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AngryNerdRageDemon wrote:
Mark Seifter wrote:
Kobold Cleaver wrote:

Hey, Mark,

What are your favorite kinds of questions to answer on this thread?

In the long term, my favorite questions to answer are honestly probably some of the same ones that cause me to stop answering because the response is so long or complicated but I feel happy I covered them if it doesn't stop me entirely. Things that could probably go into a design blog or something. In the short term, my favorite questions are fun light questions that I can always answer easily with a smile and that keep me on track to keeping up to date with the thread.
I see. So long detailed questions of no particular substance are out. Would you please expound on the detailed social, cultural, and psychological pressures and elements at-length with cited sources and current science about why that may be the case as well as a series of essays describing specific strategies tailored to each individual poster here how to avoid that particular aversion?

Not current or tailored to individual posters, but perhaps you can find some interesting skepticism and empiricism here.

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Tacticslion wrote:

Also: man, did I choose the right day to come back to the forums, or what?!

(I did.)

I guess so.

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Just a Mort wrote:

I asked in rules forum but got only one answer.

At 4th level, a bonded investigator’s familiar becomes a cunning assistant to the investigator. The familiar can access the investigator’s inspiration pool to augment its own actions; the use of inspiration is deducted from the investigator’s number of daily uses as normal. The familiar can use the inspiration ability (and gains the increased benefits of investigator talents that affect the bonus dice used in this ability) but cannot expend uses of inspiration for other purposes.

What exactly does the familiar get out of the inspiration pool?

1)Expanded inspiration talent?

Expanded inspiration - Use inspiration on trained Diplomacy, Heal, Perception, Profession, and Sense Motive without expending inspiration

2) Device talent?

Device Talent - Use Use Magic Device untrained; if trained, use the inspiration ability with it without expending uses

3) Combat Inspiration?

Combat Inspiration - Inspiration on attack rolls and saving throws expends one use instead of two

4)Half Elf Favoured Class bonus?
Gain a +¼ bonus on all inspiration rolls.

I know amazing inspiration works - since it says it gains benefits of investigator talents that affect bonus dice, and it does affect bonus dice.

Can inspiration be used also for initiative checks?

Does an investigator need to sleep to refresh his inspiration pool?

Does an investigator need to sleep to prepare new extracts?

Recovering from a madness without magical aid is a lengthy process requiring significant rest. After 7 consecutive days of uninterrupted rest, the afflicted character can attempt a Will save against the madness’s current DC. If she succeeds, the DC is reduced by a number of points equal to 1/2 the character’s Charisma modifier (minimum 1). Instead of relying on her own strength of personality to reduce the effects of madness, a character can also seek out a single confidante, priest, or other advisor. The...

It looks to me like the familiar would get 1, 2, and 3, but not 4, as 4 is not an investigator talent (and the familiar isn't from that race anyway).

You can't ever use inspiration freely on ability checks with any investigator talent, right?

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Lou Diamond wrote:

HI Mark I postsed this on James's thread but he seems to be real busy at the moment and this is some what rulesly question.

I have a question on the Warpriest Class. All other divine casters pray to get their spells. It seems that Warpriests memorize spells from a spell book like arcane casters. Where do Warpriests spells come from?

What makes it seem that way?

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Dark Midian wrote:
Hey Mark, less of a rules question on this one. What are the chances of the Void kineticist element getting printed in a hardcover book? Did you ever bring up the idea for it to be in Planar Adventures?

It was brought up, much like Harrowed medium was, but ultimately it was decided that they didn't really fit the needs of the book in terms of offering planar rules for plenty of characters without using up too many pages for a small subset.

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Ralph Cauthorn wrote:
Can a wizard with the trait magical lineage - fireball use a lesser metamagic rod to empower a prepared intensified fireball spell? (Due to magical lineage it is prepared in a 3rd level slot.)

As Dragonborn3 mentioned, you would use the higher spell level, as that is less advantageous. In this case, however, the actual level and effective spell level might both be 3rd, so the higher of the two would still be 3rd and allow the rod. It depends on order of operations.

