Count Lucinean Galdana

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How would you explain someone being entangled by an arrow. In some situations, I can see a trick shot where the arrow pins the guy's cloak to his loose pant leg, but what about a troll who's nekkid?


I've never actually played a monk. I look at them and wonder how they can get their AC high enough to not get dead after a couple fights. I like the idea of monks, but I guess, I just don't know how to make an effective monk.
So... How do you guys do it?


I seem to remember a rule about using the survival skill to create a blind. It added a +4 to stealth if you remain immobile... I think. Perfect for sniping, but I can't find the rule now. Was it a 3e thing I'm thinking of or am I missing it somewhere?


I can't believe I've never ran into this problem before...

The Endure Elements spell says

"A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature’s equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth."

So, someone can exist comfortably in -20 degree temps without making a Fort save, but at that temperature, you take 1d6 of lethal damage each round WITH NO FORT SAVE. So, how can it allow a character to "exist comfortably" with no fort save if there's no fort save to bypass because the damage is automatic?


Wondering if there's a rule clarification about using Enlarge Person while under water with a Cloak of the Manta Ray.

The description of the cloak states that the wearer appears identical to a manta ray as per the Beast Shape II spell. That states that you assume the form of an animal.
The Enlarge Person spell states that the target is one humanoid creature.

So... Obviously if you assume the form of something, your form changes, but are you still a humanoid type or does your type change to animal because you assume the form of a manta?

In our game, we're assuming the type changes to animal, but I was wondering if a rule was actually made on this.


So, I did a search and haven't found anything...

Fighters get Armor Training that reduces the check penalty and increases the MAX DEX, plus they can move faster in heavier armor. No mention if they are also a spellcaster, does their spell failure get any better? I would assume not (RaW) because it doesn't say so, but why not? Is there errata somewhere that says they do? To me, it would make sense, so I had to ask. If not, we'll probably end up house ruling something. Maybe each level of armor training shaves of 5%... 10%?


I'm finally getting around to converting my main character that I've been playing (and morphing) from the D&D Basic set up through 3.5.

I was wondering what the average AC for a 17th level character would be. Just wondering what's hard to hit, easy to hit or impossible to hit. Not just for a wizard or a fighter. I'm just wondering about monsters (or NPC bad guys) ability to hit things at that level.


So, I'm about to join a game of Wrath of the Righteous and they need a straight arcane caster. Everything else is more than taken care of. I was thinking Elven Wizard - Evoker. Are there any achetypes that would make the character more effective? I'm starting at level 2 and haven't rolled stats yet. No idea about feats or anything. All I have is the race and class.
Any suggestions? I've never done an all-out arcane blaster before. Is that even a good idea? I played a conjurer in the Second Darkness AP, so I don't want to do that.
Any help would be appreciated.


If this was already brought up and an official decision mad, then I'm sorry. I searched but nothing came up.

So... Illusions (the various image spells) bend light to create images. They're not in your mind. They're out there for all to see. If you create the illusion of a mirror, does it create a reflection like a mirror or do you have to create the image of a reflection in the mirror? I know, different GMs will run it as what makes the most sense to them. I'm wondering if this was actually ruled, officially, at some point. Does magic duplicate physics in this respect by creating a reflection or is it "magical physics" and you have to put the reflection in yourself?


So, I just made a halfling inquisitor (Heretic) for a a message board game (Hell's Rebels) and I was looking to see what everyone thought. I'm sure he's not the most efficient build, but I see him as like a little homeless-looking Columbo.

He was 10 when his parents decided to make a pilgrimage to Kintargo to preach the value of Desna and how Halflings are more valuable as freemen. His parents were killed and he was taken as a slave and bought by a promenent member of the church of Asmodeus where he was forced to learn Infernal and picked up knowledge of the ruling houses while serving his master (his background skills). He enjoyed causing trouble, but made sure he was never caught. He would steal things and place them in other places. (Criminal Trait). He was eventually caught, beaten and sold. A priestess of Desna bought him and freed him, now he owes her his life.
Next level, I'll be taking ranks in Stealth, Disguise (to pretend to be a slave to get in places), Perception, Escape Artist, Survival and swim.

