Gadak Simiryin

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There are really a significant number of fan-based spread sheets to help you understand/transition to new terms. It really doesn't take too much searching to find them.

Example: https://www.reddit.com/r/Pathfinder2e/comments/17vp7bi/remaster_changes/


One of my favorite items is my Holy Guided Bane Outsider (Evil) - along with a permanent GMF - great for my monk who has maxed up wisdom and tanked strength. I realize PFS doesn't include Guided, but none of my groups are Society. The Holy lets me get past the DR/Good which is one of the few things that Ki Strike does not include.


As the post says I wondered if bracelets for this spell used up a magic item slot?

Further, as a caster only wears one for each recipient, would they be limited to 2 active Sacred Bond spells? Using 2 different set of bracelets? One on each wrist?

Not sure if this has ever been addressed in rules as these are not magic items (per say) but rather normal items enchanted for a short duration.

Thanks for any input!


lbxzero wrote:

I am asking a question and getting answers not meant for it. Let me ask the question differently as a response to the given reply.

But I made a 180 degree turn for my move action, that should require a check even if the route is an arc, right?

I would not require the check if there was straight flight movement between each 45 degree turn.

try this with a figure on a map -
Example: Straight 5'. turn 45 (5' move), straight 5', turn 45 (5' move), straight 5', turn 45 (5' move), straight 5' (but cost 10' as second diagonal move), turn 45 (5' move), straight 5' ... your figure should now be 15' over from where you started and facing the other direction (a 180 degree turn on an arc) .. and you just used 50' of total movement.

The truth is I have found no clear place for rules on this so I made up house rules. I used this system based upon a medium creature and as a GM I require one more square of straight movement between turns for each size bigger than medium (so a huge dragon would need to travel 3 squares between each 45 turn)...
or let them do 2 45 moves before moving straight if small ... so if you were fine in size you could do 180 (4 45 degree turns) on a dime without a check.

Hope this is not too confusing .. I find for those who use fly often it becomes understood quickly.


I have to side with those who debunk this as an infinite loop.

As a GM my call would be that by using your mythic point (which per the last line you are choosing to use before you roll) you are choosing NOT to roll.

You cannot take advantage of the Su trickster ability in this case, as it only applies when you choose to roll (per its last line "when you roll").

Not a loop. Nice try though ... and as a GM I always enjoy players trying to sneak past me.


1 person marked this as FAQ candidate.

In Bestiary 3, page 48, the Caulborn has premonition listed as a Defensive ability. Yet, I see no description of this ability.

I did find a 3rd party spell Premonition - which does such things as you do not lose dex when flat-footed (but the bestiary stats clearly show a loss of the +4 dex for flat-footed).

Any help or knowledge about this would be appreciated. Thanks!


I'll try to address all concerns posted on this thread based upon original post. Hopefully it will add some perspective and/or food for thought.

tsuruki wrote:
tsuruki wrote:


Should I modify the rings to be more expensive or require activation?

Yes because you have not priced it correctly. Look at the crafting cost table again, especially subnote 2:

2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

You can see that the lvlxCLx2000 is based upon 1 hour per level spells.

The shorter the duration the higher the cost, and if we progress that to an instantaneous duration it would approach an infinite cost which is why a continuous Cure light cannot be made.

Also remember this is the price to craft this item ... along with having devoted a feat to craft. The crafter will then double this price to sell it to the players.

tsuruki wrote:


Using the formula to create an item that can cast a spell or maintain it constantly (lvl x CL x 2000) You can get:

level 1, caster level 1, constant mage armor for 2000 gp.

This spell is minutes/level, so x2 to craft (4000), and 8000 to buy.

Is this cheaper than bracers of Defense +4, yes but those bracers have a slotless-like charcteristic as they can have armor effects added up to +8 bonus .... so they cost twice the amount... 16000.

tsuruki wrote:


level 1, caster level 1, constant shield for 2000 gp.

Again, This spell is minutes/level, so x2 to craft (4000), and 8000 to buy.