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MichaelCullen wrote:
Thanks for answering these Mark. It made my night.

No prob!

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The NPC wrote:

Mr. Mark Seifter,

Three Questions:

1) What are the chances there could be a Daemon bloodline for the bloodrager?

2) Any chance for occult variant multiclass options? In particular the Kineticist?

3) A repeat because I don't think it got answered: How would you convert the solarion from SF to PF?

Also, thank you for the errata and updates. Hopefully I am not being too greedy in asking these questions.

1) Who knows? A lot of other fiends have their own bloodlines in general.

2) That would need to wait for an Unchained 2 or similar product.

3) Answered above.

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Cyrad wrote:

I have questions about Shifter's Fury

FAQ wrote:

Shifter’s Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.

This will be reflected in the next errata.

1) I thought any character can already full-attack with a single natural weapon? Full-attack actions don't restrict what weapon you can use, and it's been explained in Core Rulebook FAQs that you can use the same weapon for all attacks during a full-attack action. The only restrictions come into play when you stack natural attacks with regular attacks, which wouldn't stop you from using a natural weapon as a regular attack. (I'm so glad natural attack rules were removed from Starfinder)

2) What percentage of your Strength modifier do you apply for these shifter's fury attacks?

1) As TOZ says, you normally do not get iterative with natural weapons ever. Otherwise, for one example, a T-Rex's statblock would list multiple bite attacks.

2) Same as normal (1.5x is for primary attacks that are your only natural attack, like snake, wolf, or corgi among others, or 1x if not).

RPG Superstar Season 9 Top 16

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Mark, you're a crazy man for answering all of these so fast! Godspeed!


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Want to say thanks for answering all of my questions! And add on a new question! Do your fingers hurt from responding to so many people? I hope your day went well though!


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Hello Mark, Atalius the Necromancer here. I just noticed this thread for the first time ever just now. I'm fairly new to the world of Pathfinder, just joined it about a year or so ago. Enjoying it immensely and have bought several hardcover books. Truly a legendary game here you've helped put together. I know your a busy guy, but when you get a chance whenever it may be I was hoping you could answer a questiom I had. It is in regards to the spell Shackle (awesome spell by the way!). My question is what condition is imposed on the manacled enemy, there is no mention of concentration checks or if the manacled creature is even able to cast a spell with a somatic component? how should it be played? I understand the enemy may not be helpless, the enemy may not be considered grappled either since that condition restricts any movement which manacles wouldn't do exactly. Entangled also doesn't fit the billing entirely either. Thanks for taking the time to read this, hope you have a great day, thanks for all you do and keep up the great content!


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so i dont all the books but as far as i could find out paizo has never printed rules for how hardness interacts on creatures?

will this be fixed at some point? i know there is a pfs post about it, but it would be nice to have it actually printed or listed on the FAQ page.

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Mark Seifter wrote:
Jiggy wrote:
Hi Mark! Have you ever had a Patreon page? If so (or if you know people who have), do you have any pointers for tier rewards and whatnot? I'm starting one soon so I can design games full-time, but I have zero experience with Patreon. O_O
I've never had one, though arguably maybe I should, since I tend to have difficulties getting the word out beyond the messageboards, even with my Facebook fan page. Maybe hit Owen up? I know he has one. Good luck!

I'll ask him, thanks!

And if you start a Patreon, lemme know, and I'll definitely share your link with what small number of followers I have. :)

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Alanya wrote:

Hi Mark!

How does it feel to be answering questions again? :)

It generally feels good to answer, and it's also a weight of guilt off my shoulders that I was feeling for not keeping up all this time.

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Rysky wrote:
Mark Seifter wrote:
Lemartes wrote:

Hi Mark, I'm guessing you had a hand in the Martyr Paladin Archetype but I could be wrong. Thematically and mechanically I love this archetype however, there are a few things I am uncertain about. If you could help that would be great. :)

The Martyr Paladin does not gain immunity to fear from their Aura of Courage.

Fearless Aura

The Fearless Aura Feat grants fear immunity to all your allies. It is my understanding that you count as your own ally. So would you get immunity to fear as well?

