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leo1925's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber. 4,240 posts. 4 reviews. 3 lists. 1 wishlist.


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brad2411 wrote:
James Jacobs wrote:
leo1925 wrote:
brad2411 wrote:
Generic GM wrote:
If I remember right, in the "Continuing the Campaign" section at the end of The Dead Heart of Xin, it talked about a lich giant who was in Belkzen. I believe he was using orc tribes to look for Runelord Zutha's tomes. Maybe this AP will run with a plot along those lines. I hope so. I really would like to square off against another Runelord.
Yep named Thulos, Taiga Giant lich Necromancer. He is working on a way to raise Zutha without the third part of his spell book.

That's my guess as well.

It's a pretty safe bet that it won't be a dwarves vs giants and orcs... i guess we could have an invasion-war from/to Belkzen/Lastwall/Varissa but i think that the runelords are a safer bet.
Nope. If/when we do something big with the Runelords... you'll know from the start.
But James we want more Runelords. ;)

Yeah we do!


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My experiences with the witch are both from the teammates prospective and the DM's prospective.
Yes Witches are unfun.
In my opinion that is because the whole class is geared to wreck APs (or rather APs can't handle witches, like they can't gunslingers), either you go slumber, ice tomb, agony OR evil eye + misfortune, the outcome is the same you are going to be destroying encounters left and right. And the issue is that you can't really do anything else with the witch, it's a class built on the wizard's chasis with fewer spells per day but with a very neutered and weird spell list.

PS. Maybe the class is salvagable and maybe you can really create a campaign where the witch isn't a problem but the reason i play APs is because i don't have the time to create my own game.


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Derrick Harris wrote:


I've also had to have the talk with DMs that they're not allowed to make surprise houserules in the middle of a campaign. If they're (the houserules) not made crystal clear at the onset of a game, then they don't happen.

I disagree with that.

In principle i am with you all the way but there is a good chance that you will notice something mid campaign, or you will see that you had not judged something right, and that's when you need to make a house rule mid campaign, these things can happen to anyone and i don't think that anyone would want their game to crush because of this. The thing is that if and when this thing happens then you offer the players affected by your new house rule a complete rebuild.


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No FAQ needed, wind stance doesn't allow you to stealth.


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Ok i know that it has been a month since Mikaze made that post but i only saw it now and i am compelled to say:

Great Mizake, creepy... but truly great.


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I played KM, and i really liked the Varnhold Vanishing. Yes it doesn't add anything to the fey "plot" but then again only book 5 (in small part) and book 6 are really about the fey "plot".
I played JR and i really disliked the hungry storm. We didn't even use the caravan rules at all in the AP (since we knew they were busted) but i really disliked it, the only part i didn't dislike (but i wasn't crazy about either) was the last part.
I DMed RotRL, and i really liked the hook mountain massacre. Yes it can get too gory and too mature on some points (nothing crazy though) but i liked that.
I am DMing Shattered Star (finished book 5), and i really disliked the asylum stone. Don't get me wrong, the (small) Kaer Maga part was great but the rest of the book felt too weird, disconnected and easy (difficulty) to me.

So for my my best part 3 was the hook mountain massacre.


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I think that the Paizo forum is actually quite vitriol light (although things have gotten worse lately), especially when i remember other forum (i still get dread memories from white wolf's exalted forum).

That said i also think that things can be improved, the first thing i think would be good is that the mod posts should change color. Instead of that light, faded blue characters used in their posts, strong red (using slightly larger font) would be better.
I also think that it should be more precise reasonings (and notification) when posts are getting deleted, in addition i will agree with others saying that instead of deleting a post, it would be better if the content of the post was replaced with something like "this post was removed because X", that way we can all see whose posters' posts are regularly removed and why.
In conclusion i think that there should be more punishes, especially temporary bans*.

*except posts in the customer service section of the board


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Also the unarmed fighter archetype is proficient with all monk weapons, the monk is not.


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Explain to your DM what an air breathing mermaid is and why it's bad for games.


