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You can also make nonlethal ranged attacks with bolas.

Sorry to disagree with so many good folks here, but no, natural secondary attacks never get treated as primary attacks. The ur-example here is the light horse, not trained for war.

Light Horse

Note that the light horse has two hoof attacks at -2/-2. That's +1 BAB +3 str -1 large -5 secondary = -2.

And please do not tell me that this is because the horse is making two attacks as a full round action, but as a standard attack it would lose the -5 penalty. As evidence, check out the wolliped, which has only one attack, and it is also always secondary.

Secondary natural attacks ALWAYS take the -5 penalty, unless the creature has the multiattack feat. For PCs, this most often matters for Summoners' eidolons, who can take a range of secondary natural attacks (tentacles, hooves, etc.) All of those always attack at -5

JJ's interpretation says that you CAN cast other spells and NOT lose your remaining unused Chill Touches. Standard Held Charge rules say that if you cast another spell your unused touches disappear.

JJ's interpretation is interesting, and boosts the power of an underused spell -- and I like it -- but it is totally unsupported by the Rules As Written. But whether you take the Held Charge interpretation or the JJ interpretation, for sure you do not have to use up all charges in one round. IMNSHO, the "touch multiple targetsin a single round" rule is intended to apply to delivering buffs to allies, for example, Water Walk and Water Breathing.

By funny coincidence, I just wrote a blog post on delivering touch spells that you may find useful.


Just wanted to give this a bump. We're still going strong, just about 20 years online! We have openings in mid-to-high level games currently, and we're especially looking for players to join our all-halfling 9th level game -- almost 10th!

Please email me if you are interested!


The Shadowdancer Shadow Jump ability is Dimension-Door-ish.

Earliest anyone can get that is character level 9, though.

Yeah, the Race "Builder" is really more like a Race "Suggester." Some things in it are quite broken.

My personal pet peeve is that the cost for a large race is very high and the cost for reach is very low. That's fine if you are making ogre-like races that are bipedal and have natural reach. It fails miserably if you are making centauroids that are large but have just 5 ft reach (and medium size weapons), because you have to pay the large size tax without getting the reach advantage.

Anyway, my gripe aside, you would likely be much better served if you had your players write a flavor-text only description of their race, with few to no mechanical features specified, and then built them yourself.

Alternately, say you have five players, so you get five write-ups. Write up 3-5 yourself for NPC races you want to throw at the PCs. Hand all write-ups out to the players so that no one gets their own and there is no way to tell the NPC foe races from the PC races. Then let the players build them to 15 points, or however many. They won't know if they are making races for their friends or foes they will have to fight!

[edit: typo]

I'm looking for some advice and opinions, thanks. Say a Shadowdancer (SD) player has a shadow companion. Say the SD arranges for a friend to cast a baleful polymorph on him to become a diminutive bat, permanently (and makes his Will save so he keeps his mind).

Can the bat SD use his companion for total concealment by staying INSIDE it? Completely within the shadow, with no part exposed? Assuming he can make the right Fly skill check to hover. Bats in the real world can have wingspans as short as ten inches, if that matters. Note that in bat form the SD has 20 ft of blindsense and his companion can tell him via their completely private language what there is to see.

Say the bat SD has the Flyby Attack feat. He wants to fly out, attack a target, and then fly back into the total concealment of his buddy.

Is this legal? Does his target lose his dex bonus to attacks? Does the SD gain all the advantages of total concealment?

Total Concealment: If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment). You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.

If someone does attack into the square, is the attack resolved against the shadow companion or the SD?

[Note that this question does not include any reference to Hide In Plain Sight at all! Ha!]

Sorry to commit Thread Necromancy, but Jeff Clem's answer here is just so wrong that it requires refutation for those reading later.

The Shadowdancer rules say: "This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses."

Clearly, like an arcane bond's familiar, the shadow companion uses his master's full BAB and saves and half his full hit points, not just those deriving from the prestige class.

No prob; have fun gaming!

Thanks for the good word, Glyn! Sure, we're still the same, pretty much. Same old Wold!

Yeah, it is nice when players give back to the community as a DM or other staff job, but lots do not, and that's fine.

