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Brother Swarm

wraithstrike's page

28,339 posts. Alias of concerro.

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(Dex; Armor Check Penalty)
You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment.

You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging.
Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16.
If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth, even if the creature is observing you*.

*Cover and concealment are relative, so you may be able to stealth against one creature, but not against another creature. As an example if a creature has blindsight and you are within the range of its blindsight then you can not stealth against it, even if you have concealment.

If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving to avoid being pinpointed. Use the chart under invisibility in the glossary to determine how additional modifiers will affect your stealth bonus. The same chart also applies to your stealth check when not invisible. As an example if you are speaking in a normal voice it is a -20 to your stealth check. If you are speaking within the hearing range of another creature then it may not be possible to use stealth against them as you would be observed by their hearing. Whispering imparts a -5 modifier, to your stealth check, and your allies may need to make perception checks to hear you. The enemy may also make perception checks to hear you. If they can hear you whisper however, and you have already used stealth against them successfully it only gives them your direction but it does not pinpoint your location unless they can beat your stealth DC.

If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats).

As of now I am undecided as to whether or not I should require total concealment for someone to hide if they are being observed by eyesight

This might get moved to the house rule section<---Disclaimer.

With that said the invisibility rules have a "notice" rule that means you can know an invisible creature is within 30 feet of you. I don't think the rule, while having good intentions, add more complexity to already complex rules.

However, since I want to modify the stealth and invisibility rules so they are easier to understand, and make sense I wanted the opinion of other people. This rewrite will likely be presented by next Tuesday(hopefully). From there I will present it to the community so they(you) can nit pick it, and let me know where RAW may not match RAI.

Basically----> Would you care if the "notice rule" was erased from the invisibility section?

1 person marked this as FAQ candidate.

Let's say I have an SLA that references a spell, but does not have the same name as the spell.
Let's also say the spell takes a full round action to cast.

Does it take a standard action or a full round action to use the SLA.

Example follows


Bigger(sp): This ability works as though casting a enlarge person.

School transmutation; Level sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (powdered iron)
PRD wrote:

Spell-Like Abilities: Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.
A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Does it take a standard action or a full round action to cast "Bigger"?

3 people marked this as FAQ candidate.

Magma Tomb (Su):

Once per day, a great wyrm magma dragon can spit lava onto a target within 120 feet, dealing damage normally for its breath weapon. This magma cools instantly—it does not continue doing damage at this point but does entrap the victim (DC equals the dragon’s breath weapon save DC, 3d6 minutes, hardness 8, hp 45).

You are basically surrounded by a wall much like you would be if you failed the reflex for being entrapped by wall of stone. So does FoM give the "wall" a middle finger, or would is being trapped by a wall of stone or this dragon ability beyond FoM since you are basically surrounded?

PS: If you are in my RotRL game this is not for you, so don't worry.. :)

5 people marked this as FAQ candidate.


School enchantment (compulsion) [mind-affecting]; Level cleric 4, witch 4
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level (D) see text
Saving Throw none; Spell Resistance yes
The target is surrounded by a glowing green aura of ill fate. Each time the spell's subject makes an attack or casts a spell, it must succeed at a Will saving throw with a DC = 10 + 1/2 caster level + Charisma (in the case of oracles), Intelligence (in the case of witches), or Wisdom (in the case of clerics). If it fails the saving throw, it deals half damage with the attack or spell. You can dismiss this spell as an immediate action when the target confirms a critical hit; doing so negates the critical hit. The attack that you negated still hits, but only deals half damage.

I am sure they intended to say "attribute" modifier, but as written you add the actual attribute, so someone with charisma of 26 would add +26 to the DC, not +8.

FAQ so it can be errata'd please. :)

2 people marked this as FAQ candidate.

According to the rules when a caster loses a level he does not lose the spell slot. That makes since because that removes any character rebuilding, which was not fun in 3.5.

However it is basically understood that to cast a spell of level ____, and to have access to spell slots of a certain level you still need to have a certain caster level.

