Yimni

Azouth's page

Goblin Squad Member. RPG Superstar 7 Season Champion Voter, 8 Season Champion Voter, 9 Season Dedicated Voter. Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber. Organized Play Member. 690 posts. No reviews. No lists. No wishlists. 37 Organized Play characters.


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Gisher wrote:
Ravingdork wrote:
Stone Dog wrote:
Xenocrat wrote:
Gives you a place to store it and draw it from other than the ground.
What, don't all archers just wander around with a fist full of 20 arrows?
I thought archers used quivers, not sheaths. Yet, I can't find any rules for quivers anywhere.

Apparently quivers do exist in PF2. They are mentioned in the description for Ghost Ammunition.

CRB, o. 560 wrote:
After it is launched, the ammunition vanishes into mist. However, in the dead of the night 1d4 days later, it reappears in the last quiver or other container it was taken from.
It just doesn't seem possible to buy one.

Maybe they are included with the price of the arrows?


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I know in the handwraps magic item says you can use them on it but what about normal unarmed attacks (gloves, boots, claws, etc.)


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I think they changed the price of things more then just changing gp to sp.


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I somehow posted this twice.


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Also thanks for the answer.


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Didn’t mean to post twice


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

Oh, that makes sense, what I didn’t understand was the shield and you take the damage. Thanks.


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I am not sure I understand how this works. The shield takes the damage of the attack reducing it by the hardness of the shield but what happens if this reduced it’s hp to 0, do you take the rest? What if you are blocking an ally?


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Is this the only way to multiclass or can we still do it old way?


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Orichalcum that’s new. I like it.


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YmerejO42 wrote:
tivadar27 wrote:
Sounds pretty solid, and some of the effects sound really interesting. That being said, I've gotten no preview on how Dexterity helps the rogue in combat. I think playtests have shown the party rogue applying Dexterity to their attack rolls, but how is that done? Just via Agile Weapons by default (as in 5e), with a Feat? I'd like to hear more about this, given that this is pretty much *the* iconic ability that almost every rogue swears by!

My question is, when did Backstab (or finding/removing traps, or just plain *stealing*) stop being the "iconic ability" for rogues? And when did Finesse (or whatever you want to call it) start?

I've been playing Rogues (or as they were originally called, Thieves) since first edition AD&D, and it wasn't until 3e that I even heard of using Dexterity for my melee attacks. It was the whole reason my thief characters would look for items to boost their strength as well as their dexterity. My thief/rogue characters have always focused on sneaking in/out of places, or removing someone's spine before they knew I was there.

I think the change was in 3e when the class name changed from Thief (with backstab) to Rogue (with sneak attack)


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Trastone wrote:
coxey292 wrote:


You are also giving up a huge amount of damage per hit, if damage works like PF1. A two handed build currently outpaces 1 handed by extraordinary margins. So you give up an attack, massive damage, and get +2 to AC, which is not a significant amount in comparison to the losses.
With a -10 to your last attack(the third), a shield may be well worth it!!!

Also worth considering that if you miss by 10 or more you can critically fail(and that may be bad).


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There are a few archetypes that have it.


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I was looking at the elementalist shifter and noticed it doesn’t replace the 20th level ability of final aspect. That seams like it is an oversight as I don’t know how it works with the archetype.

Edit: looking more into it this applys to all the shifter archetypes.


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Do these have crit damage for ships?


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Fabian Benavente wrote:

This could be interesting given how much more deadly poisons should be in this system.

How available/affordable are poisons?

How are poisons more deadly in starfinder?


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CactusUnicorn wrote:
Azouth wrote:
How come Halflings only get 2 hp?
They're small and have a penalty to con.

They have penalty to str not con.


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How come Halflings only get 2 hp?


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shaventalz wrote:
Imbicatus wrote:
I like mobile gathering. The feat cost is minor because most kineticists don't need a lot of feats, and sometimes you need to move and blast, and this allows you to gather when you need to move. Not being able to use acrobatics sucks, but then it it lets you move and gather.

Only 10'-15'. That's barely better than the 5' step you could already do.

And there's always more feats to take. Even if they're just of the make-numbers-bigger form. Plus, with the level 7 requirement on this one, you're entering the territory where you can start taking Extra Wild Talent.