The first level game has filled up, but we still have openings in mid level games. Please shoot me an email and CC Jerry and we'll get you processed.

Cayzle: cayzle@cayzle.com
Jerry: gericko@gmail.com

If you take the leadership feat, your DM might allow you to have an animal or magical beast as a cohort, which can level as you advance.

Thanks, Castle Blades!

Like I was saying, we do not use applications in the Wold. Instead, we take everybody who wants to play. We find that the people who turn out to be poor matches for the Wold tend to go awol or bow out, and that's fine. Plus real life takes its toll, and people have to step out for school or a second job or a baby or whatever. Then we recruit to fill openings.

Which is all to say, I now have 10 players for 8 openings in the new Taur Isles game, and you are the eleventh. So odds are you won't make it into the game, because while we do not use applications, we are first come first serve. So here are your choices. (1) Ask to join an existing game. We have openings in games at levels 3 (urban adventures in a magical floating city), 6 (a game based on a trade route near an elven kingdom), and 8 (a group seeking to reform a mercenary company from within). Or you can wait, maybe six months, maybe a year, for an opening in the new Taur Isles game, which will likely be level 2-3 by then. But we are not using a wait list, so no promises on waiting at all.

Sorry to not be able to offer you the level 1 slot. I hope one of these other options are interesting. If so, please email me and we'll figure it out.

This is the recruitment thread for an off-site play-by-post Core Pathfinder campaign called The Wold, located at WoldianGames.com.

The Wold is a long-running Dungeons and Dragons campaign world that emphasizes play by post gaming and a commitment to write one game turn every weekday. We are a community of about 60 gamers in eight long-running games, and we are looking for new members to start a new game or join an existing one.

What do you need to know about the Wold?

• We are here to stay! The campaign dates back to 1985, and we have online archives back to 1996. You can expect to start a character and play through 20 levels over the course of a 10-year career.

• We are free! There’s no cost to join and no test to pass. Check out some of the links below, and if you like us, you are in. As our founder, Jerry says, “There is no tryout or application. My experience is that those players who stay are the ones who would have passed any application or tryout anyway. So I let the players weed themselves out or remain to become a permanent player.”

• We offer a very rich gaming experience! We have our own homegrown gods, nations, races, and peoples; we have custom classes, spells, feats, items, and more — all detailed in our own wiki. We play by the Pathfinder Core with our homebrew options, so no gunslingers or psions or oracles or such. Core plus House only!

• We focus on heroic themes! All our player characters are Good. Feel free to create a troubled and conflicted character, so long as you are interested in redemption, nobility, and overcoming obstacles to become a true hero.

• We are a friendly community of people from all over the world, from all walks of life, and of all ages! The gaming groups that stick together over time are the ones in which players become friends, and we encourage that.

We are currently starting a first level game that has openings now and that will begin May 1. Here is some info: "In an archipelago not many years removed from open warfare, the three homebrew PC taur races -- minotaur, liontaur, and centaur -- are figuring our how to set aside their ancient animosities. On Liontaur Isle a band of young adventurers has found the perfect place to set forth on the path to fame and fortune. Join that band in a first level Pathfinder game with seven other heroes, posting every weekday as your adventure begins.

Check out the following links to get started:

Woldian Games

The Woldipedia

For more information, please feel free to e-mail me and site owner Jerry:



It is very interesting to see the discussion here of what makes a good application for a game, and how even with qualified applicants, a good 50% of games fail right away.

I think that's inevitable in a very large user-base community, like exists here. But for what it is worth, I've played for many years in a steady game universe with zero chance that you will not get to play your PC from level 1 to level 20, although that takes about 10 years to do. What's the secret? Here are some suggestions, hope you can use them.

1) All games are set in the same homebrew campaign universe, and DMs come from a common pool and are assigned to games (usually for about two years) by the Campaign DM. That means if a DM fails to post, there is a campaign sherriff checking attendance, and the campaign DM steps in right away to assign a new DM and keep the game going. So games do not fail.

2) Almost all games actually have two Co-DMs who share the job of posting daily, and if one has to miss a post, the other steps in to keep the game on track.