Any help is greatly appreciated. Thanks Mark. :)

Yeah, that allies bit can get confusing, and that's something I think Starfinder did well to clear up. I'd say the specifics of the archetype would override the general, so the martyr might wind up in a situation where everyone except you has the immunity. On the other hand, the point of the horror archetypes is specifically to give you several cool toolkits (Tortured Crusader is my personal favorite, since that's the one I mostly wrote whole-cloth during development) to face horror threats while not having immunities that make a horror game less fun, so in those situations, Fearless Aura should be off the table anyway since it makes matters worse.
Sqqqqqqqqueeee, thank you for the Tortured Crusader! It finally got me to play a Paladin :3

No prob.

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Hmm wrote:

Can we get you out to SkålCon? That is my burning question!

Hmm

Minnesota is definitely one of the Pathfinder-heavy areas that I've never been* and would enjoy going some day, but those sorts of things tend to start by requiring full airfare and lodging be paid by the con that wants us as a Guest of Honor, and if I recall, Skalcon is very close to Gencon which presents its own set of challenges as far as timing and being out of the office. Neither of those factors necessarily rules things out, of course, but it can be tricky.

*Except to the airport a bunch of times, but that doesn't count

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Dragon78 wrote:
If you are using telekinetic maneuvers to grapple and since you use your Con mod instead of Str/Int/Cha mod for the CMB check, do you use your Con mod instead of Str mod for your CMD to determine the DC for them to escape?

However it works for the spell telekinesis, which as far as I know is also an open question.

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ckdragons wrote:

Mark - I wanted to personally come back here to say THANK YOU for your colossal efforts you've done over the last couple of days answering ALL of our questions. This is really appreciated.

You're welcome! :)

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andreww wrote:

Hi Mark, the subject of dex Magi has flared up in the PFS Boards and I wondered if you would be willing to venture an opinion on whether or not Dervish Dance prevented Magi from using spell combat.

Dervish Dance specifies that it is only turned off if the offhand is carrying a weapon or shield. Some interpret that to include using the offhand to cast a spell. They point to the Slashing Grace FAQ with the argument that it would make no sense for Dervish Dance to still work when Slashing Grace was explicitly removed as an option for Dex Magi.

So, I wondered if you had a view on whether or not Dervish Dance does, or does not, work with spell combat.

It's certainly a topic with a long history, but it's not from a book for which the Design Team makes FAQ rulings at all.

Here's what I've seen about it, in bullet points:

*By an exacting reading, it looks like the feat specifically mentions carrying a weapon or a shield. Spell combat says that the spell functions as the second weapon, but are you carrying it? This same possible ambiguity applies to scimitar+punch TWF with Dervish Dance.

*James has said that the feat is not meant to be a tricky way to do Two-Weapon type stuff without technically wielding a weapon (scimitar+punch, etc), and he is the #1 in-office fan of Sarenite dervishes and has clear provenance on its intent.

*Sean supposedly ruled it to not work in a forum post, in such a way that the ruling was official at the time he made it but no longer remains so. I was never able to find that post myself, though.

*PDT FAQs on rules under FAQ jurisdiction, as well as the modern wording on all similar abilities, make this question much clearer than Dervish Dance does, and they all fall in line with the intent James revealed and the ruling Sean made. However, those FAQs very emphatically affect their own specific feats, not all feats of a particular "category" and there are other differences. For instance, Dervish Dance's wording is more anti-shield and prevents bucklers, whereas the others do not.

So what do I take from that? Basically that if a player or GM wanted to make a case to allow it, they probably have one by splitting one hair the right way on Dervish Dance and then another hair the exact corresponding way on spell combat, and if a player or GM wanted to make a case to disallow it, they probably have one by splitting either hair in the opposite direction and/or considering the precedents and staff posts when resolving the ambiguity.

Either way, it certainly means I will be avoiding playing my own Dervish Dance magus (I built one and talked about it during the magus playtest, he's sort of one of the earliest ancestors of all the Dervish Dancers that came after) because I don't want to walk a gray area as a Paizo staff member (before that, I'd have asked the GM what she thought and respected either decision as valid).

