Barachiel Shina's page

Organized Play Member. 877 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Guess I'll just look at the lore for this, since the mechanics don't mean crap to us PF1e loyalists.

Sure do wish Paizo would give us supportive PF1e content for all this. (Instead they wanna make rival 5E stuff but...whatever, us PF1e loyalists are trash it seems.)


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Rysky wrote:

They made a 5e version because 5e is still alive and active played, infinitely moreso than P1.

Aka there was money in making the 5e version, not so much the P1 version.

PF1e is played as much as PF2e still, cause lot of us never demanded or wanted PF2e and wanted PF1e to continue, yet we here are abandoned just like WotC abandoned us 3e players to 4e.

Just support all editions, not that hard. Find it funny they'd rather support a rival company than their own brand.

EDIT: Also noticed my post is missing, way to censor the critiques from customers instead of considering them more.


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Totally Not Gorbacz wrote:
Barachiel Shina wrote:
Can a developer please convert the Wheel Archon to PF1e? That'd be great. So many PF2e new monsters I wish they did in 1e, an the Ophanim (wheel archon) I've been waiting years for, it'd be very nice if one of you at Paizo could give us PF1e fans the stats for it? Especially after being loyal customers throughout all of 1e. Thanks.
I can do it for you, Luis. 5 bucks per conversion, I take PayPal.

Random name, strange? but no thanks.


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Can someone post what new creatures are in here? Like new as in didn’t previously have PF1 stats before. I need to know if it’s worth buying.


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Diego Rossi wrote:
Put another way, some people feel that the spell on a dead creature should end, so they try to invent a justification for that, but the rules don't say they end. Any justification for their ending is made by wishful thinking.

So I'm guessing a wizard with a Permanency spell casted to give themselves permanent Arcane Sight would have a corpse that would show a Divination aura if someone found the corpse and did Detect Magic on it?


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I just find it a very weird ruling that's been completely overlooked for decades.

How did 2e D&D handle it? How does 5e D&D handle it now? Or PF2e?

Especially with the fact we have spells that can resurrect you within 1 minute of death.

So if my wizard with Haste, Mage Armor, and Shield dies but is raised like 3 rounds later, the Haste, Mage Armor and Shield spells continue as if nothing happened?

Or does the magic fizzle out with the caster's life since they're no longer a valid target even?

Surprised no game developer ever considered this.


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Ok, I can't find this ruling in D&D or Pathfinder.

So got a character, had a bunch of buff spells on. Died. Got resurrected next round of combat.

Did my spells on myself like Haste or Shield of Faith ended since I died? Or do they continue after death until they end?

Not sure, cause I'm assuming once dead, those spells wear off since they no longer can affect the target it was designed for. As in, you're an object now being a corpse.

What's the consensus?


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Can a developer please convert the Wheel Archon to PF1e? That'd be great. So many PF2e new monsters I wish they did in 1e, an the Ophanim (wheel archon) I've been waiting years for, it'd be very nice if one of you at Paizo could give us PF1e fans the stats for it? Especially after being loyal customers throughout all of 1e. Thanks.


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I only care about the PF1e portions so I just want the Bestiary for it when it comes out for everyone later. Glad Legendary Games cares about PF1e players unlike Paizo, who ditched us and won't make more game material for us. LG seems to be the only ones so far producing PF1e content still.

Can someone share the ToC of the Bestiary by any chance?


That's strangely odd, it doesn't make sense on any level. Why should the allies fear their own menacing Gunslinger and his shot? We've decided that Paizo wasn't thinking clearly when they wrote this and decided it only affects enemies. I'm just wondering if there was any errata or developer that could weigh in on this slip-up.


Why does Menacing Shot state: "affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell."

This would affect allies no? That'd be dumb, why would the allies run in fear from their gunslinger party member? Shouldn't the RAI for this affect enemies only?


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There's still a huge following of PF1e, I'm surprised I'm not seeing more products for PF1e on Pathfinder Infinite. Are people really buying into the hype of PF2e and not realizing it's not really good for everyone? That some of us still prefer PF1e and would be interested in support for it?

