Dr. Johnny Fever's page

Goblin Squad Member. Pathfinder Lost Omens Subscriber. 556 posts. 1 review. No lists. No wishlists.



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Pathfinder Lost Omens Subscriber

Greetings all,

I'm planning a cleric for an upcoming campaign and I'm trying to figure out if the Ecclesitheurge and Herald Caller can be taken together or if that's a rules no-no.

Specifically, a Herald Caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields.

For an Ecclesitheurge, they're proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.

Also, for the Ecclesitheurge, at 1st level, they designate domain one as their primary and the other as their secondary; they can use their non-domain spell slots to prepare spells from their primary domain’s spell list.

I think the domain selection requirements are different enough between the two archetypes to be legal, but I'm not sure about the armor/weap proficiencies.

Is it a problem if both archetypes strip medium armor, shields, etc?

Thanks in advance!


Pathfinder Lost Omens Subscriber

From the alchemist class bomb description: "In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies"

From the barbarian class rage description: "While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration"

I'm considering adding some barbarian to my alchemist, and I foresee the question coming up at the gaming table: "does mixing/throwing an alchemist bomb an ability that requires patience or concentration?"

I personally don't think it does, as it should/would state somewhere in the bomb description that it requires concentration to perform, but I could be convinced otherwise I suppose.

Thanks in advance for any feedback!


Pathfinder Lost Omens Subscriber

One of my group's major complaints about PF1 (and OGl 3.5) was there was no limit to the number of spells a character could have active at the same time.

While, on the surface, this seems like a great idea, in reality it was a time sink keeping track of the buffs and their durations, especially at higher levels, where people could have 10+ buffs active at once.

Does P2E do anything to limit or address this?


Pathfinder Lost Omens Subscriber

Hello,

My order # 7495489 came with a damaged box and, while most of the contents were thankfully untouched, my beloved copy of the Pathfinder 2 Core Rulebook was not so lucky.

https://i.imgur.com/LUTF0nb.jpg
https://i.imgur.com/a8evPpD.jpg
https://i.imgur.com/k1DzCEz.jpg
https://i.imgur.com/6PAZCGG.jpg

Can I request a replacement copy?


Pathfinder Lost Omens Subscriber

My 17 Druid/2 Barbarian is taking Leadership at 19th level and I'd like him to have an Awakened T-Rex as his cohort. Does anybody have any suggestions or guidance on what the effective cohort level would be for such a creature?

Thanks!


Pathfinder Lost Omens Subscriber

My question is this...if a Druid already has a template like Half-Fiend/Celestial/Dragon/etc, what parts of their template, if any, continue to function once they wildshape into, say, a dinosaur?

It's been pretty clearly laid out (IMHO) that, per RAW, you cannot W/S into a templated creature (e.g. no Dire-Apes with Advanced template). But what if the base creature already has a template? Does W/S also 'remove' that template in the new form?

If it's 'some-yes/some-no', things can get tricky with some of the more involved templates. A half-dragon Druid that W/S into a dinosaur now has to consider what happens to their:

1. Ability score mods
2. Any elemental resistances/immunities
3. Flight from wings
4. Claws/bite attacks
5. Senses (Darkvision, low light vision, blind sense, etc)
6. Damage resistance
7. Spell Like or Supernatural abilities

...to name just a few things.

Thanks in advance for any thoughts!


Pathfinder Lost Omens Subscriber

All,

I'm running a campaign where the PCs will be based out of a large 3 story inn and tavern, and I'm trying to find a floor plan to cover the place. I've looked through my usual assortment of pdf resources, as well as some Google searching, and come up empty handed. The reason I'm looking for 3 stories is that is how the inn is described in the published adventure that I'm running, but there was no floor plan provided.

The place is centered around merchant traffic coming to and from a large exterior gate in the city walls of a large city, in that city's merchant quarter. I suppose, in a pinch, I could take 2 different second story floor plans from two different inn layouts and call one the 2nd story and one the 3rd story, but I'd really like to find a single floor plan that was designed from scratch with 3 stories in mind.

Thanks in advance!


Pathfinder Lost Omens Subscriber

So I'll be DMing a homebrew campaign coming up where the PCs will attain 10 mythic tiers over 20 levels. One of the players is considering a druid who focuses heavily on wild shape. Looking at the mythic rules I see two major holes in the Paizo mythic rules (we don't allow 3PP content) as they pertain to druid's wild shape ability.

1. There is no way for the druid's wild shape, to my knowledge, to attain the benefits of the mythic beast shape spells, since there is no path ability that gives this benefit and the beast shape spells don't show up on the druid's spell list (so they can't get short duration access to the mythic version through mythic spell casting either).

2. There is no Hierophant equivalent of the Archmage path ability Shapeshifting mastery, which gives extremely useful abilities to shapeshifters by setting their natural attack base attack bonus equal to their caster level.

Proposed changes:

(Note: I specify beast shape above and below, but the same problems/proposed solutions exist for elemental and plant wild shape.)

1. Add a tier 1 hierophant path ability called 'mythic wild shape'. Prerequisite: the character must have wild shape as a class ability. Benefit: By expending one use of mythic power as a character wild shapes into a form granted by beast shape I-IV, that use of wild shape provides the benefits of the equivalent mythic beast shape spell.

2. Add a tier 1 hierophant path ability called 'shapeshifting mastery'. Benefit: Your ability to magically adopt other forms is unparalleled, and you can expertly translate your divine might into brawn. You add half your tier to the caster level of spells or abilities from the polymorph subschool. While under the effects of a spell or ability of the polymorph subschool, you can use your caster level instead of your base attack bonus when making natural attacks that rely on your new form.

Does anyone see any problems with the above house rules? Are there other issues that I haven't picked up on with mythic wild shape rules?

Thanks!


Pathfinder Lost Omens Subscriber

So as I look at the Sacred Summons feat I notice it has a requirement of an aura, like a Cleric's Aura. Is there any (Paizo Published) way for a Druid or an Oracle to get such an aura and qualify for this feat?

Thanks!


Pathfinder Lost Omens Subscriber

Once upon a time in the halcyon days of yore, I owned the paper copies of the Savage Tide Adventure Path, and life was good.

Now, years (and several moves around the country) later, the paper copies are gone and I find myself trying to purchase PDFs of the issues.

However, when I went to the product pages in order to purchase the PDFs, most of the issues seem to only offer the paper copy and some, not even that.

Because I now play PF online, a PDF version is MUCH preferable to the dead tree version.

How can I purchase PDF versions of these issues? Am I not looking in the right place on the site?

Thanks in advance!