Again we compare this +4 Shield bonus to a +3 light shield that costs 9000, but the shield spell only protects in front of you, so if you are flanked by melee opponents (or mages for magic missiles) it only protects from one side. Also, you have used a slot for the item where the person who can wield a shield still has that slot for a different item...
You could also only spend 4000 for a +2 heavy shield, but then weight and Armor check penalty might have an effect, arcane spell failure is higher ... everything has some balance issue if you looks at it. You could then afford the 1500 for a brooch of shielding that protects you from missiles from all sides .. .at least for a time.

tsuruki wrote:


level 1, caster level 1, unlimited cure light wounds for 2000 gp.

AGAIN, Not possible to make as it would take infinite cost .. you cannot make a continuous item for a spell with an instantaneous effect.


If a Cleric in my group uses Body of Ice (Su) Domain power, do they also gain the Elemental Subtype while the transformation is in affect, and all the benefits for that subtype (Immunity to bleed, paralysis, poison, etc.)


You would not have to change back into your original form, but when you changed back from your second form it would be into your first chosen form.

Example: Arni the 6th level Orcish Druid (Wild Shape 2x/day) dives into the water on a move action and wild shapes into a dolphin (nice for a swim speed of 80), but in swimming quickly along the coast encounters a series of nets too looming to leap over, so he uses Wild Shape on a leap out the water to become an eagle (keeping up the pace with an 80 fly) to fly over the hazard. As he approaches a certain castle he does not want to be spotted as an eagle can make a noticable presense. When changing "back" from an eagle he must change into a dolpin first, so chooses to make the change while still above the water. The dolphin swims up to the shore, changes BACK into Arni the Orc, walks up the beach.

Time should be tracked as total time for each form is 6 hours. So he could swim for 4, fly for 6, swim for 2 ...


CommandoDude wrote:

I plan on multiclassing into the Battle Herald prestige class and taking the leadership feat. (6 levels of cavalier, 1 of BH, 2 of cav, then 4 of BH until 13).

I think you need to take a level of bard in there as Battle Herald has a prereq of Inspire Courage Class feature.


Flashohol wrote:

also Heat/Chill metal, different duration same problem

I think the spell text would trump the extend, but an arcane sorc. would get a +1 DC.

I can't see how DC would ever be effected. You should just double each phase .. so 2 rounds of warm, 2 of hot, 6 or searing, 2 of hot, and 2 of warm ... for a total of 14 instead of 7 rounds.


Chris Wojcik wrote:


1. A crawling hand is attacking a P.C and grappled him, what are the modifiers I should use if another P.C try's to attack the crawling hand?
If the P.C misses what should I do to see if he/she hits their own party member instead of the intended target.

None and No

Chris Wojcik wrote:


2. My question was if you become a werewolf do you autocratically become C. Evil?

No, as the Lycanthrope template mentions nothing about alignment change, but the player should have no control when the disease kicks in and he becomes an animal. Look at Bestiary description for Lycanthrope and appendix 4: monsters as PCs

Chris Wojcik wrote:


3. And the damage to armour and weapons?
Basically is it up to the GM if the attack bypasses hardness ... ie fire vs scrolls ... sonic vs glass ... acid vs meta

Energy Attacks: 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

Ta


Diego Rossi wrote:
PRD wrote:
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

It is here.

Alex, I don't think that "If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster)." mean you can spend 4 hours and get 4 hours of work while adventuring, as you are still lacking the "controlled environment".

To get that you need something like a Mage Magnificent Mansion as your camp location.

Thanks


Erethrin wrote:

in the darkness description it says :

Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness.

does that mean that : if your in a cave (no sunlight) and there some torch on the wall , if you cast darkness you will get total darkness since the torch wont be able to increase the light level , and that the *normal* light level without the torch would be total darkness ?

Yes it would negate the effect of the torch, but not extinguish it.

For the duration of the spell or unless the object with darkness becomes covered.


Majuba wrote:


10 days if crafting while adventuring (as you can only get effectively 4 hours per day).

Is there a reference for crafting while adventuring (and could you direct me to it), as I have a GM who only allows crafting while we're not out adventuring? Thanks


1 person marked this as a favorite.

You're a Bard - go with a Didgeridoo as an exotic weapon !


Grumpus wrote:

I have a 7pc campaign that I run, and one of them cannot attend our next session. Our next adventure will run over 2 sessions, and he can attend the 2nd session.

He is our Cleric, so it is important that his PC play.

I was thinking of options:
1 having one of our players run 2 characters.
2 find another friend to play his PC for 1 session.
3 just not have his character involved at all.

any other suggestions?