Let's say the following takes place:

I am originally an 11th level wizard which give me access to 6th level spells. I get ambushed by a vampire. After the energy drain hits me I am down by two negative levels. Do I still have access to my 6th level spells or can I only access spell slots that are at level 5 and below?

3 people marked this as FAQ candidate.

School transmutation [sonic]; Level bard 5, sorcerer/wizard 7
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 3 rounds
Saving Throw Fortitude partial; Spell Resistance yes
You speak a terrible word of power, setting up potentially lethal vibrations in the chosen target. The target must save once each round on your turn, and the effects grow stronger for each saving throw the creature fails.

On the first round, the target takes 5d6 points of sonic damage and is staggered for 1 round. A successful save halves the damage and negates the staggered effect.

On the second round, the target takes 5d6 points of damage and is stunned for 1 round. A successful save halves the damage and negates the stunning effect.

On the third round, the target takes 10d6 points of damage and is stunned for 1d4+1 rounds. A successful save halves the damage and negates the stunning effect.

The resonating word has no power after the third round, even if the spell's duration is increased.

This came up in my game tonight. I just let it go to move things along, and by the time it was noticed the fight was over anyway, but I think it is poorly written and deserves an FAQ.

The spell has a duration of 3 rounds and it list what happens each round with no verbage saying that a made save ends the spell.

It also specifically says that each "failed save" gives a greater affect.

So if I get to round 3, but I make the first two saves do I have to save against the affects of round 1 or the affects round 3?

FAQ please.

1 person marked this as FAQ candidate.

People keep trying to use TWF with creatures that have more than two hands, but it seems to me that you are supposed to use MWF(multiweapon fighting. If you do not use MWF there are no rules for it because that was never the intent.


Multiweapon Fighting (Combat)

This multi-armed creature is skilled at making attacks with multiple weapons.
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.
Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting in the Pathfinder RPG Core Rulebook.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

The bolded area says it replaces, not that it can replace so TWF may not be an option.

The question is this--> By the rules does a creature with more 3 or more hands have to use MWF?

edit: If the creature had an extra arm that they could not use to get an extra, such as the alchemist's vestigial arm, I was not including it.

8 people marked this as FAQ candidate.

It seems there is some confusion about the ability to take or not be able to take 10. Your friendly rules guy, and evil overlord will be nice today and clear this up.

First we will look at the general rule for taking 10.

Using Skills wrote:

Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

So we know that generally speaking any skill can use take 10 unless there is a distraction or threat.

Skill Mastery wrote:

Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

Now with skill mastery the rogue is a such a boss(expert) at these skills that distraction and stress don't even matter.

PC: There are fireballs exploding around us, how are you so calm at picking that lock?

Rogue: This is my area. I am worried about nothing. You just keep those golems off my back while I get this door open. <while picking the lock one handed the rogue is thinking of a bar wench back in town he wants to bed>

UMD wrote:

Special: You cannot take 10 with this skill. You can't aid another on Use Magic Device checks. Only the user of the item may attempt such a check.

If you have the Magical Aptitude feat, you gain a bonus on Use Magic Device checks (see Feats).

Now here we come with UMD which says there is no taking 10 as a special rule. It does not say anything about stress or distractions being the reason why, or that the skill is so dangerous to use that you are always feeling stressful about it. It says you can not pass go. There is no taking 10.

Since skill master basically only makes you calm under pressure, and not taking 10 on UMD has nothing to do with stress or distractions then skill mastery does not apply. It does not say you can take 10 any time you want to. It gives specific conditions. There is no language to support skill mastery being able to trump specific rules, only the general rules which it referenced.

Thanks for reading this and have a nice day.

12 people marked this as FAQ candidate. 2 people marked this as a favorite.
Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).

Does this mean that a character can only fight back if unable to move from their location, or does it mean they are able to fight back if they know they have no way to escape their pursuer.

As an example if the victim is stuck in a 20 by 20 room with no exit, and no way to teleport out are they allowed to fight back?

My opinion is yes, but I would like for this to be FAQ'd.

2 people marked this as a favorite.