Pathfinder Lost Omens Subscriber

What is the order of operations when applying the effects of Cornugan Smash and a Cruel weapon? Does the first swing inflict both the shaken and sickened conditions (assuming a successful intimidate check) or does it only apply the shaken condition, and then a successful second swing on the now shaken target causes the Cruel weapon's ability to trigger (target is then also sickened)?

Thanks!


Pathfinder Lost Omens Subscriber

If a creature has Spell Immunity (or Greater SI) cast upon them, can the caster choose to have them immune to a divination spell? Personally, I don't think they can since what Spell Immunity does is effectively gives the recipient unbeatable SR against the chosen spells, and most divination spells (See Invisible, Analyze Dweomer, etc) do not check SR.

Lol even as I'm writing this I'm convincing myself even further that I'm right. Has anybody got a good counter argument? I suspect this will come up in my WotR campaign relatively quickly (Analyze Dweomer is basically a big 'F U' to the DM's buffs on the BBEG) so I want to be able to have a cogent (and ultimately succesful :P ) debate when that moment arrives.


Pathfinder Lost Omens Subscriber

The 6th level sorcerer/wizard spell Analyze Dweomer states:

'In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.'

My question is, if my sorcerer casts this spell on a creature that has spells active upon it whose exact parameters are chosen at the time of casting (spell immunity, resist energy, etc.) how specific does Analyze Dweomer get with its information?

In the above example, would it tell me 'the target has up spell immunity(magic missile, hold person and suggestion) and resist energy (cold) and resist energy (fire)'...or would it say 'the target has spell immunity (the effects of which can be read directly from the SRD) and resist energy twice'?


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Pathfinder Lost Omens Subscriber

Since FGG is pretty much my favorite adventure creation RPG company (even edging out Paizo for fun adventures, and tied with Fire Mountain Games, but FMG has a pretty rotten track record for sticking to promised release dates, a subject for a different thread...) I found myself recently thinking about the sorts of content I'd like to see from FGG over the next 12-24 months.

Note: My group runs campaigns totally online using d20Pro and Hero Lab files, so a lot of this revolves around electronic HL and d20Pro product support, which FGG has done better than any other RPG IMHO.

1. Pathfinder conversion of the City of Brass using the new Mythic rules: I recently started another thread on this topic here. 'Nuff said.

2. Slumbering Tsar Hero Lab files: I was HUGELY disappointed to see that the recent MindGene d20Pro Kickstarter for adding FGG content didn't include Slumbering Tsar somewhere (base reward, stretch goal, etc). Guys, I get it. ST is a MASSIVE adventure requiring a MASSIVE amount of effort to generate d20Pro maps and HL files. That's exactly why we need it. I'd pay 20$-25$ for the ST HL files, approximately twice what I paid for the Stoneheart Valley files. PLEASE figure out some way to do this. It's just too big for individual GMs to tackle ourselves. The dang book is gathering dust on my bookshelf until I can find some HL files for it.

...as a bonus, I'd love to see some more high level stuff added to ST to help fill out the level 16-20 range content...maybe some Mythic stuff here too? Which leads me to #3...

3. A high level campaign, like for levels 11 - 20. Between City of Brass, Rappan Athuk and Slumbering Tsar, FGG has proven it has the chops to create some high quality high level content. A campaign based based around high level play would be the cat's meow. I didn't include Fane of the Fallen in that list because, even though it is listed as being for levels 13 - 18, it is probably my least favorite FGG product. Sorry, but there it is. Not every product is going to be everyone's cup of tea, and that one just left me cold.

4. The Sword of Air: You've already announced this one is in the works and I couldn't be happier about it. I'll be pledging on day 1 of the Kickstarter. All I ask, and you'll see a consistent theme here, please include a significant amount of high level content....trying to fill in gaps in content for levels 16-20 can be a *!%#^.

5. Conversions of 3.5 material: I already mentioned City of Brass but there are still some real classics to tackle after Crucible of Freya and Tomb of Abysthor (and hopefully CoB). My personal choices would be Lost City of Barakus, Trouble at Durbenford and Bard's Gate. I'm a big believer in a nice balance of new material from FGG and Pathfinder touch ups of the 3.5 classics.

Anyhoo, I'll end this like I started it: with praise. FGG is my favorite RPG company because a) you guys make great adventures that really do feel old school and b) you provide excellent electronic product support in the form of HL and d20Pro files. Whether or not you do indeed produce any of the products mentioned above (although at least the SoA is a done deal it sounds like) I am sure I will greatly enjoy whatever you guys do end up releasing!

DJF


Pathfinder Lost Omens Subscriber

Take a ride with me, my friends, on Doctor Johnny Fever's mysterious Way Back Machine! It was the summer of 2007 (or thereabouts, the Doctor's memory starts to get fuzzy after the 3rd 7&7), the housing market was getting ready to go belly up, the twin wars of Iraq and Afghanistan were raging full force, and RPGer's were only starting to come to grips with the end of Dungeon and Dragon magazines. It was pretty sad times.

There was, however, a bright spot of hope in all that doom and gloom. Necromancer Games released the amazing City of Brass boxed set at Gen Con that year, and it was good. Really good. It finally fleshed out the mythic (hold onto that word, you'll need it later) city at which the cover of the 1st edition Dungeon Master's Guide had only hinted.

Not only did it provide a massive overview of the city itself, the surrounding environs, and the many incredible beings that could be encountered there, it also presented a full campaign that could, possibly, result in an encounter between the PCs and the Sultan of the Efreet himself!!! DUHN DUHN DUHN!

Needless to say, that campaign ended up being pretty epic. Not just in the traditional 'holy smokes, it's the Avengers vs. the Justice League!' epic, either. It was epic in the DnD 3.5 level 21+ sense also.

You see, the Sultan and many in his court were such powerful beings that, in order to really stand a chance against them, ordinary PCs just weren't going to cut it...not even level 20 PCs. So, add in a dash of the DnD 3.5 Epic Level Handbook (yes, let's be honest, even with all of its warts...I'm looking at you, epic level spells) and you had PCs that finally had at least a glimmer of a wisp of a trace of a hope of living through the end of the CoB campaign (I won't go into any deeper specifics so as to avoid spoilers).

Fast forward to the summer of 2013 (such is the Doctor's power!). The DnD 3.5 rule set has been, largely but not completely, replaced by the Pathfinder rules. Necromancer Games has been, well I won't say replaced, but its niche (third edition rules, first edition feel) has been filled by Frog God Games. And now, following Gen Con 2013, Pathfinder Mythic rules have supplanted what we used to call Epic rules.

But Doctor, you say, all I'm hearing is a lot of jaw jacking and chin music! I've got new episodes of Dexter and Hell on Wheels on the DVR! Get to the point, sir!