Also how do you handle XP for PCs that are no-shows? I don't want to give out full XP to someone who is not there.

Thanks for any advice!

Not sure if you've had the session yet.

As they need their Cleric, let someone else run him.
If he dies, have the party wake up from the "dream" they all just had together - except for the cleric who remains comatose until the real player returns ... maybe he stayed in the dream longer and learned something to help them out later?
You can play on this however you like. I used this tactic once following a TPK - your job as GM is to sell the idea that it was planned that way all along ;) Have fun - that's what it's all about!


Large caches of food disappearing! Subtle, but if you have feed a force large enough to rebuild you need food and the lack of food can be quite a calamity.
We have a goblin rouge in one of our adventures, and he spends 90% of his loot on food. It's a fun roleplay.


Dandara wrote:
Having just played a PFS game with a bomber style alchemist I have to agree that it is powerful but please be careful, we almost had a tpk because the alchemist critically failed his attack roll which hit most of the party, then our only source of healing got one shotted by a sneak attack... then the alchemist missed an attack roll and it bounced in the middle of the party... this was the level one introduction session that is supposed to be very easy and it was 3 hit points between 2 characters away from tpk (5 character party)

That's hysterical!


Adjuring Step needs review:
You comments speaks toward Cleric advantage but it is not a Clerical spell. Also ...

I think you underestimate the tactical advantage of being able to take 2 5-foot steps AND cast without provoking AoO! ...

Some examples:
So much for that fighters full round attack ...
Who cares if he has Step Up Feat ...
I'm a Bard and my main retinue of spells are non-harming ...
I'm a Bard helping my rogue get a flank attack, I take a 5-foot step, heal the rogue, and take a second 5-foot step back to where I started to maintain our flank ...
If I want to move more than 5 feet, I can Dimension Door and NOT lose this spell, WITHOUT an AoO for casting as I've moved as part of a standard action vs. Move Action!

I could go on .. but this spell is EXCELLENT. IMHO


I like Muleback Cords - As most characters tend to outfit themselves with an encumbering amount of gear .... especially non-fighters. For the price, these rocks. And perhaps for a Cavalier ... put them on your horse! Charge!

How about a shadow takes you down to 0 strength, but the cords keep you at 8 for purposes of carrying yourself outta there?! Never tried that .. but just thought of it.

Aura faint transmutation; CL 3rd

Slot shoulders; Price 1,000 gp; Weight 1/4 lb.

Description
These thick leather cords wrap around the wearer's biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction Requirements
Craft Wondrous Item, bull's strength; Cost 500 gp


DooM1982 wrote:


(1) Drop, or rather put of his shield at his back as a move action; (2) strikes an enemy with his long sword wielded with two hands to have '1,5X' damage bonus; (3) Ready a shield as a free action.
It wasn't dropping a shield which I understand as dropping it on the ground (since I'am not an English native speaker I could of course understand the word 'drop' wrong).

Your interpretation is not wrong.

Removing a shield from the arm and dropping it is only a move action. That means dropping it on the ground, which if he has a BAB+1 can be done as part of a normal movement so he could drop it anywhere along that movement, but it is still on the ground. Removing a shield and storing it would take more than a move action, which would leave him unable to take the standard action of an attack. If he did choose to remove and drop, he could still get his 2-handed attack.

BUT to regain his shield he would have to 1) pick it up (a move action which provokes an AoO), and then use a second move action to DON his shield again.

DooM1982 wrote:


Reading combat chapter I realise that it isn't possible, because even having BAB +1, you can ready a shield only during move action. But, knowing this player, he could take Quick Draw feat on next level, so my question is if this possible to make such complicated maneuver and still benefit from all of armour and damage bonuses?

EDIT - Thx Stynkk for pointing out Quickdraw Shield in APG.

Quickdraw Shield, Light Wooden or Steel: This light shield is specially crafted with a series of straps to allow a character proficient in shields to ready or stow it on his or her back quickly and easily. If you have a base attack bonus of +1 or higher, you may don or put away a quickdraw shield as a swift action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw a light or one-handed weapon with one hand and a quickdraw shield with the other in the time it would normally take you to draw one weapon. If you have the Quick Draw feat, you may don or put away a quickdraw shield as a free action.