STR 12
DEX 14
CON 10
INT 10
WIS 16
CHA 15

Skill ranks in Bluff (9), Diplomacy (6), Know: Planes (4), Know: Religion (4), Sense Motive (8), Sleight of Hand (4), Spellcraft (4).
Background skills are Linguistics and Know: Nobility

Campaign Trait: Fed up Citizen
Trait: Freedom Fighter

Flaw: Insomniac

Bonus Trait: Criminal (sleight of hand)

Feat: Point Blank Shot

His Domain is Liberation

Orisons: Brand, Sift, Light, Disrupt Undead
1st level spell: Burst Bonds, Wrath

He has leather armor, but only wears it when "on the job". He carries 3 slings that he conceals as sashes or belts. Carries a club that he uses as a walking stick and keeps a star knife hidden on him.

So... the floor is open to any and all criticism or suggestions on how to make him better.


Sorry if this is already covered somewhere, but is there a list of all prestige classes put out by Paizo? No third party. Only Pathfinder classes created by Paizo.


So, I'm playing a dhampir necromancer in a message board game. First time playing a dhampir and first time playing a necromancer in Pathfinder. I'm already second level and I was wondering if anyone could tell me the soonest I could get some undead to control. I assume, I'll have to get a wand of animate dead or maybe a couple of scrolls every time I need to replenish my supply. Can anyone tell me if I'm missing anything? I haven't taken any traits to help and the feat I took is Blood Drinker. Plus, he's a Cruoromancer, so no special abilities for that, there. Is there a feat I can get to help at third level or should I just plan on buying scrolls or wands? I don't plan on multiclassing, either. It won't fit the character concept.


So... I'm gonna be the jerk DM that taxes the treasure that the heroes bring back to the keep. Obviously, they can hide a great deal of it, but it's tax evasion to do so, if they get caught. It's low level and low magic. It's not a permanent thing. I'm implementing it so I can take it away as an award that will happen fairly quickly.
What is a suggestion for the amount? I was thinking like 2 or 3%.


6 people marked this as FAQ candidate.

Regarding the Shield Wall tactical feat, is it limited to 2 people working in tandum or is the bonus granted for all adjacent shield using allies? It doesn't specify.


So... I really want a Shield Guardian for my wizard, but they don't exist in Pathfinder (we're sticking close to the rules). No problem. I figure I'll just make a stone golem when I get higher level.

Just last week, I realized I have enough money to buy a Golem Manual for making a stone golem. I looked at the description and, after the main description for the stone golem manual, there's a listing for a Stone Golem Guardian manual.

What the heck is that?!

It's not in the bestiary, as far as I can see.


Does anybody miss D&D? Not 4e, 3.5 or 3e... I mean AD&D, 2e or even D&D.

Back in the day, it seemed more about the adventure and the roleplay. Now, since Wizards got their hands on it, the game forces you to look ahead at what the character will be later and start building it that way early... which leads to optimization. Choosing the feats that will give you the most bang for your buck. Now, I see a lot of "if I take a level in this, I can get that" or "with these feats, I can do sooooo much damage". And, because of that, it seems the game has become more about leveling the character up to get those abilities rather than the journey to get to the level. Before Wizards got ahold of D&D, it took a while to level up... Now, if someone doesn't level up in 4 game sessions, they start whining that the game's going too slow.

Some of my best memories are from my characters at low levels. I don't remember trying to hurry up and level so I could get a new cool ability. That was part of leveling, but that was just a by-product of playing the game. We would play for 2 or 3 months sometimes without leveling and we never noticed because the adventure itself was so much fun.