Very well. The point, dear reader (which you already knew because you read the thread title, oh astute one), is that the time has come for the City of Brass to rise again, reborn in all of its shiny new Pathfinder Mythic rules splendor.

So, what say you, FGG? Is there hope for a City of Brass revival? Or did I spill my adult beverage all over my Bermuda shorts while typing this for naught?

DJF


Pathfinder Lost Omens Subscriber

My search on the Ghost Rager barbarian power only skirted the issue that I'm wondering about so I'm going to start a thread in order to put a fine point on it.

Does Ghost Rager apply when you wield a magic weapon or only when you use a non-magic weapon?

Ghost Rager (Su)

Prerequisite: Barbarian 6, superstition rage power

Benefit: While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power.

I'd like to think I'm not reading too much into the RAW here, but maybe I'm not reading far enough. Does 'even when using nonmagical weapons' mean that when I use a magic weapon I continue to inflict 50% damage on the incorporeal creature, or does this include magic weapons? I guess the word 'even' is throwing my logic train off the tracks here. If the power was meant to only apply to normal weapons it would have been helpful had it been written without the word 'even'.

Thanks in advance!

DJF


Pathfinder Lost Omens Subscriber

Is there anybody out there offering HeroLab .por file creation as a service? Meaning, let's say I have an adventure that I want to have HeroLab .por files created for, but I don't want to do it myself. Does anyone know of someone interested in doing this as a service? If so, have them PM me and we can talk project scope, timeline, cost, etc.

Thanks!


Pathfinder Lost Omens Subscriber

This is a question about hardcopy publishing in general, and I suspect the answer is the same whether we're talking about magazines, hardback novels, or softcover/hardcover gaming supplements, but since it usually only comes up concerning my gaming supplements, I thought I'd ask it here on the Paizo boards.

Basically I was wondering if it's possible to request a loose leaf unbound version of a product. I'm one of those strange disturbed individuals that likes to keep their bound copy of products in relatively pristine condition on a bookshelf for the occasional flip-through or sniff (yeah yeah I smell my books, so sue me).

However, during an actual gaming session (even online ones, as I use d20Pro VTT for all of my gaming right now) I usually need to crush the paper copy of the module flat against my computer desk to get it to remain open to whatever page I'm using. This gets to be pretty hard on my books and often results in pages coming loose from the binding over time.

I've tried two different solutions to this problem. First, I try to use pdfs whenever possible, but I've found that I experience information overload pretty quick with more than a couple pdfs open at a time. Add into the mix instances of d20Pro, Hero Lab, my GoogleDocs campaign tracker, and multiple pages of d20pfsrd.com, and my computer desktop becomes a nightmare spread across two monitor screens. This tends to slow down game play, which irritates all GMs and gamers.

Second, I've gone the route of printing black and white copies of the necessary products (usually just whatever adventure I'm GMing at the time), three hole punching them myself and placing them in a binder, but this has become prohibitively expensive regardless of whether I use my own printer at home or a professional print/copy shop.

What would be extremely helpful would be loose leaf versions (shrink wrapped possibly?) that were available for purchase from the publisher; in this case Paizo (but I'm gonna start asking Frog God Games about this option too...). Having them already 3 hole punched would be a bonus, but I'm not adverse to doing that part myself.

I realize that offering loose leaf version of your products would entail significant changes to multiple aspects of your business (order placement, shipping, warehouse space, printer contracts, etc.), so I understand if the answer is 'NO WAY JOSE', but I did at least want to get the discussion started. Seeing the pros and cons from a publisher's perspective would be interesting, if nothing else.

DJF


Pathfinder Lost Omens Subscriber

Greetings all,

In an effort to plan for future campaigns (we're just about to start Rappan Athuk), I'm looking at running Fire Mountain Games' Way of the Wicked, somewhere down the road. However, because our game is run completely online using d20Pro and Hero Lab, I'm always leery of adventures that I can't find pre-built Hero Lab files for. Scraped maps of WotW ('scraped' = no room numbers, traps, secret doors, etc) are a bonus, but in a pinch I can knock them out myself with MS-Paint (ugh).

I checked d20pfsrd.com's Hero Lab files section but didn't see anything for Way of the Wicked. Likewise a Google search on the subject was negative. Has anyone that is running WotW built any Hero Lab files for these adventures? If so, I'd be eternally grateful if we could work something out for making them available for download somewhere, or trade emails.

You stay classy San Diego,

DJF


Pathfinder Lost Omens Subscriber

Derelict Cave Question:
In S&S 5 'The Price of Infamy', inside A5 'The Derelict Cave', the only mention of water depth that I can find is that, at low tide, the top of the cave mouth is ten above the water line. I didn't see DC for swim checks listed anywhere in the room description, but don't the brykolakas (sp?) try to stay in the water? Should this be an underwater or above water battle?

<br /><br /> Thanks!


Pathfinder Lost Omens Subscriber

The martial arts style feat Tiger Claws says, as part of its benefit: <br /><br />

Benefit: While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, can add half your Strength bonus to one of the damage rolls.

<br /><br />

What does a monk add as damage mods to this attack? It states it is an unarmed strike with both hands. Do I add strength bonus x1.5 like a two handed weapon attack? It also goes on to say rolling unarmed damage for each hand separately. So, instead of adding strength bonus x 1.5 like a 2H weapon attack, should I add strength bonus twice, once for each hand since both hands struck as part of the single attack roll?
<br /><br />

Along a similar line, if I have an Amulet of Mightly Fists +1, do I add +2 onto the damage since both hands hit and the benefits says rolling unarmed damage for each hand separately, not 'unarmed damage dice' or 'base unarmed damage'. What if I have an energy type added to my damage? Add it once or add it twice? My 'unarmed strike damage' = my base dice damage + str bonus + magic bonus + et. al. (flaming, etc.), so telling me to roll unarmed strike damage for each hand separately makes it sound very much like I'm rolling like I struck the person with two separate attacks, which means everything that I've got coming to me is getting added into each unarmed damage strike.

<br /><br />
Now, Power Attack. The benefit says, concerning PA: If you use Power Attack in conjunction with this attack, can add half your Strength bonus to one of the damage rolls. What it fails to cover is whether this is considered a pair of one handed or a single two handed attack with PA. Am I adding the +2 per 4 BAB twice, like 2 1 handed PAs, or am I adding +3 per 4 BAB once, like a 2H PA?


Pathfinder Lost Omens Subscriber

I have a bad feeling I'm about to ask a question that has been asked, and answered, several times before. I didn't see an FAQ on it, or a thread about this specifically, so here goes.