Personally, I'd love to see a series written that converts all the monsters new to Pathfinder in 2E to convert to 1e. I'd pay for that! We could technically have Bestiary 7 and 8 for PF1e if so!


There's still a huge following of PF1e, I'm surprised I'm not seeing more products for PF1e on Pathfinder Infinite. Are people really buying into the hype of PF2e and not realizing it's not really good for everyone? That some of us still prefer PF1e and would be interested in support for it?

Personally, I'd love to see a series written that converts all the monsters new to Pathfinder in 2E to convert to 1e. I'd pay for that! We could technically have Bestiary 7 and 8 for PF1e if so!


TOZ wrote:

*cough*

Wolfgang Baur wrote:
Chris Ballard wrote:
When do we get the pathfinder version?
We already did it! That's the Midgard Bestiary for Pathfinder RPG, the Southlands Bestiary for Pathfinder RPG, the Book of Drakes, and the Monsters of Sin Collection.

Yes but I'm not seeing the Algorith, Nihilith, Chained Angel, Fidele Angel, Vile Barber, and severaly others with Pathfinder 1e stats?


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Can someone write this for PF1e? That'd be great, you'll get a profit since there's a ton of us still playing PF1e and want new, cool monsters. Thanks!


Adam Daigle wrote:
W Canepa wrote:

A few questions.

Are dweomer leap and spell link supposed to be swift actions? They sound more like immediate actions, or they would not work most times.

Do conjuration & transmutation have a minimum if +1 or +0?

Thank you for your time.

The abilities should be immediate actions. That's been fixed in the stat block above.

All these years and you guys haven't clarified the Conjuration and Transmutation effects.

So should it be changed to 1 + 1 per 5 CASTER levels or +1 per 5 CASTER levels (not SPELL levels)


Adam Daigle wrote:
W Canepa wrote:

A few questions.

Are dweomer leap and spell link supposed to be swift actions? They sound more like immediate actions, or they would not work most times.

Do conjuration & transmutation have a minimum if +1 or +0?

Thank you for your time.

The abilities should be immediate actions. That's been fixed in the stat block above.

Still never addressed the Conjuration and Transmutation benefits after all this time either, dunno how you designers missed the dozen posts talking about it?

So is that supposed to +1 per 5 caster levels? (Or 1 + 1 per 5 caster levels?) Cause the way it is now makes absolute zero sense.


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I'm interested in the PF1e Bestiary for this but two questions.

1) When is this finally due out for release because I feel like it's been forever since this was announced.

2) I know the monsters from the AP itself are in the bestiary, but will there also be brand new monsters in there?


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As much as I will always wish Paizo supported both editions (I'll even accept an unequal support of them, such as PF1e just getting mechanic conversions only), there's just that empty void of PF1e fans while PF2e keeps paving roads. (Here's to never seeing a PF1e conversion of the "Inventor" class coming out next month)

But I wish they at least did the monster conversions. Seeing some awesome creatures I wish were PF1e monsters. But at least there's a guy on Tumblr who's been doing PF1e conversions for a long time and has a ton of stuff now.

He's got several PF2e monsters converted on here (along with monsters from mythology and older D&D editions), and he accepts commissions at various times. Check it out here:

The Creature Codex


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What's the deal with White Necromancers having Cure and Resurrection magic, yet they lack one of the other fundamental spells to dealing with Undead---

Restoration spells.

What was the design decision behind them lacking Lesser Restoration and Restoration spells?


One question I have is their spell list.

They have Cure and Resurrection spells...but they lack a 3rd pillar to dealing with Undead attacks; Restoration spells.

Why weren't those added to their spell list?


So I bought this book but I noticed the Embodiment of Envy is missing the entry for it's Rejection Manifestation ability? What was it?


The Ruse spells from Ultimate Intrigue was a very necessary component to running Intrigue games for PF. However, I'm wondering if there were any 3PP products that expanded more new Ruse spells beyond what's in Ultimate Intrigue? Be a shame if there wasn't.


Oh jeez such a long freaking wait.

Well as long as I can get more Pathfinder 1e material, it's fine. I'm just going for the Bestiary for PF1e, because screw 2e.


Can he use it more than once on the same weapon?

