes...

Liberty's Edge ****

Nefreet wrote:

Basically, there's a [magic item on a Chronicle Sheet] that grants you a bonus feat.

This feat must be recorded on the Chronicle Sheet when you acquire the item.

*That* feat may not be retrained.

What if the feat, due to changes in campaign rules, becomes illegal for the PC to have?

I used the item to gain the Butterfly's Sting feat for my Cayden Caillean worshiping Fighter. At the time, the feat was not locked to Desna, as it was well before the publication of the Inner Sea Gods book, and its deity feats limitation.

So, would it be grandfathered in?
Would my fighter have to change deities?
Or would I have to change the feat, or have a wasted item/feat?

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