This would read that with a Quickdraw Shield and the Quick Draw Feat, the maneuver would be possible with all bonuses.

DooM1982 wrote:


And the second issue:
I was looking for it at the forums, but I didn't find satisfying answer anywhere. Do one need to treat temporary hit points as different hit point 'pool' or with addition to base hit points. What do I have in mind:
3-rd level wizard is a target of attack. He was wounded e.g. for 5, and have 4 HP (of his 9 HP max) left. He cast 'False life' on himself and now he has e.g. 14 HP. My question is when the spell ends, and since the wizard didn't obtain any damage after casting 'false life', do his HP amount go back to 4 HP, or will he end with his max HP, so we can count 'false life' as healing spell?

False life does not heal. In your example, when False life wears off, he would still be at 4 HP (needing to heal his 5 points of real damage by either magic or resting).


The easiest way is to check the TARGET description of the spell for plurality: Does it say creature (Singular, as Cure Light Wounds and Bear's Endurance), or creatures (Plural, as Dimension Door and Teleport).

As to the Touch rule above, you may find the 6 creatures a limiting factor, as spells like Water Walk allow the caster to affect the Target of: 1 creature/level, but a 7th level caster would still be limited by the "up to 6 willing targets as part of the casting".


Glutton wrote:

Why play a bard?

You're allowed to sing at the table.

Best answer so far!

Role play, Role play, Role play!


Oh sorry missed the last lines about a wand .. I don't own a MIC to look it up, but memory had me thinking the eternal wands were limited to level 3 spells, Divine Power being level 4? I suppose as a GM, I'm just a tad more magic stingy than his GM ;) ... well, more than just a tad.


I'm also curious on how you can get Divine Power as it is a Cleric only spell with a Range of Personal, and wouldn't Versatile Weapon only be +3 at 15th (+1 per 4 levels, max +5)?

Also agree with Mabven in that you've made a fun character ... and I'm guessing the GM tries to NOT give you the time to prep if possible.


SmiloDan wrote:

We have a catfolk ranger 14 archer in our party, and she just got a special magic +3 composite bow (+3 Strength) that adds +1d6 sonic to each arrow she shoots, and is kind of permanent gravity bow.

She now does 6d6+12 with her first Manyshot attack (+18 when within range of my +3 Dragon Shaman aura of power)...

Could you break down the damage here for me? 6d6+12? Meaning what stats/feats are giving her this kind of damage?

I get adding +6 to that with your +3 Aura of Power for each arrow.
Thanks


Thought I'd just agree with many of the previous posts. Just finished running a group through Rise of the Runelords. One of the dangerous players was a Ranger/Sorcerer with an Acidic bow. She would move and cast True Strike, and follow with a full attack round of LOTS of acidic arrows, first shot being the +20 to hit for her 2 arrows for one pull. Even without the True strike, she rarely missed with all the buffing the party regularly went through.... and when damage reduction would make me ignore most of the real damage, the acid damage would still quickly add up against almost every foe. NASTY and fun character to run!


Table 8-2 (page 183 Core book)lists a variety of actions. While this table is most often used to determine whether an action warrents an AoO, it can also help you determine what kind of action is involved.

You will find that all Extraordinary (Ex), Supernatural (Su) and Spell-like (Sp) abilities do indeed fall in the STANDARD ACTION list ;)


Mir'Cael wrote:

Thank you all for your responses, but I'm still a little in the dark.

Maybe if I revise the question?

Suppose a Rogue/7 with an Int of 17 wants to use UMD to activate a Scroll of Limited Wish (CL13).

The rogue attempts a UMD check vs DC33 (20 + scroll's caster level).

She gets a 35 on the UMD check.

Since she has the required Int score to cast a 7th level Wizard spell, she may now use the scroll "as if [she] had [Limited Wish] spell on [her] class spell list."

To use a scroll, she must make a caster level check against a DC of the caster level of the scroll plus one.

What is her caster level?
Is it:

A) 15 (her emulated level of Wizard per her UMD result)
b) 13 (the level she was attempting to emulate)
c) 7 (her character level)
d) 0 (you can't emulate a caster level???)
e) Another UMD check, minus 20
f) something else entirely

To put it as simply as possible, when using UMD to activate a scroll, how do I determine my caster level?