For example, use 1 point to gain +3 enhancement bonus to his +1 weapon, making it a +4 weapon for 1 minute.

Use a second point to gain a special ability (up to +3 bonus, so, we'll say flaming burst) for 1 minute.

Use a 3rd point to gain another special ability for 1 minute?


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When is the PF1 version of this coming out?


Does anyone know of at least a fan-created Forgotten Realms Conversion for the rest of the AP beginning with "Tides of Dread" all the way to the end of the AP?

I find it stupid that Paizo never finished the conversion documents, no idea why WotC wouldn't let them. I'm reading through this AP to get ready to run it and it abruptly stops Forgotten Realms conversions on the 4th adventure "Here They Be Monsters."


Is there any PF or 3rd party source of a good selection of Monster feats? Trying to see if I can find anything for creatures with a Burrow speed.


Senko wrote:
Barachiel Shina wrote:
Well because my player's Shield Guardian got destroyed and we're trying to find a spell that can restore it besides rebuilding it all over again.

I'm afraid if its been destroyed your out of luck see the following . . .

A construct that has been completely destroyed cannot be repaired, though at the GM’s option some of the materials may be usable in the construction of a new construct.

Which means make whole, rapid repair and anything else are specifically stated to be no use once its fully destroyed. Best I can suggest is ask your GM if they'll allow reuse to cut costs down.

My general rule for this is you get 40% +2d10 of the materials in reuseable condition (roughly 50% cost halving) and the attuned amulet to build a new one.

Well we decided to go with using the spell Memory of Function from the Guide to Technology book for Pathfinder since it had this statement in it:

When this spell is cast upon a destroyed construct, it is restored to full functionality and full hit points, provided no significant portion of the destroyed construct (such as an entire limb) is missing.


Belafon wrote:

Undead Anatomy IV. Choose an undead that has lifesense and you get it too.

Unless you are specifically looking for lifesense for some reason, echolocation usually works pretty well.

I also use 3.5e for my games and I have a player using Superior Invisibility from Spell Compendium and it's extremely OP. Immune to being detected by not just sight, but scent and sound as well, and when he has Mind Blank and Nondetection on, he's pretty insane covered in staying Invisible (blindsight, blindsense, tremorsense don't work either along with glitterdust, see invisibility, invisibility purge). True seeing works, but with Nondetection and Mind Blank also on, it can render that pointless

But it doesn't block Lifesense so I was hoping to find a spell that can locate him via that method.


I'm confused about this feat and what it means. Here's the text that confuses me.

If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check.

Ok so I have a Colossal creature bite a Large foe. It succeeds on a Grapple check after hitting and dealing damage, the two are now Grappled. The Large foes fails to escape, now it's back to the Colossal creature's turn.

So it states "squeezes automatically" to deal the damage on a successful grapple check. Does this mean the creature gets a "free" grapple check to deal this damage? So could a creature potentially deal damage twice in a round with Snatch?

For example:

ROUND 1
Standard Action (Attack) ---> Success, make Grapple check ---> Success

ROUND 2
Squeezes Automatically (Grapple Check) ---> Success, deal damage
Standard Action (Maintain Grapple + Damage) ---> Success, maintain grapple, inflict damage equal to unarmed strike/natural attack/weapon

Is this correct?


I'm looking for the last PF1e Campaign Clarifications PDF. Last one I have is the August 2017 one. Looking for the latest 1st Edition PDF, or is that the latest?

Thank you.


I'm wondering if there's a spell, and I'll go with 3rd Party spells too, that mimics the monster ability Lifesense?


I noticed there's the Grim Reaper (and Minor Reaper) presented in Adventure Path #48.

But then Bestiary 5 has its own Grim Reaper (and Lesser Reaper) entry. And the game stats to both are wildly different.

So, which one is official? Or does either version work? There's some features I like with the AP #48 version but also ones I like with the Bestiary 5 version.

Or are they just separate creatures and one of them needs a new name?


Well because my player's Shield Guardian got destroyed and we're trying to find a spell that can restore it besides rebuilding it all over again.


Ok so I'm resurrecting this thread since it already exists and no point making a new one with the same title.