Many times on these board GM's have said they restrict magic items/spells/fests, or they dislike pre-planned builds because it takes away from the "sense of wonder" or immersion, or it makes the player(not the character) excited about the new shiny thing*. As a player I could care less, and I have never seen a player say this restriction(s)does anything to keep them "in the game" mentally.

*The shiny new thing is really just a common magic item that has been made more difficult to obtain than it normally would be otherwise.

So I ask do you players really like it better?

PS:Note this statements are often made as general statements so I can only assume the writers of such statements think the majority of players would enjoy the game better if this was the standard.

I have just discovered pseudocode, and it looks just like real code to me. So I have to ask is it real code or just a way to let you know what you need to do while writing the real code. My instructor is not good at explaining things.

If they are different then a comparison of a simple code in C or Linden that adds two numbers would be helpful.

I don't see this a lot, but I see it enough that I am confused/lost/etc. What makes people think it is a good idea to not buy a ranged weapon during character creation. I understand that sometimes our brains shut down and we just forget what I call "common sense" items. I am guilty of this. I am asking about the players that intentionally just don't get a ranged weapon. Some have said something about a character concept which I still don't agree with, but it is no my character. Others have said they did not think they would need one, and they have not always been brand new players. I had one player get mad that I had flyers, and he had no ranged weapon despite the fact that he had the gold to buy one, and just chose not too..

This is a question that has been on my mind for a while(within the past 6 months) so it is not a recent event, but I am sure it will happen again.

5 people marked this as FAQ candidate. 1 person marked this as a favorite.

The FAQ states that you count as your own ally except when it does not make sense. When does it not make sense?
I put it here so the rules team can give examples.

1 person marked this as a favorite.

Even GM's that don't fudge rolls or make "mistakes" too often to allow the players to be successful really want the players to well 99% of the time.

Would you be ok in a game where the GM allowed you to get to the last boss, and you spend +6 months time in real life to get to the boss and you lost?

Just to be clear it would be a tough and fair, but winnable fight. Maybe too many failed saves on the party's part or too many crits from Team Evil..etc...

Why didn't the party try to run away and come back later?

Who knows.. Strategy is not the point there. The point would be that the party failed/TPK'd/etc.

The initial idea of the playtest was to use fliers, incorporeals, melee brutes, an ambush, and at least one team of highly coordinated NPC's.

I only got into the fliers, and an melee combat that should have been an ambush.

I set had the players on one side of a broken bridge. Their goal was to retrieve a cup and escape or kill the enemy. I also had a magical trap on the other side of the bridge with a hole in the middle of the bridge.

So after some technical issues and other things were resolved we got under way. The brawler jump the hole so he would not have to swim, but nobody rolled a perception check to check for traps so he triggered the trap which released an Erinyes. Before I go on, I will say the invesigator had trap spotter, but I did not know it. It would not have matter however since he needs to be withing 10 feet of the trap, and the perception modifier was low enough that he need a 19 on the dice to find it. If he waited for trap spotter he would have been within range to set off the trap since it was based on proximity.

The swashbuckler jump the hole and set off the trap. That led to combat.
I rolled a nat 20 for initiative, and the swashbuckler got lit up/damaged by the erinyes. The shaman began to summon animals, but the erinyes, not having ranks in spellcraft had no idea what exactly was going on so I did not try to disrupt the spell. The swashbuckler took a bow out and missed with its attack. The brawler thought it wise to NOT bring any ranged weapons. Well later we found out it had shirukens, but the decided course of action was to get the cup and escape. He made the jump easily enough and move closer to the cup.
The investigator flew up to get closer to the erinyes.

I thought fear(SLA) was a cone affect, but for the Erinyes it is a single target, but since I had already moved the figure on the map. I just chose a random target. That was the swashbuckler who failed the save and was taken out of the fight. The shaman then summoned the eagles and had them attack. None bypassed DR. The swashbuckler used his turn to run away. The shaman used his spell to help the swashbuckler get farther away. The investigator flanked with the eagles and did decent damage.

