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Erastil

xebeche's page

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 270 posts (272 including aliases). 23 reviews. No lists. No wishlists. 7 Pathfinder Society characters.



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Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Alex,

Back in 2010 I had never played a tabletop roleplaying game. A coworker at the time introduced a few of us to Pathfinder after he had transitioned from D&D 3.5. I was hooked, but meeting once a month for our Kingmaker campaign wasn’t cutting it. After I had come across the existence of Pathfinder Society Organized Play I built up the courage to try it. You were my first PFS GM back in the summer of 2011 and #29: The Devil We Know—Part I: Shipyard Rats was my first PFS scenario.

It was immediately evident that more GMs were needed, so you encouraged me to give it a shot, despite my inexperience. Pathfinder has become more than just a hobby, in large part because of your generosity and good will. The years that have followed have built lasting friendships. A large group of us regularly get together to enjoy Pathfinder, board games, and outdoor activities. Heck, one of these friends is now my roommate, and I am very happy for that.

Truly, your hard work to make Pathfinder available, and enjoyable, for the Portland, Oregon community has done a great deal to influence my life for the better. I have no doubt that it has been the case for others as well.

Always grateful for your friendship,
Jeremy


1 person marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
Quote:

DIRTY TRICK MASTER (COMBAT)Bastards of Golarion 25

You are adept at stifling your enemies and can expertly make a bad situation even worse.
Prerequisites: Greater Dirty Trick, Improved Dirty Trick, base attack bonus +11.
Benefit: Whenever you successfully perform a dirty trick combat maneuver against an opponent who is still affected by a condition inflicted by a previous dirty trick (whether your own or another creature’s), you can cause the condition to worsen. In addition to increasing the duration of the condition as normal, you cause an opponent who is dazzled to become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any rounds remaining from the previous dirty trick condition) or until the opponent uses a standard action to remove the condition (whichever comes first).
Quote:
Nauseated Condition: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

I've unsuccessfully searched the messageboards for a similar topic after observing that the nauseated condition doesn't allow for standard actions, thus the condition wouldn't be removable when applied by the dirty trick master feat. Is it intended that this be the case, or is there an exception to the nauseated condition for this situation?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
Quote:
Assassinate (Ex): A ninja with this master trick can kill foes that are unable to defend themselves. To attempt to assassinate a target, the ninja must first study her target for 1 round as a standard action. On the following round, if the ninja makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the ninja as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that ninja’s assassinate ability for 1 day.
Quote:

Breath of life: This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).

Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects cannot be saved by breath of life.

Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.

Is there anything in RAW that I'm missing regarding a Ninja's Assassinate ability and how it would work with breath of life? It doesn't explicitly state that it is a death effect, which is good or bad, depending on spells like death ward or breath of life. If Assassinate is not a death effect and a creature can be brought back by breath of life then how would the creature's hit points be determined?

I'd be inclined to roll damage normally and set that as the negative hit points, but this has no basis other than simplicity.


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I'll be playing in the Wrath of the Righteous adventure path soon. Ever since reading about the Riftwarden prestige class in Paths of Prestige I've been very excited by the role that these characters play in Golarion, and beyond. Now that I finally have the chance to play one I started looking into the class mechanics and have been increasingly disappointed.

At first I thought to play a cleric, but without access to dimension door, teleport, and greater teleport the Riftwarden's Counterport, Improved Counterport and Greater Counterport class features are much less valuable, especially with reduced spellcasting. Then I moved on to Wizard because they can access higher level spells with efficiency and can reach 17th caster level at 20th character level. However, they are not charisma based, which is important for Planar Channel, Planar Scourge, and Planar Purge. Wizards transitioning into the Riftwarden prestige class also do not gain their bonus spells so must spend gold or get lucky and find valuable spellbooks in order to cast higher level spells. So, a Sorcerer? This character couldn't be a 10th-level Riftwarden and cast 9th-level spells, but they can cast the helpful teleportation spells and they are Charisma-based. Spellcraft is very important to using the Riftwarden class features and a Charisma-based character is at a disadvantage. Lastly, the Planar Guide class feature's benefits to a non-skilled caster (favored enemy/favored terrain/terrain mastery) are minor. Add to this the nearly useless Spell Focus (abjuration) requirement and it just seems silly.

I deeply want the flavor of this class for my trek into The Worldwound, but I can't confidentially say that they are the caster a party needs, especially with 15 point buy.