Will my copy of RotRL Anniversary Edition ship with my regular July subscription shipment, or is it a separate box? I just wondered if I could expect the pdf email at approximately the same time I get the email for the rest of my subscription for this month.

Thanks!


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Pathfinder Lost Omens Subscriber

Greetings all,
While I really do enjoy the current content that is added (almost)daily to the Paizo blog, I do have one request: could you start showing examples of gameplay where the PCs are using rules from new systems that are being utilized in the APs?

This idea first crossed my mind with the kingdom building rules in Kingmaker. I thought of it again with the caravan rules from Jade Regent, and now it has risen again with the ship-to-ship combat rules for Skull and Shackles.

I'm envisioning an article detailing a game session where the GM is interacting with the PCs, asking them for their actions this round and telling them the results of those actions. In addition there would be editorial content explaining why certain numbers were added to certain checks, etc. These sorts of examples have three benefits, methinks:

1. Everyone, IMHO, learns better with a concrete example in front of them. Reading the rules is necessary, of course, but actually seeing them in use can really help to cement in a person's mind how they function.

2. It gives Paizo staff a chance to clear up any confusion, errata, or other corner cases that they've seen pop up in forum threads concerning the rules as written.

3. Unless the rules for a new system were published in a player's guide for the AP (like Skull and Shackles), the only person who might have had a chance to read them is the GM. Now he or she has the additional pressure of not only creating and prepping the adventures, he now also has to teach a new system to his players. Usually this happens because GMs don't want their players perusing an issue of an AP to read up on the new system, when it also has an adventure in it that the GM wants to take them on. An online example of the new system (maybe with key portions of the new system reprinted there) would help alleviate this probelm.

I'm definitely not against Paizo adding new systems to Pathfinder; I think it's necessary to keep growing the game and making it feel organic. But having some examples of their use in a blog would be sooooooo helpful, both to GMs and players.

And, finally, you know that we totally love it when you guys show gameplay examples with the iconics :)


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Pathfinder Lost Omens Subscriber

I'm a little confused about how the climb and swim special abilities work. I'm good with the actual climb and swim skills, but the special abilities are throwing me for a loop.

If a character has a climb speed of 30', does this mean he can actually climb 30' as a move action? How about a creature with a swim speed of 30 (or x)?

At first I thought it was a no-brainer, you have a climb/swim speed of 30', so you climb/swim 30' as a move action, same as how, if you have a land speed of 30', you move 30' as a move action. Easy-peasy. Then I got tripped up reading the special ability descriptions at d20pfsrd.com.

Climb universal monster rule

The Climb special ability line that is jacking me up is 'If a creature with a climb speed chooses an accelerated climb (by accepting a –5 penalty, it can move half its speed (instead of one-quarter its speed)), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty'.

Why is it referring to quarter speeds and half speeds when the creature has a climb speed of 30'? It makes its check, it moves the listed speed, right? Why all the verbage about 'quarter speed' and 'half speed' in the special ability description? I understand that it applies for the skill check for creatures without the special ability, but shouldn't a creature with the special ability just move their listed speed on a successful check?


Pathfinder Lost Omens Subscriber

The Ranger's ability Favored Terrain says the following (courtesy of d20pfsrd.com):

'At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).'

One of the Favored Terrain options is 'Water (above and below the surface)'.

What happens if a Ranger is piloting a vessel on the water? Is he considered to be in his Favored Terrain? Obviously, there is no terrain for 'Ship Deck'. Is he 'traveling through his favored terrain' as he pilots the ship such that he couldn't be tracked by his ship's wake or other signs of his ship's passing? If he gets into a fight on a ship do his F/T modifiers apply?

On a related note, what if a Ranger is in a set of partially submerged caves, a la the Skull and Shackles 1 Riptide Cove? Is this terrain Water or Underground? I'm thinking it's both, so if the Ranger has either terrain type as a F/T then he gets his bonus'.


Pathfinder Lost Omens Subscriber

Greetings and welcome back after the long Memorial Day weekend. My regular monthly order for May (order # 2061385) never made it to me. Generally my Paizo shipments take 7-8 days to reach me. This order shipped on May 15th, and following the tracking on the order, it seems to go into limbo somewhere after entering the general postal system in San Antonio, TX.

Is there anything that can be done here to help me out?

Thanks,

DJF


Pathfinder Lost Omens Subscriber

The website product schedule ends in February and, in less than a week...BAMMM it's February.

Surely the mad geniuses (I had to Google the plural of that...) at Paizo have already planned out the product schedule for the rest of 2012?

Can't you at least get us salivating by posting the product schedule on the website?

BTW I'll trade you my liver in order to ensure that the APs get back to their original shipping schedule after the December slip; I want Skull and Shackles to ship the first two volumes in March so bad that it's actually blurring my vision.....

DJF


Pathfinder Lost Omens Subscriber

Greetings all,

Quick question. According to the website product schedule we're looking at two AP volumes, #55 & #56, in March as part of our subscriptions.

Is this still the plan or is the product schedule just out of date? Personally I'd love it if both issues shipped in March, just to get us back on the schedule that slipped in December (or was it November?). Not to mention that having two adventures of the new Skulls and Shackles
AP on hand at the same time would be much better than just the first....

Anyway, thanks for all of your hard work,

DJF


Pathfinder Lost Omens Subscriber

This is going to be a fairly lengthy post folks so I completely understand if you throw me a TL;DR response. For those who do make it to the end, thanks for your time.

My impression of the AP/Modules line relationship is that there is tremendous room for improvement in how the Pathfinder Modules line complements not only the Adventure Paths, but the Pathfinder product line as a whole.

I mean this as an honest criticism, so please forgive me if this sounds harsh (it is certainly not meant as a personal criticism of anyone) but the Modules line, as it stands today, seems like little more than a proving ground of sorts for adventure authors that Paizo is vetting or possibly grooming for bigger things.

Let me explain. First, it is a well known fact that the opportunity to write a module in the PF Modules line is the grand prize, if you will, of the RPG Superstar contest. So, one out of six of the adventures that we'll see in a year of the PF Modules line is written by a newcomer to the industry, and that's a good thing. Cultivating fresh talent is critical to the future health of the gaming industry that we all (presumably) love. However, it also means that Paizo is accepting a certain level of risk. This is, after all, the professional maiden voyage of someone who won a contest, which leads me to my second point.

The Pathfinder Modules line is bi-monthly. I believe that a two month gap in the line is intentional because many of the developers in this line are not full time employees of Paizo and thus there is the risk that the initial drafts, reworks, etc might not arrive on time or at a level of quality that Paizo is comfortable with. I'm guessing that the two month gap between adventures is a safety net to allow Paizo time to recover from an adventure author who drops the ball for whatever reason.