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TrinitysEnd wrote:
Want to say thanks for answering all of my questions! And add on a new question! Do your fingers hurt from responding to so many people? I hope your day went well though!

It's actually less typing than working on a book is, so my fingers are all trained up to deal with that kind of marathon!

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Atalius wrote:
Hello Mark, Atalius the Necromancer here. I just noticed this thread for the first time ever just now. I'm fairly new to the world of Pathfinder, just joined it about a year or so ago. Enjoying it immensely and have bought several hardcover books. Truly a legendary game here you've helped put together. I know your a busy guy, but when you get a chance whenever it may be I was hoping you could answer a questiom I had. It is in regards to the spell Shackle (awesome spell by the way!). My question is what condition is imposed on the manacled enemy, there is no mention of concentration checks or if the manacled creature is even able to cast a spell with a somatic component? how should it be played? I understand the enemy may not be helpless, the enemy may not be considered grappled either since that condition restricts any movement which manacles wouldn't do exactly. Entangled also doesn't fit the billing entirely either. Thanks for taking the time to read this, hope you have a great day, thanks for all you do and keep up the great content!

Pathfinder is a game of chaos, which has evolved and expanded to so many different and mutually exclusive experiences at this point that people can come onto the message boards and be speaking to each other from completely different worlds, though not always to each others' benefit. It is truly a thing of beauty for all of us here on the boards but also of frustration. A game of contradictions. Legendary is a great term for it.

The spell presumably works like normal manacles, which of course don't say how they work in the CRB. Manacles must be intended to prevent fine manipulation, such as escaping the manacles and/or other restraints paired with the manacles. To that end, they should probably at least present a failure chance or penalty on those types of actions. It's also probably harder to use those hands to make some kinds of attacks, although as every good action show with manacles in it shows us, you still can manage it, so that probably also has a penalty.

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CivMaster wrote:

so i dont all the books but as far as i could find out paizo has never printed rules for how hardness interacts on creatures?

will this be fixed at some point? i know there is a pfs post about it, but it would be nice to have it actually printed or listed on the FAQ page.

If you mean the fact that you don't cut energy damage in half for creatures, I remember that showing up somewhere, but I'm not sure where it is.

Grand Lodge

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Mark Seifter wrote:
CivMaster wrote:

so i dont all the books but as far as i could find out paizo has never printed rules for how hardness interacts on creatures?

will this be fixed at some point? i know there is a pfs post about it, but it would be nice to have it actually printed or listed on the FAQ page.

If you mean the fact that you don't cut energy damage in half for creatures, I remember that showing up somewhere, but I'm not sure where it is.

The actual quote about energy attacks doing half damage is specific to Objects so it wouldn't apply to a creature.

Hardness/Object Rules wrote:
Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object’s hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Since it specifies object and not creatures the rules are fine as written it would seem.

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Jurassic Pratt wrote:
Mark Seifter wrote:
CivMaster wrote:

so i dont all the books but as far as i could find out paizo has never printed rules for how hardness interacts on creatures?

will this be fixed at some point? i know there is a pfs post about it, but it would be nice to have it actually printed or listed on the FAQ page.

If you mean the fact that you don't cut energy damage in half for creatures, I remember that showing up somewhere, but I'm not sure where it is.

The actual quote about energy attacks doing half damage is specific to Objects so it wouldn't apply to a creature.

Hardness/Object Rules wrote:
Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object’s hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.
Since it specifies object and not creatures the rules are fine as written it would seem.

Indeed, and that is how I always ran it, but during Iron Gods, it became clear that not everyone saw it the way you and I did (perhaps in part due to the fact that this is also where you have to go to find hardness in the first place, or because constructs sometimes act like objects?)


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Thank you very much for your quick response Mark! Very much appreciated.


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Mark Seifter wrote:
Jurassic Pratt wrote:
Mark Seifter wrote:
CivMaster wrote:

so i dont all the books but as far as i could find out paizo has never printed rules for how hardness interacts on creatures?

will this be fixed at some point? i know there is a pfs post about it, but it would be nice to have it actually printed or listed on the FAQ page.

