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![]() I am looking to join a group as a player for some Pathfinder (preferably in Golarion without extensive house rule rewrites- some are fine), FFG Star Wars Edge of the Empire/Age of Rebellion/Force & Destiny, or World of Darkness (Vampire, Werewolf, Mummy, etc.) games. I'm not really interested in learning new systems at this point. I'm looking for a game every other week either on week nights or weekends (preferably at night). I have a family and kids so a 6 hour session is cool, but I can't do all-day games. I have no problems staying up late. I have lots of experience playing and GMing. I am a team player and never cause issues for my party. I do make optimized characters but put a lot of thought into a character's backstory and behaviors. I am flexible with the type of character and usually like to fill in a party need and act as party support rather than take over the spotlight. I work in Cary and live in Apex so a game somewhere in the SW quadrant of Raleigh would be ideal. Any GMs with open seats? You can email me directly at iriutta@gmail.com Thanks! Ian PS: If you are looking at this months or years after my post, feel free to respond, as groups start and finish all the time. ![]()
![]() If I had a fairy dragon familiar with the Evolved Familiar evolution (Reach) could I change its 5 foot cone Breath Weapon into a 10 foot cone? Reach just says, "One of an eidolon’s ATTACKs is capable of striking at foes at a distance. Pick one attack. The eidolon’s reach with that attack increases by 5 feet." Breath weapon says, "A breath weapon ATTACK usually deals damage and is often based on some type of energy" ![]()
![]() WA, Seattle - Star Wars Edge of the Empire Beginner Box and Beyond! I hope I put this is the right place. If not, Mods, feel free to move it. Looking for 4-6 players to help me try out the Star Wars Edge of the Empire Beginner Box near Seattle (East side). I will GM and would like to run the adventure several times with different people. Right now I would like to run it at my home (or someone else's) but I could be persuaded to run at a local game store if that makes anyone uncomfortable. It will likely be a once or twice thing as the adventure in the box isn't that long. The end goal is to find a group of fun people to play the full game with on a regular basis (2/month). As I am woefully out-of-date on my GM skills, there will be some learning/relearning on both sides of the Gm screen. Who I am looking for: 1. Someone who likes fun and doesn't take the rules too seriously. Knowing the rules is awesome, but I don't want to bog the game down for more than a few minutes looking something up or arguing about something. That being said, I will follow the rules to the best of my abilities, unless I have a strong reason not to. Since we are all learning the rules, this is more for the actual campaign if it grows into that). 2. Someone who lives near Seattle and could get over to the East side of the lake. (Bothell, Redmond, Kenmore, Kirkland) 3. Someone who is a team-player and wants to help be sure everyone has fun, instead of only one person. 4. Someone who likes or thinks they might like to try role-playing. You can be experienced or a total newbie. We will learn the system together, as designed, by playing the beginner box. 5. A mature player. While I would consider someone younger if they are relatively mature and fun (or come as a package deal with someone else), I am not looking to run a kid's table. You should be able to carve out a chunk of 4 to 6+ hours, including staying up until at least 10 PM. (Or later if not playing on a "school night"). Also, you should be consistent and could regularly make the game. (If it grows into a full campaign later). Flakes are no fun. If this sounds interesting to you or anyone you know, please respond here or pm me to get added to my list of potential players. Adding a bit of info about yourself would be great as well so I have some sense of who and what is coming to the table. ![]()
![]() Under Beast Shape / Wild Shape you gain certain abilities based on the animal you turn into (Grab, Pounce, Trip, etc.) There is a list of abilites based on the monsters when printed. There have been a lot of new bestiary entries since the rules for beast shape / wild shape were printed (Stun, Clobbering Charge, Tearing Bite, etc.) Has Paizo ever updated the list of abilities you can gain while wild shaping / beast shaping? Is there an errata or something that I missed? If not, are there plans to populate the list so the new beasts get some loving? ![]()