Third, the PF modules line has been, at least up to now, a 32 page softcover. I believe that this, again, is by Paizo design as an intentional risk management firewall against a new or inexperienced adventure author getting in over their head with a project too large for them to handle. And, of course, poor sales on a 32 page adventure is a more easily absorbed loss than a 96 page super adventure that sells poorly.

Some of what I've stated here is broad generalization; certainly some very experienced and accomplished professional adventure writers have contributed greatly to the Modules line as well; it just seems like we see less and less of their presence lately.

None of the points that I've mentioned above are meant to sound like I believe that new authors are undependable or that Paizo has no faith in its less experienced authors; I think they are just making good business decisions....

....but couldn't the PF modules line be so much more?

Or, to put it another way, I understand that there is great reluctance (justifiably so btw) in making any significant changes to the very successful Pathfinder AP formula (6 adventures, monthly, starts 1st level, finishes at 13th-17th level), but why can't the PF Modules line be more dynamic in its content, format and even release schedule?

Paizo has done a very good job of taking a theme (horror, kingdom building, Arabian Nights, etc.) and turning it into a campaign of 6 adventures. It has also done a decent job of taking smaller adventure ideas and turning them into (usually) unconnected 32 page bi-monthly modules. Hollow's Last Hope, Crown of the Kobold King, Revenge of the Kobold King, Hungry are the Dead, Tower of the Last Baron and Treasure of Chimera Cove were loosely connected, but that trend seems to have stopped in the modules line for the past year.

But there are adventure types that just don't fit easily into either a 32 page adventure or a 6 module AP.

The most obvious, to me, is the mega dungeon crawl. Most of the ones that I've seen done well (ToEE, Ruins of Castle Greyhawk, Undermountain) are not going to fit into a 32 page module, but nor are they likely going to be your entire campaign. Rappan Athuk Reloaded and Slumbering Tsar from Frog God Games are two exceptions of mega dungeons that are, IMO, full campaigns but they include more than just dungeon delves in a specific site. The dungeons listed in the book 'Dungeons of Golarion' would make good candidates here.

'Sandbox with walls' areas, as I call them, are also good candidates. This is a valley, or a kingdom, or a forest, or some other geographic area that will have numerous encounters and sites for adventure in it, but it is designed specifically for a limited range of levels. 'The Valley of So-and-So' details 50 different encounters, for levels 7-9. It won't fit into a (single) 32 page module but it also isn't something that merges nicely into a themed Adventure Path. Nor is it necessarily an area large enough for an entire campaign. Falcon's Hollow is a good example; not coincidentally, the area around FH made for my favorite series of adventures in the Modules line to date.

Also, there is the 'event' type of adventure. Something significant is going to happen, or should happen, and the PCs either have to make sure that it doesn't or that it does. The event, whatever it is, is big enough that 32 pages isn't going to allow for enough detailed coverage of it, but an entire AP centered around the idea is going to end up stretching the PCs' patience (I felt like this by the end of the Age of Worms AP....cripes show up already, will you, Kyuss?).

Now I suppose that the types of adventures I listed above could be handled as multiple 32 page adventures, bi-monthly, similar to what we have now, just with much tighter cohesion between the modules, but I think that some of the ideas just work better as single 64 or 96 page books.

It seems to me as though the Pathfinder Modules line is missing a business opportunity; there seems to be a hole in Paizo's product line for adventures that are too short for an AP but too long for a 32 page module.

Right now, when my monthly box from Paizo arrives, here is my order of excitement level (from highest to lowest) for what it contains:

1. A hardcover. WOOOOOOT!
2. A Player Companion, 'Guide To....', or other Golarion specific supplement. Cool!
3. That month's Pathfinder AP. Flip through it. Pull out the encounters and NPCs that I find interesting. Neat.
4. The Pathfinder Module for that month. Flip through it. Maybe I'll run it. Maybe not. Meh.

I would like to see the Pathfinder Modules line move up that list instead of being the usual bottom feeder. I think that one way that could happen is to commit more resources from Paizo. It means bigger projects, more page count (which, yes, means more time spent on editing, layout, reworks, etc.), more risk but also, hopefully, more reward for everyone involved: Paizo, the players and the DM.

Maybe this is an area that Paizo has consciously decided to leave to third party companies. Certainly Frog God Games has scratched this itch for me up to now. But, when Paizo has enough confidence to branch out into online games and comic books, I have to believe that it can take a calculated risk on the Pathfinder Modules line in order to get it to that next level.

Good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

At 6th level, it gives you the ability to rage as a barbarian of your level - 3. You gain an additional round of rage for every inquisitor level after 4th.

Why 4th? It would appear to be more correct that either inquisitors gain the rage ability at 4th level, not 6th, or they gain the additional rage round for every inquisitor level after 6th, not 4th.

My opinion would be that inquisitors were meant to gain the rage ability at 4th level as 1) they rage as a barbarian of their level - 3, which would conveniently be 1st level for a 4th level inquisitor and 2) they gain their additional rage rounds 1/inquisitor level after 4th.

Thoughts?

Also, I searched the FAQ, boards and d20pfsrd.com for any updated information or previous threads on this specific topic but I didn't find any so here I am, hat in hand.

On a side note, the Wild Stalker ranger archetype, which also gives the rage ability, seems to have a misprint as well. It gives rage powers at two different places but removes the same core feature (favored enemies) at both points. Not sure if anyone had thoughts on that one either...

Good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

Hey all,
The only other thread that my search-fu turned up on this topic was from the alpha test of the core rules from back in 2008, so that wasn't tremendously helpful.

Can a PC cleric or antipaladin take Ability Focus (Channel Energy) in order to boost that DC? Can an antipaladin take it to increase the DC on their Touch of Corruption with respect to the additional effects it can cause at later levels?

It's a 'Monster' feat, so I'm always cautious about allowing it for PCs, although I do believe monks should be able to take 'Improved Natural Attack' so maybe I shouldn't be too hard on this one...

Thanks in advance,

DJF


Pathfinder Lost Omens Subscriber

I might be mistaken but I don't think there is a mass charm animal or a mass dominate animal spell(which would have a ridiculously short duration anyway).

So I ask you, how can a druid build an army of animals to do his bidding? I know there is a pack master archetype, but that is limited to splitting up your levels over several animals and then treating them as substandard animal companions....that seems like a lackluster option.

What if I, as an evil druid, want to take over the nearest wolf pack and have them attack the town an hour away from here?