If you mean the fact that you don't cut energy damage in half for creatures, I remember that showing up somewhere, but I'm not sure where it is.

The actual quote about energy attacks doing half damage is specific to Objects so it wouldn't apply to a creature.

Hardness/Object Rules wrote:
Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object’s hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.
Since it specifies object and not creatures the rules are fine as written it would seem.
Indeed, and that is how I always ran it, but during Iron Gods, it became clear that not everyone saw it the way you and I did (perhaps in part due to the fact that this is also where you have to go to find hardness in the first place, or because constructs sometimes act like objects?)

the main problem is that the hardness rules ALL specify objects, like sure it works on animated objects, but robots? havent found a quote making them count as objects, so hardness wouldnt do anything as printed. its mainly for completions sake

Dark Archive

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Mark Seifter wrote:
andreww wrote:

Hi Mark, the subject of dex Magi has flared up in the PFS Boards and I wondered if you would be willing to venture an opinion on whether or not Dervish Dance prevented Magi from using spell combat.

Dervish Dance specifies that it is only turned off if the offhand is carrying a weapon or shield. Some interpret that to include using the offhand to cast a spell. They point to the Slashing Grace FAQ with the argument that it would make no sense for Dervish Dance to still work when Slashing Grace was explicitly removed as an option for Dex Magi.

So, I wondered if you had a view on whether or not Dervish Dance does, or does not, work with spell combat.

It's certainly a topic with a long history, but it's not from a book for which the Design Team makes FAQ rulings at all.

Here's what I've seen about it, in bullet points:

*By an exacting reading, it looks like the feat specifically mentions carrying a weapon or a shield. Spell combat says that the spell functions as the second weapon, but are you carrying it? This same possible ambiguity applies to scimitar+punch TWF with Dervish Dance.

*James has said that the feat is not meant to be a tricky way to do Two-Weapon type stuff without technically wielding a weapon (scimitar+punch, etc), and he is the #1 in-office fan of Sarenite dervishes and has clear provenance on its intent.

*Sean supposedly ruled it to not work in a forum post, in such a way that the ruling was official at the time he made it but no longer remains so. I was never able to find that post myself, though.

*PDT FAQs on rules under FAQ jurisdiction, as well as the modern wording on all similar abilities, make this question much clearer than Dervish Dance does, and they all fall in line with the intent James revealed and the ruling Sean made. However, those FAQs very emphatically affect their own...

Hi,Mark. I have some questions about these feats or ability,too.

1. Can I use Dervish Dance(ISWG) with Flurry of Blows by using Crusader's Flurry(UC). It looks like a special kind of TWF. I do not make sure whether it is also a tricy way or a appropriate way?

2. Can I use Precise Strike(ACG-Swashbuckler)with Flurry of Blows. The FAQ said that Slashing Grace can not use with Flurry of Blows. The requirement of Precise Strike is similar with Slashing Grace. However,it doesn't banned when i use it with Flurry of Blows. So i am confused about it.

Silver Crusade

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Mark Seifter wrote:
Pathfinder is a game of chaos, which has evolved and expanded to so many different and mutually exclusive experiences at this point that people can come onto the message boards and be speaking to each other from completely different worlds, though not always to each others' benefit. It is truly a thing of beauty for all of us here on the boards but also of frustration. A game of contradictions. Legendary is a great term for it.

I love this.

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Is there any reason why an aetherkineticist doesn't get any physical composite blasts? I'm curious because it seems like you carefully thought out each element's selection of composite blasts, and it feels weird that an element capable of throwing buses at people doesn't do as much damage as other physical blasting elements at 7th level and onward.

Would you have any recommendation of expanded element for an aetherkineticist interested in physical blasting?

The Exchange

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Thanks for the answer, Mark.

Actually you can...

Investigator wrote:


An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

So with that above tidbit in mind, would your answer be any different?


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Thanks for the earlier answer, Mark! I do have another one, though. The Human's Paladin FCB says "Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10)."