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Bladelock wrote:

There is no 3.5 material in the build I posted, and as far as I know it's PFS legal. If you see something that isn't, please let me know. Still digging into PF.

I'm not using whatever builder others seem to have so feel free to crunch the numbers if you like the idea. I also avoid giving a build magic items because you never know what a dm will allow. If you can buy anything, every build has access to the same equipment so it's a wash. Adding it just doesn't make a lot if sense to me.

Also, I wasn't saying my build was "so great," I was just showing that sneak attack in specific, and rogue combat in general, were not all bad. The build above totally locks a target down and does solid solo SA damage. You can decide if that is good or not for your style play.

The trait opportunistic gambler is from 3.5.

I don't use herolab either (i recently started using PCGen) but i can post a build, simply list the ability scores (after magic items), ac, saves, attack routine, feat and anything special to the character (like rogue talents for a rogue), then maybe say a couple of words about how to use the character (if it's nessecary).

No; magic items are important, and no they aren't the same in every build (although there are similarities), and since no character plays at 10th level without magic items they are important in order to gauge a character.

Yes it's true you don't know what they dm will allow, you also don't know if the dm doesn't allow rogues in his game, so what can you do? you can use the rules as they are and assume that the game won't deviate much from them. In the case of magic items, simply use anything that isn't in a 3.5 book (also it would be good to avoid AP specific items but it's not mundatory).

The thing is that until we can see the full build, we can't see in what way you think that sneak attack and rogues aren't that bad.


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I recieved mine, and yes it looks quite good too but the 16.4 euros i paid were too much.


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James Jacobs wrote:


"Science is bad" is absolutely NOT the theme of this AP. Neither is "Religion is bad." It's much more complex than that.

Glad to hear that.

Can you say that the theme of the AP won't be "Technology is superior to religion"? nor "Religion is superior to technology"?

I just don't want the AP to get caught up in the bad side of the arguement "sience vs faith" and get some flak becuase of that.


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Lawful has nearly nothing to do with laws.


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On the subject of the Assasin PrC, it's terrible.
If you and your DM can work it in the game take a look at the red mantis assasin PrC.


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It seems pretty clear that your DM doesn't want the party to have magic items beyond what he gives them (even if he doesn't admit it), so tell him that you get the messge and want to change your feat for something that you can actually use.


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The rogues should suck.

Other than that, the once per day limitation is placed when (for various reasons) you don't want an ability or power to be used frequently, now what is the reason behind SO many of the rogue talents having the once per day restriction? i don't know


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Marthkus wrote:


Now that I look at the cha mods more closely, they are pretty low. Wizard is still fairly useless at planar binding until they get 8th level spells.

Ok you really need to read that:

1) Make the circle perfectly, so no spell resistance to get free.
2) Summon the outsider.
3) Cast geas on the outsider and told him to retrieve an item from outside of the circle. The outsider is currently screwed at this point.
4) Cast bestow curse on the outsider to give him a -4 to all attacks, saves, skills, and ability checks.
5) Cast bestow curse on the outsider to give him a -6 Charisma.
Waited a few days for the geas to break the outsider, giving him a -12 to all ability scores.
6) Cast eagle's splendor on yourself for +4 Charisma.
7) Cast some fear effects on him to give him the shaken condition.

And then do the charisma check (even with penalties) to make the outsider your b+%*%.

Sure it needs a few days to work but it doesn't require maintance and attention during those days, you also don't need to do all of the above; you just do as many as you need.

PS. This list isn't mine, it's Aerelinth's (i hope i spelled the username correctly).


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insaneogeddon wrote:
Kobold Cleaver wrote:
I will say that Nathanael has remained fairly civil throughout this argument, despite being repeatedly patronized or insulted. As absurd as I personally find his opinions, that's, just, like, y'know, my opinion, man. The inclusion of an insult isn't going to make your argument any more compelling.

He has reiterated his opinion over and over without proof.

He has not answered concerns or countered obvious examples of their power.

Poor form

Still he was civil about it and didn't start insulting anyone.


