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Liberty's Edge

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Confusion is a big problem, I think. You are constantly attacked, so you have to attack back, you never get to choose your action. As I see it, you should attack the creature (so it's total hp), and you will not be trying to cut a way to escape, so you would not be opening a way to escape.
After the creature dies it can change, as you will be damaged only if there is an acid effect or other environmental effect, not by muscular action.

Liberty's Edge

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Mysterious Stranger wrote:

Also, the party should have been able to notice the fact that it was healing. It’s wounds closing up should have been a clue that it was not dead.

Not all healing is automatically recognizable, especially in a creature so different from a human as an ooze.

With humans:
"That guy has stopped bleeding, it is because his heart has stopped beating, or because he is healing?" "Check his pulse."
Ozee:
"It has stopped leaking fluids, it is dead?" "Eeeee.., no idea."

The typical adventurer solution is to apply unnecessary roughness to the enemy's body after he fell.

Liberty's Edge

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Just for a laugh about the in-game and out of game definition of what is a Falchion:

Wikipedia wrote:
A falchion (/ˈfɔːltʃən/; Old French: fauchon; Latin: falx, "sickle") is a one-handed, single-edged sword of European origin. Falchions are found in different forms from around the 13th century up to and including the 16th century. In some versions, the falchion looks rather like the seax and later the sabre, and in other versions more like a machete with a crossguard.
AoN wrote:

Category Two-Handed; Proficiency Martial

Weapon Groups Blades, Heavy
Description
This sword has one curved, sharp edge like a scimitar, with the back edge unsharpened and either flat or slightly curved. Its weight is greater toward the end, making it better for chopping rather than stabbing.

Liberty's Edge

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CRB, p. 181 wrote:
The only movement you can take during a full-round action is a 5-foot step before, during, or after the action.
CRB, p. 186 wrote:
The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

If you have an older edition of the CRB maybe it is not there. I think it was errated after a FAQ.

Liberty's Edge

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Belafon wrote:
Greylurker wrote:

You only need a free hand if the spell has Somatic components right?

So any spell without an S component works
anything with Still Spell works, If you have a Cleric with Blessing of Fervour you could even get the Still on low level spells without the feat.

Unfortunately very few inquisitor spells lack an (S) component. And since the inquisitor (and zealot) are spontaneous casters, Still Spell would bump a standard action cast up to a full-round, in addition to taking a higher level spell slot. At that point Quick Draw is a better feat choice than Still Spell.

A lot of divine spells have a Divine Focus (DF) component and there are several ways to make your weapon or shield a DF. The hand with the DF can fulfill the Somatic (S) components of a spell, so it is possible to resolve the problem of S components that way.

Liberty's Edge

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If we apply the technical aspects, I would make a permanent Mage's Magnificent Mansion. It comes with its servants, food production, and climate control.
The different versions of Create Demiplane would require a lot of castings of it and of Permanence to get something with a decent size without half of the features.
The only advantage of Create Demiplane is that the Greater version allows you to add planar traits.

Managing people requires work. If I were to create my own demiplane as a leisure place, having to manage people wouldn't be one of my goals.

A work demiplane would be another matter.

My idea of a private demiplane is of a place to rest, study, and think.

Liberty's Edge

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Thanks, it is not the one I was searching for, but it was a huge help, as it pointed out at what I was missing. I was searching my digital books, but almost certainly she is one of the few I have only in paper format.

Liberty's Edge

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In my group, while adventuring people use what is available, caring only about utility.

When is time to sell the loot, we make a spreadsheet with the items sell value and how much money each character will get from the sales. Then people "buy" whatever interests them as a selling price.
If multiple people want an item, there is a friendly discussion about utility or why the characters want an item, usually, we can reach an agreement. If not, we roll a die.

If something cost too much the character can be into a negative balance that will be covered by future loot.

Liberty's Edge

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Ring of Resistance

No idea why it costs 50% more (not an appropriate location, maybe?).

Or the PC can add the powers of a Cloak of Resistance to the Cloak of Displacement:

CRB wrote:

Adding New Abilities

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place. The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.
If the item is one that occupies a specific place on a character’s body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

Then there is the Unchained book and the Automatic Bonus Progression.

What I dislike the most is almost all of the specific bonuses you mention and almost all of the spell effects give Resistance bonuses, so they can't stack.

Holy Aura (and the similar spells for the other alignments) is an 8th-level spell. It gives a +4 deflection bonus and a +4 resistance bonus (plus SR and a special effect). At level 15+ the PCs and most NPCs will already have items that give a +4 resistance and +4 deflection bonuses. If they have low wealth they will have +3 items.
Unless you have a veritable horde of NPCs with lover levels and less equipment it is a waste of a high-level spell slot.

Liberty's Edge

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To point it out, in RL Earth we have people who have survived falls from extreme heights:
No Parachute The Highest Falls Pople survived[/url]

Nicholas Alkemade suffered a sprained leg from a fall of 18,000 ft. Seems a high-level character taking 20d6 of damage, né?