Now, normally when something gives you energy resistance, it talks about the main four, fire, acid, cold, and electricity. Occasionally sonic, as well. But there are other forms of energy, like positive and negative. And force damage is somewhat unclear on whether it's energy or not (I think there's only a single creature that has force resistance). So with an open-ended power like that, what kind of energy can you pick?

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nebulainfi wrote:

Hi,Mark. I have some questions about these feats or ability,too.

1. Can I use Dervish Dance(ISWG) with Flurry of Blows by using Crusader's Flurry(UC). It looks like a special kind of TWF. I do not make sure whether it is also a tricy way or a appropriate way?

2. Can I use Precise Strike(ACG-Swashbuckler)with Flurry of Blows. The FAQ said that Slashing Grace can not use with Flurry of Blows. The requirement of Precise Strike is similar with Slashing Grace. However,it doesn't banned when i use it with Flurry of Blows. So i am confused about it.

1) It doesn't place a weapon or shield in your hand, but it is indeed a special kind of TWF. It doesn't have that line like in the magus spell combat does claiming that something is an off-hand weapon so strictly reading you probably can but it certainly violates James's "not meant for tricky two-weapon fighting".

2) This one's interesting. Precise Strike's math was intended to help one-handed free-hand fighting style compete with two-handed, TWF, archery, and so on, which is why you don't see swashbucklers for those fighting styles retaining the full level-to-damage Precise Strike (or at least, you never should). However, the damage is class-level-dependent and getting a flurry of blows with plenty of bonus attacks requires diverting those class levels into another class fairly deeply (the first level for one extra attack with Unchained monk, less so). This makes it likely to be less problematic than it otherwise would be. However, if you have a character that somehow advances both (gestalt, weird archetype, etc), you'll want to be much more careful about it.

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Cyrad wrote:

Is there any reason why an aetherkineticist doesn't get any physical composite blasts? I'm curious because it seems like you carefully thought out each element's selection of composite blasts, and it feels weird that an element capable of throwing buses at people doesn't do as much damage as other physical blasting elements at 7th level and onward.

Would you have any recommendation of expanded element for an aetherkineticist interested in physical blasting?

It's an extremely careful set of calibrations based on extensive playtesting, but you can sort of see it bear out with most analysis if you read any of the optimization guides. Essentially, each element has particular specialties that make its playstyle a little bit more distinct than just "the same thing, but with this element" and aether's is high utility with slightly lower burst damage. Despite the lack of a bursty composite, you'll still see aether rated at the maximum in almost every guide. If you want to get really physical with aether, one of my favorites is the mega aether tank build, which goes aether/earth/water (or aether/water/earth), stacks elemental defenses, and eventually gets mud.

Paizo Employee Designer

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Just a Mort wrote:

Thanks for the answer, Mark.

Actually you can...

Investigator wrote:


An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

So with that above tidbit in mind, would your answer be any different?

I've always found that inclusion odd, as it's certainly in there, but I can't find any way for an investigator to freely add inspiration to an ability check (they aren't on any of the lists, are they? Not on ones I could find for my investigator). It's possibly either futureproofing in case of ability checks being added later (but talents added attack rolls and saving throws without such futureproofing, so I doubt it) or an attempt to be complete during a later pass on the text that wound up being unnecessary. Not sure.

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Kristal Moonhand wrote:

Thanks for the earlier answer, Mark! I do have another one, though. The Human's Paladin FCB says "Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10)."

Now, normally when something gives you energy resistance, it talks about the main four, fire, acid, cold, and electricity. Occasionally sonic, as well. But there are other forms of energy, like positive and negative. And force damage is somewhat unclear on whether it's energy or not (I think there's only a single creature that has force resistance). So with an open-ended power like that, what kind of energy can you pick?

It's definitely loosely worded, in that the game doesn't have a well-defined set of "energies" to resist, even though resistance is used for all non B/P/S damage and is technically defined under "energy resistance." This is part of why I pushed for a universally defined "resistance" in Starfinder, though it didn't work out in the end since legacy Pathfinder monsters needed to be compatible and sometimes used the old terminology. Anyway, I'd say you're best off sticking with the main four, though sonic seems pretty reasonable too, but the others tend not to be included in energy lists and have a lot of weird baggage (see the negative energy is an energy FAQ and other such sticky situations) such that a rule would usually tell you specifically if you could resist them (like with corruption resistance against alignment-based energy and physical damage).