Have I done a reasonable job of examining the class, or are there elements that I'm missing? If you were to houserule this prestige class from the perspective of a GM, what, if any, changes would you make? I'm thinking about approaching my GM with these issues to mitigate what I feel are unnecessary tradeoffs for flavor.

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Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I've been interested in trying to build a poison use character within Pathfinder Society for a while. The alchemist always seemed a natural as they can apply poisons very quickly. With Pathfinder Player Companion: Champions of Purity the Celestial Poisons discovery became available, making poison even more versatile with their ability to effect undead and evil outsiders. With this I set out to compile the options and came to some disappointing conclusions.

Say by 10th-level an alchemist player character can bring a giant wasp poison from DC 18 to DC 24 through the use of Concentrate Poison and Malignant Poison discoveries. Giving the benefit of the doubt to the player character, lets say they know that they are able to spend a full-round action preparing this enhanced poison immediately before combat with a Glabrezu demon (CR 13). Lets also say that the party of adventures manages to apply the shaken condition to the Glabrezu, reducing its Fortitude save to +16. This means that there is a 35% chance that the Glabrezu will fail a save under these ideal conditions for the alchemist, which is still not very good odds. On the other hand, this character's use of poison might be more discriminating, like any class ability. Unfortunately, even with these silver linings, these poisons will not become more potent while creature Fortitude saves will only rise. Short combats also penalize poison use. Lastly, poisons are expensive over the long haul.

How can alchemists craft in Pathfinder Society Organized Play?
"Alchemists can use the Craft (alchemy) skill to produce items with their Alchemy ability. Follow the Craft rules on pages 91–93 of the Pathfinder RPG Core Rulebook as well as in the alchemist’s Alchemy ability description. Any item created must be properly noted on that scenario’s Chronicle sheet. Under "Items Bought", note the amount of gold spent and the item created. Alchemists are assumed, for Pathfinder Society Organized Play, to carry the necessary items and tools with them to use available resources to create alchemical items. If they have a base of operations from which to do so, they may use an alchemy lab to gain the +2 bonus on their Craft (alchemy) check. Alchemists may never sell any of their created items nor may they trade them to another PC. However, they may allow other PCs to borrow or use items they’ve created (so long as the alchemist class ability being used allows them to do so)." —Pathfinder Society FAQ

How do poisons work in Pathfinder Society Organized Play?
"Any character with the Poison Use class ability can purchase and use poisons. For now, they are the only classes that have a list of “always available poisons” (those noted below)—no other class may purchase poisons unless they appear on a chronicle sheet. Alchemists, ninja, and poisoner rogues may only purchase the following poisons from the Pathfinder RPG Core Rulebook:

—Giant wasp poison [210 gp, DC 18, 6 rounds, 1d2 Dex damage, 1 save]
—Large scorpion venom [200 gp, DC 17, 6 rounds, 1d2 Str damage, 1 save]
—Medium spider venom [150 gp, DC 14, 4 rounds, 1d2 Str damage, 1 save]
—Shadow essence [250 gp, DC 17, 6 rounds, Initial Effect 1 Str drain, Secondary Effect 1d2 Str damage, 1 save]
—Small centipede poison [90 gp, DC 11, 4 rounds, 1 Dex damage, 1 save]" —Pathfinder Society FAQ

Pathfinder Campaign Setting: Rival Guide —Legal as per Additional Resources
—Cockatrice Spit [1,000 gp, DC 12, 4 rounds, 1d2 Dex damage (a creature who takes Dexterity damage equal to its Dexterity score from this poison becomes petrified; each day, a petrified victim can attempt a new DC 12 Fortitude save to recover from the venom and become unpetrified with an amount of Dexterity damage equal to 1 point less than its Dexterity score), 1 save]
—Fiddleback Venom [500 gp, DC 13, Onset 1 minute; Frequency 1/minute for 6 minutes, Initial Effect nauseated 1d4 rounds, Secondary Effect 1d3 Str damage and 1d4 Con damage, 2 saves]
—Hag Spit [1,500 gp, DC 16, 6 rounds, Initial Effect blindness for 1d10 rounds, Secondary Effect 1d4 Wis damage, 2 saves]
—Rainbow Jellyfish Toxin [400 gp, DC 14, 2 rounds, Initial Effect staggered for 1d6 rounds, Secondary Effect paralyzed for 1d6 minutes, 1 save]