Air can go 30' with wings of air.


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Why is the prices of magic items wrong? Do I use the price in the book or on the sheet?


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Michael Hallet wrote:
Lemartes wrote:

I do intend to upgrade it to +1 and better. :)

Now I realise that it looks like I meant selling my leaf armour. No I know prestige point bought items can only sell for 0 gp. I was meaning for selling other stuff.

Thanks. Much appreciated. :)

What I was trying to warn you of is that buying armor or weapons with prestige is risky.

Let's say you spend that 2pp for leaf armor then sink 9000gp into enchantments. Then, next year a new splatbook comes out with cool new armor or a new special material that is PFS legal that fits your character. If you switch armor, you get nothing back for your old armor because you bought the base armor with prestige. It always has a resale value of zero, no matter how much extra you put into it later.

But if you instead bought the original armor with gold, you could at least get back 4750gp of your original 9500gp investment.

I don't think that is true, you would get half of what you paid. 0 gp for the armor but you would still get half for the enchenment.


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Devilkiller wrote:
I think most of this kobold stuff would work better for DMs than players since getting the most out of Linnorm Death Curse requires dying, which is something most PCs try to avoid. I guess you could use the LDCs on summoned monsters as easily as kobold minions though.

You only need to be knocked out for it to work (or killed).


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There is the blood Conduit bloodrager that can use touch spell with some combat maneuvers.


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Luthorne wrote:
Azouth wrote:

I have a question about the "painful stare(+6 or +4d6+6)". I thought with painful stare you got the d6 instead of he static damage but this seams to indicate otherwise but the pre gen Meligaster has this as the wording "If Meligaster uses this ability to increase his own damage, the creature instead takes 2d6 extra points of damage"

Which is correct?

According to Occult Adventures...

Painful Stare (Su) wrote:
If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses.
Since it's 'increases' rather than 'instead deals', I'm fairly sure it's supposed to be 1/2 your level in addition to the Xd6 damage. Not to mention, presuming otherwise means that a 1st or 2nd level mesmerist wouldn't be able to deal any damage from painful stare if he or she hit an enemy (compared to an ally hitting an enemy), which seems messed up.

Thanks

Guess they need to fix the pregen (wouldn't be the first time).


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

I have a question about the "painful stare(+6 or +4d6+6)". I thought with painful stare you got the d6 instead of he static damage but this seams to indicate otherwise but the pre gen Meligaster has this as the wording "If Meligaster uses this ability to increase his own damage, the creature instead takes 2d6 extra points of damage"

Which is correct?


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You could just treat it like an amulet that just happens to have a wayfinder attached.


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The Emerald Spire is 2 miles top to bottom so big, but not that big.


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This is Pathfinder Society / General Discussion you want
advice or general


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Del_Taco_Eater wrote:
MisterSlanky wrote:
Del_Taco_Eater wrote:
Possibly, and no need to debate that, but all I have to do is drink on my next round. I have spend a total of one swift action to activate the buff.
As a significant fan of AA, I'll explain the other limitation beyond the fact that there's no way to remove the 1-round delay on drinking a potion. It sucks having to keep that potion in your hand after you've drank it. No use of bows, no use of two-handed weapons, no use of the claw/claw/bite attack. Sure you can drop bombs, but not all Alchemists do that.
I plan on just dropping the potion and quick drawing a weapon.

Sounds like that would be risky, as anyone can grab it.


1 person marked this as a favorite.
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This^

Also the DC to resist go up with level.


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Cerwin wrote:
Also remember range penalties. The range increment on an alchemist's bomb is 10 (unless modified by a feat or something) so throwing it up 50 would be a -8 to the throw. So now it is a 13 to hit. And if it misses you will role deviation and it will move 5 squares in whatever direction.

Bombs are 20'


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Ranks assigned to Craft skills are used only to perform Day Job checks, not to craft mundane items, with the following exceptions

Alchemists can use Craft (alchemy).
Gunslingers can use Craft (gunsmithing).
Investigators can use Craft (gunsmithing).??

I think it should be alchemy.


