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CFet's page
Goblin Squad Member. Organized Play Member. 128 posts (216 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 4 aliases.
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Hello rules gurus, seeking wisdom!
The Huntmaster Cavalier archetype gets animal companion(s).
The archetype indicates:
The share spells animal companion ability does not give the huntmaster the ability to cast a single spell so that it affects all of his animal companions.
Does this mean if the cavalier only has one companion, they can share spells? If not, why wouldn’t the wording have just eliminated share spells all together? Or perhaps this is just meant to emphasize that one spell casting per companion is required if share spells is in use? (I intend to multi class into a spellcaster).
Thanks!
Someone asked me this and I'm just overwhelmed by the possibilities and potential for hilarity. I put it to you all, which spell would you learn first if pathfinder spells were real? Ignore spell levels and don't pick Wish, that's boring.
QuidEst wrote: Yep! So don't get 'em killed, and don't tick them off enough for them to attack you. haha, thanks!
If an insinuator antipaladin outsider servant is killed, by RAW does he suffer the penalties as the stock antipaladin would? -1 attk/dmg and no new summon for 30 days?
Insinuator's Ambitious Bond (sp)
At 5th level, an insinuator gains a divine bond with either a bonded weapon or an outsider servant. This functions as the antipaladin's fiendish boon with the following modifications....
Outsider Servant: This functions as the antipaladin ability, except the insinuator gains a new outsider servant each day, whose alignment must match the alignment of the outsider invoked for the day. The outsider servant functions as much as an agent for the patron invoked by the insinuator as an ally of the insinuator himself, and may turn against him if he violates his patron's alignment or interests.
Fiendish Boon (sp)
...
Should the antipaladin’s fiendish servant die or be banished, the antipaladin may not summon another servant for 30 days or until he gains an antipaladin level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.
Maybe we just need to FAQ if UMD is required or not. At this point that seems to be the real debate, not whether or not the actual item could be used.
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OK so I did find a few relevant quotes from James Jacobs that may help clear up my initial question.
From this thread
Nathanial321 wrote: The question everyone has been wondering is whether or not alternate classes are like archetypes in that they can use the feats, traits, etc. as the primary class even when the requirement has the primary class as a requirement as long as archetype/alternate class has the ability to utilize the feat, trait, etc? For example using the second question in my last post as an example.
James Jacobs wrote: Alternate classes like the antipaladin, ninja, and samurai ARE essentially archetypes. They're just archetypes for which we went through and gave you the full level advancement chart for. And artwork too! So as long as they didn't give up a class feature that is a requirement for a feat or whatever... yup... they still can take that feat/trait/thing.
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From this thread
James Jacobs wrote: Tambryn wrote:
What's the difference between an alternate class and a core class? I could have sworn I heard Erik Mona say at last year's Paizocon Banquet that the Magus would be the last new class for a while.
Someone please clarify this. Class glut is pretty worrisome to me as it seemed to be a huge contributor to the decline of 3.5 in popularity and focus during its last years.
Tam
It's a pretty subtle difference, really, that almost counts as a philosophical difference as much as it is a game design difference. But here goes:
BASE CLASS: This is a class that features at its heart a unique ability, power, or method of doing something. That can be the ability to cast arcane spells from a spellbook, the ability to do sneak attacks, the ability to use bardic music, the ability to do alchemy stunts, or whatever. With each base class we build, it becomes tougher and tougher to come up with a new mechanic that helps to set that class apart. As far as multiclassing works, you can multiclass between any base class without restriction, because each class has its own basic shtick. You can't multiclass into the same base class though; you can't be a 1st level rogue and then multiclass into rogue and therefore gain 2d6 sneak attack at 2nd level instead of gaining evasion. That might seem obvious, but it's important to keep in mind when we move on to alternative classes.