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Do not buy scroll of breath of life, buy scroll of reach breath of life instead.


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Depends on what kind of information you sell and who you sell it into but other than that i don't find it evil at all.

My question is though, how do you do it? what spells and in what way do you do it?


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Ok i know what you are playing, it's

spoiler:
kingmaker, specifically book 3 varnhold's vanishing (the spelling might be wrong)
i played that AP nearly to the finish. I don't quite remember the whole way to the castle (but i remember the lake of tar) and it wasn't hard to pass through it, why exactly your party doesn't throw your body in a bag of holding/portable hole and get out of there?


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Believe me the uncapped static damage isn't the "problematic" part of the spell, the no save fatigue might be.


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Guys, from what we can see on the descriptions the first two modules of the Mummy's Mask AP play entirely on a city (a necropolis sure but still a city), on the 3rd book (level 7) they start to travel around.
So i guess that the desert is meant as a scenery and there is no real issue about combats starting at extreme ranges since at 7th level you are at a point where you can use monsters that can circumvent that.


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Cheapy wrote:
People here are using "martial" to mean "non-spellcasting martial", right?

Not me, when i say martial i mean full BAB.


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European customer here.
Yes international shipping rates suck, import taxes suck even more but i believe that neither is Paizo's fault.

Being an Adventure Path subscriber (with the 30% discount on each month's AP volume) i still end up paying 1 or 2 euros more than i would pay if i bought it from a european vendor (usually book depository) and that's assuming i don't get taxed*, of course by being a subscriber i also get the free pdf and get the 15% discount on other Paizo store products (which i plan to use mostly for pdf).

So OP, i also suggest to buy the core book from somewhere else and get the module from Paizo.

*i know my country's (which are the same as rest of EU iirc) custom rules and rates and i try to make sure that my order is tax free


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wakedown wrote:
If you have a concept of a charming yet roguish rake who sneaks into the governor's ball pretending to be someone he isn't, bullies a rival into a duel and adeptly disarms him, then finally delves into the dungeon and stabs the cyclopean guard in the eye (sneak attack), it's not the vivisectionist.

Not it may not be the vivisectionist but neither is the rogue, yes the rogue might be able to sneak into the governor's ball pretending to be someone he isn't (although other classes would probably have more chances to do that) but he can't beat the rival at a duel (unless the rival is an NPC class or rogue) because he sucks at combat, compared to other classes, and he can't stab the cyclopean guard in the eye (and kill him) because a)he has trouble hitting, b)rogues can't kill anything with one sneak attack, c)can't survive the rest of the combat with a giant.

So the rogue isn't the right class for your concept because he can't do things well unless the DM hand hold him and make the opposition well below his level.


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The trait might be PFS legal, it's not in the mummy's mask player's guide but in the player companion people of the sands.


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Revolving Door Alternate wrote:

Is this trait PFS legal?

I can't find it mentioned either way on the additional resources page.

That's probably bacuase this trait is in the player companion people of the Sands, which hasn't yet been included in the additional resources, i am not sure for the reason (of not including it) since i don't play PFS but my guess is that it's because the book isn't available yet to non-subscribers.


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memorax wrote:
Before the publication of this trait The Rogues had the class feature of being able ability to disarm magical traps. With this trait you don't even need a Rogue. A bard with this trait is imo better than a Rogue. Sure sneak attack damage is great. Except you have to specialize in ranged version of that. Or get torn apart in melee. The trait: http://www.d20pfsrd.com/traits/campaign-traits/mummy-s-mask/trap-finder

First of all the ability to disable magical traps hasn't been rogue-only for quite some time in PF, second you don't need a rogue anyway (disabling magical traps with a skill isn't that important), third; no sneak attack damage isn't great and neither is sneak attack in general.