Back up top to the erinyes who laid into the brawler since he was the closest to the cup. I thought he would try to run away, but to his credit he still went for that cup when his turn came up. The shaman cast searing light, but missed, and I asked him did he have dispel magic as a hint. I also turned back the wheels of time to let him know it was a summon spell, so that on his next round he could try to dispel it or try to free the brawler from the fear affect. The investigator and eagles once again teamed up to allow sneak attack damage on the erinyes.

Rounda 3 and 4. The erinyes knock the brawler unconscious, and and took out at least one eagle. A dispel check was made, but the roll was to low so the summon remained. The investigator went for the cup after I suggested a retreat, and due to snakestyle it was able to survive.

I feel like the brawler is not good enough in unarmed combat, and I might also suggest bow proficiency. If not then a dip in fighter is needed, or taking rapid reload to be able to use slings might be in order.

The investigator is good at being an all around character and the inspiration is very helpful IMO. I am kinda "meh" on the swashbuckler. It did decent damage. Ok, so it outdamage the brawler in the 2nd fight, but the brawler is not that great either. I like the shaman. I actually made one as an NPC, but I did not get to use it. It is very flexible IMO.

I will post the 2nd combat later.

This is not a thread to defend magic mart as whole. I have noticed that it is frowned upon, and I understand why. I also wanted to know if there was a behind the scenes reason as to why others allowed it. I will go first.

One of my first GM's used to make us use gather information to find an item, if it was not a scroll, wand, or anything he considered to be cheap. I do like the idea, since I doubt such stores would exist. However I also feel like any players I had would just get the most diplomatic party member to find the item for them. It would also force me to come up with rules to determine when a magic item is found. Well I could just make it up as I went along, but I just prefer concrete rulings. Another thing is that I don't want to spend game time shopping, if I can help it. That is something that can be handled by email as an example. So in order to avoid making up new rules, and to save the time in games I just assume items under a certain value are in city X.

I roll on the random chart for anything else. <-----I used to just roll an arbitrary success chance.

13 people marked this as FAQ candidate.

"If my action triggers a readied action, can I just avoid taking my original action, and do something else instead, once the other creature's readied action is completed? If I cannot continue my original action, such s being tripped on a charge do I lose it"?

As an example of changing my action:

Cleric is holding a stone with the silence spell cast upon it. He readies an action in case he sees someone casting a spell (cannot hear it), that action being to throw the stone near the person casting the spell

Wizard starts casting a fireball.

The Cleric sees the spell casting and throws the stone

A) Does the wizard lose the fireball? (But have a move action remaining)
B) Can the wizard move out of the radius and then try to cast the fireball?

20 people marked this as FAQ candidate. Answered in the FAQ.

Does Smite Evil allow you to hit incorporeal creatures even if the weapon is not magical.

Here is a rules quote for someone that believes it does. His argument is that smite evil is its own attack.


Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

I disagree. Smite evil is not an attack on its own, and it in no way makes the weapon magical. It does not even target the weapon. It is an effect placed upon the paladin by the rules. If the weapon is not magic then it can not hit the incorporeal creature, and therefore the smite damage never takes place.

Other arguments are here.

FAQ please...

30 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Both the Bastard Sword and the Dwarven Waraxe are listed on the charted as one-handed exotic weapons, but the text seems to indicate that they are too large to be used one-handed without the Exotic Weapon Proficiency Feat.

Can they be used in one hand without the Exotic Weapon Proficiency Feat, meaning the restriction is just flavor text, or without the EWP feat should they be treated as 2-handed martial weapons or 1-handed martial weapons with the restriction you must use 2 hands to wield them?


33 people marked this as FAQ candidate. Answered in the FAQ.

When a feat or other special ability says to treat a weapon that is normally wielded in two hands as a one handed weapon does it get treated as one or two handed weapon for the purposes of how to apply the strength modifier, and the power attack feat.

22 people marked this as FAQ candidate. 1 person marked this as a favorite.
This belt's wearer gains a +4 bonus to all poisons and a +2 bonus on Escape Artist checks. In addition, once per day on command, the belt can be animated as a venomous snake or constrictor snake that obeys the animator's spoken commands for up to an hour. If the animated snake is slain or moves 100 feet away from the animator, the snake reverts into belt form.