3) DMs get shuffled around not just every two years, but also when a DM vacancy needs a replacement or a new game launches at level 1 or when a game retires at level 21. So DMs do not get a sense that this is "their" game, but rather, that they are giving back to the community.

4) We have ZERO tryouts or applications. You wanna play, you're in. You have to agree with our house rules and commit to posting 5 times a week. That's all. We find that people who are not a good fit for us drop out, and the ones who are stick around.

Anyway, if anyone wants to hear more, please feel free to ask. I got lots of resources and examples. And we often have openings.

Also, you would argue that size does not matter for pricing specialty armor?

"Mithral is a flat price adjustment amount for armor."

So a mithral shirt for a human with a permanent Enlarge Person (size large) costs the same as a mithral shirt for a gnome with a permanent Reduce Person (size tiny)? 1100 gp either way? Even for a colossal nonhuman, usually a x32 multiplier?

I argue that the only reasonable interpretation is to apply the standard multipliers. So a tiny humanoid mithral shirt costs 550 gp.

----- ----- ----- -----

Regarding halving enhancement and armor bonuses ...

Case One: Cast Magic Vestment on a tiny fellow wearing only clothes. Does he get the full enhancement bonus granted by the spell?

Case Two: Cast Magic Vestment on a tiny fellow wearing a set of leather armor. Does he get the full enhancement bonus this time?

Case Three: Cast Mage Armor on the tiny fellow, which provides "a +4 armor bonus to AC." Is the armor bonus halved this time?

Case Four: How about the armor bonus bestowed by Bracers of Armor?

IMNSHO, the only logical way to square the circle is to rule that the armor bonus provided by physical armor is halved for the tiny fellow. Enhancement bonuses and armor bonuses provided by spells and magic items replicating spells are not halved.

Beg to differ. Armor bonuses are not enhancement bonuses. The former are halved; the latter are not.

The real value of armor and shields for tiny and smaller creatures is as an enhancement bonus carrier. Armor and Shield enhancement bonuses are the cheapest way to boost AC once you get past the base +4 of Mage Armor. Not to mention that armor can carry bennies with Slick and Shadow and other properties.

Note that the penalty for non-proficient wearing of armor is equal to the armor check penalty, and that's zero for lighter armors, such as masterwork studded leather. In essence, you do not need proficiency to use it freely and optimally.

So a +3 tiny mithril chain shirt is better than mage armor spells, and for a tiny biped, costs about 9,500 gp. Not too shabby. Until you can afford that, stick with the Mage Armors.

Nonmagic tiny mithril chain shirt can also trump Mage Armor depending on the level of the cleric friend you got who is willing to cast Magic Vestment.

And that's the sweet sweet sound of 10,000 forum posters going silent. Ahh.

Next morning ... maybe 1 temp hp per spell is too little ... maybe 1d3 temp hp per spell ...

Cyrad wrote:
Amusing. Though, the bloodline arcana fails the bag of kittens test.

Well, the suggested feats (Bodyguard, In Harms Way, etc) are intended to get the Yuletide Sorcerer into melee range of enemies in order to help friends. That's why I wanted to grant extra hit points.

You do not need to have a bag of kittens as targets to activate the power either. You can just cast buffs on yourself and on friends. In other words, I have no problem letting the sorcerer trade all his spell levels for temporary hit points on a daily basis.

A Yuletide Sorcerer casting only buffs and merciful spells could end up with ...

1st level ... 4 xtra hp (16 Cha)
5th level ... 7+10 = 17 xtra hp (17 Cha)
10th level ... 7+14+21+24+15 = 81 xtra hp (18 Cha)
15th level ... 8+16+21+28+35+42+28 = 178 xtra hp (22 Cha)
20th level ... 8+16+24+32+35+42+49+56+54 = 316 xtra hp (26 Cha)

Okay, yes, seeing the math (recalculated from my initial figures), that is too high after level 10. Let's say you only get one temp hit point for each buff/merciful spell you cast, not 1 per spell level. Then the math looks like ...

1st level ... 4 xtra hp (16 Cha)
5th level ... 7+5 = 12 xtra hp (17 Cha)
10th level ... 7+7+7+6+3 = 30 xtra hp (18 Cha)
15th level ... 8+8+7+7+7+6+4 = 47 xtra hp (22 Cha)
20th level ... 8+8+8+8+7+7+7+7+6 = 66 xtra hp (26 Cha)

Now, that seems more reasonable. Comments?