Just to give you something to think about, here are the other ways to get trapfinding:
1) 1st level rogue (a bunch of archetypes give that up)
2) 3rd level urban ranger
3) 1st level trapper ranger
4) 1st level seeker oracle*
5) 1st level seeker sorcerer*
6) 1st level crypt breaker alchemist
7) 2nd level detective bard*
8) The 2nd level bard/alchemist/wizard spell Aram Zey's focus (too bad the duration is only 1 minute per level)
9) 2nd level archevist bard*
10) 6th level archeologist bard*
11) 1st level sandman bard*

*those 6 get trapfinding in everything but the name

So what if now we have 12)the trait trapfinder? it's just one more way.


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So GW is turning to EA Games?


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I am ok with half orcs having a floating +2, what i am not with is that both small races have -2 STR and +2CHA.


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Congrats on completing it. Im running it right now and we are just entering book 6: The empty Throne.
And I want to ask you something; How did you manage the level up in this book?
The PCs begin 13 level and they go to the Well of Demons and they get out 14 in their first rest. After that is the final showdown in the palace. When are they resting to get the final level? They clear the half castle and leave? How did you level up your players?


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This might be better to the house rules section of the boards but for the sake of helping a new DM here is my list of house rules:

my list of house rules:

House rules:
1) Spontaneous casters have normal casting time when using rods.
2) Vital strike works on charge and spring attack but not pounce like and spring attack like effects.
3) Half-orc ferocity is the same as orc ferocity.
4) The paladin's capstone banishment effect doesn't end the smite if the evil outsider makes the save.
5) Monks are proficient with all monk weapons.
6) No leadership.
7) No antagonize.
8) All PrCs that give spellcasting level increases also gives spell known for spontaneous casters.
9) All rods are considered light maces.
10) The rogue talent combat trick can be selected more than once.
11) The snap shot line and the zen archer's reflexive shot work.
12) The scatter firearm attack can't be used when using the smiting shot deed.
13) Haste can give an extra attack with unarmed strike.
14) If you have double slice then when you use power attack you get the -1/+2 ratio with your off hand attack(s).
15) Flaming and similar elemental weapon enchantments require a free action to activate instead of a standard one.
16) Flaming and similar elemental weapon enchantments can be upgraded to burst effects by adding +1 enchantment worth to the weapon.
17) Low and medium fortification armor enchantments can be upgraded to medium and/or heavy fortification enchantments by paying the (enchantments cost) difference. The same thing applies to the shadow, slick, energy resistance and spell resistance armor enchantments.
18) The +2 to attack and damage rolls of the bane weapon property can't be used to add more than +5 (overall) to the attack and damage roll.
19) The +2 to attack and damage rolls of the furious weapon property can't be used to add more than +5 (overall) to the attack and damage roll.
20) The oathbound paladin's aren't required to have one of the listed gods as a patron deity, instead there are some gods that if being a patron for a paladin then the paladin are excluded from taking a particular oath (example: Abadar and Shelyn for oath of vengeane, shelyn and Abadar for oath against undead, abadar for oath of charity etc.)
21) You automatically disbelieve your own illusions.
22) Runestones of power can hanged in the character's body (neck, wrist etc.) without occupying the slot and can be used as long as the caster has one hand free.
23) Clerics and inquisitors of deities who have a simple weapon as a favored weapon gain weapon focus with that weapon for free at 1st level.
24) Rods and staves can be enchanted as weapons without the +50% to the price of the magical enchantments.
25) Echoing spell + spell perfection does not equal infinite loop.
26) The guardian weapon special ability does not work with GMW, also the it can't be put in a non-hand held item, in addition it can't be put to either armor spikes or shield spikes, also the hand that weilds the weapon with this property can't be used for anything else other than attacking.
27) You can't weild armor spikes without TWFing.
28) Wildblooded bloodlines are valid targets for the eldritch heritage feats.
29) The Paizo blog on intelligent animal companion is mostly disregarded.
30) Both the skill focus feat and CHA requirements for the eldritch heritage feat line is disregarded with DM's permission (no you can't have your CHA 7 fighter with abbysal or orc bloodline).
31) Both the powerful sneak and the deadly sneak rogue talents don't carry a -2 penalty on attack rolls when used.
32) The rogue talent hide in plain sight also can be used if the chosen terrain doesn’t grant cover or concealment.
33) Oracle mysteries aren't tied to specific deities.
34) Conductive weapons of any type can be used for either melee or ranged sorcerer's bloodline abilities.
35) The spell focus, greater spell focus, elemental focus, greater elemental focus, spell penentration and greater spell penentration feats can be chosen as a wizard bonus feats.
36) Arcane armor training and arcane armor mastery do not require a swift action to use instead they are permanent effects.
37) Weapon proficiencies do not have +1 BAB as a prerequisite.
38) The heavy repeating crossbow costs 75gp.
39) The light repeating crossbow costs 50gp.
40) Torag has the War domain and the tactics subdomain (in addition to the normal list of domains and subdomains).
41) Cayden Cailean has the Liberation domain and the freedom subdomain (in addition to the normal list of domains and subdomains).
42) Crossblooded sorcerers have a minimum of 1 spell known at each spell level.
43) Crossblooded and the Wildblooded archetypes can be used together.
44) The Dazing spell metamagic uses a slot 4 levels higher instead of 3 (metamagic rods of metamagic are priced accordingly), in addition each round on its turn, the subject may attempt a new saving throw to end the effect as a full round action.
45) The snowball spell belongs to the evocation school and is subject to SR.
46) If a subject makes the initial save of the terrible remorse spell then the subject isn't staggered but only takes -2 penalty to AC.
47) The burning disarm spell has a will saving throw instead of a reflex one. In addition when the subject makes the save he takes 5d4 fire damage, when the subject fails the save he drops the held item.
48) The emergency force sphere spell is a 5th level sorcerer/wizard spell instead of a 4th level spell.
49) The acute senses spell gives a +5 enhancement bonus on Perception checks (+10 at 8th caster level and +15 at 16th caster level) instead of +10 (+20 at 8th and +30 at 16th).
50) The subject of the spell irresistable dance, who made his save, can act normally (but take the associated penalties) while dancing for 1 round.
51) The subject of the spell suffocation who makes his initial save isn't staggered.
52) The spell feeblemind doesn't carry a -4 for it's save for arcane caster subjects.
53) The subject of the spell cacophonous call each round on its turn, ay attempt a new saving throw to end the effect as a full round action.