![]() "Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity." Does this use the sylph's normal CMB for this or is it calculated using other stats (wis, int, char, other)? Str of the sylph doesn't seem to make much sense here because it is the winds doing the attack and it is up to 30 feet away. Anyone know? ![]()
![]() In Ultimate Magic there are a bunch of animal and terrain domains. Some of them have powers based on Wis and some of them have powers based on Cha. Is this intentional or should they all be Wis based? The section in UM says that "If an animal or terrain domain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character’s druid level + her Wisdom modifier." This implies that perhaps they should all be Wis based and the CHA ones are typos/copy/paste errors. Anybody know for sure? For example, Aquatic domain: "Sealord (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier." vs. Desert Domain: "Heat Shimmer (Su): As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you’re using this ability are dazzled for 1 round (Fortitude negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive." ![]()
![]() For a gunslinger it takes a full round action to reload a two handed musket. If I have the rapid reload feat it drops it down to a Standard action. If I then use an alchemical cartridge it drop sit down to a move action. Assuming I start with an empty gun and have no other special abilities or anything (multiclassed into lvl 1 gunslinger), but I do have the Rapid Shot feat already, can I use Rapid Shot to make two shots per round? I'm thinking not since the reload still takes a move action to load the gun, but I am not sure. Can anyone clarify or explain further? Is there anything else I can do to make the reloading faster? ![]()
![]() I have a medium character with an 8 str so climbing is not something I am good at. I have a medium eidolon with str 16 and the climb evolution so climbing is something he is very good at. I want to figure out a legal way for him to carry me up a cliff or surface. Any by carry, I don't mean with his hands since he needs them for climbing. I mean carry me on his back. (Think Princess Bride Movie with the giant and the inconceivable guy) The rules seem somewhat unclear on this issue. Can anyone help me nail it down based on RAW or RAI. To be clear, I don't want to ride my eidolon as a mount. My eidolon looks like a humanoid panda and has the climb evolution (climb speed 30 feet) and a very high str (16). I want to be able to securely attach myself to him, either by riding in a harness (presumably not a saddle), tying myself to him, or hanging onto his neck (not preferred due to my low str). Whatever works best, with the least chance of one or both of us falling to our deaths is what I want to do. Generally, I don't want to do this in combat, but since he has the climb evolution he could do it and take 10 while doing it, even in combat. The ride evolution and the riding skill don't seem applicable here at all. "Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem." Ride skill is mainly for guiding with your knees and doing things while in the saddle. It's pretty much always for sitting upright on a quadruped's back, and panda is a biped that I am clinging to or tied to. All I'm doing is either strapping myself in or holding on. I'm not using it as a mount for charge attacks, or riding on its back into combat. I'm only using its climb speed to get me up surfaces that my pathetic 8 str will not allow me to safely do. Ideally, I would not have to make a str check to hold on at all. (strapping myself in, tying myself to my eidolon, using a climbing harness, etc.) His str of 16 gives him a medium load of 77-163 pounds. My character weighs 110 pounds plus gear, which is well under 163 pounds total. A medium load penalty imparts a -3 check penalty and reduces sped to 20. (Just like medium armor). Essentially my character would act as if the eidolon was carrying a big sack full of loot on his back or wearing medium armor. "A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (by accepting a –5 penalty, it can move half its speed (instead of one-quarter its speed)), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing." So his climb skill is a 15 normally or a 12 with me on his back. Since he can take 10, he can get up to a 25 normally or a 22 with me on his back. This means that he can easily climb the following surfaces with listed DC's: 0 A slope too steep to walk up, or a knotted rope with a wall to brace against.