Thank you for the feedback!

Wait ... recalculating ...

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Yuletide Bloodline

A merry spirit has blessed you and your family with the deep magic of good will to all and peace between enemies. You are inspired to grant gifts and bring joy to others -- on the darkest days, and all the year round.

Class Skill: Sense Motive.

Bonus Spells: restful sleep (3rd), calm emotions (5th), good hope (7th), scrying (9th), oath of peace (11th), legend lore (13th), mass fly (15th), euphoric tranquility (17th), wish (19th).

Bonus Feats: Bodyguard, Combat Expertise, Craft Wondrous Item, Exotic Weapon Proficiency (Whip), In Harm's Way, Magical Aptitude, Merciful Spell, Swift Aid.

Bloodline Arcana: Whenever you cast a harmless or merciful spell on a living creature, you gain temporary hit points equal to the spell's level. These stack with other temporary hit points and last until used or until the next time you ready your daily spell slots.

Bloodline Powers: The blood of certain northern elves runs through your ancestry, inspiring a jolly family tradition of peace, good will, and giving to others.

Change of Heart (Sp): At 1st level, when you touch an evil, unconscious and helpless creature for one minute, you can change his or her alignment to good (it remains lawful, neutral, or chaotic). The target's attitude toward you becomes (or remains) hostile.

Naughty or Nice? (Sp): At 3rd level, you can detect evil, as the spell. You can, as a move action, focus on a single individual that is within 60 feet or that you are scrying and determine if he or she is naughty (evil) or nice (not evil), learning the strength of the creature's aura as if having studied it for three rounds. While focusing on one individual, you learn only about that individual.

Caroling (Ex): At 9th level, you may use Perform (Song) instead of Diplomacy to change the initial attitudes of nonplayer characters. Also, as a standard action that does not provoke attacks of opportunity, you can make a Perform (Song) check vs DC10 to give a +2 bonus to AC, saving throws, and effective level of those using bardic performance; this +2 aid another bonus lasts for one round per sorcerer level.

Wish List (Su): At 15th level, focusing your Naughty or Nice? power on a creature also reveals 1d3 things that would make the target most happy -- these are usually objects (sometimes expensive, sometimes not) but could include events or actions. If you fulfill a creature's desire from this list, by giving a gift or arranging for an action or event, his or her attitude toward you changes by one level.

Peace on Earth (Sp): At 20th level, once per day you can cast a form of calm emotions that affects all creatures, allies and foes, within line of sight. Those in contact with the ground gain no benefit from spell resistance, immunity, or saving throw; those in the air are affected as if by a 9th level spell for determining the saving throw and effectiveness. This power lasts for one hour and does not require concentration.

Source and links: Cayzle's Wemic Site

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I would like to offer some common ground on which I think we can all find agreement.

We agree that neither darkvision nor low-light vision defeats total cover, right?

So our Shadowdancer retrieves a wooden box, 5'x5'x5' from her portable hole. She sets it down, lights the candle inside it, and closes the lid. No one can see inside the box.

A candle, of course, by RAW, illuminates a 5 ft area with dim light.

So everybody agrees that she can Hide In Plain Sight within 10 ft of her box, until the candle goes out, right?

I call it Schrödinger's Candle. It works until someone with darkvision opens the box to observes the candle. That collapses the Wave Function. Of course, "The Wave" is the name of the dance that the Shadowdancer uses to make Hide in Plain Sight function.

Note that when making a full attack, your eidolon can even use a manufactured weapon, like a mace, in one hand and make a claw attack with the other. You should have the Weapon Training evolution to do that, though. When attacking with both manufactured weapons and natural weapons, the claw attack is at -5 to hit because it is a secondary attack.

If, later on, you get wing bashes and a bite and tentacles, they can all be used with a FULL attack (not a standard attack).

If you are NOT using a manufactured weapon, they are all made with your full BAB if they are listed as primary attacks (claws and bite). Or they are at -5 if they are secondary (tentacles and wing buffets).