Banned:
1) No guns.
3) No eastern weapons and armor.
4) No gunslingers.
5) No archetypes of any class with guns.
6) No samurais.
7) No ninjas.
8) No summoners
9) No monks.
10) No witches
11) No paragon surge spell.

Clarifications:
1) The qinggong has the option of swapping a monk power or not for a qinggong power, meaning that he can select other archetypes by forfeiting the choice of the power selected.
2) The rogue talent offensive defensive doesn't stack with itself.
3) The double pistol doesn't give you manyshot for every attack you have, by firing both barrels you simply get double damage die.
4) The lightning reload deed allows you to reload as a free action any firearm as long as you use alchemical cartiges or have the rapid reload feat with that weapon.
5) When picking the sylvan bloodline for eldritch heritage you gain the animal companion.
6) The sable company ranger archetype only gives up the first favored terrain.
7) You can't use somatic components when using most of elemental body forms.
8) You can use somatic components when using most of monstrous physique forms and most of undead anatomy forms.
9) Your equipment resizes when using monstrous physique.
10) Thassilon specialists also get the arcane school powers and can choose a focused school if they wish.


Keep in mind that my list is fairly old (a little more than a year) and i didn't have to update it. Also keep in mind that this list is, mostly, things i have changed about the rules, campaign specific stuff like no evil alignment or core races only aren't included.

As to your other questions:
When do you enforce a rule? Always (or rather almost always)
If I allow someone else not to follow a rule, do I have to do that for everyone? Yes everyone (keep in mind that this means NPCs too).


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NO just NO.
Again NO.

The rules apply as much to the GM as to the players, you want to change them? sure go ahead and do it but do so before a campaign starts (and of course let your players know about your house rules) and if you have to change a rule during the course of a campaign then allow the players affected by the change to rebuilt their character.