So how should I handle this? Am I missing something? ![]()
![]() I have had two DM's say off the top of their heads that they didn't think it was allowed, but I can't find any evidence that says you cannot do it. The scroll says it acts just like casting a spell. The rod says you don't have to activate it, but merely hold it unless otherwise noted. For example, I have an elemental metamagic wand and a scroll of fireball. Could I use the rod while casting the scroll and make it an iceball? Sorry if this is obvious in the rules and I just missed it. If there is no rule for or against it, then what do the DMs think? I want to use it for a PFS character so I'd prefer to nail it down or get a consensus from GMS who run PFS events. Thanks in advance! ![]()
![]() I don't see bestiary II listed under additional resources for PFS. Thus the poor compy ( Compsognathus )is not legal for pfs play. Is this an oversight, intentional, or have they just not gotten around to it yet? Aren't there other familiars or things in bestiary II that could potentially be used in PFS? ![]()
![]() Does the Prismati trait apply to alchemist bombs? I would imagine that they would be fist sized and similarly shaped, like a potion or an alchemist's fire. Regional Trait
If not, then what is this feat intended for? ![]()
![]() Mutagens do not stack with each other. You are also only allowed to have one dose of a mutagen on your person at a time (not drunk yet). When you drink a mutagen, any previous mutagenic effects end. Are mutagens and cognatogens considered to be the same or are they different? For example I have a mindchemist who took the mutagen discovery. 1. Can I have a dose of mutagen on my person plus another dose of cognatogen or must I pick one? 2. If I benefit from having drunk a cognatogen and I drink a mutagen, do I get the combined benefits/drawbacks of both? ![]()
![]() After playing PFS for a while (several lvl 5 characters), I started thinking about the loot I find during the scenario. I LOVE that you can use them during the scenario (get a taste for free), and I like the idea that you can buy the items you find after the adventure. Perhaps it is just the levels we are playing at. However, I am finding that in general most of the loot we find is what I would call secondary items. When it comes down to it, I'd probably never buy any of it and save my money buying the "must have" magic items. Now this would be offset in that you can only buy stuff you find, but with all the faction points we have (at lvl 5-6) we can buy things up to 5k. So we can buy ANY of the stuff listed on the chronicle sheets anyways, without ever needing to find it on our sheet. So basically, I never buy anything from the sheets. Here is what I am thinking. Feel free to tell me why it would be a bad idea, I haven't reached the upper tiers yet. All the equipment you find on the chronicle loot sheet can be purchased for 75% base price. That way they seem more attractive (it's a deal) and you actually consider taking the risk on a secondary item. Realistically, if the party finds all that stuff and can't use it, they'd sell it all anyhow, but not in PFS. We already can't make our own items so I don't see why this would be a huge deal. Here are some questions: 1. Does the end gold gained total already take into account the selling of all found items at 50% value? (potions and weapons) 2. If so, then isn't it weird that if you wanted to keep something you find, you have to pay full price for it, even tho you just sold a perfectly good one for only 50%? So, what do you think? Awesome, broken, am I missing something important? ![]()
![]() Do these work together? Would this allow me to affect a target 2x per day? Abundant revelations: Benefit: Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation. Misfortune Revelation (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day. ![]()
![]() Sorry if this has been asked before. I know we can use all manner of third party stuff in home games, but PFS seems (to me) to be the "official" pathfinder list of things that are legal anywhere PF is played. Here are my questions... 1. There is a LOT of awesome third-party stuff for Pathfinder, such as extra archetypes, spells, revelations, etc. that I would LOVE to use with my PFS characters. Is there any chance that some of these may become legal for PFS someday? 2. Since some of these awesome ideas have been published by third-parties does that preclude them from ever being incorporated into PFS? An other way of wording it: Since these guys thought of it first does that mean that Paizo cannot use it, even if they wanted to? ![]()
![]() 1. I don't see any feats for extra ninja trick like there is one for extra rogue talent. Is this by design or will it come later? 2. Can a ninja take the extra rogue talent feat? Must he first take the ninja trick that gives him a rogue talent and THEN take it, or does that not count as a rogue talent class feature? 3. If I had a ninja with a -2 CHA bonus would I have 0 ki until 6th lvl or is it min 1 or min 0? Ninjas get 1/2 level + cha bonus for ki pool. 4. If said uncharismatic ninja took the extra ki feat how would his ki pool be calculated? Assuming lvl 2 ninja, would it be 1(half lvl) -2 (Cha) +2 (feat) = 1 total OR would it be 1(half lvl) -1 (Cha, min 0) +2 (feat) = 2 OR something else? Thanks! ![]()
![]() I know that a character can buy a horse (variety)or an attack dog/riding dog. Are there other options available for trained animals and/or is there a list of purchasable animal cohorts that are legal in PFS? Is the horse/warhorse/riding dog the best you can buy for a character? I have a riding dog now for lvl 1-3 but, they don't seem to level with you in any way. I am looking more for combat pets of a sort and not so much useless 1/2 cr squirrels or familiars. To clarify, these are not animal companions that you get via classes or special abilities, but animals that "anyone" can buy. Someone mentioned axebeaks, but thought they were only adolescent or something? Are there adults? I don't even know what an axebeak is... ;) ![]()
![]() I am playing a warforged artifcer in an Eberron game and would like to craft all sorts of great things for my party. However, we are off on a long adventure, sometimes going days if not weeks with no access to large towns. This means that there are no smithies, alchemical labs etc. I would greatly appreciate some feedback on this new spell and the subsequent magic item that uses it. If it sounds balanced, then please say so. If not, then please try and be constructive and help me make it better. The theory behind the spell is that it functions much like the 0 level summon instrument, but instead it summons all the masterwork tools you'd need for one particular type of crafting or for a particular kind of skill. There is a pretty big jump in power from a 0 level spell to a 1st level spell, so I am setting it at 1st. I think this is ok, especially since this has no use outside of crafting.