If you are using a manufactured weapon, then even primary natural attacks become secondary and take the -5 penalty.

You could go with an arcanist and falcon familiar, using Enlarge Person (via Share Spells) on the familiar to get him big enough to serve as a mount to a tiny master.

When you can afford 6K gp, you can hire a mage to make your Reduce Person and your familiar's Enlarge Person permanent. Because it costs about 3K gp to make one of those permanent with Permanency, IIRC.

On this topic ... Say a halfling has a Permanent Reduce Person in effect to be tiny and then casts Beast Shape I to be, say, a small eagle.

Halfling and Eagle are both small, so there is no stacking, and the caster remains tiny.

Or halfling grows to small for the duration of the Beast Shape? That seems counterintuitive? If so, does the Perm Reduce Person kick back in when the Beast Shape ends?

Thanks for feedback!

Well, as a wemic specialist, I have kept my eyes open on the topic of quadruped taurs. For deertaurs and antelopetaurs, for inspiration I suggest you google "Hybsil." That was a 1E and 2E D&D monster, medium or small in size, and you may find some interesting stuff in that.

As for the crunchy bits, you should be okay with the Race Builder. That ruleset fails hard for large size quadrupeds, because the rules make you overpay for large size assuming that you will gain reach (as you would were you a biped). But quadrupeds, even large ones, still only have 5 ft reach, so paying the race builder tax on large size PCs is way way too rude.

But we're talking medium or small size characters, so the only real crunchy effects are that you should be using the "undersized weapons" racial characteristic, you pay more for armor as a quadruped, you can carry more, and you get a stability bonus on your CMD vs certain combat maneuvers.

Have fun!

Well, you are roving outside the purview of this rules forum, because under the rules of the game, there is no way to lose your orisons/cantrips. So if you somehow did, it would have to be through some homebrew situation, and that means you should really be over in the homebrew forum.

That said, if this is the ability you mean (cleric version):

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Then if you lost it, you would lose the ability to prepare zero level spells and the ability to "not expend" them when cast. You would have slots into which you could not prepare spells, and when you used those slots, which you couldn't, you would expend them in so doing.

But really, we're into the weeds of a non-rules-based absurd hypothetical, here.

Thinking about this ... if you want to avoid inflicting auto-fail situations on your players, there are lots of ways to fix this.

Back in town, before the adventure begins, a mysterious stranger / shady rogue / magic shop dealer offers the party a deal on "Horseshoes of Feather Falling."

At the bridge, let each hero have a perception check to see that the ropes are frayed or the structure is unsound. Bonus for rogues detecting traps and PCs with Knowledge (Engineering).

Before the druid takes his horse on the bridge, say, "You know, that bridge looks rickety. You sure you want to bring your horse over it?"

Is there a burly strongman in the party? Give him a chance to grab the rope with one hand and grab the horse (or another falling character) with the other hand.

With hints and chances to avoid the auto-fail situation, the failure is no longer automatic ... and becomes fair.

It is easy for a game master to place PCs in a trap or situation in which there is no save vs certain death. It is also possible for a game master to place PCs in situations in which they lose class abilities for extended periods with no chance to resist such loss at all.

Yes, a game master can set up a trap that auto-kills an animal companion. Yes, a game master can create a dungeon with a one-way entrance that is entirely filled with an anti-magic field.

If I found myself in a game with this kind of a game master, I would very quickly find myself a new game and a new game master.

Side note in case I was not clear: I personally do not think the rules allow you to use Aid Another to give an ally a bonus to a saving throw, except perhaps with the special case of certain illusions: "If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus" -- note that this is not labelled an Aid Another effect, but awakening from Sleep explicitly is.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

You can aid another affected by a sleep spell to wake an ally: "Awakening a creature is a standard action (an application of the aid another action)."

I believe this is the actual use case referred to in bold ital above. The wording of the rule is general because it is intended to allow for future possible other uses of Aid Another for specific future spells, or for DMs to allow creativity.

For example, if one's ally is affected by Calm Emotions, one can end the effect by attacking the ally. Seems reasonable to also allow an Aid Another attempt to end the Calm. That would be a house rule, however. Calm Emotions says, "Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures."