Pathfinder Roleplaying Game: Ultimate Equipment —Legal as per Additional Resources
—Black Adder Venom [120 gp, DC 11, 6 rounds, 1d2 Con damage, 1 save]
—Bloodroot [100 gp, DC 12, 1 round onset, 4 rounds, 1 Con and 1 Wis damage and 1 round confusion, 1 save]
—Greenblood Oil [100 gp, DC 13, 4 rounds, 1 Con damage, 1 save]
—Malyass Root Paste [250 gp, contact, DC 16, 1 minute onset, 1/minute for 6 minutes, 1d2 Dex damage, 1 save]
—Nitharit [650 gp, contact, DC 13, 1 minute onset, 1/minute for 6 minutes, 1d3 Con damage, 1 save]
—Terinav Root [400 gp, contact, DC 16, 1 minute onset, 1d3 Dex damage, 1 save]
*These are in addition to those listed in the Core Rulebook.

Lesser poisoner’s jacket (12,000 GP) —Ultimate Equipment, page 222
AURA faint conjuration and necromancy CL 5th WEIGHT 3 lbs.
Three times per day, the wearer of this dark jacket can create a vial containing one dose of any poison from the Core Rulebook that costs 300 gp or less. The jacket’s poison always looks like a murky amber fluid. This poison becomes inert after 1 hour.

Greater poisoner’s jacket (58,000 GP) —Ultimate Equipment, page 221
AURA strong conjuration and necromancy CL 15th WEIGHT 4 lbs.
This jacket has the abilities of a lesser poisoner’s jacket, and once per day the wearer can create a vial that reproduces the effect of any poison in the Core Rulebook that costs 4,000 gp or less. The jacket’s poison always looks like a murky lime fluid.
This poison becomes inert after 1 hour.

Immunities Constructs, plants, undead, oozes, daemons, demodands, demons, devils, and elementals are immune to poison. In the case of the crypt breaker, constructs and corporeal undead are especially vulnerable to alkahest bombs. Further, with the Celestial Poison discovery, undead and evil outsiders become vulnerable to poison, but usually have strong Fortitude saves despite this. This leaves plants, non-corporeal undead (if they still cannot be poisoned), oozes, and elementals unaffected by poison, or another Crypt Breaker Alchemist ability.

Discoveries Concentrate Poison (50% duration, +2 DC), sticky poison (6th; a single dose of created poison lasts Int mod), celestial poison (8th; good; poison undead and evil outsiders), and malignant poison (10th; +4 poison DC; no onset)

Dropping Fortitude Saves Shaken, sickened, pernicious poison (no save, but subject to SR), Con damage, and anything else that drops a creatures Fortitude saving throw, directly or indirectly, will make poison use reasonable.


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
Quote:
Alkahest Bombs (Su) A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of acid damage for every odd-numbered level. This ability otherwise functions as and replaces the standard alchemist bomb class feature.

I'm interested in playing a Crypt Breaker Alchemist for Pathfinder Society Organized Play and am considering discoveries. Something that is not clear to me is the Crypt Breaker's Alkahest Bombs and how they are modified, if at all, by discoveries such as Dispelling Bomb, Force Bomb, Acid Bomb, and Concussive Bomb. Each discovery is explicit in what it does, so it leads me to believe that while a Crypt Breaker wouldn't make a simple fire-based bomb like most alchemists, but that these mentioned bomb discoveries would expand the kinds of bombs that the Crypt Breaker can create, allowing for more versatility against non-construct and non-corporeal undead. Does this sound like it would hold up at PFS tables?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

The Riftwarden prestige class in Paths of Prestige has a 10th-level capstone ability called Greater Counterport (Su) which grants the following:

Quote:
At 10th level, a Riftwarden can counter a teleportation effect as an immediate action, without the need to ready an action beforehand. In addition, as a full-round action, the Riftwarden can expend two uses of her planar channel ability to forcibly recall a creature that used teleportation to exit an area within 30 feet of the Riftwarden since the end of the Riftwarden’s last turn. Planar channel deals damage equal to the amount normally dealt by one use of planar channel. This damage affects only that target, and affects it regardless of its current distance from the Riftwarden. If the target fails its save, the teleportation effect is reversed and the creature returns to the point from which it teleported (or the nearest available space, if that space is now occupied by another creature).

Planar Channel (Su) is gained much earlier and explicitly states that it only works on extraplanar creatures.

Quote:
At 2nd level, a Riftwarden can channel baneful energies against creatures with the extraplanar subtype, regardless of alignment or plane of origin, as the cleric’s channel energy ability. The Riftwarden deals damage as a cleric of a level equal to her highest caster level. This energy can only harm, not heal. This ability cannot be used with feats, magic items, or other effects that modify channel energy. A Riftwarden can use this ability a number of times per day equal to 3 + her bonus for the relevant ability of the spellcasting class she selected.

