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Arazni is a deity described in Lost Omens Gods & Magic (page 54). She is neutral evil but allows for chaotic good followers. Would a champion (Liberator) of Arazni be PFS legal? The Core Rulebook (page 106) states that the champion's deities should be chosen from pages 437 through 440 of the Core Rulebook. I do not know if this has been expanded upon to allow champions to select deities from Gods & Magic. I know that players can worship these deities but I do not know if they allow for champions. Thanks for sharing your knowledge.
How long does it take to put a saddle on a mount? I looked in the CRB and UE and did not see anything. I am considering purchasing a war saddle and putting it on a summoned celestial dire tiger.
Does the Mammoth Hide Armor (Melee Tactics Toolbox p. 23) damage bonus apply to mounted charges? While Rhino Hide Armor (Ultimate Equipment p. 129)
Mammoth Hide Armor:
This +2 hide armor is made from woolly mammoth hide. It seems to move with and bolster the wearer, and has only a –1 armor check penalty. Once per round, when the wearer makes a successful charge attack, the mammoth hide deals an additional 3d6 points of damage to the target. This damage isn’t multiplied on a critical hit or by effects that multiply the damage of a charge, such as Spirited Charge. Mammoth hide also protects the wearer from cold environments as the endure elements spell. Rhino Hide Armor: This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a –1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.
This suggests that a far strike monk can flurry with non-monk thrown weapons (e.g. dagger). Can a far strike monk flurry with non-monk thrown weapons? I believe that the thrown monk weapons are:
Knights of the Inner Sea (p. 31) has a magic item called the War Saddle (description below). Is a large constrictor snake "appropriate shape to wear a saddle"? I believe that the First Mother's Fang cavalier archetype (Blood of the Beast pp. 17-18) can ride snakes which makes me think snakes could be mounted. War Saddle: Any creature of the animal or magical beast type of an appropriate shape to wear a saddle (creatures with unusual anatomies may be affected with GM discretion) can wear the war saddle, which magically changes size and shape as necessary. The saddle allows the creature wearing it to act as if it were combat trained (see the Handle Animal description on page 97 of the Core Rulebook for more information on combat training), and gives the rider a +5 competence bonus on Ride checks made while mounted upon the creature.
Is the increase in natural armor an ability increase? The question was asked here but not answered. For the Agathiel Vigilante (Spymaster's Handbook p. 25) Agathiel:
Beginning at 4th level, when an agathiel assumes his vigilante identity, he physically transforms into an animal,
though he always retains unusual traits that set him apart from ordinary animals, as if using beast shape I, except the vigilante gains no ability adjustments and can select only a single animal ability from those listed in the spell’s description. His social identity remains his true form, and unlike with beast shape I, an agathiel can remain in his animal form indefinitely. The agathiel’s vigilante identity is considered a polymorph effect Beast Shape I: (CRB p. 247) When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
Could a War Saddle be used on a summoned creature of the animal or magical beast subtypes to make it combat trained?
I have a sorcerer/mesmerist who would like to take a dip in to something granting access to the Luck domain. This character has a 7 wisdom. The number of uses per day (Bit of Luck) would have to be keyed off of a stat other than wisdom. I thought that the occultist “reliquarian” archetype would base the number of uses off of INT but am having doubts as to whether that would work as it appears that this would still be wisdom-based. Any thoughts are appreciated.
If a barbarian with the barbarian rage power of Angelic Attacks: took a level of bloodrager that had the ACG (p.19)
Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability. Celestial: bloodline would the bonus damage for evil outsiders stack to be 2d6? The fact that Angelic Attacks can (sometimes) stack (as per the ACG P. 19) has me asking this question. ACG (p. 80)
Celestial Blood, Lesser (Su): While raging, the barbarian’s melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.
Is "Summoned by the Faithful" on pages 30 and 31 of the Monster Summoner’s Handbook PFS legal? I have looked at Additional Resources which says the following about the Monster Summoner’s Handbook Additional Resources:
Archetypes: All archetypes on pages 6-8 and 16-17 are legal for play except the monster tactician; Bardic Performance: the performances on page 15 are legal for play Feats: all feats on pages 8-29 are legal for play except Augment Calling and Summon Guardian Spirit; Hex: the disrupt connection hex is legal for play; Magic Items: all items on pages 20-21 are legal for play except rod of giant summoning; Magus Arcana: all arcana on page 9 are legal for play; Monsters: the codex archon and ember weaver are legal choices for spells of the calling subschool; Spells: the spells on pages 22-23 are legal for play except alter summon monster and summon laborers; Traits: the traits on pages 10-11 are legal for play except Vile Domain. I have looked on this forum and can find this.