And people who survived lots of wounds:

Roy Benavidez received 37 different bullet, bayonet, and shrapnel wounds and survived.
Even assuming an average of 1d4 of damage for each wound, it is more than 90 points of damage, like a 10th level fighter with a constitution of 16+.

Liberty's Edge

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It can be:
There is magic on Earth, but the different governments and powerful people monopolized it. Most successful politicians are spellcasters, men of faith have divine powers, star athletes have body-enhancing classes, great artists are bards or something similar, and so on.

Liberty's Edge

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So, to sum it up: a Schroedingen wizard who knows every spell, has always the right spells available, and can spend them freely while still having the needed combat spells available, will always win.

I suppose you are part of the group that says that "using magic is evident" is wrong, and that magic use is easy to hide.

Considering the number of people that Trump can influence at the same time, yes, he is high level.

"Outside of Ukraine earth has not seen a conflict in a large enough scale to create many such characters." Afghanistan? Israel and the Near East, with a low-level war going on for 70 years? Mass genocide in Africa? Spy games that extend to all the world?

Most NPC in Golarion are and haven't been in big or little wars, nor hunt monsters, but they still have levels, sometimes even high levels.
Working your job for forty generates experience.

Legal enforcement and crime will be some of the fast tracks, but well-drilled armies, air forces, and navy will train people to higher levels.

Same thing for universities and specialist schools.

Stuff that can generate high-level NPCs:
- scientific research;
- worldwide trading;
- big engineering projects;
- organized armies and firms with hundreds of thousands of people
- athletic world competitions;
- regular state and nation wide competition to get government positions.

All that stuff will generate goal completion xp.

Liberty's Edge

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Mysterious Stranger wrote:
The wizard is not going to be the “weirdly dressed man with the foreign accent”. A 12th level wizard will be a genius because they need to be in order to cast their higher-level spells. They will also be investing in magic items to boost their INT. Assume a NPC stat array, so the wizard starts with a 15 INT and bumps that to 17 with racial adjustment. 12th level gives him 3 bonuses to boost that to 20, and a headband of +2 puts that to 22. Divination spells are going to mean the wizard is not going into the situation blind.

You seem to be a genius means that someone has common sense, knows how to meld into a crowd, knows how to interact with people, and is wise. Can you give us some examples of that?

Geniuses often are more arrogant, forgetful, or socially inept, than common people.
PCs wizards often have average wisdom and average to low charisma.
A guy like that often makes intricate plans that rarely survive contact with the "enemy".

"Ears of the city": your wizard speaks English, Russian, Hindi, or whatever is the local language? You need to be able to communicate to use diplomacy.

You continue to say that Earth people will saves will be low, but not why you think so. Are you aware that Wisdom increases with age? The "average" leader will be in his forties or behind.

Rasputin Must Die!:

Quote:
POLKOVNIK LAVRENTI - Male variant dullahan gunslinger 7

A Cossack from the Tzar guards, after death.

Quote:

RUSSIAN RIFLE TROOP CR 11

XP 12,800
LN Medium humanoid (human, troop)
Init +3; Senses Perception +23
DEFENSE
AC 24, touch 14, flat-footed 20 (+3 Dex, +1 dodge, +10 natural)
hp 152 (16d8+80)
Fort +11, Ref +13, Will +8
Defensive Abilities gas masks, troop traits
OFFENSE
Speed 30 ft.
Melee troop +20 (4d6+8)
Space 20 ft.; Reach 5 ft.
Special Attacks fusillade (DC 23), grenade volley (DC 21)
TACTICS
During Combat These troops are veterans of the Great War, and even when faced with fantastic foes (such as armored, sword-wielding, or spellcasting PCs), these hardened soldiers maintain a steely resolve, concentrating their rifle fusillades on flying opponents or supernatural threats, or readying actions to launch grenade volleys at charging opponents. In the absence of armor, troops seek any scrap of cover they can earn—particularly trenches, fortifications, and walls.
Morale A troop disperses when reduced to 0 hit points or fewer.

STATISTICS
Str 26, Dex 17, Con 18, Int 11, Wis 12, Cha 11
Base Atk +12; CMB +20; CMD 34
Feats Ability Focus (fusillade), Combat Reflexes, Dodge, Great
Fortitude, Iron Will, Skill Focus (Perception), Skill Focus
(Stealth), Toughness
Skills Climb +15, Craft (firearms) +4, Knowledge (engineering) +1,
Perception +23, Profession (soldier) +6, Stealth +10, Survival +8
Languages Russian
SPECIAL ABILITIES
Fusillade (Ex) Rifle troops can fire a fusillade of rifle bullets as
a standard action. This attack takes the form of up to four
lines with a range of 200 feet
. These lines can start from the corner of any square in the troop’s space. All creatures in one of these lines’ areas of effect take 6d10+6 points of bludgeoning and piercing damage (Reflex DC 23 for half).
The save DC is Dexterity-based, and includes the bonus from
the troop’s Ability Focus feat.
Gas Masks (Ex) The soldiers of a rifle troop are all equipped with gas masks. This makes the troop immune to inhaled poisons and other nonmagical airborne attacks that require breathing, and grants it a +2 bonus on saving throws against magical cloud or gas attacks.
Grenade Volley (Ex) Rifle troops are equipped with grenades. As a move action, a rifle troop can target a single square up to 60 feet away with a volley of fragmentation grenades. A volley deals 12d6 points of piercing and slashing damage in a 30-foot-radius burst (Reflex DC 21 for half). The save DC is Dexterity-based.