I can read this in three different ways as there is no history of the topic being discussed before on these boards:

  • Any creature, regardless of type, can be returned from the point it teleported from and takes damage equivalent to the planar channel ability.
  • Only extraplanar creatures are effected by Greater Counterport as Planar Channel only effects extraplanar creatures.
  • Any creature, regardless of type, can be returned from the point it teleported from, but only extraplanar creatures take damage equivalent to the planar channel ability.

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Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

For those characters that wish to venerate minor deities, archdevils, demon lords, qlippoth lords, empyreal lords, horseman, elemental lords, the eldest (and so on), what inquisitions, if any, are legal for play?

On page 41 of Ultimate Magic it states that the Conversion Inquisition is available to "Any deity." Now in Faiths & Philosophies the Excommunication, Redemption, and Reformation Inquisitions are listed without any deities. The only source I've seen to exclude specifics. Currently the Additional Resources page states "Inquisitions: all inquisitions on page 23 are legal for play" in regards to Faiths & Philosophies. So, am I interpreting it correctly that these four inquisitions are legal, and perhaps the only legal Inquisitions, for PFS characters of all non-major deities?

I've found this discussion to be the only one relevant and can locate no other helpful information.


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Would these creatures lose all the benefits they gained as animal companion and completely revert back to their appropriate bestiary stat block?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Is making use of the crafting feats a reasonable option for this adventure path? More expensive items especially can take quite a while to finish. I can find no mention in the player's guide or on these forums.


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
Quote:
Knowledge of the Ages (Su) You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number times per day equal to your Charisma modifier.

This is an Oracle of Time's Revelation. It appears to require a standard action to use, correct? The reason I ask is because Knowledge checks usually require no action.


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

My primary concern is making a compartment appear mundane (and near impossible to discover the charade). Some combination of skilled craftsmanship, practiced deception and longterm magical warding may be necessary. The compartment must be protected from detect magic and other forms of magical piercing. My intent is to keep magical items secreted away. Nondetecting (though lasting hours and costing 50 gp per casting) seems like a justifiable solution, but are there other means of blocking the detecting of magical items? The effect could be maintained by a spellcaster, but will be necessary over a period of months or years.

I'm hesitant to provide more details than this for my PCs frequent these boards. Thanks!


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I'm preparing an encounter with a Shambling Mound. It has the Power Attack feat and it has the Constrict ability. When I run this, if the shambling mound power attacks it would suffer the penalties on its slam attacks, and, if successful, on the grapple checks to start a grapple. However, I'm uncertain about whether the power attack bonus damage would be applied to the constrict damage. Constrict is using 1-1/2 times the strength modifier for damage, so if power attack does increase constrict damage does that mean it would gain +6 damage instead of +4 damage? If the case, the entries would look something like this:

Melee 2 slams +11 (2d6+5 plus grab) or
2 power attack slams +9 (2d6+9 plus grab)

CMB +12 (+16 grapple or
+14 power attack grapple)

Special Attacks constrict (2d6+7) or
power attack constrict (2d6+13)


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I have a couple situations that are making me scratch my head and I cannot locate answers in the forums or rulebooks.

1) Do the traits Indomitable Fait (+1 Will save) and Loyalty (+1 vs enchantment; Grand Lodge) stack? If they stack a character could effectively get a +2 trait bonus against enchantment effects that require Will saves.

2) Do eyes of the eagle and minor burglar boots stack? The first gives a +5 competence bonus to perception checks, the latter gives a +5 competence bonus to Perception checks to spot or locate traps and devices on the floor.

Thanks Muchly!


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I'm a little surprised that we haven't seen many archetypes that specifically cater to a Druid's Wild Shape ability. Shamans don't get Wild Shape until 6th level and it operates as two levels higher for their thematic forms, but this doesn't add much besides an additional wild shape per day at the expense of all other forms. This is especially true at higher levels.

Terrain shamans and domains add a little spice for elemental forces and plants, but it seems like these could be taken farther. What about the druid who wild shapes into an elemental (water, air, earth or fire) at +2 to their level? Or an affinity for one of these natural elements (not just arctic) that empowers electrical, fire, acid or cold spells and abilities? Of course their is the Elf Treesinger archetype for a plant theme, but that is quite exclusive.