The Agathiel Vigilante from the Spymaster's Handbook (page 25) handles animal transformation differently than most classes. Spoiler:
Unlike with normal polymorph effects, the agathiel’s
equipment does not meld into his form, and instead changes shape to fit his animal form and provides the same function, though any equipment requiring hands cannot be used until he returns to his social identity. I assume that the vigilante's armor would provide the same protection in animal form as it would in character form. Taking a level steelblood bloodrager (ACG p. 85) would give the vigilante heavy armor proficiency that would should carry over to animal form. My character could also pick up an Amulet of Natural Armor and a Ring of Protection to help with AC. Is there any other defensive boost that would last at least an hour? ^3
I am trying to find a good character match for my daughter. I hope to get her in to PFS. This is going to be hard. She absolutely loves animals and thinks that kitsune are the best thing since sliced bread. Any thoughts on a good animal-related class for a kitsune? I realize that "animal-related" is somewhat ambiguous but I'm trying to be open-minded here. Thanks, ^3
Horror Adventures (p. 47) has the Mooncursed Barbarian archetype. The text states that of the rage power Text:
When using rounds of her shifting rage, instead of the
usual bonuses and penalties from rage, the mooncursed transforms into a Medium version of this animal’s form as if under the influence of beast shape I, treating her class level as her caster level whenever relevant. Other aspects of rage aside from the bonuses and penalties, such as the skill restrictions on skills and effects that require concentration, still apply during a shifting rage. This ability alters rage. Is the Mooncursed Barbarian fatigued after rage?
In Occult Adventures (pp. 117-118) there is the ghost rider cavalier archetype. Some of the Rules for Ghost Rider Mount:
At 1st level, a ghost rider gains the ability to manifest a special mount of conjured ectoplasm rather than one of flesh and bone. This spectral companion functions like a spiritualist’s phantom companion, using the ghost rider’s cavalier level as her effective spiritualist level. The ghost rider can manifest her ghost mount only
Phantom Link Ability:
Link (Su): A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the spiritualist’s turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. (Occult Adventures p. 79) The spiritualist's phantom companion statistical information can be found in Occult Adventures (p. 77) Questions:
Note: Edit to add description of phantom link.
Tanagaar (Inner Sea Gods P. 324) and Tsukiyo (Dragon Empires Gazetteer p. 63) are examples of good deities with the night subdomain (APG p. 94). The sixth-level night subdomain spell is nightmare which has an evil descriptor. I believe that a good cleric of a good deity cannot cast this spell. Some of the cleric archetypes only have one domain which means that they do not have an alternative sixth-level domain spell to choose. What is done in this situation? Why would a deity provide a cleric with a domain spell that they could never cast? Some very nice people provided help for me on a related topic and I am further exploring "good" darkness.
Tanagaar, "archon empyreal lord of night, owls, and watchfulness" (Chronicle of the Righteous p. 25, Inner Sea Gods p. 324) is a lawful good deity with the Darkness domain (CRB p. 42). This domain has spells such as "2nd—blindness/deafness (only to cause blindness)" and "5th—summon monster V (summons 1d3 shadows)". These spells are not terribly enlightened. A deity can't very well gripe about a cleric using one of their domain spells. How can a good character justify casting such spells? P.S. Tanagaar is legal for worship according to Additional Resources 20150615 ("all empyreal lords on the inside front cover and pages 6–29 are legal for play").