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Murdock Mudeater wrote:

Is there a PFS legal source for salt? Like for damaging Giant Slugs.

Just trying to find which book it is in.

Core rule book pg. 140

trade goods 5gp for 1 pound.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

This is odd:

"Talents: The social and vigilante talents are legal for play except double time and in vogue. The in vogue social talent doubles the gold earned when using Craft or Profession for a Day Job, and the celebrity discount talent cannot be combined with other effects to reduce an item’s cost below 85% normal."

Why tell how in vogue works in when it is no longer legal?


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Alex Blaes wrote:
Tharizdhun wrote:
Which new book?
Magic Tactics Toolbox. It's got an archetype that gives you an upgradable clockwork familiar. Not sure why he can't say more, given that it's already shipped to subscribers.

What archetype is that, I got the book but can't find what you are talking about?


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Has there been any official word on how the medium spells and the spells when using Archmage and Hierophant work?


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1 no full hp
2 it is 4 for first then 5 next repeat for hp


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Nathan Hartshorn wrote:
He's saying that Ultimate Equipment also has 4 mirror armor and it is still listed as 45gp. That's probably where most players go to for information, because until you pointed it out I didn't realize there was an errata on 4 mirror at all.

Yes, that is what I was talking about.


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Murdock Mudeater wrote:
ShepardBook wrote:

For PFS when upgradinging equipment, do I just pay the difference or do I have to buy a whole new suit of armor?

I have a Mythril 4 Mirror+1, and I am looking at upgrading to a +3

so my +1=5195gp and the +3 I want 13195, can I pay the 8K difference or do I need to pay the full price, and take 1/2 of the 5195 from the +1?

Just a heads up, 4-mirror's cost got fixed in the UC errata. It now has a base cost of 125gp. Masterworking costs are also included in mithral, so the cost of +1 mithral four-mirror armor is actually 5125gp (4k for mithral which includes masterworking, 1k for the +1, and 125 for the base weapon).

What about the one in the Ultimate Equipment that has yet to change.


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I think people like it because of two reasons. First, has the same stats as chainmail but is 45gp vs 150gp but only 5lbs heaver(not all your gold at first level). The other reason I think is it is different.


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Why was the playtest made illegal on the 30th but the update was yesterday? Does this mean that anyone who used the playtest character before the update played illegal characters?


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Protoman wrote:
Azouth wrote:
I was wondering why the print copy the colors are much darker then the pdf? Or is that just computer brightness settings?
For the PDF did you download the normal version or the Lite version? The Life version takes out a bunch of background detail. I don't have the hardcover so don't have any other suggestion for an explanation.

No, it is the normal one, it is the pictures that look darker.

I know the book and pdf are different in color but this is the first time it has been that much. Not saying it is bad, just darker.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

I was wondering why the print copy the colors are much darker then the pdf? Or is that just computer brightness settings?


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Protoman wrote:
John Compton wrote:
The Additional Resources update should be live soon, at which point playtest versions of the vigilante will no longer be legal for play. As with the Occult Adventures round of playtesting, playtest vigilante characters will receive a generous opportunity to retrain any levels in the class, take new archetypes, sell off gear, take favored class bonuses, retrain feats, and the like.
Would selling off gear count prestige point vanity purchases? Such as a follower or property?

I would think it will not count those.


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Is the teamwork sharing ability at 10th level written up like the cavalier's tactician power or is the Consigliere's writeup rather unique to itself?
It is about the same but there are differences. (see below)

Can a Consigliere share any teamwork feat possessed? Yes (but just one per use)
Do allies need to meet prerequisites? No
Uses per day 1 at 10th plus 1 per 4 levels after.

The combat advisor: if you miss an attack an ally within 30' gets an insight bonus based on your level. +1 at 3rd +2 at 8th.


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Wyrmfoe wrote:

Thank you for the clarification regarding Unchained Rogues. Is that listed in the book itself? Just want to know if I need to bookmark this post, so to have it as reference later.

What is the nature of the other Consigliere powers, in terms of abilities or skills used? At what levels are things gained, especially the teamwork feats and powers?

It says "(or the certainty [Diplomacy] rogue talent if he is an unchained rogue). "

They get choose a teamwork feat in place of one rogue talent at 4th, and as may time as they what at 12th. They can share teamwork feats at 10th.