Are these an oversight or intentional?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Would an inquisitor of the conversion or heresy inquisition benefit from a circlet of persuasion on bluff and intimate checks? On a character level these skills are based on wisdom, not charisma, but on a game design level they are almost exclusively based on charisma. To which would the circlet adhere to? And if it wouldn't work for this character, does that mean that skills that could be based off charisma instead of their normal ability would benefit from the circlet?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

First, my apologies if this is the incorrect forum for this topic. I won't be offended if this thread needs to be moved. Okay, on to the meat and potatoes.

I'll be setting up a YouTube channel soon where I can talk about Pathfinder. My primary intention is to make it a tool to introduce players and GMs to various aspects of Pathfinder and Golarion using audio and visuals. I have two concerns before I get started: 1) If I use "Pathfinder" in the channel name will that draw the ire of Paizo? 2) Can I briefly show images from the bestiaries, campaign settings and other Paizo materials without drawing the ire of Paizo?

Here is the minimum product quality I'm willing to produce. I have to work on my voice presentation quite a bit... Pathfinder Character Creation


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Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I want to thank Paizo, everyone who made it to PaizoCon, and especially those involved in leadership and GMing. I'm not only new to tabletop roleplaying games, but this was my very first Con of any sort. The experience exceeded my expectations and I already look forward to next year! I know I'm not alone ;)

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Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I'm under the assumption that much of the information in the Advanced Race Guide for the core races will become legal for PFS. I have a character that I haven't played, but has earned levels through GM credit. Would it be appropriate for me to use the Advanced Race Guide if and when content becomes legal for PFS?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Hey folks,

So, my group and I took down Vordakai (spelling?) and our GM said that we get Varnhold and 2 hexes all around as long as we connect our kingdom hex to one of these Varnhold hexes. However, we didn't nail down a couple of other details and he is VERY busy with work, school, family, etc. I've asked for some information, but he has life stuff keeping his attention. I'm trying to prep as much as possible to limit time spent kingdom building at the table.

My questions:
—What buildings does Varnhold start with?
—What do the map symbols mean? (i.e. stonehenge, gravestone, animal paw, coin, etc?)
—How far north can we claim hexes? I imagine Restov would not appreciate our land encroaching beyond a certain point.


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Is there any rule that might prevent my lion shaman's witch cohort from riding him while wild shaped into a tiger? (Get the laughs out now) I assume an appropriate "saddle" would be required. This could easily be stored in our portable hole.

If so, could she deliver melee touch attacks against adjacent foes despite the tiger occupying a 10ft square? Is a tiger considered to be ill-suited for a mount?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

The primary differences are in traits, feats and gear. The pure caster focuses on getting spells off, even when odds are stacked against spell casting. This build doesn't focus on an expensive weapon, so allows for higher AC and better gear. Survival is superior. On the other hand, a scimitar wielding cleric with traits and feats that support effective scimitar use, channeling positive energy through the weapon, channeling to affect evil outsiders and storing a spell in the scimitar. It can be altered with a wand to cause piercing or bludgeoning damage. However, the great expense for the weapon sacrifices defensive gear.

Stats for both clerics
Str 12
Dex 14 (12 base + 2 belt)
Con 14 (12 base + 2 belt)
Wis 24 (15 base + 1 @ 4th + 1 @ 8th + 1 @ 12th + 4 headband)
Cha 18 (14 base + 4 headband)
Int 12
*20pt buy

Pure Caster
Desperate Focus/Focused Mind trait (Magic) You gain a +2 trait bonus on concentration checks.
Deft Dodger trait (Combat) You gain a +1 trait bonus on Reflex saves.

human feat Cosmopolitan (perception and use magic device)
1st level feat Selective Channel
3rd level feat Combat Casting
5th level feat Spell Penetration
7th level feat Greater Spell Penetration
9th level feat Lightning Reflexes
11th level feat Quick Channel

Gear
Light Crossbow
Crossbow Bolt (10)
Scimitar +1
Light Steel Shield +3
Breastplate +3
Belt of Physical Might (Dex/Con) +2
Eyes of the Eagle
Circlet of Persuasion
Headband of Mental Prowess (Wis/Cha) +4
Amulet of Natural Armor +1
Ring of Protection +2
Cloak of Resistance +3
Handy Haversack Bag
Dusty Rose Prism
Wayfinder (for PFS)