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Mark Seifter wrote:
Cyrad wrote:

Is there any reason why an aetherkineticist doesn't get any physical composite blasts? I'm curious because it seems like you carefully thought out each element's selection of composite blasts, and it feels weird that an element capable of throwing buses at people doesn't do as much damage as other physical blasting elements at 7th level and onward.

Would you have any recommendation of expanded element for an aetherkineticist interested in physical blasting?

It's an extremely careful set of calibrations based on extensive playtesting, but you can sort of see it bear out with most analysis if you read any of the optimization guides. Essentially, each element has particular specialties that make its playstyle a little bit more distinct than just "the same thing, but with this element" and aether's is high utility with slightly lower burst damage. Despite the lack of a bursty composite, you'll still see aether rated at the maximum in almost every guide. If you want to get really physical with aether, one of my favorites is the mega aether tank build, which goes aether/earth/water (or aether/water/earth), stacks elemental defenses, and eventually gets mud.

That makes sense. Thanks for the insight! Every element having their own niche is one of the many things that makes the kineticist a great class.

I appreciate the tip! A tank doesn't really fit my character concept (my kitsune blasts people with cards and dice), but I'll figure something out. If all else fails, dipping into fire or air for an energy blast can't hurt.

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Cyrad wrote:
Mark Seifter wrote:
Cyrad wrote:

Is there any reason why an aetherkineticist doesn't get any physical composite blasts? I'm curious because it seems like you carefully thought out each element's selection of composite blasts, and it feels weird that an element capable of throwing buses at people doesn't do as much damage as other physical blasting elements at 7th level and onward.

Would you have any recommendation of expanded element for an aetherkineticist interested in physical blasting?

It's an extremely careful set of calibrations based on extensive playtesting, but you can sort of see it bear out with most analysis if you read any of the optimization guides. Essentially, each element has particular specialties that make its playstyle a little bit more distinct than just "the same thing, but with this element" and aether's is high utility with slightly lower burst damage. Despite the lack of a bursty composite, you'll still see aether rated at the maximum in almost every guide. If you want to get really physical with aether, one of my favorites is the mega aether tank build, which goes aether/earth/water (or aether/water/earth), stacks elemental defenses, and eventually gets mud.

That makes sense. Thanks for the insight! Every element having their own niche is one of the many things that makes the kineticist a great class.

I appreciate the tip! A tank doesn't really fit my character concept (my kitsune blasts people with cards and dice), but I'll figure something out. If all else fails, dipping into fire or air for an energy blast can't hurt.

For a more energy-based approach, you can go Aether/Void/Fire and try out an aetheric boosted negative admixtured fire blast. It's a little burn-heavy, particularly when combined with metakinesis, but if you need to kill something with an energy blast, it can do the trick, and you can just do regular negative admixture for a more normal composite energy.

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Maybe I'll do fire and flavor it as exploding cards/dice. Sadly, I won't ever get the third element since it's a PFS character.

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Three new UW FAQs!

FAQs wrote:

Animal Ferocity: The ferocity prerequisite of animal ferocity seems to do what the feat does and more? How should it work?

Animal Ferocity lets you take a full attack while disabled, but all attacks are at a –5. You can’t take any other full-round actions aside from full attack (for instance you can’t charge or cast a spontaneous metamagic spell). This will be reflected in the next errata.
Skirmisher Fighter: The skirmisher replaces weapon and armor proficiencies with a new set of armor proficiencies. Does that mean it isn’t proficient in any weapons?
No, it should only replace armor proficiencies. This will be reflected in the next errata.
Oozemorph and Items: I know I don’t have any item slots as an ooze, but what about items that take 24 hours to attune? Can I just never use those items?
An oozemorph can carry items floating in its mass that are considered to be attuned. When it turns into a humanoid form via fluidic body, it can equip any number of those items (even armor, which usually takes time to don), leaving the rest on the ground in its space. If it turns into a animal via fluidic form, the items meld into the new form and grant some passive benefits, as normal for polymorph effects.