This spell summons one set of masterwork tools, a lab, or a kit of your choice. The available options are an Alchemist's Lab, Masterwork Artisan's Tools, Climber's Kit, Disguise Kit, Healer's Kit, Masterwork Instrument, Merchant's Scales, Surgeon's Tools, Leeching Kit, Mapmaker's Kit, Masterwork Thieves Tools, or any other item with either "Kit", "Lab", or "Tools" in its name that does not provide more than a +2 bonus to a skill check. The summoned items will only be usable by the caster or creatures she directly controls, although others may assist you as normal for any related skill checks. If the items are used in the creation of an item, magical or mundane, the caster must still provide all consumable materials needed to create an item as normal. The summoned items cannot be used in combat or to cause damage in any fashion. The summoned items will disappear at the end of this spell. ________________ Magic Item: Artificer's backpack Aura moderate Transmutation; CL 5th
An Artificer's backpack normally looks and functions like a masterwork backpack with stiff sides and many pockets. Once per day when the proper command word is given, the backpack unfolds itself rapidly in the space of a single round to form a tent covering the area of a 20 foot cube or smaller. Any objects formerly stored inside the backpack now rest inside the tent. The backpack cannot unfold if there isn't enough open space for it to occupy once unfolded. It functions as as a Hide Campsite spell with a duration of 10 hours. The exterior of this structure can take whatever illusory form the user desires. In the center of the tent a professional crafting station appears. The user chooses one type of craft skill she has at least one rank in when the backpack unfolds. The crafting station contains all the appropriate masterwork tools needed for crafting and all necessary common components used in the crafting process. (Blacksmithing- Anvil, water buckets, kiln. Alchemy- glassware, couldrons, tubing, heat sources, etc.) The crafter must still provide all the consumable materials to create the item as normal. In addition, this crafting station grants a +5 insight bonus to a single crafting related skill check per day. A second command word causes the crafting station and all tools to dissapear and the backpack to fold istelf back into a normal masterwork backpack, but only when it is unoccupied. Any items that were created or partially created now rest on top or next to the backpack. Construction Requirements: Craft Wondrous Item, Summon Professional Toolkit, Crafter's Fortune, Creator must have at least 5 ranks in a Craft skill; Cost 2,905 GP
For this item, I set out with four goals:
It's always hard to judge how much something would cost, so I will try to show my math.
Masterwork backpack = 50 GP Command Word (Crafter's Fortune): Spell level (Wizard 1) X Caster Level (1) X 1,800 = 1,800 GP
Command Word (Summon Professional Toolkit): Spell level (Wizard 1) X Caster Level (5) X 1,800 = 9,000 GP
so 3,600 + 50 + 360 + 1800 = 5,810 GP total. ________________
Aura moderate Necromancy; CL 5th
This ornately crafted sack is filled with cotton, feathers, or some other fluffy stuffing material. Once per day, when the command word is given, the sack can impart to a single creature who rests her head on this sack the benefits of a Nap Stack spell. Creatures can benefit from the effects of this sack each day. Creatures who do not need sleep can still benefit from the sack if they choose to sleep or rest for a period of at least 2 hours. Construction Requirements: Craft Wondrous Item, Nap Stack; Cost 1,670 GP
Command Word (Nap Stack): Spell level (Cleric 3) X Caster Level (5) X 1,800 = 27,000 GP
Silk pillow filled with stuffing or other fine materials = 100 GP 3,240 GP + 100 GP = 3,340 GP Total So what do you think of the spell and the 2 items? I want to make these as solid as possible. Thanks for looking! ![]()
![]() Versatile Channel Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below). Oracle Life Mystery Revelation Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. I have a life oracle who is true neutral with channeling. My revelation says that I channel positive energy like a cleric. There is no option to channel negative energy in any of the other oracle mysteries. Is there a way to get this feat with my oracle so that i could channel positive or negative energy? Technically I don't think I could take the Versatile channel feat because I am not a cleric or a necromancer. However, I do channel positive energy and am neutral. The description for Versatile Channel leads to believe that perhaps this might not be entirely out of the realm of possibility. I think it comes down to a matter of the actual rules as written vs. the intent of the rules. So what say you Paizo or community? Can a life oracle ever use Versatile Channeling or are they specifically designed to not allow this option? ![]()