Thanks again, everyone.

Simple answer: b)

Longer answer is this spell would be cast at 13th level (or answer b) ... because the spell effects are based upon the writer of the scroll, not the person reading it. Unless specified, the writer of a scroll is presumed to have only the minimum level required to cast the spell, although a Decipher Scroll check should tell you right away if this scroll was made by a caster at a higher level.
I think I understand the reason of your question in that Limited Wish lets you duplicate another 5th level or lower spell where the level is important (like what level is the fireball I just used my limited wish to cast), but again it comes down to the writer of the scroll not the "user".

Hope that helps answer "Your" question ;)


1 person marked this as a favorite.

Pathfinder says energy attacks do 1/2 damage to MOST objects, but also says some energy types might be effective against certain objects, subject to GM discretion.

As to the case of the Gray ooze, its acid attack actual states that it dissolves metal and organic material, so a GM would be within rights to allow full damage. With a d6 big deal vs. metal with hardness 10, but any hafted weapon like a spear or axe would only have a 5 hardness of the wood handle so might take a point ... and while the right weapon choice might help players, leather armor only has a hardness of 2. Of course, that's only for the extra d6 acid damage.

If you read further in the ooze attack you'll see that it gets scary for players as it gets a grab attack and if it maintains a grapple for a full round its constriction starts doing 12 points of acid damage per round with no save to all metal and wooden objects, so now even your metal weapons, armor and rings are taking 2 points (12-hardness 10).

Last to gfvelastegui, magic items always get a saving throw, which is a bonus of 2 + 1/2 caster level of item (or the owner's saving throw - whichever is better).


Each group will handle this differently, but as a GM most of the time I have always let the party be in total control of treasure distribution. You can make some suggestions to them but let them know that HOW it is divided (and/or sold) is totally in their hands ... This encourages role play which is what the game should be about.... As Talon so nicely said in his first few words.
As for suggestions, most of my groups have someone who keeps track of what they find as a group, and usually reads off all unique or magical items .. having a roll-off (maybe d20) if more than one wants something. Then they sell all else and split the money.
Sometimes they calculate what they would get if they sold everything and use that for a basis of what everyone should get, so if you choose to pick and item it is deducted from your share, but it is not unusual to have one item that is more valuable than an individual share, so an alternative as Karek suggested is a good one, where one person gets the big item, and the rest is divided evenly among the others.
If the Cleric in question keeps veering off, let him. (Good choice by you to not award him xp if he avoids a scenario entirely, yet sometimes it can lead to him getting the only xp for surviving a trap while the rest of the party gets xp for a battle.) His separation choices will quickly catch up with him as they deal with more powerful foes and traps ... not only that, but the party will take note, and again roleplay will likely lead to a change of approach for the cleric, or a newly rolled up character when his "allies" simply let the cleric die...or perhaps pay to have someone else "teach him a lesson".


p.s. Freedom of Movement makes you immune to nothing. It just allows you to act normally even while under conditions which would otherwise impede you, so if Freedom of movement expires, remaining other conditions would then continue to take effect.


Ice Tomb (Su):... If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts.

It would seem unconscious is the key. Paralyze impedes movement, but unconscious means "knocked out" so removes thoughts of movement and awareness of your surroundings.


I think you have a fun alternative here. Vivisectionist is also your best choice of alchemist archetype so you can keep the sneak attack bonus climbing. I just finished as GM in 2 different Pathfinder campaigns and in both the rogues who could just tumble through for their flanking attacks were a great nemesis, as the sneak attack damage eventually blows past most levels of damage reduction.
Have fun with it!


Wasn't Mordor the losing side ... I'm just sayin'.


As a GM, I would have to question your level progression. Vivisectionist and Preservationist are 2 different classes.
So, at 4th level you could be a dual class -
Vivisectionist 2/Preservationist 2 - the bonuses from each are not additive just because they are both a sub-class of alchemist - so you would only have Bottle Ally 1, and sneak attack would still only be +d6, not rising to +2d6 until you raise to Vivisectionist 3. I would not let you use Preservationist Level toward effective Rogue level for that bonus. Similarly, Bottle Ally II would not come until Preservationist 5.

Unless I'm missing something ...