My question is if the caster makes the demiplane's time Erratic, does that mean each time they enter in and out of the demiplane, that a percentage is rolled to see how much time has passed outside in the Material Plane?


What's the deal with Greater Make Whole being weaker than Make Whole in the "Target" entry as outlined here?

Make Whole

Make Whole works on much more materials and any Construct size.

Greater Make Whole only works on ONE object up to 5 lbs/level?

Is this an error or was it intended to work better, but not on as much material, as Make Whole?


Ah thank you, I missed the part with the ability damage requiring 2 grit points. Ok, that clears things up!


I have a few Gunslinger questions.

So, the Bleeding Wound deed states that after you hit with an attack you can use Grit to make it a bleeding wound (either hp or ability bleed) as a Free Action.

Can you do this more than one attack in the turn as long as you spend the Grit? So say you hit with 3 attacks, can you use Grit on each to do bleed, Str, and Con bleed damage?

Ok, now for True Grit class feature. If you chose Bleeding Wound, since the cost to use is now 0 and you just need to have at least 1 grit remaining to use it, does this mean every attack hit can be bleed damage for free? Am I interpreting this correctly?!


Gilfalas wrote:

Shouldn't the touch AC be higher? The only thing Touch AC does not count is AC, Shield and NA bonuses, correct?

Ah yes, I forgot it only doesn't count Armor, Shield, and Natural. I always tend to forget that LOL


So I saw this creature here, really thought it a cool monster, and decided to take a crack at converting this to the real awesomeness of PF1e.

Let me know what you think, if anything should be added, changed, omitted, etc.

Here's the PF2e version link: RHEVANNA

Here's my conversion:

RHEVANNA CR 22
XP 614,400
LE Large Outsider (Evil, Extraplanar)
Init +12; Senses darkvision 60 ft., see in darkness, true seeing; Perception +40
Aura Plunder life (60 ft.)

DEFENSE
AC 41, touch 18, flat-footed 32 (+1 dodge, +8 Dex, +11 profane, +12 natural, -1 size)
hp 333 (29d10+174)
Fort +15, Ref +24, Will +24
DR 15/good and silver; Immune death effects; SR 33
Defensive Abilities

OFFENSE
Speed 40 ft., fly 80 ft. (good)
Melee +3 unholy spiked chain +42/+37/+32/+27 (2d6+18 plus 2d6 unholy) or 2 claws +38 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks detaining strike, malefic binding
Spell-Like Abilities (CL 20th; concentration +31)
Constant--- detect good, tongues, true seeing; At-Will--- dimension door, dimensional anchor, plane shift (self only), soul bind (DC 30; requires gem); 3/day---dominate monster (DC 30), quickened dimension door, greater dispel magic, greater possession (DC 26), scrying (DC 25); 1/day--- call spirit, greater planar binding, imprisonment.

STATISTICS
Str 31, Dex 26, Con 23, Int 22, Wis 27, Cha 32
Base Atk +29; CMB +40; CMD 58
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Greater Vital Strike, Improved Critical (spiked chain), Improved Disarm, Improved Initiative, Improved Trip, Improved Vital Strike, Quicken Spell-Like Ability (dimension door), Vital Strike, Weapon Focus (spiked chain)
Skills Acrobatics +40, Bluff +43, Fly +43, Intimidate +43, Knowledge (arcana) +38, Knowledge (planes) +38, Knowledge (religion) +38, Perception +40, Sense Motive +40, Stealth +40, Survival +40, Use Magic Device +43
Languages Common, Celestial, Infernal; telepathy 100 ft.; tongues
SQ Lifedrinker

ECOLOGY
Environment any (Lower Planes)
Organization solitary
Treasure 4 black sapphires, various values, altogether totaling 50,000gp

SPECIAL ABILITIES
Detaining Strike (Su) Once per round, a creature struck by a rhevanna's melee attack is affected as if by a dimensional anchor spell if they fail a Will save (DC 35). The saving throw is Charisma-based.

Lifedrinker (Su) If a rhevanna kills a living creature of at least half it's own HD (14 HD for a typical rhevanna), it drinks the life force from the kill and regains 40 hit points. If the creature killed is a celestial, the rhevanna regains 80 hit points.