What if, at high levels, I want to have a literal army of hundreds of animals at my beck and call? I'm not talking about uber animal companions, just run-of-the-mill 1,2 or 3 HD animals. It seems to like a level 15+ druid should be able to achieve something like this.

Hmmmm....maybe a modified version of the leadership feat that gave animals instead of regular followers?

Anybody know of a better way (i.e. something supported by the rules as they currently stand) for a druid to achieve control over a significant number of low level animals for a decent duration?

Good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

Greetings all,
My gaming group is going to be starting a new campaign soon, which is likely to go from 2nd level to (hopefully) 18+. The group's alignment bent is evil (player choice of lawful, neutral or chaotic), and the adventures are going to be non-AP sandbox style (Caverns of Thracia from Judges Guild, possibly Slumbering Tsar from FGG, some homebrew, maybe City of Brass or Fane of the Fallen, etc).

Currently the group's composed makeup is: human cleric of Urgathoa, human anti-paladin (also a worshipper of Urgathoa), a human witch with the Time patron, and a human sorcerer (undecided on bloodline). That leaves me with my options wide open, as we'll have a tank, a blaster and a healer (though it's a negative energy healer, we'll see how that plays out), and a witch for support/buffing as well as backup healing.

The campaign is set in Golarion, probably starting out in Falcon's Hollow (Darkmoon Vale), but it could go pretty much anywhere in the campaign setting from there.

Currently I'm looking at a chaotic evil half-orc barbarian. Now mechanically, I can use any of the very good barbarian guides currently available to build him. The problem is, I'm trying to figure out, what would be the long term goals of a high level evil barbarian in Golarion?

For example, the cleric of Urgathoa has mentioned wanting to establish a grand church and raise a mighty undead army. The anti-paladin has stated he wants to become an undead warrior and establish a dynasty that will last millennia (sp?).

What would a high level evil half orc barbarian want to do on Golarion? The first thing that comes to mind is the old trope of 'rally the orc tribes into a mammoth army and assault the lands of men.' This one, while not exactly original, isn't something that I've ever actually done as a player so, yeah, there's a lot of possible fun here.

But what else? What sorts of goals or motivations might a high level evil barbarian have on Golarion?

Now I know I haven't provided a ton of details or framework to base answers on, but if YOU had a high level evil half-orc barbarian, what would YOU be grooming him for?

Good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

My Paizo boards search on 'Abysthor, Conversion' was less than successful but I'm not giving up hope yet. With FGG's Slumbering Tsar's last chapters coming next year I'm hankering to do a campaign that starts with Crucible of Freya, continues on through Tomb of Abysthor, and finishes up with Slumbering Tsar.

However, I have been unable to find any sort of a Pathfinder conversion of this classic module. I could do it myself, but I thought I'd at least find out if anyone had already taken a stab at this one.

I'm gonna hit Google after this, but if I can't find a Pathfinder conversion on the Paizo boards, then I'm thinking the odds are gonna be slim of finding one elsewhere.

Good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

Hey all,
My level 16 magus loves the fire snake spell, level 5 from the APG. Now I am wondering if the squares that you create when you cast the spell can extend up into adjacent squares...the PFSRD for this spell states:

'You create a sinuous line of flames that you may shape as desired. The fire snake affects one 5-foot square per caster level, and each square must be adjacent to the previous square, starting with you. The fire snake may not extend beyond its maximum range. Creatures in the path of the fire snake take 1d6 points of fire damage per caster level (maximum 15d6).'

The spell's range btw, is 60 ft.

It seems, according to the text RAW, that a caster could create a 60' straight up column of fire.

Has anyone had any experience with this spell and, if so, has anyone used it to move upwards?

Good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

I'm statting up an evil cleric and I'm trying to find ways to optimize his use of the 'Sacred Summons' feat from Ultimate Magic.

Specifically, I'm thinking that if I can find a way for his summoned creatures to have the 'Evil' type, either through fiendish or some other means, he would be able to use his Sacred Summons and get the spells off faster.

As DM I'm house ruling that the 'Sacred Summon' feat takes place last in the chain of events leading up to a summoned creature actually appearing and attacking, so I'm not worried about theory crafting whether or not the creatures would be actually be considered evil by the time Sacred Summon is considered.

I'm just trying to figure out what means exist to give a creature on the Summon Monster list the evil type if it didn't already have it. Specifically, is there a way to add the 'evil' type to the elementals on the Summon Monster list?

This could be from a feat, spell, prestige class, alternate racial ability, archetype, etc.

The only caveat is that it needs to come from a source published by Paizo.

Thanks in advance and good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

Hey all,
I was considering a gunslinger for an upcoming campaign but I really don't know anything about how the class actually performs come game time. I've read the gunslinger class and the available archetypes, but I'm wondering how it performs DPS wise compared to, say, a ranger archer.

Our campaigns are average wealth, average magic, average magic item availability campaigns...pretty standard in comparison to what the core rulebook states for characters of a given level. So, how well does a gunslinger perform at low levels (1-6), middle levels (7-12) and high (13+)? Also, are there proven specific guns, magic items, feats or techniques that are especially good for improving gunslinger DPS?

I'd like to go with a dual pistol wielder, sort of a Clint Eastwood-as-The Outlaw Josey Wales so, probably human for my race.

Anyone with gunslinger experience have any insights for me?

Thanks in advance and good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

In a couple of months time (we're finishing up Age of Worms right now) my gaming group will be starting the Jade Regent AP with an evil-aligned group. There will be 5 PCs. So, knowing that I have a couple of months with which to basically day dream and mentally configure a bajillion different builds, I thought I'd come to the Paizo boards and ask....

What would YOU do given this situation?

Now, the only caveat is that another guy is already planning on making an anti-paladin, so that one is out. He's actually making a scary little halfling anti-paladin that sounds so creepy I'm not sure whether I'm excited for him or worried about him.

Other basics to consider:

1. We (the PCs) have done evil groups before and we are (usually) able to rein in our worst tendencies in order to not completely destroy a key plot element and thereby totally derail the campaign. Having said that, we have occasionally had fights-to-the-death between evil party members, so whatever I make will need to be able to defend himself against another PC-calibre threat of his level, if need be.

2. There is no religion picked for anyone in the group. I'm pretty sure the anti-paladin is going to go with Urgathoa but even that is subject to change. Thus, I can do any Golarion (evil) deity that is in Gods and Magic (the soft cover supplement).

3. House rule: we take 1/2 max hp possible as the min for each level. Thus, on a d4 2 is the min hp gained, on a d12 6 is min gained, etc. Of course, if a higher amount is rolled then you get to keep the higher roll. This rule was enacted because we had too many tank types that would suicide and reroll into something else after four or five levels in a row of rolling 1s or 2s on their d10s and d12s.