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I agree that it should be a flat cost instead of the +2 enchantment, something around 4000gp in my opinion.


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@Lord Malkov
No it's not worth a +2 enchantement bonus, you just found another overpriced and useless enchantement, if you look there are dozens of them in that book alone.
My way of doing thing comes a lot cheaper.


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As others have said tracking mundane non-special material, non-blanched arrows isn't worth it after a couple of levels.
If your DM still insists you just buy an efficient quiver and a handy haversack (which you were going to buy), the 60 arrows that the efficient quiver can hold is more than enough for a single combat, then after the combat you refill your efficient quiver with arrows you pull out from your handy haversack, which can hold an infinite amount of arrows.
If you find yourself (at really high levels) spending more arrows in a fight than your efficient quiver provides you, then you simply buy another one, it's a slotless item.


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You are playing Grease pre-FAQ, here is the FAQ. Also even if that FAQ wasn't there and you continued to roll reflex saves after a successful initial saving throw, you still would have to roll once per round of usage, not for every attack.
On another note, grease on the shield? what does that accomplish? i don't think that you can get the enemy to drop his shield that way.

PS. I don't was playing it the opposite way (of what the FAQ says) too, so don't feel bad about that. Although you might feel a little bad about not seeing the once per turn thing.


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Usually it's raise dead, ressurection, restoration (all of them), teleport, all of the removes, break echantment, true form, very very rarely healing. Those are what i can think off the top of my head.


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marv wrote:

If you have a wife, don't start your description of your $40 purchase with the phrase "they're like little cardboard cut-outs". I am getting no end of grief for buying $40 for cardboard. :(

Paizo, I love the pawns, keep them coming!!!!

True, it's better to start with "we are going to use instead of minatures" and then show the prices of minatures.


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Let me show you something about trapfinding.

Ways to get trapfinding:
1) 1st level rogue (a bunch of archetypes give that up)
2) 3rd level urban ranger
3) 1st level trapper ranger
4) 1st level seeker oracle*
5) 1st level seeker sorcerer*
6) 1st level crypt breaker alchemist
7) 2nd level detective bard*
8) The 2nd level bard/alchemist/wizard spell Aram Zey's focus (too bad the duration is only 1 minute per level)
9) 2nd level archevist bard*
10) 6th level archeologist bard*
11) 1st level sandman bard*

*those 6 get trapfinding in everything but the name

Also remember that all trapfinding does is to give you the ability to disable magical traps (in PF anyone can find any kind of traps) and gives you a bonus to find and disable traps. It certainly doesn't let you to roll perception for traps when you aren't actively looking for them (the trap spotter rogue talent tries to do that).

So my suggestion is to make a rogue who can really contribute in combat and not worry about trapfinding and if you really want it simply use the list above to get it.


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I have no problem with that.


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While i agree that comparing builds isn't the same as comparing classes, but when you use such drastic house rules (for both sorcerers and wizards) your opinion on both of them will be very different than the majority of the people.

And you can't really dismiss my point that wizards are better at metamagic because of metamagic rods when you don't allow metamagic rods.


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I am not interested in this madule but i am really happy that it gets published for the people who do like such things.


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Some time ago i compiled this list, hope it helps.

1)improved initiative feat
2)comspognathus or greensting scorpion familiar for +4 initiative (can be obtained with eldritch heritage)
3)various traits for +2 initiative (trait bonus)
4)cracked dusty rose ioun stone for +1 initiative (competence bonus)
5)corresponding runeforged weapon for +2 initiative (insight bonus)
6)divination specialist wizard gets you +(1/2)level initiative
7)warrior priest feat (+1 initiative)
8)favored terrain (+2 to +8 initiative while being in the right terrain, can be obtained through ranger levels and rogue talent)
9)7th level kensai magus adds INT to initiative
10)good hope spell (+2 morale bonus on initiative, initiative is a DEX check)
11)anticipate peril (+1 to +5 insight bonus to initiative)
12)2nd level inquisitor adds WIS to initiative
13)ifrits can get +4 initiative in place of energy resistance
14)elves can get +2 initiative in place of keen senses and weapon familiarity
15)zerk drug (+1 alchemical bonus)
16)dueling weapon property (+4 enchancement to initiative)
17)2nd level duelist PrC (+2 initiative), 8th level duelist gets another +2
18)Inexplicable Luck feat (+8 once per day)
19)aldori dueling mastery feat (+2 initiative)
20)banner of the ancient kings item (+4 circumstance bonus)
21)4th level guide ranger (+2 while in favored terrain)
22)5th level battle scout ranger (+2 initiative)
23)the noble scion feat allows to use CHA instead of DEX for initiative
24)Temporal Celerity revelation