ALTERNATE CLASSES: In earlier editions of this game, we might have called these "sub-classes." An alternate class does NOT have a significant new core ability. It's basically just a glorified archetype. The antipaladin is a great example; looking at the antipaladin, you can see that it basically functions the same way as a paladin. It has a smite ability, it has an ability to channel energy with its touch, and has an ability to put "riders" on that touch ability. It's different than the paladin, but it's also obviously just a VARIANT paladin. Technically, we could stat up ALL of the archetypes as alternate classes... but since most archetypes only swap out a few abilities, that'd kinda be a waste of space. Also... you can't multiclass from a class into that class's alternate class; you can't multiclass from paladin into antipaladin, for example (even if you ignore the alignment restrictions, you still can't; it's the same class).
We've pretty thoroughly explored the concept of new base classes and archetypes by now... but we haven't explored the concept of an alternate class beyond the antipaladin. With Ultimate Combat, we're exploring the concept three times, with the samurai, the ninja, and the gunslinger. (The gunslinger, actually, might morph into a full base class; guns are new enough of a concept to the game that that MIGHT be enough to justify a whole new class—we'll see.)
So while the difference between a base class and an alternate class might seem pedantic... there IS a difference. Whether or not the game and its players will accept more alternate classes, or whether folks will just treat things as if there's no difference between base classes and alternate classes... that's what Ultimate Combat will tell us.
Quintain wrote:
I'd look for a more definitive statement, personally.
Please FAQ then :)
deuxhero wrote: Quintain wrote: By Raw, no. Despite their same similarities, an anti-paladin is not a paladin, any more than a druid is the same as a cleric.
The operative clause is: "When worn by a paladin". Unless they changed it, an Alternate Class is just a big archetype. A Ninja is a Rogue, a Samurai is a Cavalier and an Antipaladin is a Paladin, just as an Eldritch Scoundral is a Rogue, a Daring Champion is a Cavalier and a Sacred Servant is a Paladin. Yes, this was my thinking as well in regards to items.
Paizo on Alternate Classes wrote: Alternate classes are standalone classes whose basic ideas are very close to established base classes, yet whose required alterations would be too expansive for an archetype. An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class—a samurai cannot also be a cavalier, and vice versa. Bolding mine
Quintain wrote: It's not having the class feature that is the problem. It's that the bracers are restricted to being used by a certain class.
So you'd have to use UMD to simulate being a paladin first, which I don't believe is possible. The restriction isn't "those having lay on hands", it's restricted to paladins only.
These bracers have similiar text to a holy avenger, which is also restricted by class.
So, while I think you may be able to convince a GM that emulating a class feature might work, by RAW, it's not possible.
Yeah, good points. The bracers are, after all, bright frigging gold and engraved with celestial creatures. Maybe an antipaladin born into it wouldn't pick them up but perhaps one who fell.
Would Paizo's note on the antipaladin's relationship to the paladin class have any impact?
Paizo's AntiPaladin Description wrote: "Note: The antipaladin is an alternate class for the paladin core class. Making use of and altering numerous facets of the paladin core class, this villainous warrior can’t truly be considered a new character class by its own right. By the changes made here, though, the details and tones of the paladin class are shifted in a completely opposite direction and captures an entirely different fantasy theme, without needlessly designing an entire new class. While a redesign of sorts, this alternate class can be used just as any of the other base classes." Bolding emphasis mine.
Halek wrote: That would work. Weird but it works. That is clever. Annoying, but it would work.
It still seems strange to me though. Paizo clearly thought enough to indicate that an Antipaladin's revised LoH (Touch, or selfish) is the same as a Paladin's. Pretty much every (I think, needs verification) item/feat/spell involving smite, LoH, or channel could be used by an antipladin yet this one stands out. Personally I think it's just older item text that wasn't on the radar when this very new archetype came out.
4 people marked this as FAQ candidate.
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Yay or nay by raw? Concerning text in italics.
Bracers of The Merciful Knight:
These golden bracers are engraved with images of celestial creatures.
When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell.
Antipladin Relevant Text (for touch of corruption):
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.