What "makes sense" to me is that if it is 2 on 1, the 2 have to be flanking their opponent to get a flanking bonus. Whereas, having the Gang Up feat and a 3 on 1 allows you to bypass actual flanking because the extra (3rd) ally is enough of a distraction for you get that "as if I was really flanking" bonus.


I think your query has been a good one, Jodokai, but I'm inclined to agree with Bob. As a GM I would likely rule that at sixth level, instead of gaining an additional wild shape, you gain Improved Empathic Link because you now have the experience to take your companion "link" to a higher level.

I think I could support that argument more strongly in that at each Druid level you have to divide up your Pack bond, but each companion should have at least 1 level devoted to it.

The Improved Empathic Link starts by stating:
The pack lord gains an empathic link with ALL of her animal companions.

This seems to imply you already have more than one companion, therefore you are higher than first level.... I'm just sayin'.


Making Poisons uses the Craft(Alchemy) skill, so I use that description... meaning at least 1/3 of the cost (for raw materials) begins the process, with additional cost added only on checks which fails the DC check by 5 or more (which ruins half of those starting raw materials).


Ok let me play out this possibility, assuming both Curridge and Chainy have combat reflexes, 16 dexterity, and not enough intellect to have improved Trip or Improved Disarm.
Curridge starts to stupidly move away instead of withdrawing, so Chainy tries to trip him, so Curridge tries to poke him with his dagger, so Chainy tries to disarm Curridge ... and succeeds! .. but Curridge still gets his barehand attack and gives Chainy a shiner for 1 point ... but Chainy still trips Curridge.
Curridge having lost his first move action, decides to use a second move action to get up from prone, which provokes again, so as Curridge is prone and weaponless, Chainy takes a normal attack of Opportunity but misses.

With the goblin on the floor, and Mr. Chainy spotting a shiner, the rest of the party falls prone on their rounds with laughter, and Mr. Chainy gets flustered and angry at them, so Curridge grabs his dagger and runs away, because Mr. Chainy refuses to get involved anymore.

Would that work? Or does your turn end if you fall prone?


Lady Melo wrote:

I already clarified enforcer feat directly states that it is an intimidate to demoralize, I believe from my understanding it was expressly added in errata (see link in second post) that all demoralize effects add duration not stack fear (so no triple threat from enforcers).

Wow my mistake. Thanks for making me see that Errata!

For the rest I think you hit the key in whether or not it is Intimidate to demoralize, or not, such as Antagonize Feat which has no fear effect whatsoever.

Lady Melo wrote:


My last remaining question was if intimidate DC goes up when spells or feats set new DC's like Antagonize {Feat} although the same formula it stats a new DC, as opposed to things that say "Intimidate to demoralize" regardless of additional outcomes like (Blistering incentive {spell}, Intimidating Glare {power}, Enforcer {feat})

I think I would have to play the Antagonize Feat as its own DC as it is Intimidating to ANTAGONIZE instead of Intimidate to DEMORALIZE. I would not count this check toward having tried Intimidate to Demoralize attempts at all. (as those are fear effects and antagonize is not).

Lady Melo wrote:


Edit: Actually sorry to continue this but I do have a few more questions lol if you do Antagonize {Feat} someone who is panicked do they obey the feat or the fear effect, also does the try again part of that feat to extend the duration add the +5 DC to it, is it a factor of the feat and not skill so its ignored.

No apology necessary. Good questions. I would have to argue that panicked trumps, as it states on 563 Core "They flee from all other dangers that confront them rather than facing those dangers." (which would include an antagonist). Regarding whether to add +5 to the DC on the try again for the antagonist Feat, as a GM I would make it a straight "try again" roll, as it is special case that is particular to the Antagonize Feat, with no technical "retry" allowed for 1 day...meaning it is really a one shot deal that can last only 1 or maybe 2 rounds. That, along with the Sense Motive check is a swift action (allowed once per turn and it is not your next turn yet), so you would not be able to add that insight bonus on your second attempt.


1 person marked this as FAQ candidate.

I would say yes as it is clearly listed under Special Attacks, and requires a roll against an AC 10, not a DC 10.