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Mark wrote:

I've always found that inclusion odd, as it's certainly in there, but I can't find any way for an investigator to freely add inspiration to an ability check (they aren't on any of the lists, are they? Not on ones I could find for my investigator).

*scratch head and does not understand*

I guess an example of an ability check would be initiative.

Initiative Checks

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check.

Say lamplighter investigator archetype:

At 3rd level, a lamplighter can use inspiration on initiative checks without spending a use of inspiration

But can other investigators not of that archetype do that?

I personally found the ability checks part odd since mostly most things cover skill checks(like heroism, aid another, guidance ), yet very few cover ability checks(good hope + pale green prism + flawed green prism).

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I always assumed that you could use inspiration to boost ability checks the same way you boost skill checks - by spending a use of inspiration.

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Just a Mort wrote:
Mark wrote:

I've always found that inclusion odd, as it's certainly in there, but I can't find any way for an investigator to freely add inspiration to an ability check (they aren't on any of the lists, are they? Not on ones I could find for my investigator).

*scratch head and does not understand*

I guess an example of an ability check would be initiative.

Initiative Checks

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check.

Say lamplighter investigator archetype:

At 3rd level, a lamplighter can use inspiration on initiative checks without spending a use of inspiration

But can other investigators not of that archetype do that?

I personally found the ability checks part odd since mostly most things cover skill checks(like heroism, aid another, guidance ), yet very few cover ability checks(good hope + pale green prism + flawed green prism).

Ah, good point. It is highly unusual and certainly a major adjustment to some ability checks that otherwise can very rarely be adjusted (beyond as you say good hope for 2 and ioun stone for 1).

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Also the circlet of persuasion, if I recall correctly. ^_^

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Kalindlara wrote:
Also the circlet of persuasion, if I recall correctly. ^_^

For Cha checks, yes, and plenty of others for initiative, but some ability checks don't have many (sometimes any) other ways to add. It depends on the ability check.

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This is true.

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So to the questions at hand can an investigator use his inspiration on initiative, and also for treating madness(which requires a week of rest to do)?


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Mark Seifter wrote:
Kalindlara wrote:
Also the circlet of persuasion, if I recall correctly. ^_^
For Cha checks, yes, and plenty of others for initiative, but some ability checks don't have many (sometimes any) other ways to add. It depends on the ability check.

Well, someone made sure that the Medium Spirit Bonuses included options for boosting any of the six ability checks. ;)

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Just a Mort wrote:
So to the questions at hand can an investigator use his inspiration on initiative, and also for treating madness(which requires a week of rest to do)?

Long-term usage (whether that or long-term research in a library, crafting, etc) isn't directly defined in the class, and the question is to when a use of inspiration applies to that bigger endeavor. Except for those that spell out their interaction with various duration temporary bonuses (rituals, for instance), it makes sense to allow inspiration, but the question is how many uses? With my own PFS investigator, I tended to think the ones I could do for free were always fair game (since I could be spending the inspiration every single round if the GM interpreted it that way), but I can see the rationale someone might give to have it be a single use that you expend when you start and don't recover back until the task is done and the check rolled.

For initiative, you probably very nitty gritty technically can't take a free action in combat off your turn unless you have the lamplighter's exception built in (and indeed, other off-turn uses of inspiration generally mention being immediate actions or the like), but that seems to be the only thing preventing it.

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Gisher wrote:
Mark Seifter wrote:
Kalindlara wrote:
Also the circlet of persuasion, if I recall correctly. ^_^
For Cha checks, yes, and plenty of others for initiative, but some ability checks don't have many (sometimes any) other ways to add. It depends on the ability check.
Well, someone made sure that the Medium Spirit Bonuses included options for boosting any of the six ability checks. ;)

Indeed; it was important to me that you could surge to simulate having a higher ability score in your spirit's favored ability in all the most direct ways, including with ability checks.

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