Insinuator Antipaladin Archetype Relevant Text:
Selfish Healing (Su)
Beginning at 2nd level, an insinuator can heal his wounds by touch. This is treated exactly like the paladin's lay on hands class feature, except it can be used only to heal the insinuator and cannot be used on other creatures.
This ability replaces touch of corruption.
Yo! I'm wondering, does channel surge increase channel negative energy damage done via channel smite?
Really wish Paizo would chime in on this. Building a char at the moment with the Curve Blade and having this question answered would help substantially with build decisions, as well as clear things up for the general community. It has been asked so many times in different places (1.5 x Dex) specifically.
Yeah, GM-lookup ability shouldn't be the issue. The role they are serving here is purchase validation. They are the gatekeeper to the game and can determine if you've paid for your seat. Data packages and abilities are well described in the app and on the prints, they are certainly detailed enough for an in-game rules check. What I don't like is the double purchase. Who likes to pay twice for content used to accomplish the same goal? I actually really like your special PFS licence idea. Heck, I'd be fine with increased data package pricing.
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The continued collaboration between Lone Wolf and Paizo is great, however not being able to use Hero Lab data packages as "sources" for PFS players really hurts buyers of the product.
For my Pally, I had him see the visions but immune to the effects so he could get the story as well.
Has anyone had their PCs sleep in the pinnacle of avarice? My guys are basically sleeping near The Reliquary with Ceoptra in the next room over. The Battle Herald is standing watch all night with the intent to have the paladin remove his fatigue via mercy. They essentially just need to recharge their cleric and arcane trickster. Should I interrupt them somehow? Everyone but Ceo is dead, and they haven't entered the room with the anima focus yet. I want them to have a fighting chance against special K but at the same time the party is very strong and I'd be surprised if they had issues even with the cleric so low on spells.
If my guys are reading this, know that I will stomp you if you are!
Just a Guess wrote: In his tactics it states: If his opponents scatter, he singles a random
opponent out in between rounds when he can breathe and makes either a flyby tail slap or a bite so that he can snatch an
opponent, carry him aloft, breathe on him, and drop him from at least 200 feet up onto the rocks below.
How does he snatch an opponent? I don't see an ability allowing that. Would it not need the snatch feat to do that?
Hey, I had exactly this issue when I ran this section. I ended up using the original version of Arkhryst, which I think is still on pfsrd20. It includes snatch, which looks like was missed during the conversion.
Also, flying with a blizzard going, he can be absolutely devastating when you consider the effects of wind and vision impairment. I nearly TPK'd my party with him by snatching the cleric and dropping him, effectively putting him out of commission. If it wasn't for an awesome roleplay opportunity, I'm sure they would have perished.
Hi,
Can you wear a wondrous item robe under or over a suit of armor by the rules?
Cheers~
Under Arkryst's tactics it indicates that he
"makes either a flyby tail slap or a bite so that he can snatch an opponent, carry it aloft, breathe on it, and drop it from at least 200 feet up onto the rocks below"
If he doesn't have the feat snatch, how was he intended to accomplish this?
EDIT: It appears that this text was a remnant of moving to the anniversary edition as the original stat block indicates he has the feat snatch.
Could a dev verify if he is indeed still intended to have Snatch?
I suppose I would lean on the text from the Blinded condition you quoted, key text being activities:
"All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail"
The question then becomes:
Does removing something from your backpack rely on vision?
I would say yes it does but would allow some more-than-move action blind fumbling randomized against any other oils or vials in the backpack. There's no distinction in pathfinder as far as I know in vial shape so it could be assumed that they are all the same. ;)
Shimesen wrote: As I see it, a successful trip attempt is more than just a check to surpass CMD. If you did not inflict the prone condition for any reason, you "failed" to trip them. This. Simplistic resolution to a circular argument. A quick FAQ defining a "failed" trip attempt, or rather a "successful" trip attempt as afflicting or not afflicting the prone condition would work wonders.
James Jacobs wrote: CFet wrote: Hi James, best wishes for recovery!