Immune to spell that target a specific number of creatures, i.e. most spells that mess with the mind.

Quote:

RUSSIAN SOLDIER CR 5

Human fighter (trench fighter) 6 (see page 67)

A veteran soldier, not even an elite, is a 5th level NPC.

Quote:
Viktor Miloslav (LN human expert 10)

A scientist.

From what I see, Earth people don't seems low leveled.

Liberty's Edge

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Considering Golarion-universe version of Earth:

I would say that, at least in the Western Hemisphere, witch hunts and the Inquisition would have eliminated most sorcerer bloodlines. The Eastern Hemisphere probably would have more of them. The few that remain in the Western Hemisphere will generally hide their power (but in the XIX and XX centuries there have been groups interested in magic).

Saints and other religious figures will be divine spellcasters, but most clergy have focused on the mundane side of work, so they are experts.

Note that Rasputin is an Oracle (from what I gathered playing Rasputin must die), so he wasn't "taught" his magic.

- * -

Regarding the original question, I would say that is not something that will be known "casually". To know about Earth you have to have researched information about a related topic, like "From where Baba Yaga and her daughter originally come?"
Finding the answers to that question by researching the topic in libraries or with spellcasting will be very hard, in the DC 50 range.

Access to more direct methods, like analyzing an item coming from Earth or searching for information on one will be slightly easier, but still in the 40-45 DC difficulty.

Essentially the question wouldn't be "How hard is it to know about Earth?" as it is equivalent to asking "How hard is it to know about Pandora (the Avatar film planet)?" before the film was made. You have to "ask" a question that would lead to getting the reply "Earth".

Liberty's Edge

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Claxon wrote:

I think one thing that needs to be taken into account when assessing a conflict between Earth and Golarion is means of access. I'm assuming you have a portal that is linking the two worlds. Something for maybe a dozen people at a time to go through at most. Something that most military vehicles wouldn't fit through. No ships. No airplanes.

To me the battle is Earth starts invading Golarion (for completely unknowable reasons) and a high level adventuring team shows up and figures out how to get rid of the portal.

Winning isn't always about completely eliminating your enemy's supply of soldiers.

Edit: Well, it is but that doesn't mean killing them. Sometimes it means closing the magic portal allowing passage between your two worlds.

That is what adventurers do and what Golaronians will be the best at doing.

In that scenario, they will win even against Earth's best troops.

Why Earth will invade? Besides the usual stupid imperialistic reasons (Why Italy invaded Somalia? It was a big expense with very little return.), Golarion seems to have a lot of gold when compared to Earth, plenty of unknown metals, spices, animals, and other resources (magic included). All "good" reasons to want to get a piece of it, and in 1920 colonialism was in its declining phase, but there was still a strong push to expand into new territories and exploit them.

Give 1920 Italy or Japan a way to reach Golarion and they will try to see pieces of it to be "on par" with other colonialist nations. Other nations probably will try a more commercial approach to acquire pieces of Golarion.

Liberty's Edge

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Claxon wrote:

I've always personally considered the published numbers of people in cities to be too low.

I agree (but those numbers don't include plenty of intelligent species).

My calculations, considering that during the Middle Ages, the rapport between the urban population and the rural areas was 1:9, say that the Inner Sea region has 1/2 the population of Europe after the Black Death in an area that is 2x that of Europe.

Considering that Golarion culture and technology seem to be that of the late Renaissance, those are very low numbers.

I usually multiply the population of large settlements x5, the available cash by the same margin, but keep the "magic market" at the base value.

In the current campaign, I am adding "everyday" magic and magic items. That too would increase the population.

An interesting concept introduced by Gary Gigax in a different setting is that the use of magic reduces fertility, so barbarian tribes that use few or no spells or magic items reproduce faster, while civilized people that use a lot of magic reproduce at a slower rate.

Liberty's Edge

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Claxon wrote:
To be clear, Earth is on the same plane as Golarion. Not another one. Just separated by the vastness of space. Reign of Winter sets the Golarion calendar date to the Earth calendar, but I don't know the exact numbers off the top of my head.

From what I gathered playing it, Reign of Winter is at the end or just after the end of WWI, 1918 or 1919. It is after the killing of Nicholas II, so not earlier than 1918.