I think this means a +4 to save against poisons, but it is not written well.

FAQ please..:)

Will Paizo ever consider making all of the AP maps interactive? I don't know how much trouble it is so I figured I would ask.

31 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

According to the new FAQ clarification


Witch, Cackle Hex: Does my character literally have to cackle madly when I use this hex, or is that just flavor text?

Your character actually has to cackle—probably in a strong voice, akin to the volume and clarity necessary for verbal spell components.

That seems to signify that a silence spell can block cackle, but previously I thought it did not because it is not a sonic affect so I thought the cackling was just flavor text.

My question is this, If an effect uses sound as the medium of delivery should we assume it has to be heard to be effective, even if it is NOT listed as a sonic effect?

PS: If order to avoid any confusion the specific question I want to be answered is bolded.

FAQ please.

At character creation you are limited to certain languages depending on your race. It would make sense that this would still apply, but the new ruling does not say that.

1. If you can't gain language X through intelligence alone at level 1, I don't see how you can do it at level 4, assuming you use that level to increase your intelligence.

2. It gives some motivation to put ranks into linguistics.

FAQ Please. :)

1 person marked this as FAQ candidate.

Relevant section of Witchfire stats:

CE Medium undead (incorporeal)

Speed fly 50 ft. (perfect)
Melee incorporeal touch +13 (8d6 fire plus witchflame)
Ranged witchflame bolt +13 (8d6 fire plus witchflame)
Spell-Like Abilities (CL 9th; concentration +16)
At will—dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 19), ray of enfeeblement (DC 18)

Incorporeal per the PRD wrote:
An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it.

That quote is why incorporeal creatures attack against touch AC. Being a ranged attack does not make the witchflame bolt an exception.

If it has language such "Unlike an incorporeal creature's normal attacks..." then it could be viewed as a rules exception, and not an error.

FAQ please. :)

8 people marked this as FAQ candidate.

This question was asked in another thread, and marked as ""answered in the FAQ", but it is not there.

So please FAQ it again.

StreamOfTheSky wrote:

I was wondering how this hex works against Undead, Constructs, Elementals, and Outsiders.

Forced Reincarnation wrote:
Forced Reincarnation (Su): The witch causes a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Reincarnation wrote:
A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can't be reincarnated.

I note that while I'd expect such a hex to be a fort save (which would make undead and constructs immune by default), it is actually a will save. Also, due to the text quoted for reincarnation, apparently the death caused by this hex is not a death effect, lest the hex would never work at all.

So, how does this work?

1. Specific trumps general, with the Hex you *can* reincarnate those creature types.
2. Those creatures are killed as per the hex, but then they get hit w/ Reincarnate, the spell says, "uh...this isn't in my job description, sorry," and does nothing, and they just die.
3. Since they can't be both killed and reincarnated, the hex does nothing.
4. Something else.

I think by RAW, #2 is how it works, though #1 might also be the case. I don't see why #3 could possibly be correct.
The hex does mention killing the target, so perhaps undead and constructs are immune for not being alive. But at least for undead, there are spells to "kill" them or make them "dead," such as undeath to death.

1 person marked this as a favorite.

The purpose of this thread is to see if the monk can hold up across several combats to include boss fights against a variety of monsters. This will also show how well it compares to other classes.

The list of combatants and monster. Feel free to use monsters from other books, also.

When simulating the monsters use tactics. Don't make another poster have to call you out for dumbing a monster down.

5 people marked this as FAQ candidate.

1) Does Aura of Cowardice affects mindless creatures or creatures otherwise immune to mind affecting spells like undead or vermins?

RAW is yes, but I am 99% sure RAI is no.

This is mostly so we can get enough FAQ request to get errata or an FAQ response.

13 people marked this as FAQ candidate. Question unclear.

The invisibility spell also give a +20 to the stealth modifier when making a stealth check. It also says it give a +40 if the target is stationary which is very close to, but not exactly, what the language in the invisibility condition for the glossary says.

The problem is they are not worded the same way, which leads to some confusion.