Is there any negative effect on blessing of the faithful if an Ecclesitheurge has mage armor cast on her or is wearing an amulet of natural armor? I assume that the "armor" information below only pertains to physical armor (e.g. chain mail) but wanted to be certain. Advanced Class Guide p. 91
A first level NG cleric of Desna initially selects domains of Travel and Luck. At second level the character switches to Divine Hunter (ACG p. 95) and continues to advance as a Divine Hunter. When this character takes a third level of Divine Hunter they are allowed to select a domain of their deity. Could this character select a third domain (e.g. Liberation) or must the Divine Hunter domain be the same as those possessed at first level (Travel or Luck)? I searched the forums but only found this. Thanks, ^3
By whom (which races in the Advanced Race Guide) can your character be adopted? Adopted: You were adopted and raised by someone
I understand the difference between "race" traits and "racial" traits but it is important to note so please be aware of the information below: Additional Resources regarding Ultimate Campaign (2015-01-09)
The Story Summoner is described in the Harrow Handbook page 25: ..."the summoner draws a random
The Diabolical Dabbler trait is detailed in Cheliax - Empire of Devils page 19: Diabolical Dabbler: "Each fiendish animal you conjure
If a Story Summoner with the Diabolical Dabbler trait summons an animal and applies a fiendish template to it does it get the +1 hit point per hit die? Thanks, ^3
Trying to survive I am seeking the quickest way to pick up Mirror Image (or the equivalent thereof--possibly Blur)
Thanks, ^3
In the Advanced Race Guide (p. 147) oread Fleshgem spikes are described as growing from the character "into elaborate crystalline shards that function as armor spikes, but the oread wearing them cannot wear armor over the spikes and even normal clothing requires special holes or seams to allow the spikes to stick out". Which slots (e.g. body, chest, shoulders) would these fleshgems take? I have some serious doubts about a fleshgem equipped character using a Cloak of Resistance. Thanks, ^3
Believer's Boon (Advanced Class Guide p. 142) This feat (abbreviated) reads as follows: Believer’s Boon Your deity rewards you for your faithfulness. Prerequisites: Wis 13, alignment must be within one step of your deity’s. Benefit: Choose one domain granted by your deity. Once per day, you can use all 1st-level domain abilities granted to clerics of that domain. You gain access to this one ability only, not the higher-level domain ability, domain spells, or additional class skills that the domain might grant, or any bonus feats that are listed under its granted powers. Your effective cleric level in regard to this ability is 1st level. The Luck Domain: (CRB p. 45)
So "once per day" means that the "Bit of Luck" would NOT be used "a number of times per day equal to 3 + your Wisdom modifier", right? Travel Domain: (CRB p. 47)
How does this increase in speed work "once per day"? I do not see this falling under "not the higher-level domain ability, domain spells, or additional class skills that the domain might grant, or any bonus feats that are listed under its granted powers". I can see that the Darkness Domain has a Blind-Fight bonus feat that would be excluded by this rule but the Travel domain's increase in speed is not a feat.
I really appreciate all of the time, effort, and money that GMs put in to the game. A good GM is worth his/her weight in gold--they can give a breath of life to an adventure (even poorly-edited ones where players have to make SWIM checks to open a door). What is an appropriate way to show thanks? Yes, I do know that Paizo has gift cards. Thanks, ^3
On page 8 of the latest Pathfinder Society Guide to Organized Play (8/11/2014) the "Pathfinder Companion: Blood of FIENDS" states that "To create an aasimar, you must have a Chronicle sheet that opens the race as a legal option at character creation". I assume that this meant to say "To create a TIEFLING, you must have a Chronicle sheet that opens the race as a legal option at character creation". The entry for the Blood of Angels (also on page 8) appears to be correct.
In Ultimate Equipment (p. 52) a "scabbard lined with lead" is mentioned as a way to avoid accidental injury while using a Viridium weapon. Which book has information on a PFS legal lead-lined scabbard? I apologize to the incredibly super-duper mostest bestest intelligent person of whom I asked this question earlier this week. I did not get the answer that I wanted so I went fishing. Answering "in PFS, you're SOL" really did not make my day. Sorry. http://paizo.com/threads/rzs2q4v7?Leadlined-scabbard-weight Sign in to create or edit a product review. If you're looking for a hex map, this is a durable one that looks great and is very big. My group is about to use it for the first time to play D&D with hex-based terrain and maps instead of grid-based terrain. Should be interesting... I have both the scarab blue blood/gold and the scarab scarlet/gold sets and they are the two most beautiful sets of dice I own. Both of them have swirls of color that light up when you look over them. The numbers on them are plenty big and are in bright colors, making them very easy to read. All in all, they are great dice. Well, I posted a detailed review of this book...and I went to preview it and it got eaten up. So instead I'll just sum up what I said in a few bullets below. Plus I'll start a discussion about this so we all can discuss the book. -Better art than Monster Manual IV.