![]() Hello everyone! I have a Pathfinder Eberron game coming up and wanted to try and come up with some fun options for the warforged. They are based on the warforged found in the 3.5 Eberron Campaign Setting book. I would welcome any feedback on this stuff so I can get them as polished as possible before presenting to my DM. He's pretty lenient as long as you can explain things logically and you don't break the game. Do they sound fun to play, balanced, too complicated, interesting? Are there any that you would take every time or never take at all? Please try and give constructive feedback if you don't like something. How would you fix it, in keeping with the spirit without rewriting the entire thing? I look forward to your responses. Here we go... ---------------- Warforged Favored Class Options: Alchemist- Add +1/4 to the natural Armor Bonus granted by Mutagen. Barbarian- Add 1 to the barbarian's total number of rage rounds per day. Cleric- Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power. Fighter- Add +1 to the fighter’s CMD when resisting a bull-rush or dirty-trick. Inquisitor- Add +1/2 to the CMB when attempting a Reposition or Dirty Trick Combat Maneuver. Paladin- Add +1/2 to the bonus against fear granted by Aura of Courage Wizard- Add +1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. ---------------- Warforged Alternate Racial Traits: It was hard to come up with stuff that you could swap out so I came up with a list of things that are a result of how the warforged was constructed in the first place. Most of them present something new and positive in trade for something new and negative. They are meant to be experimental designs or possibly prototypes for future models. Cyborg- Some warforged have a brain-pan inside of them that has living brain cells attached. These brain continue to grow new cells and learn, but are a bit more susceptible to mental fatigue. They lose all immunities to sleep effects and require 4 hours of sleep per night. They gain +1 skill point per level. Steam Engine- Some warforged were built a little bit dirtier and a lot noisier, using a combustion device as the primary power source. They can burn almost anything as fuel and usually have one or more exhaust pipes that constantly vent black smoke. Often these warforged emit a loud steam whistle when charging opponents. Due to the incredible burst of steam, their natural slam attack damage becomes a d8. However, because they are so noisy and emit smoke constantly, they receive a -4 penalty to Stealth and handle Animal checks and never receive a class skill bonus for them. Glowing Eyes- Many warforged were created specifically to fight underground, indoors, or at night. The eyes of these warforged are magically enhanced with special lenses or gems that glow brightly, allowing them to see in the dark. This focused vision does make them somewhat less aware of their surroundings. While the eyes are illuminated, these warforged gain Darkvision 60ft and their eyes emit light as a torch. They can turn off the light and the Darkvision as a free action. This ability replaces Light Fortification. Extend-able Arms- (Go, Go Gadget arms!) Some experimental warforged filled a specific roll as crowd control. These warforged have telescopic arms that can extend out far beyond a normal creature's reach. However, the nature of the telescoping arms limits the structural strength of the arms. These warforged have a -2 Strength score, but all one-handed weapons wielded are considered to have reach. This means that they threaten a 10 foot area around them. Two-handed weapons and weapons with reach are too massive and heavy for the arms to support, and function as normal without the benefit of the extend-able reach. Wheeled- Some warforged were built with one or more wheels rather than legs. This gives them incredible bursts of speed, but limits their terrain mobility. The base speed of a wheeled warforged is 30 ft. These warforged gain X 3 movement during a hustle or charge movement. However, because they have no legs, they receive a -4 penalty to Swim and Climb checks and never receive a class skill bonus for them. Tracked- Some warforged were built to handle any terrain without slowing down. Often they carried heavy loads or even transported other warriors across difficult terrain. These warforged have one or more revolving treads, rather than legs. They gain Slow and Steady as a Dwarf would; They have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. In addition they may cross encumbered or difficult terrain with no movement penalty. Quadruped- Some warforged either have four legs or were crafted to move using their arms and legs like living animals. These warforged are more stable and faster, but have limbs that are not as muscular. The base speed is 40 ft. They have a -2 Strength score, but gain a +4 CMD against trip attempts. |