There is an interesting post here: Golarion Timeline into Perspective via Earth.

Liberty's Edge

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I agree with Mysterious Stranger. A person can register as both alignments when the Detection X spells are used.
Note that it requires a true intention to do Evil or Good, not simply bad or nice thoughts.

Liberty's Edge

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Note that the ruthless merchant that routinely squeezes every penny from his clients, never does a good act, pays his workers as little as possible, and beats people mercilessly for misbehaving or errors, probably will ping evil if he is above 5th level, but, probably, everything he does is (barely) within the limits of the law.

Probably the sadist surgeon that loves the pain he inflicts while doing surgeries will ping evil, even if he actually helps people.

Liberty's Edge

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Relatively cheap, low-quality paper was available even in the Renaissance. Some of Galileo's notes about the expenses of his tenants were written on brown paper used by his butcher. Paper used to write important stuff instead was expensive and durable. The paper for a notebook almost certainly is of the latter type, made to last for centuries.

@ Mysterious Stranger: I have read books and letters from XIII century onward for work. Some are as you describe them, especially if they are personal notes, others are well readable. A lot of people read and wrote by candlelight. With that kind of illumination, you can't write that small.

@ Warped Savant: The cost of living is tiered and not well connected with the pay for laborers, and especially the cost of hiring labor.

The average lifestyle in the rules is that of people living a good life, it says:

Quote:
The PC lives in his own apartment, small house, or similar location — this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.

The cost of living is very different today, we take for granted stuff that, in the past, wasn't available unless you were extremely wealthy, but I would equate that style of living to the top "blue collar" and mid to high tier "white collars" of today (well, a really top tier welder can go around in a Maserati and do the hours he wants, so probably they fall in the wealthy bracket).

Note that it says:

Quote:

Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, cooks, scribes, teamsters, and other trained hirelings.

This value represents a minimum wage; many such hirelings require significantly higher pay.

Liberty's Edge

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Quote:
[PFS Legal] Cackle (Su) (Advanced Player's Guide pg. 66): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

As I read it, all valid hexes are extended.

Liberty's Edge

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FAQ wrote:

Flight and Magical Flight: Can a paralyzed or stunned creature keep flying with magical flight? Does a creature with magical flight not apply bonuses or penalties to Fly checks because it doesn’t have a “natural” fly speed? Does flying make a creature immune to being flat-footed?

No, any creature that loses all actions can’t take an action to attempt a Fly check to hover in place and thus automatically falls. That includes a paralyzed, stunned, or dazed creature. Magical flight doesn’t act any differently, even for paralysis, as it isn’t a purely mental action. A creature with 0 Dexterity can’t fly, and paralysis sets a creature’s Dexterity to 0. Despite the fact that the Fly skill mentions that bonuses and penalties from maneuverability apply to creatures with natural fly speeds, they apply for any fly speed. If they didn’t apply to creatures that gained flight artificially or through magic, then those maneuverabilities (like the listed good maneuverability for the fly spell) would have no game effect. Finally, the statement “You are not considered flat-footed while flying” means that flying (unlike balancing using Acrobatics or climbing) doesn’t automatically make you flat-footed or force you to lose your Dexterity bonus to AC; it doesn’t mean that flying makes you immune to being caught flat-footed.
posted December 2015

A thread whose last post was made in 2013 isn't very useful when the 2015 FAQ gives the official reply.

Liberty's Edge

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If you look at AD&D 1st and 2nd editions, a lot of the non-combat items were published on Dragon. The same thing for a large percentage of the more colorful or lore-based combat items.

It was the advantage of having a monthly magazine that featured plenty of articles. You did get articles about monsters speaking of their way of living and with plenty of potential hooks for your adventures, magic items with a lot of lore linking them to the main game worlds (Greyhawk or Forgotten REalms), new gods descriptions, and a lot of other interesting stuff (included the April fools numbers, Pupazzilla, the toy bear that becomes a gigantic golem bear to defend the children that own it was an instant hit).

Sure, there were plenty of uninspired articles too, but I never regretted having a subscription to it. Pathfinder Player Companion and Campaign Setting lines of products did some of that, but they were less varied.

Most of the colorful items you want aren't what will sell a hardbound or softbound book, so they are only a section of other products. Today no one will write an article describing a dozen different magic spellbooks.

Liberty's Edge

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Tears to Wine is one of those spells with a questionable description, and that makes replying to your question more complicated.

First: it is possible to make a potion/oil of Tears to Wine?

CRB - Potions wrote:
A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed.

Oil of Tears to Wine doesn't respect those two limits. It is not imbibed, nor is it applied externally. To work it has to be mixed with a liquid.

As I see it, you can make a single-use wondrous item in liquid form that has the same effect but it isn't a potion/oil.