Quick Q: The Sandman's Stealspell, was this ability intended to be a ranged or melle touch attack? Huh? I'm not sure what you're talking about here... My apologies, I meant this ability from the Bard Sandman Archetype:
Stealspell (Su): ...the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action...
I assumed it would be a ranged touch, that would mesh with perhaps the notion of the bard coaxing the stored spell from their foe via song/dance/etc but the ability description itself doesn't actually specify melee or ranged.
Of course, I do understand if you wish to remain elusive on this one ;)
Cheers!
Hi James, best wishes for recovery!
Quick Q: The Sandman's Stealspell, was this ability intended to be a ranged or melle touch attack?
Kyle Olson wrote: CFet wrote: Hi All,
I just installed this app on the iPad and I can't for the life of me figure out how to open a hero lab .por file with it - is this possible? If so, how is it done and what intermediate apps are perhaps required?
Best,
C
You need to use the iTunes interface to copy the file to the device.
About file sharing Thanks Kyle. I was curious, any chance of enabling the use of .por files upon clicking them locally on the iPad with "Open With"? It would definitely streamline the process not having to use the desktop.
Hi All,
I just installed this app on the iPad and I can't for the life of me figure out how to open a hero lab .por file with it - is this possible? If so, how is it done and what intermediate apps are perhaps required?
Best,
C
Necro-ing this thread! Wondering if anyone has these files now for Anniversary edition?
Thanks but perhaps I should specify: I'm looking for gaming in Edmonton, in person.
Hey Everyone!
I just moved to Edmonton. My hometown had a pretty active pathfinder community. Pathfinder Society Events seem to take place quite far from where I'm living. I'm wondering if there's anyone out there looking for another player in their campaign? I'm potentially looking at setting up a Rappan Athuk Campaign of a particularly gritty composition. I could be swayed to run an official AP as well. Please feel free to send me a private message or respond here. :)
Cheers,
Chris
Hi Paizo,
Wondering if it would be hard to implement a tag system for people to mark their own thread as [solved], especially with regards to rules questions.
Cheers!
Chris
Gobo Horde wrote:
To wrap your head around it thematically think of the splinters from the feat as sticking into the skin but not penetrating deep while the ones that crit are driven deep into the flesh, past the skin.
Thanks Gobo, I like this response, it's what I was looking for, some sort of rationalization even though by RAW it doesn't mesh. Cheers!
Hi,
I have the Splintering Weapon Feat:
PRD wrote: Splintering Weapon
Your fragile weapon works to your advantage, breaking off fragments in wounds you inflict.
Prerequisites: Base attack bonus +1, proficient with weapon, weapon made of primitive material.
Benefit: Whenever you use a melee or thrown weapon with the fragile weapon feature (page 146) or similar quality and hit an opponent, you can give your weapon the broken condition to deal that opponent 1d4 points of bleed damage.
I also have a Viridium weapon:
PRD wrote: Viridium
This deep green volcanic glass is similar to obsidian but is formed when molten rock is tainted with anomalous trace minerals from deep beneath the earth whose emanations are toxic to living things. It can be fragmented to razor sharpness, but even a tiny amount of viridium contacting the bloodstream can pass on a wasting sickness.
Any successful hit with a viridium weapon causes the target to contract leprosy (Fortitude DC 12 negates). On a successful critical hit, a tiny fragment of viridium breaks off within the target, affecting it as though with greenblood oil (Fortitude DC 13 negates).
A creature carrying a viridium weapon must save every 24 hours or contract leprosy unless the weapon is kept inside an extradimensional space (such as an efficient quiver) or a scabbard lined with lead.
Oozes, plants, and outsiders are immune to the deadly emanations of viridium.
Viridium weapons have half the hardness of their base weapon and have the fragile quality. Viridium can be magically strengthened at an additional cost of +1,000 gp for a weapon or +20 gp for ammunition. This removes the fragile quality from the item but does not otherwise affect its abilities.
My two questions:
With special attention to the bolded sections:
Q1) Would utilization of this feat break off a fragment into the creature, thereby subjecting it to the greenblood oil affect as per the critical hit description above?