4. I'm not much on healing (others). Yes I'm that selfish bastard who doesn't like to spend his gaming time healing the group. I rarely play the cleric. Having said that, in an evil group there is much less pressure throw heals around so, I might look at an evil cleric or oracle if I can find a nasty enough build that looks to have long term appeal for me. Which leads to my next point...

5. We plan for the long term. My group actually prefers high level play so we look at a character's potential all the way from low levels up through 20th.

6. My last two characters were an alchemist and a magus, so I'll probably stay away from these two, unless something comes up that just begs to be played.

Ok, now that that boring stuff is out of the way, let's make a MONSTER!

I'll kick things off with a couple of ideas that have started rattling around in my head:

1. An evil human monk 20. With Ultimate Combat adding so much martial arts goodness into the mix, and Jade Regent already having a heavy eastern flavor, this just seems like a natural fit. I'm picturing a shadowy, cold blooded killer who seeks to constantly test his martial arts against more and more dangerous creatures and who practices an eerie, disturbing style that inflicts wounds causing excessive pain.

2. A human bard 1/barbarian 9/dragon disciple 10 (red dragon). Nothing says evil like a chaotic evil barbarian or a red dragon. Combine them together for super strong goodness (+8 from raging and DD mods) and you've got a build that brings a tear to my eye just thinking about.

Ok, now I'll sum up what I'm asking of you, the reader...given points 1-6 above, what evil character would YOU take through The Jade Regent AP?

Good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

Hey all,
I'm thinking about creating a character that uses a dire flail as his primary weapon. We play using VTT (virtual tabletops) so my character's art is fairly important to me as that is how I'll be visualizing my guy.

My problem is that a web search of various online fantasy art galleries has turned up negative for dire flail wielders. I've concentrated mostly on 3rd and 4th edition DnD sites as I'm pretty sure the dire flail is a weapon specific to 3rd edition DnD and the systems that came after.

So, in a digital nutshell, I'm wondering if anyone knows of a cool image of a male dire flail wielding warrior. The race doesn't matter as I haven't settled on a race yet.

Thanks in advance for all replies,

Firebringer


Pathfinder Lost Omens Subscriber

Is there value or interest in creating a poll on the website for customers (potential or current) to cast votes on what we, the customers, would like to see next from Paizo, maybe over the next publishing cycle? While polls such as these are certainly not definitive measurements of the customer bases' wishes, they are still valuable sources of data for product planning and scheduling sessions.

By framing the poll choices properly Paizo can communicate to their customers where it, as a company, would like to see the game go, and then compare that vision to the poll results to see if it is in line with where their customers would like to see the game go.

If nothing else it would hopefully lead to some informed, insightful communication between Paizo and it's customers, which can't be a bad thing!

Apologies in advance if something like I'm talking about already exists and I just wasn't aware of it.

Good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

Hey all,
Several magic items in the Core Rulebook refer to their means of activation as 'on command', e.g. rope of climbing, boots of levitation, winged boots, etc. However, pg 458, which talks about how magic items are activated still leaves me confused in one area of 'on command' items.

Is this a silent action? For example, if a party is trying to be compeletely silent, or is under the effects of a silence spell, or is underwater and unable to speak, can they trigger 'on command' items? Other items specifically state when a command word is required (broom of flying, carpet of flying) so I don't think a verbal word needs to be spoken for 'on command' items to function, but I wanted to get the opinions of others...thoughts, anyone?

Good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

I've seen other threads that spoke about the blaster wizard concept but I haven't seen one that specifically dealt with the idea from a single target DPS perspective, usually I see discussions that center around the use of AOE spells. I've always felt that there should be mechanics (feats, prestige class, archetypes, magic items, new spells) that allowed for a blaster wizard that could output significant single target DPS.

Wizards have more versatility than any other class at the cost of d4 hit points, no armor with only simple weapons and main attacks (spells) that are easily countered (high SR, high saves, items or spells or racial abilities that give immunities, etc). A wizard that specializes in their chosen school can be built to be extremely effective using that school's spells....with the exception of the evoker (IMO).

I don't see the problem with a developing either an archetype or prestige class that specializes in single target DPS. But I don't think you can do it with the spells currently available to wizards in Pathfinder. You could almost do it with the 'Orb' spells from 3.5, but those had some sticking points all their own (which I address further down).

I posted the following new wizard single target DPS spells in a different thread a while back:

Energy Missile spell line:

Energy Missile I
School Evocation [air, earth, fire, water; type changes to match damage type selected]
Level sorcerer/wizard 1
Casting Time 1 standard action
Components V,S,M (air: small piece of cotton, earth: small piece of rock, fire: small pinch of ash, water: small number of fish scales)
Range medium (100 ft. + 10 ft./level)
Target one creature or one object
Duration instantaneous
Saving Throw Reflex half
Spell Resistance yes

A missile of magical elemental energy shoots forth from your outstretched palm and unerringly strikes one creature or unattended object, dealing 1d6 points of elemental damage per caster level, to a maximum of 5d6 at 5th level. The type of elemental energy and its associated damage (air=electrical, earth=acid, fire= fire, water=cold) are determined by the caster at the time of casting and the type of the spell changes to match the element chosen. The caster must have line of sight to the target, although the missile will dodge around intervening obstacles to reach a target. As long as the target has less than total cover or concealment the missile will strike its target. A target may make a Reflex saving throw in order to take half damage. An object may be chosen as the target of this spell. If it is in the possession of a creature then the object uses the creature's saving throw for its own. If the object is larger than 5'x5'x5', or is part of a larger object (a section of wall, a large door, etc.) only a section 5'x5'x5' in volume will be affected.

Energy Missile II
School Evocation [air, earth, fire, water; type changes to match damage type selected]
Level sorcerer/wizard 3
Casting Time 1 standard action
Components V,S,M (air: small piece of cotton, earth: small piece of rock, fire: small pinch of ash, water: small number of fish scales)
Range medium (100 ft. + 10 ft./level)
Target one creature or one object
Duration instantaneous
Saving Throw Reflex half
Spell Resistance yes

A missile of magical elemental energy shoots forth from your outstretched palm and strikes one creature or unattended object, dealing 1d6 points of elemental damage per caster level, to a maximum of 10d6 at 10th level. The type of elemental energy and its associated damage (air=electrical, earth=acid, fire= fire, water=cold) are determined by the caster at the time of casting and the type of the spell changes to match the element chosen. The caster must have line of sight to the target, although the missile will dodge around intervening obstacles to reach a target. As long as the target has less than total cover or concealment the missile will strike its target. A target may make a Reflex saving throw in order to take half damage. An object may be chosen as the target of this spell. If it is in the possession of a creature then the object uses the creature's saving throw for its own. If the object is larger than 5'x5'x5', or is part of a larger object (a section of wall, a large door, etc.) only a section 5'x5'x5' in volume will be affected.