Second: what does Tears to Wine?
Based on how I read its description, it turns a liquid into wine as an instantaneous effect, then the wine, when imbibed, gives "a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This increases to a +5 bonus at caster level 9th, and to +10 (the maximum) at caster level 15th." This effect lasts 10 minutes/level.

Third: wine created by Tears to Wine maintains the enhancement effect forever until imbibed or only for 10 minutes/level?
That isn't answered in a clear way by the spell description, but, as the duration of the effect is in the initial description of the spell, I would rule that the wine enhancement effect lasts only for 10 minutes/level from the time when the spell was cast (or from the time when the "oil" was mixed to a liquid).

Fourth; how much Wine do you need to drink to benefit from the effect?
No idea, but I would think something like a small beer bottle (33 cl.).
1/2 cubic foot is a bit more than 13 liters, so enough stuff for 40 persons at CL 1.

Liberty's Edge

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As a friend said, "I can easily make a witch capable to destroy a village even at low levels, one that works well as a member of a party is another matter."

Liberty's Edge

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What class? You are against taking a cleric level?

The first level of the Travel domain gives great powers:

Quote:


Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

As it is a granted power and it isn't an enhancement effect you can fully benefit from haste and other powers that enhance speed.

Liberty's Edge

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"Advantage"?

Quote:
At 10th level, the pact wizard can invoke his patron’s power to roll twice and take the better result when attempting any caster level check, concentration check, initiative check, or saving throw. He can activate this ability as a free action before attempting the check, even if it isn’t his turn. He can use this ability a number of times per day equal to 3 + 1/2 his Intelligence modifier.

Your citation is a bit off.

Regardless, an automatic success does something only if a die roll could fail on a natural 20, like skills. In initiative, an automatic success does nothing, because initiative hasn't a success/failure result.

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MR CRITICAL wrote:
how many Huge sized BASTARD SWORDs,can i get at lvl 8 ?

If it works as the Telekinesis spell, 8.

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Mysterious Stranger wrote:

Since the feat does not require you make an AoO it should not matter if you can make one.

As the FAQ specifies , you use one of your attacks of opportunity for the round. Not a potential AoO, but one of those that you can make that round. If you can't make any because you are using total defense, you have no AoO to use.

The same as when a Barbarian needs to use rage rounds but has none, the same as when a Bard needs to use perform rounds, and so on.

When you don't have a resource you can't use the resource.

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KingGramJohnson wrote:
LunarVale wrote:

1st: Teleport

Yet strangely, in first place is a spell I rarely see banned. I don't ban it. Yet people are certainly aware of its power to disrupt campaigns. Launch a surprise attack on the enemy leader.

Ah yes, the potential of the "Scry n' Fry" tactic. See, at my table, this does not get abused. But that's because my players know the moment they start doing that to their enemies, their enemies start doing it to them, and there will be no mercy. That is what prevents them from using it. LOL

I like your list.

I am very strict with the "You must have some clear idea of the location and layout of the destination." You can Scry the enemy in a room somewhere, but that doesn't allow Teleportation, as you don't know where is "somewhere".

It is one of the reasons why kings, in my world, have several mansions, and all the bedrooms have the same layout. "I scry the king in his bedroom." "It is the one at Windsor, St. James's Palace, Buckingham Palace, or Clarence House" "Our spies say he is in London." "So, not at Windsor, but we can't risk getting the wrong room. We need more information."

Then there is "Areas of strong physical or magical energy may make teleportation more hazardous or even impossible." The target is in a subterranean dungeon? Probably teleporting in isn't that easy.

Enough magical defenses will greatly reduce the chance of successfully teleporting to the target location. Some of that stuff is in Complete Intrigue.

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Lanter archons are fairly good.
You can summon one of them with a 3rd level spell, but using a 5th level spell and Superior summoning you can get 1d4+2 of them.
I have seen them force a standard lich to flee. 6-12 ranged touch attacks that don't care about DR are painful if you haven't a high touch armor class.

Liberty's Edge

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Color spray is better than Sleep for several reasons.

The first is because of its casting time. Sleep has a 1 round casting time, so it is a good spell only if you can start to cast it when the opponent is outside its charge range (several animals can charge for 100' in the right circumstances).

Sleep is a non-targeted AoE spell, so casting it against nearby enemies can generate problems. Color Spray is a cone, so it is easier to control it.

Color spray still has a chance to do something if the opponent has 5+ HD.

At the first level, you can have only 2 prepared 1st level spells, so you need those with maximum flexibility or utility.

Not an expert on the Arcanist, but checking the exploits, Armored Mask gives you the benefit of Mage Armor, +Shield of Faith if you spend a second point.
Better than the spell.

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Derklord wrote:
For some reason, this topic always comes up in regards to polymorph spells. By all logic, guano should be costly in areas where no bats live, and yet, I've never seen someone mentioning making Fireball's material component costly. Hipocrisy at it's best.

The spell requires bat guano, so seabirds guano isn't a valid substitute, but finding a place without bats is really hard.