Is the invisibility spell better worded than the actual condition?

FAQ this please.

edit:edited title.

PS:An explanation on how this works on stationary and moving targets would also be nice.

23 people marked this as FAQ candidate. Answered in the FAQ.

This post is made to get FAQ's so we can get an official answer.

The book says "While mounted, you can wield a lance with one hand" rather than "While mounted, you can wield a lance as a one-handed weapon."

By RAW you are using a two-handed weapon in one hand, but getting two-handed benefits.

No matter what your stance is I kindly request you press the FAQ button.

The game is already in progress. I am looking for 5th player that can be reliable. We play on which is a virtual table top every Monday from 900PM until 1AM EST. We try to be there by 845 to make sure we start by 9. is very easy to learn and use, and it is constantly improving.

The next game is tomorrow so the chances of making it are small, but the party is currently level 5 with 4 players.

We have a:
Master Summoner(LE)


Dwarven Fighter


They are optimized pretty well.

This is the GM's campaign guide that includes character creation rules and game rules.
It is accurate except for a few things.
As previously stated we are currently at level 5.
Instead of rolling you may take the average roll for hit points. Once you make your decision you can not change back to the other method.


You will also start with 5000 gp. No more than 33% of that can be spent on any one item.

Background stories are not mandatory, but they will help if I am on the fence about who to let in. I also roll the dice out in the open, and there is a very real possibility that your character might die. No far nobody has died yet though. :)

There is an item that cost about 500gp that allowed a witch to keep their familiar's spells in. I can not remember the name of the item. Any help is appreciated. :)

1 person marked this as a favorite.

Now that I have your attention I want to bring attention to a common theme on the boards. That would be people assuming that anyone disagreeing with them is saying there is only one way to play the game and/or insulting them. That is not the case. If I say I don't like rolling dice, or any thing else playstyle related and I give reasons for it, that does not mean I am insulting you, or insisting you change your style of play. I am sure that if you are asked why you play the way you do, that you will have your reasons, and you are not trying to insult me or saying I am "doing it wrong." Don't go reading between the lines for insults that don't exist because if you look for an insult you will find it, whether it exist or not. That also goes for statements that don't exist.

The other issue is people assuming you are trying to say one thing due to reading between the lines, when you are discussing something else. My last thread got a lot of off-topic GM rants. It seems they did not read the topic, but read between the lines or tried to. This led them to believe I was trying to deliver a message that was never in the process of being made.

There are some people who will tell you that your style of play is inherently wrong, but all you have to do is ask those people is that their belief, and they will say yes. They won't try to hide it, and force you to figure it out.

In short don't accuse, ask. It is better for discussion, and stops bad blood before it starts. You might think you know someone's intent, but if they don't say it in exact words, then you really have no proof.

With that said I will apologize for my recent snark over the past day or so, but in the future I would also like anyone who falsely accuses another poster to apologize. If the person does not apologize to you then it is better to ask for a quote and an explanation than it is to turn up the sarcasm meter. I feel like asking for a quote is fair for someone being accused of something online. The accused can either explain the quote, if it exist, or they just get to denounce the accusation since the lack of a quote is a lack of evidence.

8 people marked this as a favorite.

What classes could your campaign do without?

The above mentioned thread has GM's saying they do or would ban a class due to the flavor that Paizo gave it. I am not understanding this. A class's mechanics is just a means to an end. Nobody has to be making a character that get rages/gets angry, and hits harder due to his untamed nature. He could make a living by guiding people into dangerous area, and is able to channel some mystic force when it is time to fight. The fatigue could be a result of the force causing him a lot of strain. The ninja concept class does not even need the ninja class. I would use a ranger to do it, for those that say eastern classes don't fit.

In short banning class X does not really stop the concept from being played so why ban the class?

This is where we will discuss the game.

This is just an interest check. I would like to use roll20 to run an online game. I was intending to run one for a local group but it looks like things are falling apart.

I should always be available between 830 PM until about 2AM Eastern standard time.

I am normally off on Mondays, and some other random day during the week.