Scimitar-Caster
Desperate Focus/Focused Mind trait (Magic) You gain a +2 trait bonus on concentration checks.
Sacred Conduit trait (Faith) Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

human feat Cosmopolitan
1st feat Selective Channel
3rd feat Channel Smite
5th feat Guided Hand
7th feat Alignment Channel (Evil Outsiders)
9th feat Improved Channel
11th feat Combat Casting

Gear
Light Crossbow
Crossbow Bolt (10)
Spell Storing Scimitar +3
Light Steel Shield +2
Breastplate +2
Belt of Physical Might (Dex/Con) +2
Eyes of the Eagle
Headband of Mental Prowess (Wis/Cha) +4
Ring of Protection +1
Cloak of Resistance +3
Handy Haversack Bag
Wayfinder
Wand of Versatile Weapon


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I'm creating a custom character spreadsheet for myself and am a little confused as to creating a point-buy calculator. Can anyone direct me to specific information about the excel features used to pull this off?

Thanks!


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I'm smitten with the idea of having a familiar instead of forming a bond with an item. As a numbers guy I've been trying to understand how to exactly calculate the skill points for my familiar. Unfortunately, I cannot reverse engineer the Compsognathus and Lyrakien skill stats.

For example, (1) how are a Compsognathus' perception and swim skills calculated? (2) Does a Lyrakien instead use an outsider's class skills (Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.) instead of the default stated in the "animal" familiar section? (3) How would a Lyrakien's skill bonuses be parsed?

Here is some information I have to work with:

Quote:
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Quote:
Tiny: +2 AC/Attack, -2CMB/CMD, +4 fly, +8 stealth
Quote:
Small animals like these use Dexterity to modify Climb and Swim checks.


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

This will be my first PaizoCon (hurray!), so, I thought to read reviews of the hotel before booking. Yelp reviewers mention daily charges for parking and internet. I called to confirm and the gentleman who answered the phone stated that Marriot charges $14/day for parking and $14.95/day for internet. This seems a little ridiculous.

A quick internet search and phone calls reveals the following local options for the nights of July 5th, 6th, 7th and 8th:

Hyatt House Seattle-Redmond *will no longer be Hotel Sierra
• Parking and internet are complimentary
• King suite $139/day +tax

Residence Inn Seattle East/Redmond
• Parking and internet are complimentary
• Queen bed and kitchen $159/day +tax

Redmond Inn
• Parking and internet are complimentary
• Double queen or queen $119/day +tax

So, the $85 PaizoCon rate deal plus $28.95 for internet and parking still only comes to $113.95/day +tax. If you sacrificed internet and/or parking you'd be in even better shape.


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Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Or increasing the difficulty of any module for that matter...

My PCs consist of:
• Geisha (Bard)
• Rogue
• Magus
• Synthesist (Summoner)
• Wizard (Conjuration)
• Archeologist (Bard)

They are masterfully handling every encounter to the point of absurdity. Never a threat of danger save for one encounter I beefed on the fly. Only The Ticktock Man, The Nightpeddler and Zassrion remain. I want to engineer these final three encounters to be enjoyable and challenging.

Up to this point the party has only felt the sting of uncertainty when the synthesist was slept (losing his eidolon) and the bard was unconscious and near death. Their armor class, saves, attack and damage are simply beyond the scope for who this module was created. They hit almost every time and the monsters almost always miss (with attacks and spells).

My thoughts are to increase the number of threatening encounters to cause them to use a little daily resources before a final encounter with each boss. It also seems that adding at least one or two monsters to each fight while increasing the stats for each conspirator will help.

Any other suggestions?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Just a quick clarification, thanks! =D

Wizard's Divination School (Foresight)

Quote:
Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

As per the table "Actions in Combat" activating a supernatural ability requires a standard action. The above supernatural ability does not have any rules about maintaining it. Am I correct in assuming that its continued effect from one round to the next requires a standard action each round? In other words, unlike a bard, I can't "perform" my predictions while slinging spells or firing a crossbow?

*

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Hey, Portland Pathfinders! We are looking for more players and GMs to join in the fun. Below you'll find information on how to participate.

Big Tent
When there, sign up for the Portland RPG gatherings group. You will then see a tab for "subgroups" where you can join the Portland Pathfinder Society subgroup.
*We are using Big Tent to RSVP for events. We understand that this is not the most wildly popular site. For now this allows us to properly organize modules and GMs in advance.

PFS in PDX
This is a Google Group that allows us to keep in contact via email. When emailing pfsinpdx@googlegroups.com all members (by default) receive the email. Obviously, do not abuse this. If anyone wishes to turn off the emails and check the Google Group online you can do this, but risk missing out on important messages unless you check back often.