Wikipedia wrote:
Bats are present throughout the world, with the exception of extremely cold regions.

Bat guano would be hard to get in the extreme northern and southern areas of a world and very tall mountain ranges. In those regions, it will not be a non-expensive item.

So, your argument is a simple attempt at deflection.

Let's use the whole citation about material components:

CRB wrote:
Material (M): A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

As already said plenty of times, if we take that assume as you absolutely have a spellcaster with a component pouch, and the right spells will never fear to die of hunger or thirst.

He will always have unlimited tiny fruit tarts thanks to Hideous Laughter and unlimited drops of water thanks to Control Water and other spells.

And to cite what you have said today in another thread:

Derklord wrote:

Oh, and one more thing, just in case: Pathfinder rules are written by people for people, not by lawyers for lawyers. They aren't written like legal documents that have to be 100% loophole proof because otherwise the company can get sued for billions or a murderer gets free or something like that. They're written with the assumption that a human being interprets them using common sense.

So, how does it work? It is not legalese only when it is convenient?

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Relevant citations:

CRB wrote:

To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger.

...
Command Word: ... A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation.
...
Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to def lect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat.
CRB wrote:
Slot: Most magic items can only be utilized if worn or wielded in their proper slots. If the item is stowed or placed elsewhere, it does not function. If the slot lists “none,” the item must be held or otherwise carried to function.
CRB-Scrolls wrote:
Activation: To activate a scroll, a spellcaster must read the spell written on it.
CRB-Staves wrote:


To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).
CRB-Wands wrote:
To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area.

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CRB wrote:

The form chosen must be that of an animal with which the druid

is familiar.

I was wrong.

Wild Shape works like Beast Shape and allows you to transform into a normal version of an animal, not one with a template.

CRB wrote:
Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.

The Planar Wild shape allows you to add a template to that.

The feat allows you to bypass a limitation of the spell and requires 5 ranks in Knowledge (planes). As I see it, the two things are linked. With 5 ranks of Knowledge (planes) you know what are the effects of adding the celestial template or fiendish template to your animal form, so you are familiar with the templated forms of the animals.

"Familiar" isn't a defined term, so I think that the feat requirement should be taken as the requirement to extend your knowledge and familiarity to the template forms of the animals.

An alternative is to require the character to have enough skills in Knowledge (Nature) and Knowledge (Planes) to identify the templated animal while taking 10, but that, in a game where skill points are limited is a tough requirement.

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The feat adds a template to the animal, and the template is linked to the druid alignment, I see no reason to require the player to be familiar with the templated form of the animal.

RAW, there is no rule requirement to be familiar with the animal in which you are wild shaping. Some GMs require you to know about the animal but it is not a RAW requirement, only something that is reasonably logic.

I can see why a GM could say that a druid living in a desert can't turn into a plesiosaur unless he has some way to know what is a plesiosaur, but the rulebooks don't limit the forms you can take.

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It is the famous "furniture" skill, an advanced skill that allows NPCs only to resemble furniture (or a normal rock, or a plant, depending on the location) and disappear in the background.

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Wasteland_Betty wrote:
I have a player who has maxxed out the save DC for Icy Prison as high as she can get it. She spams it on every encounter. But. . . the save DC is so high that the target usually fails and the Strength DC to bust out is too high for most creatures. It effectively shuts down most fights within a few rounds. Other players feel it makes them irrelevant. Any suggestions on how to handle it?

The first step would be to speak with the player.

If that doesn't work:

Spell resistance works against Icy Prison. As the PC is at least 9th level, creatures with SR should be relatively common.

It is a targeted spell, so Spell Turning works, too.

Start encounters at a range, and have the opponent bring friends to break the ice, as Melkiador suggested.

Have groups of opponents instead of a single big guy, and more than one encounter in a day. There is a limit on how many 5th level spells he can spam in a day.

Use decoys: illusions, low-level opponents dressed as the BEEG, low level monsters that resemble more dangerous monsters,

Creatures that deal fire damage when they hit (like fire elementals with the Burn damage) should melt the ice rapidly.

Freedom of Movement is an autosave against that spell, as Icy Prison is a spell that impedes movement.

One trick pony can be defeated by tactics that beat the trick. As the PC use that tactic in every encounter, his opponents have the possibility to adapt.

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Wonderstell wrote:

Chicken was the one that came to mind. You're free to check the list on Archives for more outliers. Might be one or two more?

Familiars with charisma 10+: Kakapo, Meerkat, Peacock, Peafowl, Platypus, Rhamphorhynchus.

I have never looked at the familiar's charisma before, but I fail to see why they have so low values.

CRB wrote:

Charisma (Cha)

Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance.

So, RAW, a cat has the same charisma as an insect. Internet and Facebook are wrong, we should publish cute photos of crickets and locusts.

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Wonderstell wrote:
MrCharisma wrote:
Wonderstell wrote:

There are ways, yes.