Q2) What would the rationale be if not?
Claxon wrote: For those that can't access d20pfsrd (because they're at work like me)
Combat Rules
Activate Magic Item wrote: Unless otherwise noted, activating a magic item is a standard action.
Ahhh, that was the key for me. Thanks folks!
Where? Where does it spell out using the "command" action is a standard action for special armor qualities? Sorry blackbloodtroll, I can see the argument but I don't see it by RAW.
Please click FAQ if it isn't spelled out in some RAW definition.
2 people marked this as FAQ candidate.
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Hi, what action is it to command something with the blinding quality to, well, blind? The wording says "command". As far as I know, command is not a key word.
Blinding
Fantastic! Congrats! I enjoy having this media form open so I can get a PFS fix at a time that works for me. :). The online community is a healthy group of regulars that are genuinely lovely people to game with. To digital delving! Cheers!
I'm still a bit fuzzy on this but just to confirm, you can replay a scenario as a player if it's only a Tier 1-2 and NOT a Tier 1-2 sub-tier, correct?
After playing last night and haveing some awesome roleplaying conversations with multiple Nagaji characters, this scenario would be prime for some sort of role-playing based boon. I absolutely loved being able to speak Nagaji to a little known race, albeit choppy and muddled to learn of their plight. There was so much culture flavour in this scenario I think it could make for an awesome opportunity or at least a postmarked boon for a later scenario.
Sorry to necro this thread, but where is the official source saying that temp hit points don't stack? I've been searching for a while now and am coming up dry.
I'd love to see more re-playability on both sides of the table, perhaps for Full GM Credit and 1/2 Player XP for first re-play that's a non-tier 1-2. Incentive for both sides on replays, with replays favoring the GM could potentially get new GMs to not only decide to play for a star or two, but to also stick around for those 2nd and third run-throughs. I enjoy GM-ing (home games mostly) for the sheer enjoyment, but I understand the need for reward. I'd be surprised if it didn't take a GM the same amount of time in hours to prep a scenario as to play it (for the first time at least), why not reward them for that time as well?
It's Greg Vaughn's brainchild, Slumbering Tsar. There are 6 pages of obituaries in the back of the printed hardbook, each with over 20 lines for names. Expect to die. No matter how solid a character you make, there is something that can and will kill it.
10. Gibbering Mouther
9. Mud Golem
8. Male Druid
7. Aboleth
6. Chaos Beast
5. Spectre
4. Mephits
3. Rust Monster
2. Black Pudding
1. Huge or Gargantuan Linnorm
Hi Fabian,
The fact that you prefer no stats lower than 10 or above 16, as well as choose based on fluff and flare makes me extremely interested! I'm currently in one pbp for PFS and it is my first one; however, I enjoy it immensely. The ability to literally "write" your character into the story makes for a wonderfully narrative media form. It also helps me work on my writing and expanding the ol' GM vocabulary :).I shall submit a character concept soon!
You are instantly transported to the nearest hostile ship during their Captain's briefing.
This is a wish spell we're talking about here. That's powerful stuff. :P
Interested! Will post on the alias to apply.
After playing the Golemworks Incident recently, the need for an artificer class really became highlighted to me.
June Soler wrote: Will,
Do you think that it even needs to be a separatist archetype?
I was thinking if its PFS legal wouldnt it be legal to all dieties with the Chaos domain until a clarification came out saying otherwise.
Thanks June, this really echoes the heart of my question. Whimsy is not currently associated with any deity; it would be nice to get an official PFS statement on this subdomain!
EDIT: Clarification for PFS added.
Has this been clarified somewhere? Can a cleric in PFS legally take Whimsy as a subdomain? I have a character concept I would just love to use whimsy for.
Can someone clarify how/when the boons for the deity Korada can be utilized? Specifically "Steady Hands".
I'd quote the source but I'm reading off HeroLab and my documents are packed away for moving.
Thanks!
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