Energy Missile III
School Evocation [air, earth, fire, water; type changes to match damage type selected]
Level sorcerer/wizard 5
Casting Time 1 standard action
Components V,S,M (air: small piece of cotton, earth: small piece of rock, fire: small pinch of ash, water: small number of fish scales)
Range medium (100 ft. + 10 ft./level)
Target one creature or one object
Duration instantaneous
Saving Throw Reflex half
Spell Resistance yes

A missile of magical elemental energy shoots forth from your outstretched palm and strikes one creature or unattended object, dealing 1d6 points of elemental damage per caster level, to a maximum of 15d6 at 15th level. The type of elemental energy and its associated damage (air=electrical, earth=acid, fire= fire, water=cold) are determined by the caster at the time of casting and the type of the spell changes to match the element chosen. The caster must have line of sight to the target, although the missile will dodge around intervening obstacles to reach a target. As long as the target has less than total cover or concealment the missile will strike its target. A target may make a Reflex saving throw in order to take half damage. An object may be chosen as the target of this spell. If it is in the possession of a creature then the object uses the creature's saving throw for its own. If the object is larger than 5'x5'x5', or is part of a larger object (a section of wall, a large door, etc.) only a section 5'x5'x5' in volume will be affected.

Energy Missile IV
School Evocation [air, earth, fire, water; type changes to match damage type selected]
Level sorcerer/wizard 7
Casting Time 1 standard action
Components V,S,M (air: small piece of cotton, earth: small piece of rock, fire: small pinch of ash, water: small number of fish scales)
Range medium (100 ft. + 10 ft./level)
Target one creature or one object
Duration instantaneous
Saving Throw Reflex half
Spell Resistance yes

A missile of magical elemental energy shoots forth from your outstretched palm and strikes one creature or unattended object, dealing 1d6 points of elemental damage per caster level, to a maximum of 20d6 at 20th level. The type of elemental energy and its associated damage (air=electrical, earth=acid, fire= fire, water=cold) are determined by the caster at the time of casting and the type of the spell changes to match the element chosen. The caster must have line of sight to the target, although the missile will dodge around intervening obstacles to reach a target. As long as the target has less than total cover or concealment the missile will strike its target. A target may make a Reflex saving throw in order to take half damage. An object may be chosen as the target of this spell. If it is in the possession of a creature then the object uses the creature's saving throw for its own. If the object is larger than 5'x5'x5', or is part of a larger object (a section of wall, a large door, etc.) only a section 5'x5'x5' in volume will be affected.

One significant point is that EM I has a higher damage potential than other 1st level damaging spells. Its single target only and a gives a saving throw for half, hence it should offer more damage than magic missle or burning hands.

Energy Missile is Evocation, not Conjuration like the Orb spells. Energy Missile checks SR, which I know was a major sticking point for a lot of people with the Orb spells. Energy Missile doesn't have a secondary effect, which the Orb spells did. Energy Missile doesn't have a to-hit roll, thus critical hits are not possible, unlike the Orb spells. Energy Missile allows a reflex saving throw for half damage, meaning that opponents with evasion (and thus presumably a high reflex save) stand a good chance of not being affected.

However, Energy Missile has one significant benefit over the Orb spells: versatility.

The energy type is chosen at the time of casting, not at the time of memorization.

This circumvents one of the traditional obstacles to wizards and damaging spells: having the wrong energy type memorized for a given encounter (fireball against red dragon).

Do these spells by themselves allow for a single target blaster wizard that comes anywhere close to a fighter in DPS? Not alone. But combined with new feats, archetypes and magic items that were specially designed for a blaster wizard (Ultimate Magic don't fail me now) they could.

This big post boils down to one concept: I'd like some crunch to be added to the game specifically to allow for the creation of a wizard that has greater single target DPS than is currently possible under the Pathfinder rules...can't state it anymore plainly than that.

Good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

It's slightly disappointing that there is no core Pathfinder counter to so many low level illusion spells (blur, displacement, mirror image, etc).

There was the 'blindsight' spell in 3.5 DnD. Are there any spells in core Pathfinder that grant blindsight?

Good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

My subscription order (1571384) has been in 'pending' status for over a week. I'm reading posts from a ton of people who either have the hard copy of Beastiary II or at least have the link for the download. I'm starting to feel like the last subscriber left with an open order.

Any other subscribers still showing 'pending' for this month's stuff?

DJF

P.S. I'm not griping about the speed of Paizo's order fulfillment, I'm just genuinely worried that there's something wrong with my order....


1 person marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Lost Omens Subscriber

With the Preferred Spell feat, you pick one spell that you can cast. As a cleric or a druid with a domain spell slot, technically, you can cast that spell (1/day, but you can still cast it). The wording of the feat does not mandate that the spell be on your regular class list of spells, or that it can't be a spell that you can only cast because it is a domain spell for you.

Now of course, you can't use the domain spell slot to cast it spontaneously, but with Preferred Spell, you're not. You're using up a different slot/spell to cast the spell spontaneously. The domain spell was just used as the prereq for the feat.

Does this work?

Good gaming to all,

DJF


Pathfinder Lost Omens Subscriber

As I read through the APG, and the section on the oracle in particular, one observation jumps out at me: many of the oracle mysteries are more tied to druid-style concepts more so than cleric concepts. Flame, Stone, Waves, Wind, Heavens (could go either way), Nature and Life.

Hence, I'm thinking about instituting a new rule: an oracle, at first level, decides whether they will draw their spells from the cleric or druid spell list. Once made, this decision cannot be changed.

Caveats: If the oracle decides to draw their spells from the druid spell list then they cannot choose to automatically add all 'inflict' spells to their list; they must choose the 'cure' spells (of which there are fewer on the druid spell list than the cleric).

Thoughts?


Pathfinder Lost Omens Subscriber

I'm looking to print a copy of the Pathfinder Bestiary for my personal use. I don't want to go to Kinkos or Staple and get a bunch of flak from the employees so I'm trying to see if Paizo's .pdfs have a line of text in them stating something along the lines of 'Paizo grants permission to print this document for personal use.'

I did some searching in the archives before posting this but all I can see are threads wherein Vic and/or James state that Paizo does not mind the printing of their products for personal use. I guess I'm looking for something a little more concrete that I can point out to an employee of a printing company within the document I want printed.

Good gaming to all,

DJF

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