Plunder Life (Su) Any non-fiend creature within the rhevanna's aura receives only half the hit points from any healing magic or effects. The rhevanna regains half the hit points the effect would heal.

Malefic Binding (Su) If the target of a rhevanna's soul bind spell-like ability is a celestial, the gem the celestial is stored in has Hardness 40 and will kill the celestial if destroyed.


Ever since Krampus was written for Bestiary 6, I've been looking (and hoping) to find some company or person who did a really good Pathfinder monster stat for "Kris Kringle."

But NOT as a character. As the Archfey he clearly is supposed to be. With Krampus being CR 21, I'm looking for Archfey stats for Santa Claus of a being who should definitely be probably CR 24 or 25.

I keep finding him being given stats as if he were a human with class levels or a Fey with class levels and not many special abilities and other aspects of being more of an Archfey than just a bunch of class levels with the Fey creature type stuck to it.

If anyone knows where I can find such a write up, I'd love to know (Surprised Paizo never statted him up as one after all the years 1e has been out).


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In regards to the Time Flayer creature, is there any reason why it lost the "Unmaking" special attack when taken from Tome of Horrors? I noticed it's missing that entry.

I understand the game mechanical reasoning, at the same time I think it was a nice homage to the truly lethal dangers that was reminiscent of D&D 1e and 2e creatures that PCs battled.

I'm assuming maybe a higher HD Time Flayer may gain it as an ability? Possibly a Time Flayer Lord type of foe?


Does this spell work on Unarmed Strikes? Since unarmed strikes count as natural weapons or do they count as manufactured? I believe for Monk it can count as both, whatever is more beneficial.


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They undertook too many projects. I wish they just stuck with Psionics. They branched off into PoW, Vampires, Akashics, etc.etc. and to me that wasn't why I signed on with DSP.

I'm a huge psionics fan, WotC doesn't care about Psionics, Paizo abandoned Psionics and went with Occult magic with rips from Psionics, which left DSP as my only real source for new Psionic material.

And now that's gone too.

Starting to hate the TTRPG industry, it's not catering the bases that are left behind from edition changes and system abandonments like it used to. It's become an "assembly line" of consumers, out with the old and in with the new.

MMOs don't do this crap. Final Fantasy XI was still release expansions even far after the success of FFXIV. And they still continue to support and update the game.

While MMOs have been inspired by and borrowed from TTRPGs, it's time the TTRPG businesses take a thing or two from MMOs.


Are there more books like this for Asian-styled games in Pathfinder 1e? I chanced upon this on a Google search when looking for new published Kami creatures.


Is there a PDF for errata on this? Thanks


I run a 3.5/PF hybrid game and I port many of PF's material into the Forgotten Realms setting.

My question is, Psychic Magic is an alternative way of accessing power and emulating magic similar to what Arcane and Divine casters have access to (as well as biting off of Psionics) and is not considered to be either one. The methods are different even though, sometimes, the end result is the same.

So would The Weave affect/be affected by those using Psychic Magic?

My leaning is toward a no. In my games, I've had the magical scholars speak of it as "Mind Magic" and "Occult Magic." It's a taboo territory of utilizing magic. One of the big reasons being it's a way to access magic without requiring The Weave. It makes sense for something considered to be "Occult" magic. It's meant to be misunderstood, dangerous, alien, and too esoteric even for Wizards.

I'm wondering if this is a wise choice. I mean, it makes sense, and Ed Greenwood has stated many times that the Realms has all sorts of magic beyond the typical ones we're used to, and that there are methods of using magic without using The Weave, and I'm thinking having it where Psychic Magic is one such method makes it all the more interesting.

What are your thoughts?


Eltacolibre wrote:
That's the thing... a party of Mythic tier 10/Level 20 characters can kill lucifer without even breaking a sweat...probably would even be one round, as sadly he isn't a mythic creature and a lot of spells mythic spells have horrible effects on non mythic creatures.

Lucifer came out prior to Mythic Adventures. Tome of Horrors was 2011, Mythic Adventures 2013.

Just tack on MR 10 to Lucifer and he's good to go, maybe give him a couple unique Mythic abilities too.

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