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.
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?
How do poisons work in Pathfinder Society Organized Play?
—Giant wasp poison [210 gp, DC 18, 6 rounds, 1d2 Dex damage, 1 save]
Pathfinder Campaign Setting: Rival Guide —Legal as per Additional Resources
Pathfinder Roleplaying Game: Ultimate Equipment —Legal as per Additional Resources
Lesser poisoner’s jacket (12,000 GP) —Ultimate Equipment, page 222
Greater poisoner’s jacket (58,000 GP) —Ultimate Equipment, page 221
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.
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?
The Riftwarden prestige class in Paths of Prestige has a 10th-level capstone ability called Greater Counterport (Su) which grants the following:
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.
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:
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.
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.
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!
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
CMB +12 (+16 grapple or
Special Attacks constrict (2d6+7) or
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.
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?
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?
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
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 ;)
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?
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.
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?
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
human feat Cosmopolitan (perception and use magic device)
human feat Cosmopolitan
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:
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.
Tiny: +2 AC/Attack, -2CMB/CMD, +4 fly, +8 stealth
Small animals like these use Dexterity to modify Climb and Swim checks.
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
Residence Inn Seattle East/Redmond
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.
Or increasing the difficulty of any module for that matter...
My PCs consist of:
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?
Just a quick clarification, thanks! =D
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?
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.
PFS in PDX
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.
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.
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:
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:
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.
What are some of the must have items for your character's starting equipment? Here are some of the items I consider:
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?
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?
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.
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?
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:
Two questions arise:
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?
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.
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.
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.
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.
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:
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?
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.
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)?
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)
As an Eagle I would have the following stats:
Does the feat Weapon Finesse apply the Dexterity modifier to additional damage or only the attack roll?
I ask because my third level Druid is ready to start spontaneously casting Summoning Nature's Ally and he has the feats Spell Focus (Conjuration) and Augment Summoning. I'm trying to calculate the bonuses to my summons ahead of time, but am not clear if Weapon Finesse (on an Eagle, for example) only applies to an attack roll or the damage as well.
Edit: I may have answered my own question. If Weapon Finesse applied the damage rolls already then an Eagle, for example, would have +2 tagged onto each of its attacks. As it stands there is no additional damage so it must not. With Augment Summoning I should be able to add that +2 damage from the Strength modifier. Sound about right?
I'm curious what some of the more useful experiences people have had with the Handle Animal skill. I'm new to Pathfinder and D&D.
My character is a third level druid in the Kingmaker campaign. I chose the Weather domain over an animal companion, but would like to have an animal of some sorts as it fits the class. I'd like to have something that can perform useful tasks, maybe even attack, so long as it doesn't get one shotted at later levels. I think it would be fun to have a land based animal and flying animal to tag around with me, add flavor and perform certain roles from time to time.