It is also possible to just target Touch AC with your Spellstrike if you give up dealing normal damage in addition to your Spell damage. It doesn't sound like that happened here, though.
It is possible to target Touch AC with your SPELL, but "Spellstrike" always targets regular AC (unless you have a specific ability that says otherwise, like the Accurate Strike Arcana).
Spellstrike has no such stipulation. If you want to deal weapon damage in addition to the spell you target regular AC. But if you just want to land the spell charge then you are free to forgo the weapon damage and target touch AC.

You are missing how Spellstrike works:

UM wrote:

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack.

Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell.

If you use Spellstrike you are using your weapon and do a melee attack.

Otherwise, you aren't using Spellstrike and do a touch attack.
You can't use Spellstrike but revert back to a touch attack when delivering the attack.

Spellstrike isn't Spell Combat, BTW. A lot of people confuse the two.

Wonderstell wrote:
MrCharisma wrote:
Wonderstell wrote:
If they had attacks left they could choose to make those as Touch attacks to make sure their spell lands. That might be what happened here?
This is not.
See the above. If your first attack targeting normal AC misses on a 15 on the d20, the smartest move is to try your luck on the Touch AC with your second attack. (Assuming they're using Spell Combat as well)

Actually, when using Spell Combat, you either cast your spell as the first thing and use its free touch attack, at full bonus (minus the Spellcombat modifier), for your first attack, or you cast the spell at the end of the iterative attacks, and again attack at full bonus minus the Spell Combat modifiers.

A Magus hasn't a switch to turn Spellstrike on/off mid-action.

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bardliam wrote:
Outsiders are allowed and considered the equivalent of a 17th level cohort. RAW.
Diego Rossi wrote:


Can you cite where you have found this "RAW"?

And what outsider is the equivalent of a 17th level cohort?
As we are speaking of demons in particular, a Dretch has a CR of 2, a Marilith a CR of 17, and a Balor a CR of 20. Do they all count as a 17th level cohort?

bardliam wrote:


I was rewriting that bit and that should have said 'Marilith' is 17th level.

This is copied from D20pfsrd.com but it's from the Core Rulebook regarding the Leadership feat:

The planes are full of limitless possibilities, ...

Facepalm

The piece you cite is about calling outsiders with Planar ally or Planar binding, it has nothing to do with the leadership feat. No idea why D20PFSRD had put it under leadership.

If you look at the list of creatures that can become Cohorts listed on the same page, a CR 10 Piscodaemon is an appropriate level 17 Cohort. Or a CR 12 Valkyrie. A CR 17 Marilith isn't even close to being in the possible range.

RAW the table stops at "25 or higher", so even if you play in a game going beyond level 20, the maximum level for a cohort is 17.

D20PFSRD is somewhat useful as it collates several sources on one page, so often you can find stuff there that would require check-in a lot of pages of Archives of Nethys, but, at the same time, it collates several sources, even third party, in one page, and sometimes there is unrelated stuff, like in this instance.

I think they put that section there as a role-playing option. You could conjure a more powerful outsider than what you can get as a cohort and try to convince him/her/it to become an ally, but he will never be a cohort and he would not be subject to the Leadership rules.

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DungeonmasterCal wrote:

Player: "My character is invincible."

Me: "Prove it. Roll initiative."

I've only had that happen on one occasion. Way back in a 2e D&D game I was asked to be a guest DM by a friend. I hadn't even gotten set up before one of the players told me, "Just want to let you know this party can't be killed. We're too good as players and we have magic blahdee blahdee blah...".

One died in the first round and they all got mad and stalked out. I wasn't even trying to kill anyone but was just feeling out their capabilities with a couple of traps and a low-level monster encounter.

It sounds like they and the GM were a bit into a rut. Things were easy because the opposition was always the same.

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Chell Raighn wrote:
There are three typical outcomes you can regularly expect from thr orphanage… Paladin, Monk, or Rogue… though on occasion a future Paladin might turn out to be an Antipaladin instead…

Fighter, very straightforward class, and no-nonsense way to find work after leaving the orphanage.

Barbarian urban archetype, plenty of pent-up rage from the mistreatment in the orphanage.
Bard, the storyteller of the orphanage.
Sorcerers and oracles, they can come from everywhere
Cleric, the same origins as a paladin.

What I see as rarely coming from an orphanage are wizards, maguses (it is the correct plural of magus?), and druids.

The other classes are midway between those two extremes.

What determines what are the potential classes after being raised in an orphanage is who set it up.
I see the church of Iomedae or Sarenrae setting up an orphanage, but I see the Hellknight orders doing the same, getting a lot of well-conditioned brownshirts, or the church of Callistria (plenty of children from single mothers), Asmodeus (brownshirts again), Erastril, Shelyn, Adabar, etc., each one with its agenda and different probable outcomes.