Google Calendar
After signing up for the PFS in PDX Google Group you can request a Google Calendar invite. As the community grows this may be an attractive feature to see when others have free time that matches yours.

You can also like us on Facebook and follow on Twitter.

These are a lot of sites and services. Partly a sign of our age, but more streamlining may be in order. As members use some options over others this will allows us to make improvements. We are always open to suggestions.

*

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Are there Society communities out there that do not always meet on a regular schedule or at a regular location? I'm finding that our biweekly meetings in Portland will not always match up with my inconsistent work schedule. I have an idea of establishing a branch where players would be able to meet on any day or at any time by comparing availabilities for the coming days.

If this could work, is it all that hard to report sessions and generally head up a PFS community branch?

On that note, if anyone in the Portland, OR area is interested, please post here or email xebeche at me dot com.


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Would a Druid who Wild Shaped into a larger creature than their normal size be able to utilize the domain spell Righteous Might?

Wild Shape is a supernatural ability and as per the below description it is magic:

Quote:
Supernatural Abilities (Su) are magical attacks, defenses, and qualities. These abilities can be always active or they can require a specific action to utilize. The supernatural ability's description includes information on how it is used and its effects.

Righteous Might specifically states:

Quote:
Magical effects that increase size do not stack.

Given what I've supplied above, I believed that I've answered my question, but Righteous Might not working in a larger Wild Shape form becomes significantly less useful to the class as it is Wild Shape dependent for melee by 9th level. Especially considering that it is a personal spell. I'm hoping that I've misinterpreted.


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

What are some of the must have items for your character's starting equipment? Here are some of the items I consider:

Explorer’s Outfit
Common Backpack
Bedroll
Common Blanket
Trail Rations (5 days worth)
Waterskin
Flint and Steel
Silk Rope (50ft)
Signal Whistle
Holly and Mistletoe
Spell Components Pouch


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

At 6th level a Sensei can use his advice ability while spending ki points to affect an ally instead of himself with that class ability. At 4th level, a Qinggong Monk can sacrifice Slow Fall for True Strike. Does it stand that True Strike could be shared with an ally?

Sensei
• Qinggong Monk


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

When choosing the spell for Magical Lineage can you select a spell that you cannot cast yet? For example, if I wanted to select Heal, a 6th level spell for a Cleric/Oracle, is this okay by the rules?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
Quote:
Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid’s animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.

To be clear, if I were to primarily use this as a Druid's animal companion, is that as intended? Specifically to attack... It advances just like a Druid's companion, gaining levels, feats, skills and all the other benefits?

Thanks muchly!


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Is it RAW that animal companions are able to wear magical items such as belts, rings and amulets? Are certain items okay and not others? If this is RAW, is it also legal in Pathfinder Society?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I'm working on a Monk character and I'm scratching my head over the Grapple combat maneuver. I'll be picking up Improved Grapple and Greater Grapple. I'm also considering Rapid Grappler, which is available in the new Ultimate Combat book.

Quote:

You are a quick hand at grappling.

Prerequisites: Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
Benefit: Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check.

Before reading about Rapid Grappler I thought I understood the grapple mechanic, now I'm not feeling so sure. Does it mean that I can attempt to use a move action to maintain the grapple, thus getting to take an action like pin? If successful, I can then use a swift action to, say, damage the target. Then I get to use my standard action to damage the target again?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I'm in the Kingmaker campaign right now and trying to help a fellow player out. He's a rogue halfling. In the next couple levels I'll be grabbing the Craft Magic Arms and Armor feat. I'd like to be able to calculate the cost of a +1 Fey Bane Short Sword (small) made of Cold Iron.

Cold Iron Cost Information:
Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. A double weapon with one cold iron half costs 50% more than normal.

Two questions arise:
(1) Does this doubled cost double the cost of masterwork as well? A short sword is normally 10 gp and 310 gp if it is masterwork. Does a cold iron version cost 20 gp plus 300 gp -OR- 20 gp plus 600 gp?
(2) The additional 2,000 gp cost to add magical attributes, is that full price like the sword will be to purchase, or will it be halved by my Craft Magic Arms and Armor feat?

Thanks muchly!


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

My Druid is currently 6th level. The Beast Shape II spell states the following:

"If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip."