You say, "Okay, I slap Joe to make him come out of it. Not hard enough to cause damage, but aggressive for sure."

DM says, "Okay, that's an Aid Another attempt and it takes a standard action to use."


Side note: Other unusual ways to use Aid Another include ...

Witch Coven Hex: "In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch's caster level for 1 round."

Grappling with multiple allies: "The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check."

If you want multiple companions, your best bet is to get them from these sources: (1) Animal Companion, (2) Familiar, (3) Eidolon, (4) Shadowdancer Shadow Companion, and (5) Cohort.

Your main problem will be advancing these companions so that they do not get weaker and weaker, compared with other members of your party, as you advance levels.

For a homebrew solution, check out the Animal Whisperer prestige class in my new free PDF eBook of Pathfinder Prestige Classes.

I think that allowing a casting of mage armor to cancel out the incorporeal creature's ability to pass into solid objects is too powerful. If I can just cast Mage Armor on a ghost to "lock" it in a room, then I've used a first level spell to defeat a powerful ability.

This especially becomes an issue when a necromancer PC or a shadowdancer with a shadow companion wants to buff his incorporeal pal. I do not think that allowing mage armor to work "normally" on a shadow companion breaks the game, considering how few buffs you can give your pal.

Absurd or not, let's get to the nitty gritty. What do you do while prone and taking all those lovely AoOs.

Well, the game already gives you super sweet defenses you can use. The reason they are balanced is that you cannot fight while using them.

First, there is total defense. Spend a standard action, gain +4 to AC, or +6 with just 3 ranks in Acrobatics.

Or use your tower shield for total defense from attacks above you.

Or just rogue crawl through enemy-threatened spaces, provoking AoOs along the way.

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In general, no, you cannot use a Tower Shield that you have set down.

HOWEVER, there are ways to get COVER, which is almost as good.

Shrink Item can be made permanent, so that you can shrink and expand it at will. Get something as big as you can shrink (or hire a mage to shrink for you). Give it permanent shrink item. Carry it in your hand. On a given combat round, drop it as a free action. Dropping a shrunk item expands it. Now you have cover! Later, when you want to shrink it again, say the command word.

For all your legal tower shield needs consider this screed I wrote not too long ago: Tower Shield Pointers

For my series on sweet sweet ways to get the most out of Shrink Item, read this: Shrinky Dinks!

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Dear faulkbeets and any other players,

The problem about most message board games is that you apply and apply, and that can be discouraging. Also, even worse, once you get accepted, sometimes (often) the game fizzles out. Well, I have a solution to both those problems if you like core Pathfinder gaming.

The Wold is a long running Dungeons and Dragons campaign world that emphasizes play by post gaming and a commitment to write one game turn every weekday. We are a community of about 60 gamers in eight long-running games, and we are looking for new members.

What do you need to know about the Wold?

• We are here to stay! The campaign dates back to 1985, and we have online archives back to 1996. We have lower level games and higher; and we are welcoming of new players as well as writers and RPers and power-gaming vets.

• We are free! There’s no cost to join and no test to pass. Check out some of the links below, and if you like us, you are in. As our founder, Jerry says, “There is no tryout or application. My experience is that those players who stay are the ones who would have passed any application or tryout anyway. So I let the players weed themselves out or remain to become a permanent player.”

• We offer a very rich gaming experience! We have our own homegrown gods, nations, races, and peoples; we have custom classes, spells, feats, items, and more — all detailed in our own wiki. We play by the Pathfinder flavor of the Dungeons and Dragons rules these days, but we are eager and glad to teach players who need help.

• We focus on heroic themes! All our player characters are Good. Feel free to create a troubled and conflicted character, so long as you are interested in redemption, nobility, and overcoming obstacles to become a true hero.

• We are a friendly community of people from all over the world, from all walks of life, and of all ages! The gaming groups that stick together over time are the ones in which players become friends, and we encourage that.

Check out the following links to get started:

Woldian Games

The Woldipedia

For more information, please e-mail me and site owner Jerry:



The rules for polymorphing say:

While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

Seems to me that a familiar's or animal companion's BONUSES to AC, which are based on the master's character levels, are indeed "class features that depend upon form."