Some of them might be possible to obtain through items like the boots that give you ranger's favored terrain.


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Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Not this again...
Oh how i wish they never put that FAQ, anyway if you don't like it (like i do) you can ignore it for home games, if you play PFS you must accept and move on (and hope it changes).


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Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

If the Shalelu thing doesn't get them to go to Thistletop and if they ignore the people who tell them they want them to get rid of the evil goblins (and other) and your PCs go to Magnimar then send them in a quest or two of your own making and when they return have them hear/see Sandpoint burning, then either start another game or tell them that they gamed over and re-start RotRL and this time ask them to make characters who bahave like heroes.


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Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Well there has already been a FAQ on that here and the answer is no.


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Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

One of my players is playing a half orc bladebound magus in the Shattered Star game i run and am trying to find ways to make it part of the AP, both story wise and mechanics wise.
The player has agreed to receive the black blade later than the 3rd level so that i can place it where i want, also he has given me free reign over the shape (what kind of sword it is) and the alignment of the black blade.

So far the only things i have come up with are the following:
1) The black blade will be placed in the sihedron shrine and the black blade is part of the ritual* and magic needed to reforge the sihedron.
2) The black blade will be able to change the material it is made of to one of the seven skymetals**

That's all i have right now, not a name, not a personality, not a big story, not even the kind of the sword.
Any help you can give me will be appreciated.

*Alaznist couldn't replicate the sihedron shrine exactly, so she needed something more that's why she build/found/bound (haven't decided what yet) the black blade in order to help with the reforging ritual

**Each day when the magus prepares his spells he will be able to decide wich of seven skymetals the black blade is made of, also he will be able to change the skymetal during the day by spending a pool point from the blade. The magus won't have access to all seven skymetals from the beginning, he must first place the sihedron shards he has in the sihedron shrine and then he will be able to choose from those skymetals.


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Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Blue_Hill wrote:
Lex Starwalker wrote:


Are rogues absolutely necessary? I'm just asking because I'm anticipating the possibility that no one will want to play a rogue, since they're so well loved in Pathfinder.

Rogues (or any other class) is hardly necessary for this AP. I haven't run this but even though there are some traps, there are ways to deal with them. Some archetypes can replace rogues easily (detective or archaeologist bard and urban ranger came to mind) and there is always magic to help adventurers (detect traps, knock etc.)

EDIT: But this AP is excellent chance for rogues to shine, thanks to regular amount of traps. Also scouting ahead is pretty useful in dungeon and rogue can do that. Skillmonkeys are always needed in dungeon and in social encounters.

Just make sure that there is someone with a good perception and someone with a quite good disable device (traits can help here), if you worry about not having the trapfinding ability (the ability to disarm magical traps) you should see that:

ways to get trapfinding:

1) 1st level rogue (a bunch of archetypes give that up)
2) 3rd level urban ranger
3) 1st level trapper ranger
4) 1st level seeker oracle*
5) 1st level seeker sorcerer*
6) 1st level crypt breaker alchemist
7) 2nd level detective bard*
8) The 2nd level bard/alchemist/wizard spell Aram Zey's focus (too bad the duration is only 1 minute per level)
9) 2nd level archevist bard*
10) 6th level archeologist bard*
11) 1st level sandman bard*

*those 6 get trapfinding in everything but the name

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