The days I work might have me going in at 7AM or in the afternoon so while I might be able to game at other times on different days the first listed time is the only one I can guarantee.

I was thinking of running Savage Tide or War of the Burning Sky. Both go to level 20, but the AP's that end at before that are also acceptable assuming I have the AP. I don't have anything past Carrion Crown though.

Game Difficulty-TPK's are possible. I am not out to kill anyone, but you will be responsible for your character for the most part.

The character creation rules have not been set because the game will be decided by committee if I can get enough players. The more difficult the game the more things I will allow at character creation. As an example Savage Tide will have a higher point buy and more books allowed than Carrion Crown would.

Whatever I run will be set in Golarion most likely. Well WotBS won't be, but that is the exception.

The goal is to get 12 hours of gaming in a month. That is about how long it normally takes me to GM one book of an AP. More hours are better. :)

Houserules that apply to any campaign::

Sorcerers don't have to use a full round action to cast a metamagic spell. They also use the same spell progression as a wizard.

Monks will get more help too, but exactly how is still being worked on.

I already have a spot reserved but that still leaves 3 to 5 spots open.

The summoner will be allowed, but I expect for you to know the rules for it. If I have to keep saying "no you can't do that", I reserve the right to ask you to change to another class.

If you post to say you are interested please list 3 AP's to include 3.5 AP's that you are interested in. AoW is not availible, at least not this time, sorry about that, but SCAP and STAP won't be an issue.

EST=Eastern Standard Time in the U.S. There are several sites online that can convert that to your local time zone.

I made a post in a PbP thread, and it is showing up in my account's post tab, but it is not in the actual thread. If I click on the timestamp from the post it takes me to the thread, but my post is not visible.

The following is the post that is not showing up.


"Haundo powers his allies with his deity's blessing while Deoghe and Saxton's shots strike home, Saxton doing 1d6 ⇒ 6 points of damage. At the same time Klor advances ready to give the zombies a second death. At about the same time bolts from the militia's crossbow bolts fly through the air taking finishing off what Saxton, and Deoghe started and felling the other 2 also that were outside the front door.
This however attracts the other zombies that are off to the side.

Everyone may roll initiative. If I missed your roll let me know and I will add it to my next post
Init order

Zombies 10

5 people marked this as FAQ candidate. 1 person marked this as a favorite.
At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

As we can see the Samurai actually has no levels in fighter, and there is no verbiage saying that his Samurai levels count as fighter levels for the purpose of this ability.

Compare to:

An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter).

I know Paizo does not promote multiclassing so I was thinking that the RAI was to count the Samurai as having fighter levels even though the RAW does not say that, but then there is this:

Bonus Feats: An internal alchemist can select Alertness, Extra Ki, Great Fortitude, Improved Critical (unarmed strike), Improved Initiative, Improved Unarmed Strike, Iron Will, Lighting Reflexes, Stunning Fist, or Weapon Focus (unarmed strike) in place of an alchemical discovery.

This alchemist archetype does not have any ki. It has to multiclass in order to use that feat, but otherwise it sound monkish in nature by its flavor.

This is mostly a post asking for FAQ's, and I am asking everyone to hit the FAQ button no matter what your stance is on the matter. :)

1 person marked this as FAQ candidate.

We seem to have a new poster who does not know the difference between a general rule and a specific rule. He also does not realize the PF devs trump 3.5 devs when they have conflicting ideas.

My reply to his last post:
Skip Williams is not a Paizo dev, and 3.5 rulings only still count for PF until a Paizo dev says otherwise. Skip's ruling is also only in the spell completion section. It is not a general rule, just like Paizo's specific rule is only in the spell trigger section, and not a general rule. In the precedent that I showed an example of in my last thread giving examples of O and "-" still stands.

Today we bring to you the last match of the First Annual Grand Battle Tournament. Your two combatants are have bested many of the most powerful creatures in existence.

First we have Darius Blackfire a man whose martial might, and ability to withstand punishment is second to none. His dark powers make him a worthy adversary.

His opponent is a man with considerable magical talents, and his power is not to be questioned. I present to you Orion the Smooth.