I have to agree with Benchak that I would allow those Flying Feats as a GM. It is surprising that the Core book errata has not done this already. Fly-by is no different than Spring attack for flyers, and spring attack is in the list, albeit the spring attack has more requirements.
hmmm


The Enforcer Feat DOES use the Intimidation Skill directly as it allows an intimidation check as a Free Action following non-lethal damage.

The +5 DC only applies to each individual "attacker" on successive attempts to Intimidate (Demoralize) checks against an opponent. Meaning 3 different people could each try to Demoralize 1 opponent with NO +5 DC applied, but if any of those 3 tried again within less than an hour of their first attempt, a +5 DC would be applied, and again for another attempt. and so on.

This level of fear does stack, per Core book Rule on page 563 "Becoming even more fearful", so your 3 "Enforcers" could each make a successful attack, followed by Free Action Intimidate checks, and take one opponent to the panicked state, assuming that the opponent didn't move between the attacks and flee out of "melee" range, as Enforcer is for melee attacks I believe.

This fear stacking applies regardless of source, same or different as long as one condition is still active as another is applied, so a Fear Spell cast on a shaken opponent from an Intimidate Check (who makes a saving throw from the fear, but because of it still has "Shaken" applied for 1 round) is instead "Frightened for that 1 round, then returns to the shaken status for the duration of the Intimidate Check, if any duration still remains... BUT no +5 DC would be applied to the Fear spell, as it is not an intimidation check.

Last, I agree with Archaeik, meaning if 2 nagas got a constriction in the same round, that character would be frightened until the beginning of its next turn instead of just shaken.

Hope that clears up your question.


slacks wrote:
Why is there such a thing as a "monster" feat when anyone can take them?

If you looks at Monsters by type (appendix 8 Core book) you will find animals listed, but none of the core races (Elf, Dwarf, Human, Half-Orc, etc), so not "anyone" can take these feats, but animals can.

slacks wrote:
What is the point of listing animal companion feats if an animal companion can just "select other feats"?

These are the feats an animal is limited to ... unless they have an intelligence of 3 or higher and are physically capable, in which case they can choose another feat.

slacks wrote:
What is the point in saying INT 3 animal companions can "select any feat they are physically capable of using"? RAW it seems like having INT 3 limits the feats available from "other" to "physically capable" although this obviously isn't RAI...

The point is that after Int 3, they are not limited to a specific list, because they are no longer technically "animals". "No creature with an intelligence score of 3 or higher can be an animal." (Core book creature types), although they are still an "animal companion" .. yes that is kind of weird.

slacks wrote:
INT 3 is also confusing when considering the gnome ability to speak with animals, what exactly are they saying if they are too dumb to understand speach?

I'm not sure why this is so far fetched. We are so willing to understand someone on the 18 side of 3-18, but not the 3? And the GM must play animal intellect as it was intended, more as instinctual impressions than elaborate conversations, one would think.

slacks wrote:
It seems like animal/player interactions are just not fleshed out well at all in the RAW, maybe I should just talk to the GM.

Yes, talk to the GM ... with a sufficient intellect ;)


Guess I'm mighty slow, but as Gamer Girrl pointed out my gangs are all having a blast (and so am I) so I'll say my pace is good. I tend to weave side adventures in along the PF paths and roleplay a good bit.

I'm running 2 groups that each started about a year ago. Each group meets 1/month.

One group is a kind of guys night out gang and we play 10-14 hours. They have 10 total class levels and are between Escape from Korvosa and A History of Ashes.(doing CotCT path, of course)

The other group is 3 couples in Rise of the RL and we play 8-10 hour sessions. They each have 7 total levels but should make 8th as we start this month. They are just at the end of The Skinshaw Murders - we left off in the middle of the Shadow District battle.

As an example of why my game stretches out so long is the additional story lines I weave into Pathfinder's great stories. Long? example:

Spoiler:
I added a pre-thassilonian tomb that the group found on their way from Sandpoint to Magnimar .. in the tomb they found a blank spell-book (minor artifact so identify would not really help them). The following is what I paraphrased to the party mage when he paid to have a Legend Lore done at the Seers School in Magnimar:

Master Nivlandis is not high enough level to help you Legend Lore your book, but invites you back to his office when another travelling wizard stops by the school 2 weeks after your arrival. He is Human and offers to Lore your book: for a fee. The Lore takes a good deal of energy and he writes a small journal of the vision as best that he can recall it:

I saw 2 Human men in a throne room. The room was not opulent but subtly showed signs and symbols which reminds me of the Ancient Thassilonian structures which surround us today... The star of the schools was visible. The man I can only take for a King had a calm and pleasing face. He wore a robe embroidered with the Feather of the Peacock spirit, a God forgotten since earlier Thassilonian times. The King welcomed the man, calling him by the name Xaliasa and bid him enter and share his time. Xaliasa smiled and greeted him in return as "King Xin", but his face appeared to have something to hide as he spoke. I do not know all they said. Xaliasa presented the King with a gift of your book saying it was from his Lord Alaznist. The King commented about how powerful an empty book was as it portends of all the possible futures and thanked him and his Lord Alaznist....
As Xaliasa left the King mumbled to himself as if prophetically, and yet out of ear shot of Xaliasa as he left the Hall ... "how strange will be the path you lead and how ironic your gift young Xaliasa ... to live, to die, to live again unending for 10 and 1000 years - blank pages from and for the Scribbler of Time - Lost in Alaznist's Wrath, twisted by Karzoug's Greed, corrupted by a new mother of monstrous Gods ... Your secrets will lead to their future or their failure. Only time will tell. My Lords have corrupted their own virtues. My face will fade as will the Peacock Spirit with time, as all things should. My lords will try and deny this fate of time. It seems they already forget that magic is made of 8 parts, not seven." He smiled and looked at the book .. the scene faded and reappeared in a different hall as the King was enchanting the book - I understood the enchantment.

This is the power of your book: Any Divination Spell prepared from this book is cast at +2 levels. It also will let you enter spells devoted to the Oracle (or Divination) Domain and cast them as if they were Arcane spells. It will draw upon the Peacock Spirit and/or your own Deity to answer these Divinations. The spells are by level:
1 - Identify 2- Augury 3- Divination 4- Scrying 5- Commune 6- Legend Lore 7- Scrying, Greater 8- Discern Location 9- Foresight

That's all for now
-Rose


Thanks .. I am a bit new to these boards (and Golarion) but as a GM I am finding these boards a wealth of ideas and characters.


The maps and the story lines are merely canvas for your own story line, no matter how "old school" you are. My CotCT group actually all started in Toril but I ran them through Dungeon Mag 58 A Bad Batch of Brownies which

Spoiler:
as they threw the focus of that adventure into a Well of Many Worlds
sucked them into Golarion. I had them arrive east of Korvosa with another Dungeon Mag adventure from the same book .. A Challenge of Champions which was being sponsered by the local Acadamae
Spoiler:
That adventure involves a team that cheats to win so I made it the Arkonas "cousins" giving my group a reason to be rivaled with the "Arkonas" before they even started the Adventure Path

Now my group is headed toward The Cinderlands, but I installed The Caverns of Thracia (an old Judges Guild module) east of Janderhoff where the Mindspan Mountains meet the Storval Rise
Spoiler:
I put another piece from Kazavon in the bottom of those caverns

Another of my groups playing in the RofRL wanted to play a phraint (and as I am old school David Hargrove fan) it was easy to accomodate by placing a Phraint hive southwest of Wartle in the Mushfens ... I decided that the Thrikreen were part of the hive.

I could go on .. but the point being take your canvas and add your own paint or the paint from many other imaginations. You'll find the possibilities unlimited.


Munin has an interesting point. My situation is different but I agree with his motivation. I love the pathfinder products and have bought every issue as it has appeared on the shelves of my favorite gaming stores. My players (I'm running 2 groups - 1 in RotRL and 1 in CotCT) have gotten into it so much that they have purchased the map folios for me, 2 campaign setting hardbacks, and some accessories - like the crit and fumble decks (very fun).

AND YET, I will NEVER get a subscription as I live in a very rural area and have had too much lost via the mail to risk the trouble. Still there are times I'd love to have access to the pdf without having to rebuy my entire hardcopy - just for a picture or 2 to show my players now and then without letting them glimpse any secret stats. Also, this supports my gaming store a bit and I always thought this was a good thing (as many having trouble staying above water).

I am certainly not without alternatives - like scanning pictures I want to share .. or retyping letters with twists appropriate to my own campaign story lines ...

Good products - keep them coming ;)
Just my 2 cents
-Rose