That's pretty much the gist of it. Like I said, I'll start a discussion so we can all discuss the book. This book is a very worthwhile thing to own. The quality of the binding, pages, and art are all excellent, and I hope this is what the Pathfinder books will be like. I was excited to see that they had an index of every ecology article ever printed, and I believe they picked a good batch of ecologies for this book. However, I hope to see further volumes at some point with some of the other great ecology articles out there. This book has some terrific art, and the layouts and everything are nice; however, after getting it, I'm not really sure if 35 bucks was worth it. Not the best issue of Dragon (compared to some of the really great ones that we've gotten lately), but a damn good one for sure. The article on the Horde is very in depth and interesting. It has enough material for even a non-FR gamer to find something to use. The article on Dagon was very cool, especially since Dagon is one of the most mysterious demon princes. The ogre mage ecology was okay, but I like the two ogre magi variants that are mentioned. The comics are hilarious, and the OotS comes with the greatest punchline ever in a comic. (They're grrrrrrrrrrrrrrreat!) The article on ranged weapons was very cool looking, but I've not read it all the way through yet. Lastly, the preview of Final Fantasy XII was very cool, though I had been hoping for a little more detail. Like the previous reviewer said, you'll only like this book if you're an undead fan. However, I am an undead fan. I admit that having him fight the zombies with a rapier was kind of weird, but otherwise I found it to be a great read. This is how D&D should be. Hundreds of rooms wtih monsters and treasures. Truly, October issues are always themed to be creepy. Last year's issue 336 was what I thought was the ultimate of creepy-themed issues. I was wrong. This issue of Dragon had everything that should be in an October issue, nay any issue at all, and more. The Core Beliefs on Vecna is my favorite one yet, and the ecology of the Wight was just plain awesome. It made me renew faith in the weaker of the undead. The variant vampires are very interesting and can make for an awesome new villain. The monsters of Xoriat is not only cool for Eberron, but for any game in general. Being a Far Realm/Xoriat lover, this article made my smile widely. The comics are hilarious (Rich Burlew understands how I feel when I'm waiting for my initiative to come up in combat), and the class acts are really good and useful. (Pluss there's a pic of a kenku martial which is just too awesome/funny for words.) :) Great issue. :) War of the Dragon Queen is officially the best DDM set ever. It comes with the best huges that can be offered, and has some pretty cool normal minis too.
Great set, can't wait for the next one. (They say it'll be even better. :) ) Wow! This issue is the finest issue of Dungeon in ages. It tops issue 134 as my favorite issue of 3/3.5 edition. "Urban Decay" is a short adventure, but a cool one. It is a really good adventure to start a campaign with, as well as a good adventure to run for a new player. "The Weavers" is a great adventure set in the Styes (a cool town as it is) about all things demonic and arachnoid. The obox-ob worshipping chitine is an awesome final boss for the adventure. (I've always been partial to chitines.) "Mud Sorcerer's Tomb" is a masterpeice. It is a "Tomb of Horrors"-style adventure done right! Most crawls from so long ago get ruined when they are re-made, but this was a work of art. I applaud you, Paizo staff. The Critical Threat article in this issue is also awesome. We get stats for Downer Tarantula! 'Nuff said! And, of course, as my review title refrences, we get Kyle Stanley's caricature of Orcus...big gut and all. :) A lot of cool monsters lurk between the pages of this book, but there are some really dumb ones as well. The skiurid, for example is a shadow squirrel. :(
Too many dragonspawn, though. And the classed monsters are just okay. Few of them made me think, "WOW! I GOTTA USE THAT!" This was the first Dungeon issue I ever got. I loved it. Fallen Angel convinced me to use the Eberron Campaign Setting. Touch of the Abyss was a great adventure for just plain D&D. Istivin is a great city to use for any campaign. Lastly, the Winding Way is THE best adventure I've run in just about ever. I think that it is a issue worthy of 5 shiny purple stars! Not the best issue ever, but nowhere near the worst. I really enjoyed the Imps of Ill-Humor and the Magic Schools. The staff article was pretty good. The big article on Boccob was very good. I like the way this new column has started. I didn't like the lack of the Bazaar of the Bizzare, but oh well. The ecology of the Spell Weaver, and that funky Spell Weaver spellbook were both good articles. Lastly, hooray for OotS finally being in Dragon. (It was hilarious!) After waiting for a long while to get this issue, I was happy to se that it was worth the wait. This is truly the best issue of Dragon EVAR! -Monsters of the Mind-
-Demonomicon of Iggwilv: Zuggtmoy-
-Lords of Dust-
-Other Articles of Interest-
-Drow Outpost-
Great issue. Just a great, great issue. :) I just checked this out to see if it would be fun to run a stand-alone apocalyptic campaign.
The Order of the Stick is a comic for any D&D fan, and just gets funnier and funnier. I recommend it to anyone who likes jokes based on game rules, game content, and game context. -Lord Doombringer of the Dark Fortress of Minestrone |