Link to map

2.Forest-no cover or concealment within 20 feet. Trees 20 feet tall
25-50 feet- 20% concealment, +2 cover bonus to AC
55+ 40 percent concealment, +5 cover bonus to AC, no difficult terrain.

Link to story.

12 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

I believe the words "unarmed strike" and/or "unarmed attack" should be removed since unarmed strikes are also made with other body parts. It would also prevent someone trying to say their knees do lethal damage, even though they are only wearing gauntlets. Now I know common sense dictates that metal on your hands won't help your knees but a lot of posters here like to be intentionally obtuse. "Oh, but RAW says..."

It would also prevent people trying to argue that a weapon mentioning unarmed strike or unarmed attack allows for a monk's damage to override. Yeah I think it is silly to since there is no raw to take the monk's damage can overtake the weapon's damage, but that is neither here nor there.

The other idea is have a specify that the monk's unarmed strike damage does not override the weapon's listed damage.

Please hit the FAQ button.

Another company known as Casters by the Sea Shore used to have columns where they would break down the basic rules. I think Paizo should do the same. I understand you are busy right now, but sometime in the future it would be nice to have. Many of us come from 3.5 so we know the intent of the rules, but there are a lot of new people, and with the "Paizo is its own game" idea, which I understand, the thought of listening to someone who played a different game is not taken too well. It would also help to explain the instances where the rules are not the same any more such as grapple. You are probably thinking some things don't have to be explained, hence the " no reply required" responses to some FAQ's*, but I have seen some of the more knowledgable posters to include myself misread a common rule. It also helps because for some people the fact that the words did not change, does not mean the meaning did not change. How the same words can mean something different is beyond me, but that is for another thread.

*No I am not saying all of them deserved a response. :)

The map

Those blue squares are buildings and pillars. The height of each one should be visible.

3 Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.

I will assume that you can move normally if you can make the strength check.

The blown away size is large so unless you can become huge you have to deal with this. :)

If there are any questions please ask.
In one corner we have a warrior who has evil running through his veins, and his opponent is the personification of fury. It seems that neither one can be killed, for no matter how much they are assaulted they find a way to prevail. However after today only one will survive, have a chance to move on to the finals.

Link to Battle Map

Void Oni Initiative:1d20 + 6 ⇒ (11) + 6 = 17
The Void Oni's space is indicated by the blue squares.
Make a knowledge to find out his weaknesses if you wish to know them.

3. Jungle-no cover or concealment within 10 feet. Trees 30 feet tall
25-50 feet- 35% concealment, +4 cover bonus to AC
55+ 40 percent concealment, +5 cover bonus to AC

Just to be clear using the 2nd line as an example if you are 25 to 50 feet apart you the concealment is 35%, and there is a +4 cover bonus to AC.

PS:I also had not accounted for 55 feet so the last line is not 55+feet.

If there are any questions please ask.
Today we have a most interesting match. A man whose magical prowess seems to be endless, we have the maestro of magic, Orion. His opponent has travelled to all part of the multiverse, inflicting pain and harm at will. Today one of them will have their long and illustrious lives come to an end.

I understand certain posters who I shall not name, lost their minds a while back, but the rest of us should not have to deal with the FAQ silence.

I don't care if increased moderation of post and booting of people from the site takes place. I just never believed in the concept of mass punishment. Each of us are adults, and those that are not adults should still know how to conduct themselves. If a person can not behave like an adult then they can have their posting privileges suspended. Someone might ask what if they need to post a question to customer service. That is a good point. More than likely the site is set up so that you either have full access to the site or no access to the site, and that might include purchasing capabilities. At the least you have full posting privileges or you don't from what I understand. I guess locking people out of certain forums might have to be an option. I know it is not fair for Gary to come up with code, just to put people in time out, but it is also not fair to allow people to remain on the site, and have the rest of us suffer* for it.

*I think the word suffer is a little over dramatic, but I could not think of a better word at the moment.

Anyone else have any solutions feel free to chime in.

Do the scratch and dent books have the last errata? I am asking because I would rather pay for a new book, than one that is not up to date.

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