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BigNorseWolf wrote:


(Sticking with human, even though dex/int races are easier)

Str 17 Dex 14 Con 14 Int 14 wis 12 cha 7

Str 7 Dex 19 Con 14 Int 16 Wis 10 Cha 7

Your dex Magus can be shut down by 1 Ray of enfeeblement even if he saves and plenty of poisons, the str Magus is a bit more resistant and he can still survive some dex damage. He even has a better Will save, so, again, more resistance against spells that affect that save.

I see some trading of strengths and weaknesses, but not that overwhelming advantage.

You argue that there is little support for higher-level adventures in Pathfinder Society, and that proves that there is no interest in them.
I think there is another explanation for why people don't play high-level scenarios in the Society.
How many parties in the Pathfinder Society games are made by pick-up groups? How well PUGs work when you use high-level characters? How willing people are to play with another high-level character of people with which they have never played?
How fun and playable are high-level scenarios that need to end in one session?

My experience is that players like to play high-level games at home, where the GM can adapt them to the characters.

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Phoebus Alexandros wrote:
Duh, good catch Diego, insert facepalm emoji here.

This thread has been a good inspiration for me. In the near future, I will play some mass battle scenes, and it was a good start to read again the troop template as I want to change it so that it is more to my taste.

Checking what I want to change I noticed that tidbit.
I too was thinking they are gargantuan-sized before reading it.

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AoN - Troop subtype wrote:
A single troop occupies a 20-foot-by-20-foot square, equal in size to a Gargantuan creature, though the actual size category of the troop is the same as that of the component creatures. The area occupied by a troop is completely shapeable, though the troop must remain in contiguous squares to accurately reflect the teamwork of trained military units.

As I read it, size doesn't stop you from making an overrun maneuver against a troop, as long as the components creatures have a size that will allow it.

The troops published in the bestiaries have all a size of M o S: troop.

Hobgoblin troop:
LE Medium humanoid (goblinoid, troop)
Space 20 ft., Reach 10 ft.

There is instead a "legs" problem.

AoN - Overrun wrote:
If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.

How many legs has a troop? As the single unit or as the whole troop? The monster description doesn't say how many single creatures make it up. A goblin troop has 8 hd, but it is made by, probably, 16-30 goblins.

Not a rule, but considering how RL cavalry charges work, the willingness to allow PCs to do scenographic maneuvers, and the incomplete rules for troops, I would allow the overrun maneuver (as long as the single creature is a valid target) at the standard CMD of the troop, but will not allow the target to be knocked prone.
Essentially, you will be able to pass through the troop, but will not knock down enough people to count the whole troop as knocked down.

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Two minutes with a trait:

AoN wrote:

Bladed Magic

Source Ultimate Campaign pg. 56
Category Basic (Magic)
You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

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BigNorseWolf wrote:
Temperans wrote:


Umm this is what spell recall is all about. "Oh I spent this spell let me just get it back".

Which is still a limited resource.

Quote:
And at low level you can just do TWF with Arcane Mark, even if you run out of spells. So it's not like you ran out of magic.
That's one of the tactics that makes dex to damage so good. Since you don't have a shocking grasp on it more +hit and more +damage makes more of a difference when you're running on fumes.

And we return to "you need to be a dexterity-based magus" when a strength-based magus can do that from level 2 and without spending feats.

You are using circular logic BNW.

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BigNorseWolf wrote:


negating 20% of the enemies attacks against YOU is not negating 20% of their attacks unless you are THE parties dedicated tank

One of the problems of your position is that you aren't speaking of a cookie-cutter magus that is superior, but a cookie-cutter magus in a cookie-cutter party where he plays cookie-cutter DPs while another cookie-cutter character plays cookie-cutter tank (and I suppose there a cookie-cutter spellslinger and a cookie-cutter healer) that is superior.

Do you see the problem? Maybe you like playing in that kind of setup, but to me, it seems awful. Plus, I have never seen a whole party making a set of cookie-cutter characters like that.

In a total vacuum, your setup can be superior, in real play, it is theoreticraft that rarely will work as advertised.

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Darigaaz the Igniter wrote:
Mage of Swords wrote:

I start at level 1, with a 'free' NPC class level (1st level warrior/1st level wizard, or the like). This gives some extra skills, hit points, and proficiencies right away.

I don't count the NPC class as part of the leveling process, so players interested in things like the eldritch knight prestige class don't have to take a dip into fighter later to get their proficiency in all martial weapons, they can take the warrior class for free and not sacrifice a level of spells casting.

I might have to borrow that

For this campaign, I have tried adding a "child" level.

4 hit points (no constitution bonus) and 4 skill points taken from "children's" skills (i.e. skills that a child of that background and society will commonly take). The characters are still limited to having a skill rank equal to their level, so they get a broader base, not higher skills.
Classed NPCs get the same bonus, so they have a bit more hit points without getting more offensive power.
The result was positive, the characters were less prone to die because of an unlucky critical hit, and their skills were a bit more rounded out.

It is only one of several houserules that I am trying in this campaign, but I think it will work well even by itself.

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