The replace knowledge (dungeoneering) for (nobility).


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What if instead of embracing her runic tattoos she turned away from them and became a Razmiran Priest. Now covered with a Robe and Razmiran Priest mask no one can see her tattoos.

Mirror Universe Seoni:

Mirror Universe Seoni CR 4
XP 1200
Female human sorcerer (Razmiran Priest) 4
LE Medium humanoid (human)
Init +0; Senses Perception +2

----- Defense -----
AC 10, touch 10, flat-footed 10 (+4 with mage armor)
hp 24 (4d6+4);
Fort +2, Ref +1, Will +4 (+2 vs Fear)

----- Offense -----
Speed 30 ft.
Space 5 ft.; Reach 5 ft.
Sorcerer Spells Known (CL 4; concentration +9 [+13 to cast defensively])
2nd (5/day)—Aid, Oppressive Boredom (DC 19)

1st (8/day)—Charm Person(DC 18), Infernal Healing, Vanish
0 (at will)—Daze (DC 17), Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic

Bloodline arcane

----- Tactics -----
Before Combat Uses bluff, Diplomacy, and charm person to avoid combat starting. If combat looks likely cast aid and mage armor from a scroll.

During Combat Uses daze and Oppressive Boredom to reduce the number of enemies. She tries to get allies and charmed people to defend her in combat. Then uses her Scroll of forbid action and Scroll of murderous Command to make it seem like her enemies allies are traitors and she is the one to help them out. If without allies uses Vanish and uses an Origami Swarm.
Morale If she is injured and without allies (or has no reason to fight) uses Vanish to run away.

----- Statistics -----
Str 9, Dex 10, Con 12, Int 12, Wis 10, Cha 23
Base Atk +2; CMB +1 ; CMD 11

Feats Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Alertness, Combat Casting, False Focus
Skills Bluff +14, Diplomacy +11 (+1 to gather information), Disguise +7, Knowledge (Arcana) +8, Knowledge (Religion) +8, Sense Motive +2, Use Magic Device +11 (+13 to activate spell trigger and spell completion items that use divine spells)
Traits Thrune Informant, Courageous
Languages Common, Varisian

SQ False Piety, Lay Healer, arcane bond

Combat Gear Wand of cure light wounds(50 charges), Scroll of forbid action (5), Scroll of murderous Command (5), Scroll of Air bubble (4), Scroll of mage armor (4), Origami Swarm (2)

Other Gear Head band of Alluring Charisma +2, Gold holy symbol (Razmiran Priest mask), Sorcerer's Kit (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), Spelunking kit (4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber's kit), 18 gp

----- Special Abilities -----
False Piety (Ex): At 1st level, a Razmiran priest gains Knowledge (religion) and Perform as class skills, but loses Appraise and Fly as class skills. He adds half his sorcerer level to Use Magic Device checks to activate spell trigger and spell completion items that use divine spells. He gains False Focus as a bonus feat (see page 10). In addition to replacing Appraise and Fly as class skills, this ability replaces the priest’s Eschew Materials bonus feat.
Lay Healer (Su): At 3rd level, the Razmiran priest adds aid to his list of spells known as a 2nd-level spell. At 5th level, he adds remove disease to his list of spells known as a 3rd-level spell. This ability replaces the bloodline spells gained at 3rd level and 5th level respectively.

Arcane Bond Has a viper. She gains a +3 bonus on Bluff checks. As long as it is within arm’s reach, Seoni gains the Alertness feat (already calculated into her statistics).


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Xethik wrote:

Question for anyone with the book or with more insight: Does the section on states of awareness cover "surprise" and "completely unaware"? In unaware the same as completely unaware? I remember a bunch of confusion regarding those when the Slayer's Sniper rework was previewed.

Sniper ability spoilered for reference.
** spoiler omitted **

Based on the text of the blog, it sounds like this ability may have been specifically referenced.

There is a section "skills in conflict" Perception and stealth that talks about states of awareness. There are 4 states one is unaware the other 3 are different states of awareness.


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Glutton wrote:
Did Tyrant retain Aura of Cowardice?

Yes

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