By the same logic, the animal companion should lose its bonus to Str/Dex, advancement at level 4 or 7, etc.

However, this interpretation would certainly nerf the companion almost to the point of uselessness. A cruel DM who does not think you should be polymorphing your companion says that's a feature, not a bug. A kindly DM who has no problem with polymorphing companions might make a gentler ruling and allow a companion to retain its advancement based on your class levels.

How about incorporeal creatures? Does my shadowdancer's shadow companion get a head-butt too?

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Byakko wrote:

Quick note to correct your "Takeaway B":

That edge is treated as a solid wall for attacks targeting you only.
So it has no impact on your enemies' ability to target your allies. Your foes can still attack through it as long as they don't target you.

True, good point, but if you are holding a doorway or a narrow passage, AND the enemy has no ranged attacks, it amounts to the same thing. Which is to say, utility of the Tower Shield varies with the tactical situation. I like to do things like use a Tree Feather Token or created wall to narrow a gap, then hold the gap with a set tower shield. If you are Enlarged, your shield is twice as wide, and that can be very useful too.

And if your ally can Spring Attack or shoot or use a reach weapon through your space, so much the better.

Here are two screeds on my blog about tower shields. You may find them useful.

Tower Shields 1

Tower Shields 2

TL;DR -- Powerful Takeaway A: you can use a ready action to set your shield when you are attacked. Powerful Takeaway B: A set tower shield is selectively permeable. You and your friends can attack through it, but your enemies cannot.

If you have levels from more than one class that grant a familiar, those levels stack to determine the strength of your single familiar.

You CAN have your own army ... animal companion, familiar, eidolon, cohort, plus summoned creatures ...

On my blog, I have a PrC that gives up spell casting in order to advance more than one companion. That's called The Whisperer, and you can find it here. I have a revised version in my free prestige class splat book.

If you want to use the item creation rules to make a new magic item, for example, a CL12 boots of haste item that grants 12 rounds of haste per day, no problem. Call it "Greater Boots of Haste." And it is just as legal as any other item your DM allows you to create.

But if your DM does not want to have such an item in his/her game, such a DM is totally legal not allowing the item. Same as any proposed new magic item.

Going by core, barding IS armor.

Buying armor for a large non-humanoid costs quadruple. You buy it, and it gives you all the same AC bonus, speed, armor check penalty, etc etc.

Here's a link to the rule you want.

Depending on what level you are, you should be thinking about magical horseshoes, either now or in the future.

You can also see if your DM would allow you to use silvered or cold iron or admantine nonmagical horseshoes to beat DR / hardness. You can enchant them later.

Like someone said, armor costs 4x for a large quadruped, but since you have the "undersized weapons" racial feature, your weapons are the same size and cost as to any human or dwarf. The extra weight is not a biggie with your 6x carryiong capacity.

All that said, check out the rules for playing centaurs in the Wold, a Play-by-Post (message board) Pathfinder game.

It is also worth mentioning that in our 10-game, 60-odd-player community, we have openings if anyone wants to play a taur. I myself have three openings in a 2nd level game set in a magic city in the Wold.



"Could you use greater bestow curse to change a creature's alignment?"

I say you could use regular old Bestow Curse to do so. Compare to the other curses ... changing alignment is not as powerful as some of the others. Just because someone changes alignment does not mean they will be a friend.

Regarding who can grasp what, YMMV -- See what your DM says!

Rules quote: "When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head."

My shadowdancer's shadow companion cannot use one because he cannot first hold it and release. :-(

If a conductive weapon can conduct the Str drain, you get both!

Problem with a familiar using any ioun stone, IMNSHO, is that it has to HOLD it, then release it. That rules out creatures that cannot hold a stone.

You can share an Alter Self with the familiar, then let the familiar hold and release the stone. But you have to reuse this slightly bogus fix every time you want to put it back on.

Moreover, any item, stone or otherwise, that is activated, is most likely activated by command word. So a familiar cannot activate an item unless the familiar can speak, such as a raven, or some improved familiars.

(Personally, I would not rule that a familiar in a humanoid form via Alter Self can speak.]

Hope that helps!

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