If taking the form of an eagle does the druid gain the lowest of the abilities? For example, an eagle can fly at 80ft, but the druid would be limited to 60ft. Also, Beast Shape II specifies good maneuverability, but an eagle only possesses average maneuverability so the druid is limited to average. Or does Beast Shape II override an eagle's normal speed and maneuverability to scale as the druid levels?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I don't find the default search for the messageboards to be all that great so I bookmark a Google Site Search and enter additional terms. This isn't so much as a criticism as an alternative. So many questions have been answered with this handy link.


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I've been reading about Pathfinder a lot lately. I mean A LOT. I'm hoping that in the next 6-12 months I'll have the experience and knowledge to begin game mastering. This has me thinking a few things, but one topic that has me scratching my head is music. What has been successful (or not) in your groups?

Heck, does anyone listen to Radio Lab? I'd even consider investing a little into sound equipment for dramatic effect and immersive noises on demand.


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

As a Druid I am curious about to combining Leadership and Awaken at 9th level. How would this now magical beast take a class and would it start at level one in that class?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

My caster Druid (Weather Domain) just hit fifth level and in the Kingmaker campaign. Any advice on feats I should take?

So far I've taken Spell Focus: Conjuration, Augment Summoning and Natural Spell. I'll definitely be taking Heavy Armor Proficiency (for Ironwood), Preferred Spell (Heal) and Heighten Spell (required for Preferred Spell). I was considering another Preferred Spell so that I'd have another to spontaneously cast, but I can't identify one that is useful enough as Heal and Summon Nature's Ally.

I'll likely grab Combat Casting. If it proves useful I may request permission from my GM to take Flyby Attack from Monster Feats. I'm just not sure how often I'll be flying around the battle field with the need to deliver touch spells, like heals.

Thanks! =D


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
Quote:
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

I'm unclear how this rule works. How many bonus languages? Is an INT score of 12+ considered high? The core rule book doesn't shed light on the specifics and d20pfsrd.com isn't helping either.

Thanks! =D


6 people marked this as FAQ candidate.
Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber
Quote:

You can throw an enemy spell back at its caster.

Prerequisites: Spellcraft 15 ranks, Improved Counterspell.

Benefit: Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell.

I'm undecided on this feat for a counterspell build I'm considering for my Druid. It hinges upon the interpretation. Counterspell seems to work regardless of who/what is targeted. Parry Spell spell complicates this by replicating the effects of Spell Turning:

Quote:
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected.

Does this mean that Parry Spell only works when my character is the target? If a Wizard is were to cast Power Word Stun, for example, on a party member I could NOT benefit from the Parry Spell feat and send it back at the Wizard because my character was not the target?


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

I'm considering building my caster Druid (Kingmaker campaign) into a "counterspeller". I'm curious how viable this is, especially considering the investments I'd make.

• 20 points into Spellcraft
• Feat: Improved Counterspell
• Feat: Parry Spell

Thanks! =D


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Still getting used to Augmented Summoning with Summon Nature's Ally. Specifically, I'm hoping to get clarification on my Aurochs math and Trample/Stampede abilities.

Can the Aurochs keep moving through an enemy's square and trample another enemy?

When stampeding, how much space do multiple Aurochs take? Are they nearly on top of each other or spread out? If they are on top of each other do they do triple damage? (Seems unlikely) If on top of each other do all Aurochs draw their own separate Attack of Opportunity? If they are spread out can they trample enemies that might be a square or two apart from each other?

An Aurochs summoned with Augmented Summoning has a Gore +9 (1d8+11). Does the trample bonus make this (1d8+16) or (1d8+11+16)?

Thanks! =D


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Hey folks,

I'm hoping someone might be willing to double check my calculations for Wild Shape to make sure I understand the mechanic properly. AC is what I'm least clear on.

My Human Druid is 4th level. Here are his stats.

STR 10 (0)
DEX 14 (2)
CON 14 (2)
INT 12 (1)
WIS 20 (5)
CHA 10 (0)
Base Attack Bonus: 3

As an Eagle I would have the following stats:
STR 10 (0)
DEX 16 (3)
CON 14 (2)
INT 12 (1)
WIS 20 (5)
CHA 10 (0)
AC 15=10(base)+3(dex mod)+1(size)+1(natural) (really confused how this works, not able to find specifics in Wild Shape, Beast Shape or Polymorph sections)
Speed 10ft
Fly 30ft (Average)
Low-Light Vision
2 talons +3 (1d4), bite +3 (1d4) (+3 from my Base Attack Bonus, not the Eagle's existing attack bonus)


Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

No idea if anyone will find these the least bit useful, but I thought I might as well share some spreadsheets I put together.

Kingdom Building Rules
Building Types

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