I remember when I played D&D (and AD&D and AD&D 2e), I rarely thought about my character's build. It took a lot longer to level and when you did, there wasn't a lot to do because most of the game revolved around the story and the role-play. There was never a problem with having characters that were under powered (except maybe a magic user and low levels), but if we came across something too powerful, we thought about an alternative tactic. Now, it seems to me, all the alternative tactics are laid out in rules (i.e. feats and skills). There are so many rules now, you HAVE to have all the books in front of you because you can't possible remember every single aspect of every single rule.

There was nothing may character couldn't do in AD&D 2e that he couldn't do after I converted him to 3e (and then, 3.5). Only then, I had rules telling me how I was doing the things I did before... but now with different modifiers, limitations and prerequisites that are spelled out in a book. Before, I would say what I want to do, the DM would decide what chance I have for doing it, then I would make an attempt. Or, I would role-play something with an NPC and the DM would role-play back. No Diplomacy skill needed. If I wasn't feeling that well during game, the DM would take it into account and not fault me for not being as diplomatic.

Don't get me wrong... I love Pathfinder. It's all I play... I was just feeling a little nostalgic for the old days.

Sorry if I offended anybody. That's not my intention. Like I said, I love Pathfinder... sometimes I miss real (TSR) D&D though.


This may already have been noticed and dealt with, but... In the Advanced Player's Guide it says the subdomains for Good are Angel, Archon and Azata. I see Archon and Azata, but I don't see the Angel subdomain.

Am I blind or is it there? If not, where can I find it and see what that subdomain entails?


10 people marked this as FAQ candidate. Staff response: no reply required.

Take a Sorcerer with the celestial bloodline and have him "shoot" a good ally with Heavenly Fire. Now, first off, I would require an attack roll against the ally's Flat-footed AC because, I'm sure he wants to be hit. In addition to it being a touch attack, it's usually against AC10... Unless your ally is out of combat. In that case, I would say it's an automatic hit.

Now, any spell that requires an attack roll has a chance to crit.

How many of you would allow Heavenly Fire to critically heal an ally?


I have several suppliments that refer to cities in a specific format

(i.e. Small City: nonstandard (meritocrocy); AL CN // Base Value 4,000gp)

It's pretty obvious what most of the info means, but where does it actually explain it?


Since I can't seem to find my Draconomicon, can anybody give me an idea how much a small black dragon could be worth? My group just killed one and are about to try to sell it in a city... for parts. I think the 3E Draconomicon went into that as well as the dragoncraft items and how many suits of armor you can make from the various sizes.

Any help or suggestions would be appreciated.

Also... can anybody tell me where they discuss creating cities? As in calculating the GP limit based on population and such? I think I remember seeing it somewhere, but I can't seem to find that either.

I really need to stop leaving my books laying around the house and keep them on a shelf or something... :)


I know the Spectral Hand spell delivers spells with a range of touch, but what about delivering spell-like abilities with a range of touch. I know, the spell says "touch range spells", but the description of spell-like abilities says;

"A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell."

To me, "just like a spell" would indicate that I could use it through the spectral hand.

The specific reason I ask is because my spellcaster has the Grave Touch spell-like ability. He's actually a Necromancer / Sorcerer (Undead Bloodline). I'm almost completely out of spells, but I haven't used any of my Grave Touch ability and I still have a spectral hand floating around for about 4 more minutes.

Any insight would be greatly appreciated.


We just found (after the groups sorcerer took the web spell) that it's easier to escape a web spell after you've failed your save because, at least in the case of my group, a characters' CMB mod is higher than his/her reflex save. So, they're pretty much only affected by the web for one round... or, what actually happened, the otyugh was only affected for one round.

The party was 4th level at this point, so Web should still be pretty usefull.

We were thinking of making the CMB check 10 or 15 plus the save. With a +10 adjustment, the Paladin would have to roll a 15 rather than a 5 to escape... or something similar.

Any thoughts?


I like the idea of Domain powers. It reminds me of when TSR added special powers to clerics based on the gods they followed in (I believe) the last incarnation of Legend Lore.

What does everyone else think?

Also, I really like the channeling energy concept.