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![]() Reading through this thread I would like to throw the following Inquisitor class features in to the mix: Cunning Initiative (Ex): wrote: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. and (From the Tactics Inquisition) Grant the Initiative (Ex): wrote: At 8th level, you and all allies within 30 feet may add your Wisdom bonus to your initiative checks. Do people think that the Inquisitor should gain his Widom bonus twice to initiative in this case. PS. FAQd as well ![]()
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![]() Secane wrote: I don't think you can take 10 on Day Job Rolls. Its not a skill roll after all. According to the latest version of the Guide to Pathfinder Society Organised Play Guide v4.2 wrote: You may take 10 on a Day Job check, but you may not take 20 nor can you aid another. I'm not sure about having the next GM sign off on it though this may help Guide v4.2 wrote: In the Pathfinder Society campaign, you may make one Day Job check after the end of each adventure. Depends when "after the end of each adventure" is considered to be I suppose. EDIT: Ninja'd by BNW on the Take 10 ![]()
![]() I'm confused as to why people are saying that a Paladin does not need to worship a god when...
PRD says wrote: Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This, and other wording within the PRD Paladin details would suggest that worshipping a god is required. If I've missed something somewhere in the Guide or FAQ can someone point me to it please. (Edit: corrected spelling] ![]()
![]() wspatterson wrote: Is there no proper map folio besides those 3 posters for this AP? I'm just about to start running the Jade Regent and having maps of the areas would be very useful. I can't find the 3 posters that you mention; are they separate to the AP? I've received all six parts of my subscription and there weren't any poster maps included. ![]()
![]() As a GM in this situation I would have ruled that the player could not walk up the waterfall. The way I explain how this spell works to my players is to get them to imagine that the river is actually not a liquid but is solid for purposes of walking over it. This means that if the river is flowing smoothly then they can walk, run or charge across it but if there are any waves (or eddies as found where a waterfall hits the bottom) then this would impede charging and running just like normal ground would that had such rises and falls on it. Therefore trying to walk up a vertical surface just isn't going to work, the same way as the player can't walk up the walls of a room (unless they have magics that allow them to, of course). As to walking into the waterfall, I wouldn't let the player enter the water of the fall as it would be repelling him just like it would if he were fully or partially underwater. This also means that if the player drops something into the water he cannot retrieve it whilst under the effects this spell has the water would repel him. Hopefully, what I've written provokes discussion rather than argument as I prefer discussions to arguments :) ![]()
![]() BYC wrote:
I see this stated by people all of the time, but why would casting a spell with the Evil descriptor change any characters alignment to evil any more than casting spells with the Law/Chaos/Good descriptors would alter their alignment. Back on topic, I like idea of the wand, especially the guaranteed 10 points of healing. Not a wand for use during combat though. ![]()
![]() Charender wrote:
I was looking at the bottom of this page in the Paizo PRD. ![]()
![]() Joshua J. Frost wrote: We seem to have a general problem with the Gen Con UK 2008 entries and we're looking in to it. Stay tuned. Hi Josh, Have you made any progress with the Gen Con UK entries yet? Looking at my Sessions I see that all of them have been reported apart from one at Gen Con which seems to be pointing at 1919- (without a trailing number) and a character of Mastin Willis: this ought to be against 1919-1 Mastin and there should be 2 prestige points as well. regards
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![]() Entropi wrote:
SRD wrote: Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. I take this to be that the limitation from lack of medium armour proficiency is removed. EDIT: The entire entry can be found here within the SRD. ![]()
![]() I managed to play all four scheduled slots and also to GM a slot for Mists of Mwangi - I had great fun on both sides of the screen. My thanks to the GMs, Players and of course those that take the time to write so creatively. Edit: As Paz said above, I could not complete my mission in the Slave Pits due to another PC completing theirs and pocketing that which I needed...ah well I still had fun which is what's important ![]()
![]() Zaister wrote:
Do you leave out animal companions, familiars and paladins special mounts when you calculate the APL? If so then leaving out the cohorts seems to be consistent to me. Winteralker wrote:
Likewise, where does the loot come from when equipping animal companions, familiars and paladins special mounts (assuming that this is allowed in your campaigns)? If it comes from the PC who 'controls' the animal companion etc. then the PC that attracted the cohort is the one who equips the cohort. If animal companions etc. gain a share of the loot in your campaign then the same should be true for a cohort. That is my 2 cp, oh, and even though I have quoted two posters, I am not just replying to them I am speaking to everyone to gain their opinions. EDIT: Sorry, I ought to have said, I treat cohorts exactly like animal companions etc. in that they are equipped by their 'masters' (for want of a better word) and do not count when calculating APL. ![]()
![]() Wintergreen wrote:
I'll be there, I'm running Lihr and hopefully playing Mastin in Pathfinder. ![]()
![]() Belerlas wrote: I have just looked at my PFS profile for Mastin and noticed that the two prestige points awarded for the Silken Caravan at Gen Con UK 2008. I've got the Chronicle but can't quite make out who the GM was (his PFS number is available). Oops, I ought to have said that I've noticed they are missing, thanks for the bump Wintergreen, and for the great adventure. How do I go about getting them added to the profile? ![]()
![]() Straybow wrote: No, you absolutely cannot. Both Take 10 and Take 20 require that no ill effects befall if you rolled normally and failed, and in the case of Fabricate a failed craft check would ruin the spell. Thus you must actually roll the craft check. Actually Straybow the SRD definition of Take 10 is: When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. I can't find any definition for Take 10 in the Beta rules so I'm using the SRD in my game. ![]()
![]() sowhereaminow wrote:
Within the Smashing an Object section on hit points it refers to ineffective weapons. Certain weapons just can’t effectively deal damage to certain objects This is all it says though so it still leaves it up to DMs as to what is an ineffective weapon, though all miners I've encountered as a Player (and used as a DM) have been using picks as opposed to...oh, I don't know...greatswords. ![]()
![]() Eric Mason 37 wrote:
Neither the Beta rules nor the 3.x rules allow you to bull rush an ally - both descriptions specifically state that bull rush applies to opponents. Is my interpretation wrong? ![]()
![]() JoelF847 wrote: Another action that would be good to explicitly state would be administering a potion to an unconscious character. Is this the same standard action as drinking it yourself, or should it take a full round action? Page 351 of the Beta Campaign rules states "A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature." |